├── .editorconfig ├── .github ├── FUNDING.yml ├── ISSUE_TEMPLATE │ ├── BUG_REPORT.yml │ └── FEATURE_REQUEST.yml └── workflows │ ├── artifact_link.yml │ ├── documentation.yml │ └── main.yml ├── .gitignore ├── APIPatcher ├── APIPatcher.csproj ├── ScriptableObjectLoader.cs └── Singleton.cs ├── CHANGELOG.md ├── InscryptionAPI.sln ├── InscryptionAPI ├── Ascension │ ├── AscensionChallengePaginator.cs │ ├── AscensionChallengePaginatorSetupifier.cs │ ├── AscensionChallengeScreen.cs │ ├── AscensionRunSetupScreenBase.cs │ ├── AscensionScreenManager.cs │ ├── AscensionScreenSort.cs │ ├── ChallengeBehaviour.cs │ ├── ChallengeDisplayerPlus.cs │ ├── ChallengeManager.cs │ ├── StarterDeckManager.cs │ ├── StarterDeckPaginator.cs │ ├── StarterDeckScreenPlus.cs │ └── StarterDeckSelectScreen.cs ├── Assets │ ├── PixelGemifiedBlue.png │ ├── PixelGemifiedDecal.png │ ├── PixelGemifiedGreen.png │ ├── PixelGemifiedOrange.png │ ├── ability_transformer_1.png │ ├── ability_transformer_2.png │ ├── ability_transformer_3.png │ ├── ascension_card_none_darker.png │ ├── ascensionicon_none.png │ ├── customhoveringitem │ ├── customitem │ ├── customtotemtop │ ├── empty_rewardCardBack.png │ ├── mapevent_missing.png │ ├── maskFlat │ ├── rulebookitemicon_cardinbottle.png │ ├── runeroundedbottom │ ├── starterdeck_icon_none.png │ └── tribeicon_none.png ├── Boons │ ├── BoonBehaviour.cs │ ├── BoonManager.cs │ ├── DeckInfoExtensions.cs │ └── DestroyingFlag.cs ├── Card │ ├── AbilityExtensions.cs │ ├── AbilityManager.cs │ ├── BasePart2Modular.cs │ ├── CardAppearanceBehaviourManager.cs │ ├── CardExtensions.cs │ ├── CardExtensionsCosts.cs │ ├── CardExtensionsHelpers.cs │ ├── CardExtensionsPortraits.cs │ ├── CardExtensionsProperties.cs │ ├── CardExtensionsSetters.cs │ ├── CardManager.cs │ ├── CardModificationInfoExtensions.cs │ ├── CardModificationInfoManager.cs │ ├── CostProperties.cs │ ├── DamageShieldBehaviour.cs │ ├── DeathCardManager.cs │ ├── DeathCardTranspilers.cs │ ├── ExtendedAbilityBehaviour.cs │ ├── ExtendedActivatedAbilityBehaviour.cs │ ├── IActivateWhenFacedown.cs │ ├── OpponentGemsManager.cs │ ├── OpponentGemsPatches.cs │ ├── ShieldManager.cs │ ├── SpecialStatIconManager.cs │ ├── SpecialTriggeredAbilityManager.cs │ └── TribeManager.cs ├── Compatibility │ ├── AbilityIdentifier.cs │ ├── AbilityInfoUtils.cs │ ├── CardUtils.cs │ ├── CustomCard.cs │ ├── CustomLine.cs │ ├── CustomRegion.cs │ ├── DialogueEventGenerator.cs │ ├── EvolveIdentifier.cs │ ├── IceCubeIdentifier.cs │ ├── NewAbility.cs │ ├── NewCard.cs │ ├── NewCardAppearanceBehaviour.cs │ ├── NewEncounter.cs │ ├── NewRegion.cs │ ├── NewSpecialAbility.cs │ ├── SpecialAbilityIdentifier.cs │ ├── TailIdentifier.cs │ └── TypeMapper.cs ├── Costs │ └── CardCostManager.cs ├── Dialogue │ ├── CustomLine.cs │ └── DialogueManager.cs ├── Encounters │ ├── AIManager.cs │ ├── CachedGBCNPCDescriptor.cs │ ├── CustomNodeData.cs │ ├── EncounterBuilder.cs │ ├── EncounterExtensions.cs │ ├── EncounterManager.cs │ ├── ICustomExhaustSequence.cs │ ├── ICustomNodeSequence.cs │ ├── NodeManager.cs │ ├── OpponentManager.cs │ ├── SpecialSequenceManager.cs │ └── TurnBuilder.cs ├── Guid │ ├── CustomTypePatches.cs │ └── GuidManager.cs ├── Helpers │ ├── AssetBundleHelper.cs │ ├── CustomFields.cs │ ├── Extensions │ │ ├── BoardManagerExtensions.cs │ │ ├── CardSlotExtensions.cs │ │ ├── GameObjectExtensions.cs │ │ └── ListExtensions.cs │ ├── MaterialOverride.cs │ ├── ResourceLookup.cs │ ├── ResourcesManagerHelpers.cs │ ├── TextureHelper.cs │ └── TranspilerHelpers.cs ├── InscryptionAPI.csproj ├── InscryptionAPIPlugin.cs ├── Items │ ├── ConsumableItemDataExtensions.cs │ ├── ConsumableItemManager.cs │ ├── ConsumableItemPatches.cs │ └── ConsumableItemResource.cs ├── Localizing │ ├── LocalizationManager.cs │ └── LocalizationManager_Patches.cs ├── Masks │ ├── CustomMask.cs │ ├── MaskBehaviour.cs │ ├── MaskManager.cs │ └── Patches.cs ├── Nodes │ ├── CustomCardChoiceNodeSequencer.cs │ ├── CustomNodeSequencer.cs │ ├── CustomSpecialNodeData.cs │ ├── EasyAccess.cs │ ├── Interfaces.cs │ ├── MissingNodeSequencer.cs │ ├── MissingSequenceSequencer.cs │ ├── NewNodeManager.cs │ └── SelectionConditions.cs ├── Pelts │ ├── Patches │ │ ├── BuyPeltsSequencer_Patches.cs │ │ ├── CardLoader_Patches.cs │ │ └── TradePeltsSequencer_Patches.cs │ ├── PeltExtensions.cs │ └── PeltManager.cs ├── PixelCard │ ├── GBCPackManager.cs │ ├── PixelCardBehaviours.cs │ └── PixelCardManager.cs ├── Regions │ ├── Part1RegionData.cs │ ├── RegionExtensions.cs │ └── RegionManager.cs ├── ResourceBank │ └── ResourceBankManager.cs ├── Rulebook │ ├── PageTextInteractable.cs │ ├── RuleBookManager.cs │ ├── RuleBookManagerPatches.cs │ ├── RuleBookRedirectExtensions.cs │ ├── RuleBookRedirectManager.cs │ └── RulebookRedirectPatches.cs ├── Saves │ ├── ModdedSaveData.cs │ ├── ModdedSaveManager.cs │ └── SaveFileExtensions.cs ├── Slots │ ├── SlotModificationBehaviour.cs │ ├── SlotModificationExtensions.cs │ ├── SlotModificationGainAbilityBehaviour.cs │ ├── SlotModificationInteractable.cs │ └── SlotModificationManager.cs ├── Sound │ ├── GramophoneManager.cs │ └── SoundManager.cs ├── TalkingCards │ ├── Animation │ │ ├── DialogueDummy.cs │ │ └── GeneratePortrait.cs │ ├── Create │ │ ├── ColorManager.cs │ │ ├── CustomVoice.cs │ │ ├── DialogueEventStrings.cs │ │ ├── EmotionManager.cs │ │ ├── FaceData.cs │ │ ├── ITalkingCard.cs │ │ ├── TalkingCardCreator.cs │ │ └── VoiceManager.cs │ ├── CustomPaperTalkingCard.cs │ ├── Helpers │ │ ├── AssetHelpers.cs │ │ ├── CardHelpers.cs │ │ ├── SpriteExtensions.cs │ │ └── StringExtensions.cs │ ├── LogHelpers.cs │ ├── TalkingCardManager.cs │ └── talkingcardgenericprefab ├── Totems │ ├── CustomIconTotemTopPiece.cs │ └── TotemManager.cs └── Triggers │ ├── CustomTriggerFinder.cs │ ├── CustomTriggerPatches.cs │ ├── DoCombatPhasePatches.cs │ ├── Interfaces.cs │ ├── SlotAttackSlotPatches.cs │ └── TakeDamagePatches.cs ├── InscryptionCommunityPatch ├── Assets │ ├── Act3CostCubeBackground.png │ ├── ActivatedDealDamage.png │ ├── ActivatedDrawSkeleton.png │ ├── ActivatedEnergyToBones.png │ ├── ActivatedHeal.png │ ├── ActivatedRandomPowerBone.png │ ├── ActivatedRandomPowerEnergy.png │ ├── ActivatedSacrificeDrawCards.png │ ├── ActivatedStatsUp.png │ ├── ActivatedStatsUpEnergy.png │ ├── Ant_pixel.png │ ├── AquaSquirrel_pixel.png │ ├── Bee_pixel.png │ ├── BloodCostIcon_small.png │ ├── BloodCostIcon_small_unlit.png │ ├── BombSpawner.png │ ├── BoneCostIcon_small.png │ ├── BrokenEgg_pixel.png │ ├── CatUndead_fix_emission.png │ ├── ConduitEnergy.png │ ├── ConduitFactory.png │ ├── ConduitHeal.png │ ├── CostTextureBackground.png │ ├── Dam_pixel.png │ ├── DausBell_pixel.png │ ├── DefaultTail_pixel.png │ ├── Display_0_small.png │ ├── Display_1_small.png │ ├── Display_2_small.png │ ├── Display_3_small.png │ ├── Display_4_small.png │ ├── Display_5_small.png │ ├── Display_6_small.png │ ├── Display_7_small.png │ ├── Display_8_small.png │ ├── Display_9_small.png │ ├── Display_x_small.png │ ├── DoubleDeath.png │ ├── DrawNewHand.png │ ├── EmptyVessel_BlueGem_pixel.png │ ├── EmptyVessel_GreenGem_pixel.png │ ├── EmptyVessel_OrangeGem_pixel.png │ ├── EmptyVessel_pixel.png │ ├── GainGemTriple.png │ ├── GreenGem.png │ ├── Ijiraq_pixel.png │ ├── Loot.png │ ├── PixelAllStrike.png │ ├── PixelBeesOnHit.png │ ├── PixelBuffEnemy.png │ ├── PixelCellBuffSelf.png │ ├── PixelCellDrawRandomCardOnDeath.png │ ├── PixelCellTriStrike.png │ ├── PixelConduitSpawnGems.png │ ├── PixelCorpseEater.png │ ├── PixelCreateBells.png │ ├── PixelCreateDams.png │ ├── PixelDeleteFile.png │ ├── PixelDrawAnt.png │ ├── PixelDrawRandomCardOnDeath.png │ ├── PixelDrawVesselOnHit.png │ ├── PixelExplodeGems.png │ ├── PixelGainGemTriple.png │ ├── PixelLatchBrittle.png │ ├── PixelLatchDeathShield.png │ ├── PixelLatchExplodeOnDeath.png │ ├── PixelMadeOfStone.png │ ├── PixelMoveBeside.png │ ├── PixelPermaDeath.png │ ├── PixelRandomAbility.png │ ├── PixelRandomConsumable.png │ ├── PixelShieldGems.png │ ├── PixelSniper.png │ ├── PixelSquirrelOrbit.png │ ├── PixelSwapStats.png │ ├── PixelTailOnHit.png │ ├── PixelTransformer.png │ ├── RavenEgg_pixel.png │ ├── SevenSegment_small.pdn │ ├── SkeletonStrafe.png │ ├── SkinkTail_pixel.png │ ├── SquirrelStrafe.png │ ├── Stack_0.png │ ├── Stack_0_med.png │ ├── Stack_1.png │ ├── Stack_1_med.png │ ├── Stack_2.png │ ├── Stack_2_med.png │ ├── Stack_3.png │ ├── Stack_3_med.png │ ├── Stack_4.png │ ├── Stack_4_med.png │ ├── Stack_5.png │ ├── Stack_5_med.png │ ├── Stack_6.png │ ├── Stack_6_med.png │ ├── Stack_7.png │ ├── Stack_7_med.png │ ├── Stack_8.png │ ├── Stack_8_med.png │ ├── Stack_9.png │ ├── Stack_9_med.png │ ├── Tail_Bird_pixel.png │ ├── Tail_Furry_pixel.png │ ├── Tail_Insect_pixel.png │ ├── backButton.png │ ├── backButton_disabled.png │ ├── backButton_down.png │ ├── backButton_hover.png │ ├── blood_cost_1.png │ ├── blood_cost_10.png │ ├── blood_cost_11.png │ ├── blood_cost_12.png │ ├── blood_cost_13.png │ ├── blood_cost_14.png │ ├── blood_cost_2.png │ ├── blood_cost_3.png │ ├── blood_cost_4.png │ ├── blood_cost_5.png │ ├── blood_cost_6.png │ ├── blood_cost_7.png │ ├── blood_cost_8.png │ ├── blood_cost_9.png │ ├── bone_cost_1.png │ ├── bone_cost_10.png │ ├── bone_cost_11.png │ ├── bone_cost_12.png │ ├── bone_cost_13.png │ ├── bone_cost_14.png │ ├── bone_cost_15.png │ ├── bone_cost_16.png │ ├── bone_cost_2.png │ ├── bone_cost_3.png │ ├── bone_cost_4.png │ ├── bone_cost_5.png │ ├── bone_cost_6.png │ ├── bone_cost_7.png │ ├── bone_cost_8.png │ ├── bone_cost_9.png │ ├── empty_cost.png │ ├── energyCost.png │ ├── energy_cost_1.png │ ├── energy_cost_2.png │ ├── energy_cost_3.png │ ├── energy_cost_4.png │ ├── energy_cost_5.png │ ├── energy_cost_6.png │ ├── energy_cost_7.png │ ├── forwardButton.png │ ├── forwardButton_disabled.png │ ├── forwardButton_down.png │ ├── forwardButton_hover.png │ ├── moxCost.png │ ├── moxCostBlue.png │ ├── moxCostGreen.png │ ├── moxCostOrange.png │ ├── mox_cost_b.png │ ├── mox_cost_b_2.png │ ├── mox_cost_b_3.png │ ├── mox_cost_b_4.png │ ├── mox_cost_empty.png │ ├── mox_cost_g.png │ ├── mox_cost_g_2.png │ ├── mox_cost_g_3.png │ ├── mox_cost_g_4.png │ ├── mox_cost_o.png │ ├── mox_cost_o_2.png │ ├── mox_cost_o_3.png │ ├── mox_cost_o_4.png │ ├── p03_face_blood_resource.png │ ├── p03_face_bones_resource.png │ ├── pixel_L_1.png │ ├── pixel_L_10.png │ ├── pixel_L_11.png │ ├── pixel_L_12.png │ ├── pixel_L_13.png │ ├── pixel_L_14.png │ ├── pixel_L_15.png │ ├── pixel_L_2.png │ ├── pixel_L_3.png │ ├── pixel_L_4.png │ ├── pixel_L_5.png │ ├── pixel_L_6.png │ ├── pixel_L_7.png │ ├── pixel_L_8.png │ ├── pixel_L_9.png │ ├── pixel_base.png │ ├── pixel_base_large.png │ ├── pixel_blank.png │ ├── pixel_blank_large.png │ ├── pixel_blood.png │ ├── pixel_blood_large_1.png │ ├── pixel_blood_large_10.png │ ├── pixel_blood_large_11.png │ ├── pixel_blood_large_12.png │ ├── pixel_blood_large_13.png │ ├── pixel_blood_large_14.png │ ├── pixel_blood_large_2.png │ ├── pixel_blood_large_3.png │ ├── pixel_blood_large_4.png │ ├── pixel_blood_large_5.png │ ├── pixel_blood_large_6.png │ ├── pixel_blood_large_7.png │ ├── pixel_blood_large_8.png │ ├── pixel_blood_large_9.png │ ├── pixel_bone.png │ ├── pixel_bone_large_1.png │ ├── pixel_bone_large_10.png │ ├── pixel_bone_large_11.png │ ├── pixel_bone_large_12.png │ ├── pixel_bone_large_13.png │ ├── pixel_bone_large_14.png │ ├── pixel_bone_large_15.png │ ├── pixel_bone_large_16.png │ ├── pixel_bone_large_2.png │ ├── pixel_bone_large_3.png │ ├── pixel_bone_large_4.png │ ├── pixel_bone_large_5.png │ ├── pixel_bone_large_6.png │ ├── pixel_bone_large_7.png │ ├── pixel_bone_large_8.png │ ├── pixel_bone_large_9.png │ ├── pixel_energy.png │ ├── pixel_energy_large_1.png │ ├── pixel_energy_large_2.png │ ├── pixel_energy_large_3.png │ ├── pixel_energy_large_4.png │ ├── pixel_energy_large_5.png │ ├── pixel_energy_large_6.png │ ├── pixel_energy_large_7.png │ ├── pixel_evolve_1.png │ ├── pixel_evolve_2.png │ ├── pixel_evolve_3.png │ ├── pixel_heat.png │ ├── pixel_life.png │ ├── pixel_mox_blue.png │ ├── pixel_mox_blue_2.png │ ├── pixel_mox_blue_3.png │ ├── pixel_mox_blue_4.png │ ├── pixel_mox_blue_green_large.png │ ├── pixel_mox_blue_large_1.png │ ├── pixel_mox_blue_large_2.png │ ├── pixel_mox_blue_large_3.png │ ├── pixel_mox_blue_large_4.png │ ├── pixel_mox_blue_orange_large.png │ ├── pixel_mox_empty.png │ ├── pixel_mox_grand_large.png │ ├── pixel_mox_green.png │ ├── pixel_mox_green_2.png │ ├── pixel_mox_green_3.png │ ├── pixel_mox_green_4.png │ ├── pixel_mox_green_large_1.png │ ├── pixel_mox_green_large_2.png │ ├── pixel_mox_green_large_3.png │ ├── pixel_mox_green_large_4.png │ ├── pixel_mox_green_orange_large.png │ ├── pixel_mox_orange.png │ ├── pixel_mox_orange_2.png │ ├── pixel_mox_orange_3.png │ ├── pixel_mox_orange_4.png │ ├── pixel_mox_orange_large_1.png │ ├── pixel_mox_orange_large_2.png │ ├── pixel_mox_orange_large_3.png │ ├── pixel_mox_orange_large_4.png │ ├── pixel_transformer_1.png │ ├── pixel_transformer_2.png │ ├── pixel_transformer_3.png │ ├── shadowed_display_archive.zip │ ├── stack_gbc.png │ ├── stack_gbc_alt.png │ ├── testCost.png │ └── tribeicon_squirrel.png ├── Card │ ├── Act2HideStatsPatch.cs │ ├── Act2LogSpamFixes.cs │ ├── ActivatedAbilityHandler3D.cs │ ├── ActivatedAbilityIconFix.cs │ ├── ActivatedAbilityIconInteractable.cs │ ├── AdditionalIcons.cs │ ├── ArtPatches.cs │ ├── BoxColliderNegativeScalingLogSpamFix.cs │ ├── CardCostRender.cs │ ├── HiddenCharIndexFIx.cs │ ├── MergedSigilOnBottom.cs │ ├── MissingSquirrelTribeIconFix.cs │ ├── Part1CardCostRender.cs │ ├── Part1HintColourFixes.cs │ ├── Part1SniperVisualizer.cs │ ├── Part2CardCostRender.cs │ ├── Part3CardCostRender.cs │ ├── Part3StatIcons.cs │ ├── PassiveAttackBuffPatches.cs │ ├── PixelCurrentDeckPatch.cs │ ├── SacrificeTokensFix.cs │ ├── StackAbilityIcons.cs │ ├── TempModDecalsFix.cs │ ├── TempModPixelSigilsFix.cs │ └── Vanilla Ability Patches │ │ ├── Act1LatchAbilityFix.cs │ │ ├── Act1PermaDeathPatch.cs │ │ ├── Act2CuckooFix.cs │ │ ├── Act2HiddenAbilitiesPatch.cs │ │ ├── Act2HodagFix.cs │ │ ├── Act2ShapeshifterPatches.cs │ │ ├── Act2ShieldGemsPatch.cs │ │ ├── Act2SubmergeFix.cs │ │ ├── ActivatedSacrificeDrawCardsPatch.cs │ │ ├── AllStrikeAbilityFix.cs │ │ ├── DefaultEvolveFix.cs │ │ ├── DrawCopyOnDeathFix.cs │ │ ├── DrawNewHand3DFixes.cs │ │ ├── EvolveDescriptionFixes.cs │ │ ├── GemsDrawFix.cs │ │ ├── GreenGemStatIconFix.cs │ │ ├── PackMuleBugFix.cs │ │ ├── RandomAbilityPatches.cs │ │ ├── RandomConsumablePatch.cs │ │ ├── SentryInteractionFixes.cs │ │ ├── SentryPackMuleFixes.cs │ │ ├── SentryTailOnHitFix.cs │ │ ├── SniperFix.cs │ │ ├── SteelTrapFix.cs │ │ └── VesselOnHitPatch.cs ├── InscryptionCommunityPatch.csproj ├── InscryptionCommunityPatchPlugin.cs ├── PixelTutor │ ├── Act2TutorFix.cs │ └── PixelPlayableCardArray.cs ├── ResourceManagers │ ├── ActOneEnergyDrone.cs │ └── ActThreeBonesDisplayer.cs ├── Sequencers │ ├── BuyPeltsSmallTags.cs │ ├── CardCostChoiceNodePatch.cs │ ├── CardStatBoostSequencerPatch.cs │ ├── LeshyResetRedEyes.cs │ ├── PackRatNodeBackgroundFix.cs │ └── TradeableTalkingCardFix.cs └── Tests │ ├── TestBoons.cs │ ├── TestCommunityPatches.cs │ └── TestCost.cs ├── LICENSE ├── NuGet.Config ├── README.md ├── docs ├── .gitignore ├── README.md ├── api │ ├── .gitignore │ └── index.md ├── docfx.json ├── favicon.ico ├── filter.yml ├── images │ ├── favicon.ico │ └── logo.svg ├── index.md ├── logo.svg ├── namespace │ ├── InscryptionAPI.Ascension.md │ ├── InscryptionAPI.Boons.md │ ├── InscryptionAPI.Card.md │ ├── InscryptionAPI.Dialogue.md │ ├── InscryptionAPI.Encounters.md │ ├── InscryptionAPI.Guid.md │ ├── InscryptionAPI.Helpers.md │ ├── InscryptionAPI.Items.md │ ├── InscryptionAPI.Localizing.md │ ├── InscryptionAPI.Masks.md │ ├── InscryptionAPI.Nodes.md │ ├── InscryptionAPI.Pelts.md │ ├── InscryptionAPI.PixelCard.md │ ├── InscryptionAPI.Regions.md │ ├── InscryptionAPI.Resource.md │ ├── InscryptionAPI.Saves.md │ ├── InscryptionAPI.Sound.md │ ├── InscryptionAPI.TalkingCards.md │ ├── InscryptionAPI.Totems.md │ ├── InscryptionAPI.Triggers.md │ └── InscryptionAPI.md ├── template │ ├── darkfx │ │ ├── partials │ │ │ ├── affix.tmpl.partial │ │ │ ├── footer.tmpl.partial │ │ │ └── head.tmpl.partial │ │ └── styles │ │ │ ├── main.css │ │ │ └── toggle-theme.js │ └── no_inherited_members │ │ └── partials │ │ └── class.header.tmpl.partial ├── toc.yml └── wiki │ ├── ability_management.md │ ├── ascension.md │ ├── asset_bundle.md │ ├── card_management.md │ ├── custom_costs.md │ ├── custom_properties.md │ ├── getting_started.md │ ├── index.md │ ├── items.md │ ├── localisation.md │ ├── map.md │ ├── opponent.md │ ├── pelts.md │ ├── redirect.md │ ├── rulebook.md │ ├── rulebook_sections.md │ ├── shield.md │ ├── slots.md │ ├── sniper.md │ ├── sound.md │ ├── talking_cards.md │ ├── toc.yml │ ├── totems.md │ └── triggers.md ├── icon.png └── thunderstore.toml /.github/FUNDING.yml: -------------------------------------------------------------------------------- 1 | # These are supported funding model platforms 2 | 3 | github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2] 4 | patreon: # Replace with a single Patreon username 5 | open_collective: # Replace with a single Open Collective username 6 | ko_fi: madcyantist 7 | tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel 8 | community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry 9 | liberapay: # Replace with a single Liberapay username 10 | issuehunt: # Replace with a single IssueHunt username 11 | otechie: # Replace with a single Otechie username 12 | custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2'] 13 | -------------------------------------------------------------------------------- /.github/ISSUE_TEMPLATE/BUG_REPORT.yml: -------------------------------------------------------------------------------- 1 | name: Bug Report 2 | description: File a bug report 3 | title: "[Bug]: " 4 | labels: ["bug"] 5 | body: 6 | - type: markdown 7 | attributes: 8 | value: | 9 | Thanks for taking the time to fill out this bug report! 