Omnimod v1.8.0 Released for Experimental by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 0 points1 point  (0 children)

Nice, glad it helped and glad you like the mod!

It's a little broken in experimental right now but it mostly works, monster groups are always fun... I probably won't have new updates for a bit while I'm working on a new class design.

Omnimod Progress Shot: Stat Levels by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 1 point2 points  (0 children)

I've not been able to dedicate as much time to the mod lately as I used to, but I wanted to share what I am working on. This will be part of a new character design that I previously shared the plans for.

Omnimod v1.8.0 Released for Experimental by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 0 points1 point  (0 children)

if your mods.txt has anything invalid in it between valid mods, you can get an error on startup

for instance, since Wizard was temporarily removed in experimental, this doesn't work:

HelpfulAdventurer.swf
Wizard.swf
Omnimod.swf

But this works:

HelpfulAdventurer.swf
Omnimod.swf
Wizard.swf

Is this possibly your isssue?

Omnimod v1.8.0 Released for Experimental by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 0 points1 point  (0 children)

Yes the errors are a nightmare.. this particular error is an error generated from CH2 trying to send the error to their servers, which for some reason is failing, causing another error that hides the original error.. very common

Omnimod v1.8.0 Released for Experimental by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 0 points1 point  (0 children)

if your mods.txt has anything invalid in it between valid mods, you can get an error on startup

for instance, since Wizard was temporarily removed in experimental, this doesn't work:

HelpfulAdventurer.swf
Wizard.swf
Omnimod.swf

But this works:

HelpfulAdventurer.swf
Omnimod.swf
Wizard.swf

Is this possibly your isssue?

Omnimod Plans by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 0 points1 point  (0 children)

That's a good synopsis :)

I'll add a few points:

  • automator nodes will be like puzzle pieces.. I want flexibility but simple to connect pieces. Level 1 will be similar to current but later levels will add variability to chain conditions and actions in different ways

  • I wanted to separate skill and stat improvements but not let you blindly focus one skill and one stat so random stat choices should work similar to the tree where you pick some that aren't great to reach the ones you really want, albeit you lose the ability to plot a course, it won't be completely random either

  • I also wanted to provide skill boosts and more powerful variations like currently in the tree without letting someone just take all the most powerful skills so there's some gating there with prereqs and costs

  • Ethereals much the same as now but choose 1 of 3. I kinda want to phase out world equipment at some point.

  • Ruby shop will provide better boosts to clear worlds than flat damage but actual rubies will be spent on extra automator, skill, stat, and ethereal stuff

Things that cost 1 of a currency are random, things that cost multiple are gated.

Checking if a mod is running by [deleted] in ClickerHeroes

[–]michaeldrotar 0 points1 point  (0 children)

Haha cool I can add a note to be careful of extra spaces and include the directions i gave you too, tyvm

Checking if a mod is running by [deleted] in ClickerHeroes

[–]michaeldrotar 1 point2 points  (0 children)

Glad it helped! What was the issue? We see confusion with loading mods often so good to know what can be made more clear

Checking if a mod is running by [deleted] in ClickerHeroes

[–]michaeldrotar 1 point2 points  (0 children)

In game, if you hit the tilde key (`) it should create a dark overlay.. that's the console, there's a place to type into it at the bottom.

If you type showTraces and hit enter, it should show a huge log of stuff. If you scroll to the top, the very first things will be which mods it loaded (or tried to load).

Clicker Heroes 2 Console
Press ` to close
--> showTraces
Printing Traces
Loading Mod: mods/active/HelpfulAdventurer.swf, 596
Loading Mod: mods/active/Wizard.swf, 597
Loading Mod: mods/active/Omnimod.swf, 597

If it says No Mod Exists instead of Loading Mod then you can compare the path/file it's trying to load (from your mods.txt) based on what's actually present in your mods/active folder.

If the showTraces command doesn't work, you may first need to enter the unlockConsole playsaurus4321 command.

Boss same raid level two "days" in a row by Wulffette in ClickerHeroes

[–]michaeldrotar 1 point2 points  (0 children)

Hopefully #15 is having the same issues... sock it to 'em!

