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m4bwav/madnesswright

v0.1.4MIT

Mod MADNESS: Project Nexus with an AI agent the official way: mod folders, info.txt and MadCards on the releasebeta branch, SceneTools levels, stages and campaigns, ModTools weapons, armor and characters, and Harmony code loaded by the game itself. A stdlib Python helper finds the install and branch, backs up saves, lints mods and scenes against the game's own rules, deploys mods and reads the mod log. Evergreen.

madnesswright

Mod MADNESS: Project Nexus (the 2021 Steam game, not the Flash classic) the official way: releasebeta branch with a save backup first, a mod folder under LocalLow/Gibbing Tree/Madness Project Nexus/Mods with info.txt, MadCards (.json container or .txt shorthand) and .mobj/.sobj bundles, enabling it from the gear icon, proving it loaded from Mods/mods.log, and sharing it on the Steam Workshop. Bundled mpn.py finds the install and branch, backs up saves, lints and deploys a mod, and reads the logs. Use whenever the user asks to mod Project Nexus or MPN, 'make a MadCard', 'give Hank more health', 'green blood mod', 'why isn't my mod loading', 'install this mod', 'upload to the Workshop', 'which branch do I need', or mentions MadCards or Madness Combat modding. Any level, map, Playground scene, .sobj, stage, arena or campaign request goes to madnesswright-scenes instead; 3D weapons, armor, characters and Harmony code are madnesswright-modtools. Windows; Linux and Steam Deck through Proton.

madnesswright-modtools

New art and new code for MADNESS: Project Nexus: the official ModTools Unity project (Unity 2019.2.6f1) turns models, textures, icons, animations and fonts into .mobj AssetBundles with MadObjects (melee, ranged, ranged addons, armor, body parts, Character_Ref rigs, Weapon Animator), wired to MadCards by ObjRef; and Harmony 2.4.2 assemblies loaded from a mod's info.txt (AssemblyPath, HarmonyID, EntryType with IModEntrypoint) with no BepInEx. Decompiles the game's Assembly-CSharp.dll before naming any patch target, and picks the target framework from the game's Managed folder. Use whenever the user asks to 'add a new gun model', 'import my Blender sword', 'make custom armor', 'custom character rig', 'weapon animation', 'write a Harmony patch', 'code mod', 'C# mod for Project Nexus', 'my mobj doesn't load', or names ModTools, MadObj, ObjRef or IModEntrypoint. Plain MadCard edits are madnesswright; levels, maps and .sobj scenes are madnesswright-scenes.

madnesswright-scenes

Make, fix or debug a level, map or stage for MADNESS: Project Nexus. The game has no in-game editor: levels are built in the official SceneTools Unity project (Unity 2019.2.6f1): Playground scenes (_PG), rooms from Room_Layout, floors, waypoints, doors, cover, lockers, spawners, zones, blockers, the Event System, custom stages, campaigns, cutscenes and Arena Siege or Infiltration stages, exported as .sobj. Lints a scene against the official rules (mpn.py scene-lint), plans encounters and waves, and runs the build-deploy-playtest loop. Use whenever the user asks to 'make a level', 'build a map', 'custom stage', 'Playground scene', 'arena map', 'custom campaign', 'level editor', 'my scene or Playground map doesn't show up', 'I built the sobj', 'enemies don't path', 'design the waves', or names SceneTools, .sobj, Room_Layout or Squad Spawner. Level requests start here, not in madnesswright. MadCards and mod setup are madnesswright; models and code are madnesswright-modtools.