10 | - type: textarea 11 | id: description 12 | attributes: 13 | label: Description 14 | description: Explain what you expected to happen and what happened instead. 15 | validations: 16 | required: true 17 | - type: textarea 18 | id: reproduction 19 | attributes: 20 | label: Reproduction 21 | description: Give us the steps necessary to reproduce the bug. 22 | render: markdown 23 | validations: 24 | required: true 25 | - type: textarea 26 | id: logs 27 | attributes: 28 | label: Relevant log output 29 | description: Please copy and paste any relevant log output. This will be automatically formatted into code, so no need for backticks. 30 | render: shell 31 | validations: 32 | required: true 33 | - type: textarea 34 | attributes: 35 | label: Code sample 36 | description: Please include a sample of code that will trigger this bug (if applicable) 37 | render: csharp 38 | - type: textarea 39 | id: additional-context 40 | attributes: 41 | label: Additional Context 42 | description: Add any other context about the problem here. 43 | render: markdown 44 | -------------------------------------------------------------------------------- /.github/ISSUE_TEMPLATE/FEATURE_REQUEST.yml: -------------------------------------------------------------------------------- 1 | name: Feature Request 2 | description: File a feature request 3 | title: "[Feature]: " 4 | labels: ["enchancement"] 5 | body: 6 | - type: textarea 7 | id: detail 8 | attributes: 9 | label: Detail 10 | description: Please give a detailed explanation of the feature you want to see in the API. 11 | validations: 12 | required: true 13 | - type: textarea 14 | id: reason 15 | attributes: 16 | label: Reason 17 | description: Please give an explanation for why you want this feature in the API, as opposed to something you would write yourself in your own mod. 18 | validations: 19 | required: true 20 | - type: textarea 21 | id: pseudo-code 22 | attributes: 23 | label: Pseudo Code 24 | description: Give an example of how you imagine this feature would be used, using pseudo-code. 25 | validations: 26 | required: true 27 | -------------------------------------------------------------------------------- /.github/workflows/main.yml: -------------------------------------------------------------------------------- 1 | name: Build 2 | 3 | on: [push, pull_request] 4 | 5 | jobs: 6 | build: 7 | 8 | runs-on: ubuntu-latest 9 | 10 | steps: 11 | - uses: actions/checkout@v3 12 | - name: Setup .NET 13 | uses: actions/setup-dotnet@v3 14 | with: 15 | dotnet-version: 6.0.x 16 | - name: Install TCLI 17 | run: dotnet tool install -g tcli 18 | 19 | - name: Build 20 | run: dotnet build -c Release 21 | 22 | - name: Create Package 23 | run: tcli build 24 | 25 | - name: Unzip 26 | run: | 27 | mkdir out 28 | unzip build/* -d out 29 | 30 | - name: Upload Artifact 31 | uses: actions/upload-artifact@v4 32 | with: 33 | name: InscryptionAPI 34 | path: out/ 35 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | Assembly-CSharp.dll 2 | obj/ 3 | bin/ 4 | .idea/ 5 | .vs/ 6 | .vscode/ 7 | *.user 8 | build/ 9 | 10 | -------------------------------------------------------------------------------- /APIPatcher/APIPatcher.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | netstandard2.0 5 | enable 6 | disable 7 | latest 8 | false 9 | Assembly-CSharp.APIPatcher.mm 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | -------------------------------------------------------------------------------- /APIPatcher/ScriptableObjectLoader.cs: -------------------------------------------------------------------------------- 1 | using MonoMod; 2 | using UnityObject = UnityEngine.Object; 3 | 4 | namespace APIPatcher; 5 | 6 | [MonoModPatch("global::ScriptableObjectLoader`1")] 7 | internal class patch_ScriptableObjectLoader : ScriptableObjectLoader where T : UnityObject 8 | { 9 | new public static List AllData 10 | { 11 | get 12 | { 13 | InscryptionAPI.InscryptionAPIPlugin.InvokeSOLEvent(typeof(T)); 14 | LoadData(); 15 | return allData; 16 | } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /APIPatcher/Singleton.cs: -------------------------------------------------------------------------------- 1 | using BepInEx.Logging; 2 | using MonoMod; 3 | using UnityObject = UnityEngine.Object; 4 | 5 | namespace APIPatcher; 6 | 7 | [MonoModPatch("global::Singleton`1")] 8 | internal class patch_Singleton : Singleton where T : ManagedBehaviour 9 | { 10 | new protected static void FindInstance() 11 | { 12 | if (m_Instance == null) 13 | { 14 | T @object = UnityObject.FindObjectOfType(); 15 | if (@object == null) 16 | { 17 | Singleton.SingletonLogSource.LogWarning($"Got null in Singleton<{typeof(T).FullName}>.FindInstance"); 18 | } 19 | m_Instance = @object; 20 | } 21 | } 22 | } 23 | 24 | internal static class Singleton 25 | { 26 | internal static readonly ManualLogSource SingletonLogSource = Logger.CreateLogSource("Singleton"); 27 | } 28 | -------------------------------------------------------------------------------- /InscryptionAPI.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "InscryptionAPI", "InscryptionAPI\InscryptionAPI.csproj", "{8C7A7246-7033-4E9F-BCC7-4E76D6E5F679}" 5 | EndProject 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "APIPatcher", "APIPatcher\APIPatcher.csproj", "{CF5A34DF-24FC-4356-BD87-0FBDD9D352C6}" 7 | EndProject 8 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "InscryptionCommunityPatch", "InscryptionCommunityPatch\InscryptionCommunityPatch.csproj", "{37432165-1178-4499-A1CD-7ACDFAB26165}" 9 | EndProject 10 | Global 11 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 12 | Debug|Any CPU = Debug|Any CPU 13 | Release|Any CPU = Release|Any CPU 14 | EndGlobalSection 15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 16 | {8C7A7246-7033-4E9F-BCC7-4E76D6E5F679}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 17 | {8C7A7246-7033-4E9F-BCC7-4E76D6E5F679}.Debug|Any CPU.Build.0 = Debug|Any CPU 18 | {8C7A7246-7033-4E9F-BCC7-4E76D6E5F679}.Release|Any CPU.ActiveCfg = Release|Any CPU 19 | {8C7A7246-7033-4E9F-BCC7-4E76D6E5F679}.Release|Any CPU.Build.0 = Release|Any CPU 20 | {CF5A34DF-24FC-4356-BD87-0FBDD9D352C6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 21 | {CF5A34DF-24FC-4356-BD87-0FBDD9D352C6}.Debug|Any CPU.Build.0 = Debug|Any CPU 22 | {CF5A34DF-24FC-4356-BD87-0FBDD9D352C6}.Release|Any CPU.ActiveCfg = Release|Any CPU 23 | {CF5A34DF-24FC-4356-BD87-0FBDD9D352C6}.Release|Any CPU.Build.0 = Release|Any CPU 24 | {37432165-1178-4499-A1CD-7ACDFAB26165}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 25 | {37432165-1178-4499-A1CD-7ACDFAB26165}.Debug|Any CPU.Build.0 = Debug|Any CPU 26 | {37432165-1178-4499-A1CD-7ACDFAB26165}.Release|Any CPU.ActiveCfg = Release|Any CPU 27 | {37432165-1178-4499-A1CD-7ACDFAB26165}.Release|Any CPU.Build.0 = Release|Any CPU 28 | EndGlobalSection 29 | EndGlobal 30 | -------------------------------------------------------------------------------- /InscryptionAPI/Ascension/AscensionChallengePaginatorSetupifier.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | namespace InscryptionAPI.Ascension; 4 | 5 | // adding this comment to say that setupifier is a ridiculous word, very fun 6 | public class AscensionChallengePaginatorSetupifier : ManagedBehaviour 7 | { 8 | public void Start() 9 | { 10 | AscensionMenuScreenTransition screen = gameObject.GetComponent(); 11 | if (screen != null) 12 | { 13 | List icons = new(screen.screenInteractables.FindAll( 14 | x => x.GetComponent() != null).ConvertAll(x => x.GetComponent()) 15 | ); 16 | 17 | if (icons.Count > 0 && gameObject.GetComponent() == null) 18 | { 19 | ChallengeManager.SyncChallengeList(); 20 | AscensionChallengePaginator manager = gameObject.gameObject.AddComponent(); 21 | manager.Initialize(null, screen); 22 | } 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /InscryptionAPI/Ascension/AscensionScreenSort.cs: -------------------------------------------------------------------------------- 1 | namespace InscryptionAPI.Ascension; 2 | 3 | // Decorates a custom screen and marks how it should be sorted 4 | public class AscensionScreenSort : System.Attribute 5 | { 6 | public enum Direction : int 7 | { 8 | RequiresStart = 1, 9 | PrefersStart = 2, 10 | NoPreference = 3, 11 | PrefersEnd = 4, 12 | RequiresEnd = 5, 13 | } 14 | 15 | public Direction preferredDirection; 16 | 17 | public AscensionScreenSort(Direction preferredDirection = Direction.NoPreference) 18 | { 19 | this.preferredDirection = preferredDirection; 20 | } 21 | } -------------------------------------------------------------------------------- /InscryptionAPI/Ascension/StarterDeckScreenPlus.