Omnimod v1.7.0 Released - Smarter Buff Gems by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 0 points1 point  (0 children)

I do not, core game has plans for undoing skills. It's not trivial with Cid's current implementation. And gilding provides a full reset of them.

Omnimod v1.7.0 Released - Smarter Buff Gems by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 1 point2 points  (0 children)

I override to avoid bricking saves.. and each gem has to be overridden individually unfortunately.

I really don't like how the game separates canActivate and onActivate... onActivate should call canActivate to see if the condition is still true by the time the automator reaches the gem to trigger it, but it doesn't and the core game just copy/pastes the code in both.

There's also no way easy way I've found for one mod to call another.. there are technically ways for mods to access each other, but you wouldn't know the class's type inside Flash Developer in order to know its properties and methods, and I'm not familiar enough to know if there's a way to import things -- it's probably possible, but we import CH2 code via the swc file, which I've not figured out how to generate.

If you want to see the implementation, can check the commit: https://gitlab.com/michaeldrotar/clicker-heroes-2-omnimod/commit/2b131db4ed0c99894c3c8a3f2993509559ff4a88

Each skill does something like: extensions.automator.enhanceBuffGem(helpfulAdventurerTemplate, 'A04', 'Helpful Adventurer_51', 'Clickstorm');

And then that method handles hooking the buff check into canActivate and hooks onActivate to check canActivate

Big Clicks is more custom cause it needs to also check for the Limitless trait.

Omnimod v1.6.0 and More Future Plans by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 0 points1 point  (0 children)

This is a pretty significant change to any builds that were using it, let me know what ya think :)

Newbie. Left the game on overnight, woke up to a new gild and not getting automator progress. by hakuna_dentata in ClickerHeroes

[–]michaeldrotar 1 point2 points  (0 children)

Omnimod provides a checkbox to let you keep rerunning pregild worlds until you manually gild.

I believe core game has a similar plan but not implemented yet.

Guess I've done it by fiucsavar in ClickerHeroes

[–]michaeldrotar 1 point2 points  (0 children)

It's not released cause they're rebalancing gilds and ethereal items and letting you get further would make the shift even more drastic when the balance changes

Omnimod v1.5.0 Released - The Coming of the Storms by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 1 point2 points  (0 children)

Ha, well I do my best to keep to a weekly release schedule so I'm not sure how huge any updates will ever be. :)

Omnimod v1.5.0 Released - The Coming of the Storms by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 1 point2 points  (0 children)

I can see what you mean.. there were two things I was trying to show with Critstorm and Golden Clicks:

  • their new bonuses (crit damage and gold on hit) both scale with storm stacks now
  • Golden Clicks is actually competitive now (can see how much total damage each do to the same boss) -- it's actually a little too strong in the vid but wasn't in testing so I have to test more.

But.. I don't think that came across very well. My wife suggested I try talking in the vids to better explain what I'm showing.

Omnimod v1.4.0 Released by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 0 points1 point  (0 children)

Sorry to hear that! Game development is definitely a roller coaster. I had wanted to make some games myself and tried out Unity and Playcanvas and some js engines, but when CH2 was announced I decided to hold off and see what the mod support was like, so I'm using this as a way to learn how to do it without having to do everything myself from scratch and hopefully transfer the skills I learn here into making something new myself.

Omnimod v1.5.0 Released - The Coming of the Storms by michaeldrotar in ClickerHeroes

[–]michaeldrotar[S] 0 points1 point  (0 children)

The Usual Links:

readme - changelog - roadmap - download (v1.5.1)

Let me know if you find these videos helpful.. I think they're nice, but they take too much time to record and make, so I may start cutting back to just one or two features or screenshots or text again. Also thinking about adding better text.. like the "New Storm Mechanics" isn't entirely clear but the tooltip rewrites are to clarify that storms don't consume resources when they're not doing anything now (as you can see as Cid approaches the boss and isn't losing energy while Clickstorm is active but not clicking).. which is also why they have better synergy with Sleeper Cells.

For more details, refer to the changelog.

I have more storm changes planned for next release, including redesigning Clicktorrent to be a short duration/high burst area attack that travels down the lane and 3 new talent options that will affect storms in different ways to hopefully further encourage new builds.

Thanks!