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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-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.

Read SKILL.md at the source

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