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using System.Collections; 3 | using UnityEngine; 4 | 5 | namespace InscryptionAPI.Ascension; 6 | 7 | internal class StarterDeckScreenPlus : ManagedBehaviour 8 | { 9 | public IEnumerator ShowCardsSequence() 10 | { 11 | tempCards ??= new(); 12 | tempCards.ForEach(delegate (GameObject x) 13 | { 14 | x.SetActive(false); 15 | }); 16 | foreach (GameObject obj in tempCards) 17 | { 18 | yield return new WaitForSeconds(0.1f); 19 | obj.SetActive(true); 20 | CommandLineTextDisplayer.PlayCommandLineClickSound(); 21 | } 22 | yield break; 23 | } 24 | 25 | public List tempCards = new(); 26 | public List noneCardObjects = new(); 27 | } -------------------------------------------------------------------------------- /InscryptionAPI/Assets/PixelGemifiedBlue.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/InscryptionModding/InscryptionAPI/d56bf5bd89588fb2fb73251c71d60ea43ecc7959/InscryptionAPI/Assets/PixelGemifiedBlue.png -------------------------------------------------------------------------------- /InscryptionAPI/Assets/PixelGemifiedDecal.png: -------------------------------------------------------------------------------- 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/InscryptionAPI/Assets/starterdeck_icon_none.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/InscryptionModding/InscryptionAPI/d56bf5bd89588fb2fb73251c71d60ea43ecc7959/InscryptionAPI/Assets/starterdeck_icon_none.png -------------------------------------------------------------------------------- /InscryptionAPI/Assets/tribeicon_none.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/InscryptionModding/InscryptionAPI/d56bf5bd89588fb2fb73251c71d60ea43ecc7959/InscryptionAPI/Assets/tribeicon_none.png -------------------------------------------------------------------------------- /InscryptionAPI/Boons/DestroyingFlag.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using System.Collections; 3 | using UnityEngine; 4 | 5 | namespace InscryptionAPI.Boons; 6 | 7 | internal class DestroyingFlag : MonoBehaviour 8 | { 9 | public IEnumerator WaitForStackClearThenDestroy() 10 | { 11 | yield return new WaitUntil(() => GlobalTriggerHandler.Instance == null || GlobalTriggerHandler.Instance.StackSize <= 0); 12 | if (gameObject != null) 13 | { 14 | Destroy(gameObject); 15 | } 16 | yield break; 17 | } 18 | } -------------------------------------------------------------------------------- /InscryptionAPI/Card/IActivateWhenFacedown.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | namespace InscryptionAPI.Card; 4 | 5 | public interface IActivateWhenFacedown 6 | { 7 | public bool ShouldTriggerWhenFaceDown(Trigger trigger, object[] otherArgs); 8 | public bool ShouldTriggerCustomWhenFaceDown(Type customTrigger); 9 | } -------------------------------------------------------------------------------- /InscryptionAPI/Card/OpponentGemsManager.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | namespace InscryptionAPI.Card; 4 | public class OpponentGemsManager : Singleton 5 | { 6 | public List opponentGems = new(); 7 | 8 | public int GemsOfType(GemType gem) => opponentGems.Count(x => x == gem); 9 | public bool HasGem(GemType gem) => opponentGems.Contains(gem); 10 | public void AddGem(GemType gem) => opponentGems.Add(gem); 11 | public void LoseGem(GemType gem) => opponentGems.Remove(gem); 12 | public void AddGems(params GemType[] gems) 13 | { 14 | foreach (GemType gem in gems) 15 | opponentGems.Add(gem); 16 | } 17 | public void LoseGems(params GemType[] gems) 18 | { 19 | foreach (GemType gem in gems) 20 | opponentGems.Remove(gem); 21 | } 22 | 23 | public void ForceGemsUpdate() 24 | { 25 | opponentGems.Clear(); 26 | foreach (CardSlot slot in Singleton.Instance.GetSlots(getPlayerSlots: false)) 27 | { 28 | if (slot.Card != null && !slot.Card.Dead) 29 | { 30 | GainGem[] components = slot.Card.GetComponents(); 31 | foreach (GainGem gainGem in components) 32 | opponentGems.Add(gainGem.Gem); 33 | 34 | GainGemTriple[] components2 = slot.Card.GetComponents(); 35 | for (int i = 0; i < components2.Length; i++) 36 | { 37 | _ = components2[i]; 38 | opponentGems.Add(GemType.Green); 39 | opponentGems.Add(GemType.Orange); 40 | opponentGems.Add(GemType.Blue); 41 | } 42 | } 43 | } 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/AbilityIdentifier.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Guid; 3 | 4 | namespace APIPlugin; 5 | 6 | [Obsolete("Use AbilityManager instead", true)] 7 | public class AbilityIdentifier 8 | { 9 | internal string guid; 10 | private string name; 11 | public Ability id; // This creates a point of fragility - I need to ensure this never changes 12 | internal Ability realID; // As such, I will actually just use this field 13 | 14 | private AbilityIdentifier(string guid, string name) 15 | { 16 | this.guid = guid; 17 | this.name = name; 18 | realID = id = GuidManager.GetEnumValue(guid, name); 19 | } 20 | 21 | public static AbilityIdentifier GetAbilityIdentifier(string guid, string name) 22 | { 23 | return GetID(guid, name); 24 | } 25 | 26 | public static AbilityIdentifier GetID(string guid, string name) 27 | { 28 | return new AbilityIdentifier(guid, name); 29 | } 30 | 31 | public override string ToString() 32 | { 33 | return $"{guid}({name})"; 34 | } 35 | } -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/AbilityInfoUtils.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using UnityEngine; 3 | 4 | namespace APIPlugin; 5 | 6 | [Obsolete("Use AbilityManager and extension methods instead", true)] 7 | public class AbilityInfoUtils 8 | { 9 | public static AbilityInfo CreateInfoWithDefaultSettings(string rulebookName, string rulebookDescription) 10 | { 11 | AbilityInfo info = ScriptableObject.CreateInstance(); 12 | info.powerLevel = 0; 13 | info.rulebookName = rulebookName; 14 | info.rulebookDescription = rulebookDescription; 15 | info.metaCategories = new List() 16 | { 17 | AbilityMetaCategory.Part1Modular, AbilityMetaCategory.Part1Rulebook 18 | }; 19 | 20 | return info; 21 | } 22 | } -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/CustomLine.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | namespace InscryptionAPI.Helpers; 4 | 5 | 6 | [Obsolete("Use DialogueManager.GenerateEvent or InscryptionAPI.Dialogue.CustomLine instead.")] 7 | public struct CustomLine 8 | { 9 | public CustomLine() { } 10 | 11 | public DialogueEvent.Line ToLine(List speakers, DialogueEvent.Speaker defaultSpeaker = DialogueEvent.Speaker.Single) 12 | { 13 | if (speaker == DialogueEvent.Speaker.Single) 14 | { 15 | speaker = defaultSpeaker; 16 | } 17 | if (!speakers.Contains(speaker)) 18 | { 19 | speakers.Add(speaker); 20 | } 21 | return new DialogueEvent.Line 22 | { 23 | p03Face = p03Face, 24 | emotion = emotion, 25 | letterAnimation = letterAnimation, 26 | speakerIndex = speakers.IndexOf(speaker), 27 | text = text ?? "", 28 | specialInstruction = specialInstruction ?? "", 29 | storyCondition = storyCondition, 30 | storyConditionMustBeMet = storyConditionMustBeMet 31 | }; 32 | } 33 | 34 | public static implicit operator CustomLine(string str) 35 | { 36 | return new CustomLine { text = str }; 37 | } 38 | 39 | public P03AnimationController.Face p03Face = default; 40 | public Emotion emotion = default; 41 | public TextDisplayer.LetterAnimation letterAnimation = default; 42 | public DialogueEvent.Speaker speaker = default; 43 | public string text = default; 44 | public string specialInstruction = default; 45 | public StoryEvent storyCondition = StoryEvent.BasicTutorialCompleted; 46 | public bool storyConditionMustBeMet = default; 47 | } 48 | -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/DialogueEventGenerator.cs: -------------------------------------------------------------------------------- 1 | using InscryptionAPI.Dialogue; 2 | using InscryptionAPI.Guid; 3 | using System.Reflection; 4 | 5 | namespace InscryptionAPI.Helpers; 6 | 7 | [Obsolete("Use DialogueManager instead")] 8 | public static class DialogueEventGenerator 9 | { 10 | [Obsolete("Use DialogueManager.GenerateEvent instead")] 11 | public static DialogueEvent GenerateEvent(string name, List mainLines, List> repeatLines = null, DialogueEvent.MaxRepeatsBehaviour afterMaxRepeats = 12 | DialogueEvent.MaxRepeatsBehaviour.RandomDefinedRepeat, DialogueEvent.Speaker defaultSpeaker = DialogueEvent.Speaker.Single) 13 | { 14 | DialogueEvent ev = new(); 15 | List speakers = new() { DialogueEvent.Speaker.Single }; 16 | ev.id = name; 17 | ev.mainLines = new(mainLines != null ? mainLines.ConvertAll((x) => x.ToLine(speakers, defaultSpeaker)) : new()); 18 | ev.repeatLines = repeatLines != null ? repeatLines.ConvertAll((x) => new DialogueEvent.LineSet(x.ConvertAll((x2) => x2.ToLine(speakers, defaultSpeaker)))) : new(); 19 | ev.maxRepeatsBehaviour = afterMaxRepeats; 20 | ev.speakers = new(speakers); 21 | 22 | string pluginGUID = TypeManager.GetModIdFromCallstack(Assembly.GetCallingAssembly()); 23 | DialogueManager.Add(pluginGUID, ev); 24 | return ev; 25 | } 26 | } -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/EvolveIdentifier.