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A member registered Apr 22, 2025

Recent community posts

Looking at the words on screen it looks like that you have put the folder containing all of Blue Archive mods into the game's Mods folder.
You need to take the mods within the Blue Archive Mods folder and put them directly into the game's Mods folder.

Hello, apologies for such a late reply. (The internet is a shit storm recently)
I'd be glad to transfer to Summon code when it is available. Currently my machine is damaged and needs to be repaired, but once things are worked out I can do that. I do not know how long this will take though.

I have not had the opportunity to work with anything 0.12a related yet, so I do not know of the new VT+. The current thing I have in place just checks for an [ID] tag in the Class file when loading the mod. If an [ID] tag is not included then an ID is added as normal. 

Could not find a way to ensure that modded units would always have the same ID independent of load order, which they would need for the "Summon" skill to work, so I use this for testing.

Hello, I have not made this modification public as of now.

Because a new game version is expected to release to the public soon, I want to wait until I can confirm that the feature will still work in the new update.

Originally it was my plan to develop a character mod to accompany and exhibit this feature, but that quickly became too ambitious for me.

After the new update releases and I have made everything work with the new code I will make the modification public.

Currently the modification includes:

- The titular Summon feature (+ some new attacks)

- Full integration with Blured’s VT+

- AI vs AI gameplay.

- Various bug fixes.

- New modding tools such as the ability to specify a modded unit’s ID & other aspects. (I expect these to either break or be deemed irrelevant in the next update)

I assume you are using v0.12+

I do not have access to this version so can only work with what knowledge I have from previous versions.

Did the game successfully load or did it crash on startup/fail to load saves?

(1 edit)

There was at one point a comment on the public Patreon download page which addressed this issue which has since disappeared, here's the solution.

This bug is caused due to the mod's creator not setting up the Class.txt file correctly.
The file lacks any information that tells the game how to offset the sprite when displaying it.
This issue can be fixed by taking all of the text including and below the "[Complete]True" tag from the Mod Examples > c011 > Class.txt file and placing it in the same location in Yoimiya's Class.txt.

A few manual tweaks are required to make it look exactly right but they're not to hard to make.

I've included below the missing text which you can past right at the bottom of Yoimiya's Class.txt:

[Complete]True
[SecPos]0/-250/-100|
[PortPivot]0.1750/0.8541/0|
[StatPivot]0.2608/1.0041/50|
[BatPivot]0.2650/0.9658/50|
[NormalCol]0|-616.9/692.99|-551.9/490.99|-647.9/339.99|-573.9/-254.9|-466.9/-275.9|-326.9/88.000|-433.9/718.99|-534.9/713.99|
[NormalCol]1|-641.9/690.99|-606.9/-258.9|-92.99/-285.9|42/-71.99|-158.9/279|-518.9/737.99|
[NormalCol]2|-696.9/696.99|-585.9/-268.9|134.99/-284.9|173.99/121.00|-304.9/369.99|-514.9/773.99|-602.9/746.99|
[NormalCol]3|216.99/-276.9|229.99/237|-310.9/380.99|-518.9/780.99|-726.9/711.99|-664.9/321.99|-598.9/-270.9|
[NormalCol]4|213.99/-270.9|235.99/357.99|-125.9/461.99|-344.9/438.99|-521.9/774.99|-738.9/708.99|-630.9/245|-668.9/-268.9|
[NormalCol]5|145.99/-271.9|174.99/387.99|-97.99/511.99|-329.9/428.99|-513.9/765.99|-748.9/696.99|-666.9/282.99|-693.9/-262.9|
[NormalCol]6|182.99/491.99|155.99/-274.9|-662.9/-279.9|-675.9/355.99|-634.9/714.99|-478.9/744.99|-367.9/500.99|
[SpecialCol]0|-571.9/417.99|-546.9/315.99|-328.9/384.99|-357.9/479.99|-495.9/462.99|
[SpecialCol]1|-588.9/437.99|-533.9/304.99|-314.9/359.99|-340.9/465.99|-486.9/463.99|
[SpecialCol]2|-591.9/419.99|-546.9/291|-300.9/348.99|-299.9/449.99|-481.9/467.99|
[SpecialCol]3|-595.9/430.99|-549.9/280|-304.9/313.99|-274.9/414.99|-403.9/485.99|
[SpecialCol]4|-608.9/431.99|-561.9/269|-275.9/319.99|-246.9/419.99|-385.9/484.99|-482.9/457.99|
[BellyCol]0|-429.9/345.99|-506.9/315.99|-495.9/220|-413.9/161.00|-355.9/228|-374.9/357.99|
[BellyCol]1|-420.9/376.99|-248.9/329.99|12.000/67.000|4.0000/-197.9|-90.99/-287.9|-438.9/-281.9|-605.9/-75.99|-534.9/312.99|
[BellyCol]2|-447.9/367.99|-357.9/369.99|-15.99/231|153.99/147.00|208.99/-136.9|145.99/-280.9|-547.9/-277.9|-644.9/-90.99|-532.9/305.99|
[BellyCol]3|-429.9/379.99|180.99/297|410.99/62.000|417.99/-277.9|-587.9/-279.9|-659.9/-45.99|-562.9/261|
[BellyCol]4|-420.9/398.99|-10.99/446.99|401.99/312.99|560.99/-36.99|518.99/-277.9|-657.9/-281.9|-610.9/90.000|-536.9/323.99|
[BellyCol]5|-450.9/398.99|-206.9/481.99|302.99/434.99|546.99/186|653.99/-140.9|680.99/-281.9|-647.9/-282.9|-686.9/-53.99|-551.9/329.99|
[BellyCol]6|-449.9/398.99|99.999/523.99|654.99/194.00|793.99/-283.9|-661.9/-281.9|-698.9/17.000|-527.9/333.99|

