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Skill Upgrades Tree
Library mod for adding skill upgrades to skills that can be selected in lobby. Comes with own skill upgrades if there are no other skill upgrades
| Last updated | a day ago |
| Total downloads | 130 |
| Total rating | 0 |
| Categories | Libraries Skills |
| Dependency string | Brynzananas-Skill_Upgrades_Tree-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
RiskofThunder-R2API_Addressables
R2API Submodule for implementing Addressables functionality
Preferred version: 1.1.3README
How to use (For modders)
Adding Skill Upgrades
SkillUpgradesTreeDef
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Create
SkillUpgradesTreeDefScriptableObject -
Fill
SkillUpgradesTreeDef List<R2API.AddressReferencedAssets.AddressReferencedAsset<SkillDef>> skillsToApplylist withR2API.AddressReferencedAssets.AddressReferencedAsset<SkillDef>to which skills add skill upgrades to. Please keep skills within the sameSkillFamily -
Fill
SkillUpgradesTreeDef List<SkillUpgrade> skillswithSkillUpgrade -
Run
Registermethod to register this skill upgrades tree
SkillUpgrade
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Create
SkillUpgradeclass -
Fill
SkillUpgrade string idwith your string identificator. MUST BE UNIQUE!!! -
Fill
SkillUpgrade string nameTokenwith your name language token -
Fill
SkillUpgrade string descriptionTokenwith your description language token -
Fill
SkillUpgrade string loreTokenwith your lore language token -
Fill
Sprite iconwith your icon Sprite -
Fill
List<string> mutuallyExclusiveWithwithSkillUpgrade.idthat cannot be selected together.SkillUpgradeyou included here will also have yourSkillUpgradeas mutually exclusive -
Fill
int selectiveUpgradesRequiredwith how muchSelectiveRequiredUpgraderequired to select this skill -
Fill
List<RequiredUpgrade> requiredUpgradeswith required skill upgrades needed to be selected first
RequiredUpgrade
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Create
RequiredUpgradestruct -
Fill
string requiredSkillIdwithSkillUpgrade.idthat is needed to be selected -
Fill
RequiredUpgradeCondition conditioneither withRequiredif required skill needs to be selected orSelectiveif you want to make either ofSelectiverequired upgrades needed to be selected to satisfy selection condition
How it looks

Getting Skill Upgrades
- To get if the player has selected the skill upgrade run
SkillUpgradesTreeApi.GetSkillUpgradeSelected(this SkillLocator skillLocator, string upgradeId)orSkillUpgradesTreeApi.GetSkillUpgradeSelected(this SkillLocator skillLocator, SkillUpgradeIndex skillUpgradeIndex)
Examples
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Mod has
SkillUpgradesTreeDef TestDefinSkillUpgradesTreeApithat gets registered if there are zeroSkillUpgradesTreeDefregistered -
Functionality of the upgrades in the
SkillUpgradesTreeDef TestDefare located inTestClass
How to use (For players)
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Select the skill that has skill upgrades and there will be a new menu to select skill upgrades. You cannot miss it
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Move skill upgrades screen with WASD on keyboard or right thumbstick on controller
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Close skill upgrades menu by selecting skill that doesn't have skill upgrades
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On controllers navigate through the menu using DPAD or left thumbstick. To navigate back to skill selection menu press left until you navigate back
TODO:
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Improve skill upgrades selection menu
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Add
UnlockableDefunlock requirement toSkillUpgrade -
Add ability for director to spawn monsters with selected upgrades if possible