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | namespace APIPlugin; 4 | 5 | [Obsolete("Use CardManager and CardInfo extension methods instead", true)] 6 | public class EvolveIdentifier 7 | { 8 | internal string name; 9 | internal int turnsToEvolve; 10 | internal CardModificationInfo mods; 11 | private EvolveParams evolution; 12 | 13 | public EvolveParams Evolution 14 | { 15 | get 16 | { 17 | if (this.evolution == null) 18 | SetParams(CardLoader.GetCardByName(this.name)); 19 | 20 | return this.evolution; 21 | } 22 | } 23 | 24 | public EvolveIdentifier(string name, int turnsToEvolve, CardModificationInfo mods = null) 25 | { 26 | this.name = name; 27 | this.turnsToEvolve = turnsToEvolve; 28 | this.mods = mods; 29 | } 30 | 31 | private void SetParams(CardInfo card) 32 | { 33 | this.evolution = new EvolveParams(); 34 | 35 | this.evolution.turnsToEvolve = this.turnsToEvolve; 36 | this.evolution.evolution = card; 37 | 38 | if (this.mods != null) 39 | { 40 | this.evolution.evolution.mods.Add(this.mods); 41 | } 42 | } 43 | 44 | public override string ToString() 45 | { 46 | return name; 47 | } 48 | } -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/IceCubeIdentifier.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | namespace APIPlugin; 4 | 5 | [Obsolete("Use CardManager and CardInfo extension methods instead", true)] 6 | public class IceCubeIdentifier 7 | { 8 | internal string name; 9 | internal CardModificationInfo mods; 10 | 11 | private IceCubeParams iceCube; 12 | public IceCubeParams IceCube 13 | { 14 | get 15 | { 16 | if (this.iceCube == null) 17 | SetParams(CardLoader.GetCardByName(this.name)); 18 | 19 | return this.iceCube; 20 | } 21 | } 22 | 23 | public IceCubeIdentifier(string name, CardModificationInfo mods = null) 24 | { 25 | this.name = name; 26 | this.mods = mods; 27 | } 28 | 29 | private void SetParams(CardInfo card) 30 | { 31 | this.iceCube = new IceCubeParams(); 32 | 33 | this.iceCube.creatureWithin = card; 34 | 35 | if (this.mods != null) 36 | { 37 | this.iceCube.creatureWithin.mods.Add(this.mods); 38 | } 39 | } 40 | 41 | public override string ToString() 42 | { 43 | return name; 44 | } 45 | } -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/NewAbility.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Card; 3 | using UnityEngine; 4 | using static InscryptionAPI.Card.AbilityManager; 5 | 6 | namespace APIPlugin; 7 | 8 | [Obsolete("Use AbilityManager instead", true)] 9 | public class NewAbility 10 | { 11 | public Ability ability; 12 | public AbilityInfo info; 13 | public Type abilityBehaviour; 14 | public Texture tex; 15 | public AbilityIdentifier id; 16 | 17 | public NewAbility(AbilityInfo info, Type abilityBehaviour, Texture tex, AbilityIdentifier id = null) 18 | { 19 | string guid = id == null ? abilityBehaviour.Namespace : id.guid; 20 | FullAbility fab = AbilityManager.Add(guid, info, abilityBehaviour, tex); 21 | this.ability = fab.Id; 22 | this.info = fab.Info; 23 | this.abilityBehaviour = fab.AbilityBehavior; 24 | this.tex = fab.Texture; 25 | this.id = AbilityIdentifier.GetID(guid, fab.Info.rulebookName); 26 | } 27 | } -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/NewCardAppearanceBehaviour.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Card; 3 | 4 | namespace APIPlugin; 5 | 6 | [Obsolete("Use CardAppearanceBehaviourManager instead", true)] 7 | public class NewCardAppearanceBehaviour 8 | { 9 | public static Dictionary behaviours = new(); 10 | public static List allBehaviours = new(); 11 | 12 | public CardAppearanceBehaviour.Appearance Appearance; 13 | public string Name; 14 | public Type Behaviour; 15 | 16 | public static NewCardAppearanceBehaviour AddNewBackground(Type type, string name) 17 | { 18 | var fab = CardAppearanceBehaviourManager.Add(type.Namespace, name, type); 19 | 20 | NewCardAppearanceBehaviour backgroundBehaviour = new NewCardAppearanceBehaviour(); 21 | backgroundBehaviour.Appearance = fab.Id; 22 | backgroundBehaviour.Name = name; 23 | backgroundBehaviour.Behaviour = type; 24 | 25 | return backgroundBehaviour; 26 | } 27 | } -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/NewRegion.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Regions; 3 | 4 | namespace APIPlugin; 5 | 6 | [Obsolete("Use RegionManager instead", true)] 7 | public class NewRegion 8 | { 9 | public NewRegion(RegionData region, int tier) 10 | { 11 | RegionManager.Add(region, tier); 12 | } 13 | } -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/NewSpecialAbility.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Card; 3 | 4 | namespace APIPlugin; 5 | 6 | [Obsolete("Use SpecialTriggeredAbilityManager instead", true)] 7 | public class NewSpecialAbility 8 | { 9 | public static List specialAbilities = new(); 10 | public SpecialTriggeredAbility specialTriggeredAbility; 11 | public StatIconInfo statIconInfo; 12 | public Type abilityBehaviour; 13 | public SpecialAbilityIdentifier id; 14 | 15 | public NewSpecialAbility( 16 | Type abilityBehaviour, 17 | SpecialAbilityIdentifier id, 18 | StatIconInfo statIconInfo = null 19 | ) 20 | { 21 | if (statIconInfo == null) 22 | { 23 | var fam = SpecialTriggeredAbilityManager.Add(id.guid, id.name, abilityBehaviour); 24 | this.specialTriggeredAbility = fam.Id; 25 | this.abilityBehaviour = abilityBehaviour; 26 | this.id = id; 27 | } 28 | 29 | if (statIconInfo != null) 30 | { 31 | StatIconManager.Add(id.guid, statIconInfo, abilityBehaviour); 32 | id.ForStatIcon = true; 33 | this.statIconInfo = statIconInfo; 34 | this.abilityBehaviour = abilityBehaviour; 35 | } 36 | } 37 | } -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/SpecialAbilityIdentifier.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Guid; 3 | 4 | namespace APIPlugin; 5 | 6 | [Obsolete("Use SpecialTriggeredAbilityManager instead", true)] 7 | public class SpecialAbilityIdentifier 8 | { 9 | internal string guid; 10 | internal string name; 11 | public SpecialTriggeredAbility id; 12 | internal SpecialTriggeredAbility specialTriggerID; 13 | internal SpecialStatIcon statIconID; 14 | internal bool ForStatIcon = false; 15 | 16 | private SpecialAbilityIdentifier(string guid, string name) 17 | { 18 | this.guid = guid; 19 | this.name = name; 20 | specialTriggerID = id = GuidManager.GetEnumValue(guid, name); 21 | statIconID = GuidManager.GetEnumValue(guid, name); 22 | } 23 | 24 | public static SpecialAbilityIdentifier GetID(string guid, string name) 25 | { 26 | return new SpecialAbilityIdentifier(guid, name); 27 | } 28 | 29 | public override string ToString() 30 | { 31 | return $"{guid}({name})"; 32 | } 33 | } -------------------------------------------------------------------------------- /InscryptionAPI/Compatibility/TailIdentifier.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Helpers; 3 | using UnityEngine; 4 | 5 | namespace APIPlugin; 6 | 7 | [Obsolete("Use CardManager and CardInfo extension methods", true)] 8 | public class TailIdentifier 9 | { 10 | internal string name; 11 | internal CardModificationInfo mods; 12 | internal Texture2D tailLostTex; 13 | private TailParams tail; 14 | 15 | public TailParams Tail 16 | { 17 | get 18 | { 19 | if (this.tail == null) 20 | SetParams(CardLoader.GetCardByName(this.name)); 21 | 22 | return this.tail; 23 | } 24 | } 25 | 26 | public TailIdentifier(string name, Texture2D tailLostTex = null, CardModificationInfo mods = null) 27 | { 28 | this.name = name; 29 | this.mods = mods; 30 | this.tailLostTex = tailLostTex; 31 | } 32 | 33 | private void SetParams(CardInfo card) 34 | { 35 | TailParams tail = new TailParams(); 36 | 37 | if (this.tailLostTex is not null) 38 | { 39 | this.tailLostTex.name = this.name; 40 | this.tailLostTex.filterMode = FilterMode.Point; 41 | 42 | tail.tailLostPortrait = TextureHelper.ConvertTexture(this.tailLostTex, TextureHelper.SpriteType.CardPortrait); 43 | tail.tailLostPortrait.name = this.name; 44 | } 45 | 46 | tail.tail = card; 47 | 48 | if (this.mods != null) 49 | { 50 | tail.tail.mods.Add(this.mods); 51 | } 52 | 53 | this.tail = tail; 54 | } 55 | 56 | public override string ToString() 57 | { 58 | return name; 59 | } 60 | } -------------------------------------------------------------------------------- /InscryptionAPI/Dialogue/CustomLine.