Foreword
If you are not a developer or do not plan to add and use DP scripts, then you should follow the steps below to improve the loading speed. (This should also be done when you release your mod)
1) Delete
DynamicPatcher.dll.
2) Rename
DynamicPatcher_RELEASE.dll to
DynamicPatcher.dll.
Note
1. ‘nores’ is for Non-Developer.
2. This package is prepared for non-developers, uses
DynamicPatcher-2.0-debug, does not contain Source Code.
3. This version and later versions use the development version DP by default and also come with the release version DP. If you need to publish, you can rename and override yourself.
4. If you have already used the pre-packaging of this project, it is recommended to delete all of them and then overwrite them.
5. Build7 is different from the previous version. Due to the updated DP2.0, you must completely delete the folder i]"DynamicPatcher"[/i], and then add this package.
6. DP2.0 no longer needs to add administrator privileges to syringe.exe and gamemd.exe. If you encounter online synchronization failures, you can try to remove administrator privileges.
You must completely delete the folder "DynamicPatcher", and then add this package.
7. Fixed the spelling error
Form of
Stand.PromoteFormMaster, the correct spelling is
Stand.PromoteFromMaster is
From. At the same time, the default values of some Stands have been changed.
Change Log
1. The framework is upgraded to DP 2.0 (debug version), which can use the new component system of DP 2.0, so it is necessary to completely delete the old packages and re-cover the new packages.
2. Added
"Display Health number" and
"Display Damage number" feature, the display of numbers has two styles, the
"game font" or
"SHP file", the package has two SHP files
pips.shp and
pipsnum.shp for easy use. It is enabled by default. You can add settings like
DamageText.Hidden=yes in
[AudioVisual] to turn it off or other to deeply customize the display.
3. Added Aircraft Area Guard, provided by
"????",
Demo Video.
4. Paintball can print color to Building and Stand.
5. Added Launch Super weapon when Animation is playing, like launch when weapons fire, expanded some settings.
6. Now those animations spawn by an animation, like
Debris,
Trailer, etc. can inherit its
House. And you can use
ExpireAnimOnWater to cover Anim when a
Meteor or
Debris hit the water.
7. Now can set
SubjectToGround to homing projectile detonate when it throws the ground, default
yes when
ROT>1, default
no when use straight like
ROT=1.
8. Added new AE-Type
Weapon.Disable to disable the unit's weapon can affect the Unit's own Stand.
9. Added new AE-Type
OverrideWeapon. When the Unit is fired, the projectile will change to a custom weapon.
10. Added new AE-Type
FireSuperWeapon. When the Unit is fired, the SuperWeapon will launch the same.
11. Added new AE-Type
GiftBox, when the Unit has this effect, the Unit will transform to a
GiftBox.
12. Add new AE-Type
Select.Disable to disable selected by mouse.
13. Some feature settings have expanded, like
FireSuperWeapon and
GiftBox etc. They can set
Chance and
Elite etc. AE-Type same.
14. Expanded settings for some AE-Types, now they can use
AffectWho to specify who only affects, values
ALL\MASTER\STAND.
15. Expanded the settings of some AE-Types,
DeactiveWhenCivilian can make the attached effect stop working when the Unit's House is changed like pilot dead, but the AE will not be removed, and the timer will not be paused.
16.
GiftBox can now use
RandomWeight to control the random weight of each gift in the list when
RandomType is activated, the higher the value, the easier it is to be selected. But even if it is selected, the
Chance still decides this type can be released.
17. Set
House for animations
Explosion,
DestroyAnim,
DebrisAnim, etc. when a building is destroy.
18. Animations now use
Warhead or
Weapon to make damage, both can inherit
House. Added the label
Damage.InitDelay to set a delay of animations before doing damage.
Damage.Delay can also have effects on animations using
Warhead, the label
Warhead.PlayAnim can make animations using
Warhead, play Warhead's animation.
19. Added label
DeployToTransform, make
Infantry or
Unit transform to anther Unit when they deployed. like GiftBox, the origin unit will remove.
20. Expanded the Stand setting, now set
Stand.Immune=no to make Stand a target and receive damage, and you can use
Stand.DamageFromMaster to let Stand share the damage received by JOJO, or use
Stand.DamageToMaster to let JOJO share the damage received by Stand.
21. Changed the default configuration of Stand,
Stand.VirtualUnit=yes.
22. Added the tag
Missile.Homing, which allows the
SpawnMissile to track and accurately hit the moving target. When the target is
in air, this function is
automatically enabled.
23. Unit now correctly uses
FireOnce to stop firing after one shot when in
DeployFire.
24. Expanded Stand settings. Now, Stand can use
Stand.SameAmmo and
Stand.UseMasterAmmo to sync or consume JOJO's ammo. When
Stand.SameAmmo is enabled,
Stand.UseMasterAmmo is enabled by default.
25. Add new AE-Type
DamageSelf to still get damage itself even cloaked.
26. The animation adds a new label
Visibility, which can set the animation to only play to which house, NONE\OWNER\ALLIES\ENEMIES, NONE means all.
27. Expanded the settings of AE-Type
Anim. Now AE animation can be played when the unit is cloaked and can control to only play to which
House.
28. Added the
ClearTarget setting to the WarheadType. A unit damaged by this warhead will lose its current target, but it will not affect the subsequent search for a new target.
29. Expanded the animation damage system, adding the tag
Damage.KillByCreater allows the animation creator to get kills from animation damage, similar to the Psionic Storm in StarCraft's High Templar, as long as he is alive.
30. Extend Proximity, add the tag
Proximity.Blade to make collision detection ignore height. Any Z height within the Arm range is considered a hit.
31. Added new AE-Type
DamageReaction. When the Unit gets damaged, the damage number will be changed. Has EVASION\REDUCE\FORTITUDE\PREVENT, four-mode can be selected.