Hi, person working on the summon mod here.

I like a lot of these ideas, most of them are currently possible to my knowledge. Back views should be entirely possible with outfits or even expressions. My hope is that we get a way to implement “scenes” which are illustrations for specific scenarios, which could potentially be possible by using expressions, but would be difficult.

I tried my hand at converting unit’s teams for the AI vs AI feature, however currently I do not believe it’s possible for a unit’s team to be changed after it’s created and it’s AI behave properly.

Evolutions would be interesting and would entirely depend on the extent to which they affect the unit.

AoE is possible, all it needs is a unit who does it.

As for Size changes, I don’t really want to think about the nightmare of programming that, I don’t think it will happen soon.


I’ve been working on implementing the new mechanics I’ve been working on into a character who can augment her body during battle and utilizes a resource system. Won’t be done for a while due to art but so far it’s impressive what’s been able to happen with the existing code.

I am going to answer the question in your title because I am unsure what you are asking in the post.

The website Eka’s Portal has a handful of mods posted. A list of all publicly available mods to my knowledge and where they can be found:

Aon - Included along with VT+

Adder - Included along with VT+

Netcaster - Included along with VT+

ARK - Included along with VT+

Yoimiya - Link can be found on Eka’s.

Holstein - Dedicated post created by Crimson on the game’s community page.

Chimera - Included with base game v0.12+ (Patreon Only)

To my knowledge most mods are shared in the game’s Patron-only Discord server.

Inside the folder where you can see the “Mod Examples” folder there should also be a folder named “Mods”.

Inside the “Mod Examples” folder is another folder with the unit’s name. You need to take this unit folder out of the “Mod Examples” folder and put it in the “Mods” folder.

After that, launch the game as normal and the game will load the mod. This process is the same for installing any character mod.

Here, spent 2 hours making it possible, instructions in post:

https://itch.io/t/4837042/ai-vs-ai-modification-feature-

(2 edits)

I changed a bit of the code to allow the user to place down units belonging to a 3rd team (The Dusk Lamia's purple team) in the Debug gamemode.

HOW TO INSTALL:
1) Download the Assembly-CSharp.dll file from the mediafire link.

2) Find your instillation of Vessel Tactics v0.11b (This will not work for patreon versions v0.12 or v0.12a) Once you are in the folder that contains "Vessel Tactics" the executable/.exe file you are in the right spot.

3) From the folder found in step 2, go to Vessel Tactics_Data>Managed you should see a file named "Assembly-CSharp.dll"

4) Replace the existing "Assembly-CSharp.dll" file with the new one that you downloaded from mediafire.

5) Installation complete, if you boot up the game and you are unable to select a save file, find your save folder and either delete/remove any existing saves and try creating a new one.