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | namespace InscryptionAPI.Dialogue; 4 | 5 | public struct CustomLine 6 | { 7 | public CustomLine() { } 8 | 9 | public DialogueEvent.Line ToLine(List speakers, DialogueEvent.Speaker defaultSpeaker = DialogueEvent.Speaker.Single) 10 | { 11 | if (speaker == DialogueEvent.Speaker.Single) 12 | { 13 | speaker = defaultSpeaker; 14 | } 15 | if (!speakers.Contains(speaker)) 16 | { 17 | speakers.Add(speaker); 18 | } 19 | return new DialogueEvent.Line 20 | { 21 | p03Face = p03Face, 22 | emotion = emotion, 23 | letterAnimation = letterAnimation, 24 | speakerIndex = speakers.IndexOf(speaker), 25 | text = text ?? "", 26 | specialInstruction = specialInstruction ?? "", 27 | storyCondition = storyCondition, 28 | storyConditionMustBeMet = storyConditionMustBeMet 29 | }; 30 | } 31 | 32 | public static implicit operator CustomLine(string str) 33 | { 34 | return new CustomLine { text = str }; 35 | } 36 | 37 | public P03AnimationController.Face p03Face = default; 38 | public Emotion emotion = default; 39 | public TextDisplayer.LetterAnimation letterAnimation = default; 40 | public DialogueEvent.Speaker speaker = default; 41 | public string text = default; 42 | public string specialInstruction = default; 43 | public StoryEvent storyCondition = StoryEvent.BasicTutorialCompleted; 44 | public bool storyConditionMustBeMet = default; 45 | } -------------------------------------------------------------------------------- /InscryptionAPI/Encounters/AIManager.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Guid; 3 | using System.Collections.ObjectModel; 4 | 5 | namespace InscryptionAPI.Encounters; 6 | 7 | public static class AIManager 8 | { 9 | public class FullAI 10 | { 11 | public readonly string Id; 12 | public readonly Type AI; 13 | 14 | public FullAI(string id, Type aiType) 15 | { 16 | Id = id; 17 | AI = aiType; 18 | 19 | TypeManager.Add(Id.ToString(), AI); 20 | } 21 | } 22 | 23 | public readonly static ReadOnlyCollection BaseGameAIs = new(GenBaseGameAIsList()); 24 | private readonly static ObservableCollection NewAIs = new(); 25 | 26 | public static List AllAIs { get; private set; } = BaseGameAIs.ToList(); 27 | 28 | static AIManager() 29 | { 30 | NewAIs.CollectionChanged += static (_, _) => 31 | { 32 | AllAIs = BaseGameAIs.Concat(NewAIs).ToList(); 33 | }; 34 | } 35 | 36 | private static List GenBaseGameAIsList() 37 | { 38 | List baseGame = new(); 39 | var gameAsm = typeof(AI).Assembly; 40 | foreach (Type aiType in gameAsm.GetTypes().Where(type => type.IsSubclassOf(typeof(AI)))) 41 | { 42 | baseGame.Add(new(aiType.Name, aiType)); 43 | } 44 | return baseGame; 45 | } 46 | 47 | public static FullAI Add(string guid, string aiName, Type sequencer) 48 | { 49 | FullAI full = new("AI_" + GuidManager.GetFullyQualifiedName(guid, aiName), sequencer); 50 | NewAIs.Add(full); 51 | return full; 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /InscryptionAPI/Encounters/CachedGBCNPCDescriptor.cs: -------------------------------------------------------------------------------- 1 | using GBC; 2 | 3 | namespace InscryptionAPI.Encounters; 4 | 5 | public class CachedGCBNPCDescriptor 6 | { 7 | public string ID { get; set; } 8 | public CardTemple BossTemple { get; set; } 9 | public bool IsBoss { get; set; } 10 | public PixelBoardSpriteSetter.BoardTheme BattleBackgroundTheme { get; set; } 11 | public DialogueSpeaker DialogueSpeaker { get; set; } 12 | 13 | public CachedGCBNPCDescriptor(CardBattleNPC npc) 14 | { 15 | ID = npc.ID; 16 | BossTemple = npc.BossTemple; 17 | IsBoss = npc.IsBoss; 18 | BattleBackgroundTheme = npc.BattleBackgroundTheme; 19 | DialogueSpeaker = npc.DialogueSpeaker; 20 | } 21 | } -------------------------------------------------------------------------------- /InscryptionAPI/Encounters/EncounterBuilder.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | namespace InscryptionAPI.Encounters; 4 | 5 | public class EncounterBuilderBlueprintData : EncounterBlueprintData 6 | { 7 | internal RegionData region; 8 | 9 | public void SetBasic(string name, RegionData region) 10 | { 11 | this.region = region; 12 | this.name = name; 13 | region.encounters ??= new(); 14 | region.encounters.Add(this); 15 | } 16 | } 17 | 18 | public static class EncounterBuilder 19 | { 20 | public static RegionData Build(this EncounterBuilderBlueprintData blueprint) 21 | { 22 | return blueprint.region; 23 | } 24 | } -------------------------------------------------------------------------------- /InscryptionAPI/Encounters/ICustomExhaustSequence.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using System.Collections; 3 | 4 | namespace InscryptionAPI.Encounters; 5 | 6 | /// 7 | /// An interface that implements custom logic when the player has exhausted both of their draw piles. 8 | /// 9 | /// 10 | /// Only for Opponents and SpecialSequences. 11 | /// 12 | public interface ICustomExhaustSequence 13 | { 14 | public bool RespondsToCustomExhaustSequence(CardDrawPiles drawPiles); 15 | /// 16 | /// Executes the sequence that plays when the player exhausts their draw piles. 17 | /// 18 | /// The CardDrawPiles instance for this scene. 19 | /// An enumeration of Unity events. 20 | public IEnumerator DoCustomExhaustSequence(CardDrawPiles drawPiles); 21 | } -------------------------------------------------------------------------------- /InscryptionAPI/Encounters/ICustomNodeSequence.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | 3 | namespace InscryptionAPI.Encounters; 4 | 5 | /// 6 | /// A sequencer interface for all custom sequencers compatible with the Inscryption API 7 | /// 8 | public interface ICustomNodeSequence 9 | { 10 | /// 11 | /// Executes the sequence that plays when the player enters this particular map node. 12 | /// 13 | /// The node data object. 14 | /// An enumeration of Unity events. 15 | public IEnumerator ExecuteCustomSequence(CustomNodeData nodeData); 16 | } -------------------------------------------------------------------------------- /InscryptionAPI/Helpers/Extensions/GameObjectExtensions.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace InscryptionAPI.Helpers.Extensions; 4 | 5 | public static class GameObjectExtensions 6 | { 7 | public static GameObject FindChild(this GameObject parent, string name) 8 | { 9 | if (parent.name == name) 10 | { 11 | return parent; 12 | } 13 | 14 | foreach (Transform child in parent.transform) 15 | { 16 | GameObject go = child.gameObject.FindChild(name); 17 | if (go != null) 18 | { 19 | return go; 20 | } 21 | } 22 | 23 | return null; 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /InscryptionAPI/Helpers/Extensions/ListExtensions.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | namespace InscryptionAPI.Helpers.Extensions; 4 | 5 | public static class ListExtensions 6 | { 7 | public static T PopFirst(this List list) 8 | { 9 | T t = list[0]; 10 | list.RemoveAt(0); 11 | return t; 12 | } 13 | 14 | public static T PopLast(this List list) 15 | { 16 | T t = list[list.Count - 1]; 17 | list.RemoveAt(list.Count - 1); 18 | return t; 19 | } 20 | 21 | public static List Repeat(this T toRepeat, int times) 22 | { 23 | List repeated = new(); 24 | if (toRepeat != null) 25 | { 26 | for (int i = 0; i < times; i++) 27 | { 28 | repeated.Add(toRepeat); 29 | } 30 | } 31 | return repeated; 32 | } 33 | 34 | public static T GetRandom(this List list) 35 | { 36 | int index = UnityEngine.Random.Range(0, list.Count); 37 | return list[index]; 38 | } 39 | 40 | public static T GetSeededRandom(this List list, int seed) 41 | { 42 | int index = SeededRandom.Range(0, list.Count, seed); 43 | return list[index]; 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /InscryptionAPI/Helpers/TranspilerHelpers.cs: -------------------------------------------------------------------------------- 1 | using HarmonyLib; 2 | 3 | namespace InscryptionAPI.Helpers; 4 | 5 | public static class TranspilerHelpers 6 | { 7 | public static void LogCodeInscryptions(this List codes, string prefix = null) 8 | { 9 | string p = prefix ?? ""; 10 | for (int i = 0; i < codes.Count; i++) 11 | { 12 | CodeInstruction code = codes[i]; 13 | string codeOperand = code.operand == null ? "" : code.operand.ToString(); 14 | InscryptionAPIPlugin.Logger.LogInfo($"{p}{i}: {code.opcode} {codeOperand}"); 15 | } 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /InscryptionAPI/InscryptionAPI.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | netstandard2.0 5 | enable 6 | disable 7 | false 8 | latest 9 | true 10 | full 11 | false 12 | true 13 | 2.23.1 14 | 15 | 16 | 17 | Publicizer001 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | TalkingCardGenericPrefab 30 | 31 | 32 | 33 | 34 | 35 | all 36 | runtime; build; native; contentfiles; analyzers; buildtransitive 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | -------------------------------------------------------------------------------- /InscryptionAPI/Items/ConsumableItemResource.