Skip to content

raf13lol/RDModifications

Repository files navigation

RDModifications

a bepinex 5/6 (mono) mod !!

bepinex 6 version is the regularly named one (Doesn't include bpe5 in its filename)

Get bepinex 5 version via the dll file called com.rhythmdr.bpe5randommodifications.dll in releases

some random modifications that some people could want and such so why not

warning: some of the modifications could cause issues (accidentally and purposefully) in levels

(e.g. 2x+ speed seems to cause some visual issues sometimes)

Check the config file to change configuration

the configuration manager is not properly supported due to my method of loading mods, unsure if i will ever fix that

List of modifications available with a simple summary:

  • AnimatedSleeves -> Allows for animated sleeves (see the section for how to do it)
  • APNGPreviewImage -> Allows for animated preview images using the APNG file format
  • Blindfolded -> Allows for hiding the row visuals
  • ConsistentHoldPitchAlternation -> Allows for making the pitch alternation of holds consistent with regular classics
  • CustomDifficulty -> Allows for a custom hit margin
  • CustomDiscordRichPresence -> Allows for customising the discord rich presence, including the presence id
  • CustomIceChiliSpeeds -> Allows for having a custom speed on ice/chili speeds instead of 0.75x/1.5x
  • CustomPrebarLength -> Allows for having a custom prebar length instead of 0.6 seconds
  • CustomSamuraiMode -> Allows for setting the Samurai. from Samurai. mode to any string
  • DailyBlend -> Adds in-game handling for the daily blend(s), meaning you don't have to download them yourself
  • DisableExcessiveLogging -> Allows you to prevent the game from logging useless messages
  • DoctorMode -> Removes the Rhythm from Rhythm Doctor (destroys the rhythm engine)
  • EditorPatches -> Some patches to extend editor features or to improve editor (see the section for more info)
  • ExtraLevelEndDetails -> Provides extra details at the end of a level, e.g. previous best
  • ExtraSearchFilters -> Allows you to search in the CLS with certain filters
  • FailOnCondition -> Allows you to force a game over if a certain condition is met (e.g. being a heartbreaker)
  • FailOnMS -> Allows you to force a game over if you hit a beat with a certain millisecond offset
  • FakeRankOnMistake -> Allows for flashing a fake rank screen and a sound to play on each miss, with being able to choose the Rank shown/said
  • ForceGameSpeed -> Forces the game speed to a certain value (may cause a few issues due to how forceful it is)
  • GameplayBugs -> Fixes some bugs within the game
  • LevelPRStatus -> Colours the syringe body of a custom level depending on the peer-review status of it on Rhythm Café
  • MassUnwrapLevels -> Allows for unwrapped all currently wrapped levels with a simple key combination
  • NumericalHitJudgementAdjuments -> Adjusts the Numerical Hit Judgement sign depending on judgement display and colour styling
  • StatusSignOpacity -> Allows for changing the opacity of some of the status sign's elements
  • TwoPlayerOverwritePanning -> Allows for using one's 2P panning separation value on all pulse sounds

AnimatedSleeves setup

there are three methods for having animated sleeves, either each frame is a seperate image or the sleeve image is an apng file or one big spritesheet

each frame referred to here is and must be 524px x 40px (width x height) in size !!!

the sleeve images are located at where rhythm doctor's save files are to e.g. C:\Program Files (x86)\Steam\steamapps\common\Rhythm Doctor\User\

if you are doing the apng, do note that:

  • this is experimental so idk if it works please alert me if not
  • apngs are a bit special and idk where you make them so

the apng should be placed where the sleeve images are and should be suffixed with _animated, e.g. scribbleP1_0_animated.png

if you are doing the spritesheet, do note that:

  • there cannot be empty spots in the spritesheet
  • the program will read from left to right, top to bottom, so make sure to export correctly (e.g. in aseprite horizontal strip or by rows i think)
  • the game will refuse to handle an image that's too big in width or height so keep that in mind

the spritesheet should be placed where the sleeve images are and should be suffixed with _animated, e.g. scribbleP1_0_animated.png

if you are doing it with individual images

each image should have the suffix of _frameX where X is a number starting from 1 e.g. like:

scribbleP1_0_frame1.png, scribbleP1_0_frame2.png, scribbleP1_0_frame3.png, ...

please do ask for more details if there's some parts you don't understand

EditorPatches

  • BorderTintOpacity -> Enables/adds the built-in border/tint opacity field to paint events
  • DefaultNarrateOffOnCreate -> Narrate on created level events is by default off
  • DisableInputFieldLimits -> Numerical input field limits are disabled
  • DuplicateDecorationButton -> Adds a button to duplicate a deco, above the delete button for the deco
  • EditorBugs -> Fixes some bugs within the editor
  • GhostRowBeats -> Makes the Row tab always visible
  • ImportAnimatedImages -> Allows the importing of APNGs/GIFs and them being converting to a valid format for RD
  • InsertDeleteBars -> Alt + left click inserts a bar, alt + right click deletes the bar clicked (hard to explain shortly)
  • RemoveFourRowLimit -> Allows up to 16 rows in total placed in any room without limits
  • ShowIDs -> Shows IDs of certain things via the title text
  • UnlockEditor -> Developer-exclusive functions of the editor unlocked (ported from UnlockEditor by Seq... thanks for letting me port it)

Create a github issue for suggestions/bugs or just ping me if you're in a server i'm in or just dm me

About

random shit that i, mostly, thought of

Resources

License

Stars

Watchers

Forks

Packages

 
 
 

Contributors