Note: This is currently incompatible with BluRed's Vessel Tactics Plus (VT+) modification and any character mods that requires it. However I can add support if enough people request it.


HOW TO USE:
1) Open the Debug menu in the Sandbox.
2) Everything will look the same. I am unable to add convenient UI to select the team.
3) By default, any unit the player places will belong to team 1 (Player's team).
4) Pressing the "Ally" Checkbox in the top left ONCE will make the green box vanish and now any unit the player places will belong to team 2 (Red team)
5) Pressing the "Ally" Checkbox a SECOND time will make the green box reappear, now any units placed will belong to team 3 (Purple team)
6) Pressing the "Ally" Checkbox a THIRD time will make the green box vanish again and now any units placed will once again belong to team 1 (Player's team)
7) Using this system the player can place units on these 3 teams.

Notes:

- AI in this game isn't smart, there's nothing I will do about it.
- Every team will attack both other teams.
- Tends to highlight existing bugs unrelated to the Sandbox system (Ex: Schrodinger's "Overflowing Pockets" and Covenant's "Subsume")
- There must be at least 1 unit belonging to team 1 on the field to begin and end the game.


DOWNLOAD LINK:

https://www.mediafire.com/file/dw4ag21by60n5yu/Assembly-CSharp.dll/file

The way the game is currently set up I believe AI vs AI is possible with a few minor tweaks and may be coming eventually since I’ve seen a couple of people request it. (I could be dead wrong, AI is my least favorite part of programming)

As for Local or Peer-to-Peer (Local Host as you call it) multiplayer, I doubt that it’s a feature that will ever come considering the amount of work it would take on the devs’ part and what I would imagine would be pretty low demand for the feature.

Local Multiplayer could potentially be possible through a mod if someone were to put in the effort for it one day. But I can’t imagine how it would work.

I’m sorry, I cannot understand you, so I am unable to help.

Well… the answer is yes, you can. Why did you have in mind?

How have you tried so far?

(1 edit)

Apologies for once again requesting support on such an old thread, but I've encountered some more dnSpy jank that I do not know how to solve.
I am attempting to edit the RunAttack() method in EventScene.cs as part of adding a custom attack. I am editing the switch: statement which contains most of the attack IDs and adding a case: for the custom attack in AttackList.cs
In case it matters, the custom attack is a clone of "Pamper" with the only change being the CT.S_Type, I have the ID set to 2223.

The problem in dnSpy is that whenever I attempt to add the code for the new attack, or even edit the code for the existing "Pamper" attack, dnSpy completely misinterprets the code and creates code for an irrelevant attack. (Seems to be "Kiss" most of the time but I've seen other things on various attempts.)

There are no errors with the code to my knowledge, the game still runs find and can execute this strange code, but it is preventing me from making progress and would like to know why it is happening and perhaps how to fix it.

Images attached:
Code that I wish to add -


Code that gets added -


Edit: I have found a somewhat solution after reformatting the entire script that allows the code to stop hallucinating and actually save what I write. Still would like to know why this happens because the reformatting takes a lot of time.

Now compatible with characters which require VT+

I'm dumb, I can just include the Assembly-CSharp.dll file. Unfortunately, this would disable compatibility with any character that requires the Vessel Tactics Plus (VT+) mod.

(3 edits)

UPDATE -
I've managed to create a fully working "Summon" skill that can both be used by any unit in the game and summon any unit in the game.
Summons are fully autonomous units and act exactly the same as regular units.
Summons can use the "Summon" skill as well to create even more units, provided that they have the "Summon" skill.
Things it cannot do just yet:
- Range is fixed at only adjacent tiles I am working on changing it.
- Units cannot be summoned contained inside another unit. (summon-feeding)
- Summoning is currently a free action, I believe that it should take a turn.
- There is currently no limit to the number of summons.
- When summoning units, their 2Dsprites may be facing the wrong angle, making them seem invisible. They correct themselves automatically when the camera rotates so I have not deemed this an issue worth fixing at the moment.

Next Objective - 
Figure out how to get the full summon system into a single mod. Currently the system functions by modifying/creating methods in the game and it's unrealistic to expect people to follow a tutorial to modify the game's code themselves. I expect this to take about a week.