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using UnityEngine; 3 | 4 | namespace InscryptionAPI.Items; 5 | 6 | public class ConsumableItemResource : ResourceLookup 7 | { 8 | public Action PreSetupCallback = null; 9 | } 10 | -------------------------------------------------------------------------------- /InscryptionAPI/Masks/CustomMask.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Helpers; 3 | 4 | namespace InscryptionAPI.Masks; 5 | 6 | public class CustomMask 7 | { 8 | public readonly LeshyAnimationController.Mask ID; 9 | public readonly string Name; 10 | public readonly string GUID; 11 | public readonly bool Override; 12 | public List MaterialOverrides { get; private set; } 13 | public MaskManager.ModelType ModelType { get; private set; } 14 | public Type BehaviourType { get; private set; } = typeof(MaskBehaviour); 15 | 16 | public CustomMask(string GUID, string Name, LeshyAnimationController.Mask ID, bool isOverride) 17 | { 18 | this.GUID = GUID; 19 | this.Name = Name; 20 | this.ID = ID; 21 | this.Override = isOverride; 22 | } 23 | 24 | public CustomMask AddMaterialOverride(MaterialOverride materialOverride) 25 | { 26 | if (MaterialOverrides == null) 27 | { 28 | MaterialOverrides = new List(); 29 | } 30 | MaterialOverrides.Add(materialOverride); 31 | return this; 32 | } 33 | 34 | public CustomMask SetModelType(MaskManager.ModelType modelType) 35 | { 36 | ModelType = modelType; 37 | return this; 38 | } 39 | 40 | public CustomMask SetMaskBehaviour(Type type) 41 | { 42 | if (!type.IsSubclassOf(typeof(MaskBehaviour))) 43 | { 44 | InscryptionAPIPlugin.Logger.LogError("Could not add type " + type + " to mask " + ToString() + ". It is not of type MaskBehaviour!"); 45 | return this; 46 | } 47 | BehaviourType = type; 48 | return this; 49 | } 50 | 51 | public override string ToString() 52 | { 53 | return GUID + "_" + Name; 54 | } 55 | } -------------------------------------------------------------------------------- /InscryptionAPI/Nodes/CustomNodeSequencer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | 3 | namespace InscryptionAPI.Nodes; 4 | 5 | /// 6 | /// Core class for miscellaneous non-card related nodes that implements all node-related interfaces for you. 7 | /// 8 | public abstract class CustomNodeSequencer : ManagedBehaviour, ICustomNodeSequencer, IInherit, IDestroyOnEnd, IDoNotReturnToMapOnEnd 9 | { 10 | /// 11 | /// Trigger the custom node sequence. 12 | /// 13 | /// Node that triggered this sequence. 14 | /// . 15 | public abstract IEnumerator DoCustomSequence(CustomSpecialNodeData node); 16 | /// 17 | /// Used to inherit from another node sequencer and setup everything needed for the sequence to work. 18 | /// 19 | /// Node that triggered this sequence. 20 | public virtual void Inherit(CustomSpecialNodeData node) { } 21 | /// 22 | /// Returns true if this sequencer should be destroyed after ending. Defaults to false. 23 | /// 24 | /// Node that triggered this sequence. 25 | /// True if this sequencer should be destroyed after ending. 26 | public virtual bool ShouldDestroyOnEnd(CustomSpecialNodeData node) => false; 27 | /// 28 | /// Returns true if this sequencer shouldn't return the player to the map after ending. Defaults to false. 29 | /// 30 | /// Node that triggered this sequence. 31 | /// True if this sequencer shouldn't return the player to the map after ending. 32 | public virtual bool ShouldNotReturnToMapOnEnd(CustomSpecialNodeData node) => false; 33 | } -------------------------------------------------------------------------------- /InscryptionAPI/Nodes/MissingNodeSequencer.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using System.Collections; 3 | 4 | namespace InscryptionAPI.Nodes; 5 | 6 | internal class MissingNodeSequencer : CustomNodeSequencer 7 | { 8 | public override IEnumerator DoCustomSequence(CustomSpecialNodeData node) 9 | { 10 | yield return Singleton.Instance.ShowUntilInput("Huh. I don't remember leaving that \"MISSING\" here.", -2.5f, 0.5f, Emotion.Curious, TextDisplayer.LetterAnimation.Jitter, DialogueEvent.Speaker.Single, null, true); 11 | yield return Singleton.Instance.ShowUntilInput("It seems like whatever was here before... Left.", -2.5f, 0.5f, Emotion.Curious, TextDisplayer.LetterAnimation.Jitter, DialogueEvent.Speaker.Single, null, true); 12 | yield return Singleton.Instance.ShowUntilInput("And it doesn't look like it's going to come back anytime soon.", -2.5f, 0.5f, Emotion.Curious, TextDisplayer.LetterAnimation.Jitter, DialogueEvent.Speaker.Single, null, true); 13 | yield return Singleton.Instance.ShowUntilInput("Oh well.", -2.5f, 0.5f, Emotion.Neutral, TextDisplayer.LetterAnimation.Jitter, DialogueEvent.Speaker.Single, null, true); 14 | yield break; 15 | } 16 | } -------------------------------------------------------------------------------- /InscryptionAPI/Nodes/MissingSequenceSequencer.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using System.Collections; 3 | 4 | namespace InscryptionAPI.Nodes; 5 | 6 | internal class MissingSequenceSequencer : CustomNodeSequencer 7 | { 8 | public override IEnumerator DoCustomSequence(CustomSpecialNodeData node) 9 | { 10 | yield return Singleton.Instance.ShowUntilInput("Hmm. The event picture is here, but it doesn't seem to mean anything?", -2.5f, 0.5f, Emotion.Curious, TextDisplayer.LetterAnimation.Jitter, DialogueEvent.Speaker.Single, null, true); 11 | yield return Singleton.Instance.ShowUntilInput("Perhaps I forgot to write what this event does.", -2.5f, 0.5f, Emotion.Neutral, TextDisplayer.LetterAnimation.Jitter, DialogueEvent.Speaker.Single, null, true); 12 | yield return Singleton.Instance.ShowUntilInput("Oh well.", -2.5f, 0.5f, Emotion.Neutral, TextDisplayer.LetterAnimation.Jitter, DialogueEvent.Speaker.Single, null, true); 13 | yield break; 14 | } 15 | } -------------------------------------------------------------------------------- /InscryptionAPI/Pelts/Patches/CardLoader_Patches.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | 4 | namespace InscryptionAPI.Pelts.Patches; 5 | 6 | [HarmonyPatch(typeof(CardLoader), "PeltNames", MethodType.Getter)] 7 | internal class CardLoader_PeltNames 8 | { 9 | /// 10 | /// Adds new pelts to be used everywhere in the game 11 | /// 12 | public static void Postfix(ref string[] __result) 13 | { 14 | __result = PeltManager.AllPelts().Select((a) => a.peltCardName).ToArray(); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /InscryptionAPI/PixelCard/GBCPackManager.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using GBC; 3 | using HarmonyLib; 4 | using System.Reflection; 5 | using System.Reflection.Emit; 6 | 7 | namespace InscryptionAPI.PixelCard; 8 | 9 | [HarmonyPatch] 10 | public static class GBCPackManager 11 | { 12 | /// 13 | /// This event runs every time a GBC Pack is opened. By adding listeners to this event, you can modify the possible choices after non-GBCPack and singleton cards have been removed. 14 | /// 15 | public static event Func, List> ModifyGBCPacks; 16 | 17 | [HarmonyTranspiler, HarmonyPatch(typeof(PackOpeningUI), nameof(PackOpeningUI.AssignInfoToCards))] 18 | private static IEnumerable RemoveSingletons(IEnumerable instructions) 19 | { 20 | List codes = new(instructions); 21 | 22 | for (int i = 0; i < codes.Count; i++) 23 | { 24 | if (codes[i].opcode == OpCodes.Call && codes[i].operand.ToString().Contains("GetPixelCards")) 25 | { 26 | MethodInfo customMethod = AccessTools.Method(typeof(GBCPackManager), nameof(GBCPackManager.ModifyPixelCards)); 27 | codes[i].operand = customMethod; 28 | break; 29 | } 30 | } 31 | 32 | return codes; 33 | } 34 | private static List ModifyPixelCards() 35 | { 36 | List info = CardLoader.GetPixelCards(); 37 | info.RemoveAll(x => x.onePerDeck && SaveManager.SaveFile.gbcData.collection.cardIds.Contains(x.name)); 38 | return ModifyGBCPacks?.Invoke(info) ?? info; 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /InscryptionAPI/Regions/Part1RegionData.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Guid; 3 | using System.Reflection; 4 | 5 | namespace InscryptionAPI.Regions; 6 | 7 | public class Part1RegionData 8 | { 9 | public string GUID { get; private set; } 10 | public int Tier { get => tier; private set => tier = value; } 11 | public RegionData Region { get => region; private set => region = value; } 12 | public int MinTerrain { get; set; } 13 | public int MaxTerrain { get; set; } 14 | public bool AllowTerrainOnEnemySide { get; set; } 15 | public bool AllowTerrainOnPlayerSide { get; set; } 16 | public bool RemoveDefaultReachTerrain { get; set; } 17 | public bool DoNotForceReachTerrain { get; set; } 18 | public bool AllowLockedTerrainCards { get; set; } 19 | public bool AllowSacrificableTerrainCards { get; set; } 20 | 21 | private int tier; 22 | private RegionData region; 23 | 24 | public Part1RegionData(RegionData region, int tier) 25 | { 26 | Assembly callingAssembly = Assembly.GetCallingAssembly(); 27 | GUID = TypeManager.GetModIdFromCallstack(callingAssembly); 28 | 29 | AllowSacrificableTerrainCards = false; 30 | AllowLockedTerrainCards = false; 31 | MinTerrain = -2; 32 | MaxTerrain = 3; 33 | AllowTerrainOnEnemySide = true; 34 | AllowTerrainOnPlayerSide = true; 35 | RemoveDefaultReachTerrain = false; 36 | DoNotForceReachTerrain = false; 37 | this.region = region; 38 | this.tier = tier; 39 | } 40 | } -------------------------------------------------------------------------------- /InscryptionAPI/Slots/SlotModificationBehaviour.