(1 edit)

+ I want to add this post in case anyone comes looking for solutions after me.
dnSpy just kinda sucks, it will tell you there are things wrong with your code that you didn't change, it will put things in the code that it can't read and it will say it's broken, it needs to be restarted if you added a method and try to call it in the same session, there are many problems.
Updating to the correct version does prevent some of these things from happening but they will still occur. The solution is being smart enough and have the patience enough (because you have to do it everytime you recompile) to unfuck whatever it decides to fuck up.
There's always the possibility that this issue only exists on my machine, or it's a fault of mine but just in case anyone else has this issue, blame dnSpy and spend the next 6 hours reformatting the same 6 lines of the base game's code everytime you make a change and save and restart the program frequently.

This method was a success.
I've overloaded the Class constructor to contain and extra parameter which is a list of Class IDs. Using code from the PlaceUnit() method in DebugMenu.cs (the Sandbox) units are now able to place other units in battle using their Class IDs. (There are a few temporary visual bugs but nothing major.)
Currently I just have Avalon placing units from her Expel skill's select menu, which I've overwritten the normal function of, meaning that she can only place units when carrying another unit. While this is not intended, it is a cool idea for a character that clones other characters.
The next step is to create a custom skill rather than overwriting expel.

(1 edit)

I have decided to use the Expel skill (as seen on Avalon) as a base for designing a "Summon" skill due to the fact that it already has the functionality of pulling up a menu of selectable units to expel.
One issue I've found however is that I believe Expel is the most complicatedly programmed skill in the game.
Currently my objective is to replace Expel's function of spitting up a contained unit with placing a new unit from a list of units which should only be a few minor changes,  but we'll see.

Thank you for responding. I spent some time messing around and found that the version of dnSpy I was using (6.1.8) was adding unnecessary lines of code that it could not interpret and if I simply removed/reformatted the lines throwing errors, the problem would be resolved.
This new version fixes the issue altogether, thank you very much.

Hello, and sorry for posting in such an old thread.

I have been following this thread as a kind of tutorial. (Very helpful, thank you.) But I have encountered a problem when attempting to use dnSpy.

I have used AssetRipper to decompile v0.11b (I am aware that modded units are disabled in this version, my only goal is to add a custom attack to existing characters.)

When using dnSpy to edit the code of my instillation (still v0.11v) and inserting my modified code in AttackList.cs I encounter several errors when attempting to recompile. (Variations of: Error CS1525, Error CS0119, & Error CS0659)

I have verified that my modified code is not the issue by attempting to recompile an unmodified version of AttackList.cs which encountered all of the same errors. As far as I can tell all of the errors relate to UnityAction which only appears in dnSpy and not the actual CS code.

I’m not sure if it’s because changes have been made since this thread was active or if I’m just using dnSpy wrong. Any help would be appreciated.

Great idea for a use. Something so specific however would require taking a look at the movement system.

To my knowledge, a unit’s movement in controlled by just their “Speed” value which allows the unit to move in a ring around them Speed-number-of-squares wide.

Attacks are handled using a similar ring method with range being controlled by MinRange and MaxRange, which just control the size and distance of the ring.

(1 edit)

After some further digging I have found the PlacePlayerUnit() method in TurnController.cs

My hope is to call this method for an attack similar to Expel. However I’ve encountered several unrelated issues while attempting to recompile the code using dnSpy.

I still have yet to find an idea for #2 but I intend to keep looking. I dug through that old thread about modded characters but they didn’t seem to encounter this problem. If anyone knows a way to fix Error CS1525 “Invalid expression term ‘>’ along with a couple related errors please help.
Edit: Issue resolved.

This question is in regards to modding.

Would there be any way for a unit to have an attack/skill that would summon another unit on the field?

This is something that I think could open a lot of potential for new abilities, for example, minions, turrets, cover, status tiles, etc.

Basically is it possible to give a unit the capability to modify the field in any way?

My first thought was somehow utilizing the fact that when a captured unit escapes from another unit it appears next to them as a method of summoning but I couldn’t figure a way to do it when looking through the code.

Another possibility I wonder about. Would it be possible for a unit to carry other friendly units into a battle from before the battle. (I’m aware that balance-wise this is practically cheating, that’s why it’s in regards to mods.)

To summarize:

1) Would the game’s code allow a unit to create a new unit in battle.

2) Would the game’s code allow a unit to bring contained units into battle somehow?