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using System.Collections; 3 | 4 | namespace InscryptionAPI.Slots; 5 | 6 | /// 7 | /// Base class for all slot modification behaviors 8 | /// 9 | public abstract class SlotModificationBehaviour : TriggerReceiver 10 | { 11 | /// 12 | /// The slot that the behaviour is applied to. 13 | /// 14 | public CardSlot Slot => gameObject.GetComponent(); 15 | 16 | /// 17 | /// Use to setup any additional custom slot visualizations when created. 18 | /// 19 | public virtual IEnumerator Setup() 20 | { 21 | yield break; 22 | } 23 | 24 | /// 25 | /// Use to clean up any additional custom slot visualizations before being removed 26 | /// 27 | public virtual IEnumerator Cleanup(SlotModificationManager.ModificationType replacement) 28 | { 29 | yield break; 30 | } 31 | } -------------------------------------------------------------------------------- /InscryptionAPI/Slots/SlotModificationInteractable.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | namespace InscryptionAPI.Slots; 4 | 5 | /// 6 | /// Base class for all slot modification behaviors 7 | /// 8 | public class SlotModificationInteractable : AlternateInputInteractable 9 | { 10 | private CardSlot slot; 11 | public override CursorType CursorType => CursorType.Inspect; 12 | public SlotModificationManager.ModificationType ModType { get; set; } 13 | 14 | public void AssignSlotModification(SlotModificationManager.ModificationType modType, CardSlot cardSlot) 15 | { 16 | ModType = modType; 17 | slot = cardSlot; 18 | base.SetEnabled(true); 19 | } 20 | 21 | public override void OnAlternateSelectStarted() 22 | { 23 | //InscryptionAPIPlugin.Logger.LogDebug($"Open to slot mod page: [{ModType}] on slot [{slot}]"); 24 | RuleBookController.Instance.OpenToItemPage(SlotModificationManager.SLOT_PAGEID + (int)ModType, false); 25 | } 26 | } -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/Create/ColorManager.cs: -------------------------------------------------------------------------------- 1 | using HarmonyLib; 2 | using InscryptionAPI.TalkingCards.Helpers; 3 | using System.Text.RegularExpressions; 4 | using UnityEngine; 5 | 6 | #nullable enable 7 | namespace InscryptionAPI.TalkingCards.Create; 8 | 9 | [HarmonyPatch] 10 | internal static class ColorManager 11 | { 12 | private static readonly Dictionary ColorsCache = new(); 13 | 14 | private static readonly Regex ColorRegex = new(@"^#([0-9a-fA-F]{6})$"); 15 | 16 | [HarmonyPatch(typeof(DialogueParser), nameof(DialogueParser.GetColorFromCode))] 17 | [HarmonyPostfix] 18 | private static void GetCustomColor(string code, ref Color __result) 19 | { 20 | string hex = DialogueParser.GetStringValue(code, "c"); 21 | 22 | if (!ColorRegex.IsMatch(hex)) return; 23 | 24 | if (ColorsCache.ContainsKey(hex)) 25 | { 26 | __result = ColorsCache[hex]; 27 | return; 28 | } 29 | 30 | Color color = AssetHelpers.HexToColor(hex); 31 | ColorsCache.Add(hex, color); 32 | __result = color; 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/Create/CustomVoice.cs: -------------------------------------------------------------------------------- 1 | using HarmonyLib; 2 | using InscryptionAPI.Sound; 3 | using UnityEngine; 4 | 5 | #nullable enable 6 | namespace InscryptionAPI.TalkingCards.Create; 7 | 8 | [HarmonyPatch] 9 | internal static class CustomVoice 10 | { 11 | private static readonly List _voices = new(); 12 | 13 | // This is all you have to care about!! 14 | public static void RegisterVoice(string filename) // <-- The name of your file. Pass it as argument. 15 | { 16 | AudioClip audio = SoundManager.LoadAudioClip(filename); 17 | audio.name = filename; 18 | _voices.Add(audio); 19 | } 20 | 21 | [HarmonyPatch(typeof(AudioController), nameof(AudioController.GetAudioClip))] 22 | [HarmonyPrefix] 23 | private static void AddVoiceIds(ref List ___SFX) 24 | { 25 | foreach (AudioClip voice in _voices) 26 | { 27 | if (!___SFX.Contains(voice)) 28 | { 29 | ___SFX.Add(voice); 30 | } 31 | } 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/Create/DialogueEventStrings.cs: -------------------------------------------------------------------------------- 1 | using InscryptionAPI.Dialogue; 2 | 3 | #nullable enable 4 | 5 | namespace InscryptionAPI.TalkingCards.Create; 6 | 7 | [Serializable] 8 | public class DialogueEventStrings 9 | { 10 | public string eventName { get; set; } 11 | public string[] mainLines { get; set; } 12 | public string[][] repeatLines { get; set; } 13 | 14 | public DialogueEventStrings(string eventName, string[] mainLines, string[][] repeatLines) 15 | { 16 | this.eventName = eventName; 17 | this.mainLines = mainLines; 18 | this.repeatLines = repeatLines; 19 | } 20 | 21 | public DialogueEvent CreateEvent(string cardName) => DialogueManager.GenerateEvent( 22 | InscryptionAPIPlugin.ModGUID, 23 | $"{cardName}_{eventName}", 24 | mainLines.Select(x => (CustomLine)x).ToList(), 25 | repeatLines.Select(x => x.Select(y => (CustomLine)y).ToList()).ToList() 26 | ); 27 | } -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/Create/EmotionManager.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using InscryptionAPI.TalkingCards.Helpers; 4 | 5 | #nullable enable 6 | namespace InscryptionAPI.TalkingCards.Create; 7 | 8 | [HarmonyPatch] 9 | internal static class EmotionManager 10 | { 11 | // An accurate list of the names. 12 | public static readonly string[] EmotionNames = Enum.GetNames(typeof(Emotion)); 13 | 14 | [HarmonyPatch(typeof(SequentialText), nameof(SequentialText.ConsumeCode))] 15 | [HarmonyPrefix] 16 | private static void CorrectEmotionNames(ref string code) 17 | { 18 | if (!code.StartsWith("[e")) return; 19 | 20 | if (code.StartsWith("[end")) return; 21 | 22 | string x = DialogueParser.GetStringValue(code, "e"); 23 | 24 | if (EmotionNames.Contains(x) || int.TryParse(x, out _)) return; 25 | 26 | code = $@"[e:{x.SentenceCase()}]"; 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/Create/ITalkingCard.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | 3 | #nullable enable 4 | namespace InscryptionAPI.TalkingCards.Create; 5 | 6 | // A class that wants to create a talking card through this API *must* implement for this interface. 7 | // That's all the class needs to do. c: 8 | 9 | /// 10 | /// An interface for the creation of a talking card through this API. 11 | /// 12 | public interface ITalkingCard 13 | { 14 | /// 15 | /// The name of an existing card. 16 | /// 17 | public string CardName { get; } 18 | 19 | /// 20 | /// Your talking card's emotions. 21 | /// 22 | public List Emotions { get; } 23 | 24 | /// 25 | /// A bit of info about your talking card: blink rate and voice. 26 | /// 27 | public FaceInfo FaceInfo { get; } 28 | 29 | /// 30 | /// The special ability that controls your talking card's dialogue. 31 | /// 32 | public SpecialTriggeredAbility DialogueAbility { get; } 33 | } 34 | -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/Create/VoiceManager.cs: -------------------------------------------------------------------------------- 1 | using HarmonyLib; 2 | using InscryptionAPI.Sound; 3 | using UnityEngine; 4 | 5 | #nullable enable 6 | namespace InscryptionAPI.TalkingCards.Create; 7 | 8 | [HarmonyPatch] 9 | internal static class VoiceManager 10 | { 11 | private static readonly List Voices = new(); 12 | 13 | public static readonly string[] ValidVoiceIds = new string[] 14 | { 15 | "female1_voice", 16 | "kobold_voice", 17 | "cat_voice" 18 | }; 19 | 20 | private static bool IsInvalidVoiceId(string? id) 21 | => id == null || ValidVoiceIds.Contains(id); 22 | 23 | public static bool Add(string? soundPath, string? id) 24 | { 25 | if (string.IsNullOrWhiteSpace(soundPath)) return false; 26 | 27 | if (IsInvalidVoiceId(soundPath)) 28 | { 29 | LogHelpers.LogError($"Invalid sound path: {soundPath ?? "(null)"}"); 30 | return false; 31 | } 32 | 33 | if (IsInvalidVoiceId(id)) 34 | { 35 | LogHelpers.LogError($"Error: Voice ID \"{id ?? "(null)"}\" isn't unique!"); 36 | return false; 37 | } 38 | 39 | AudioClip voice = SoundManager.LoadAudioClip(soundPath); 40 | voice.name = id ?? soundPath; 41 | Voices.Add(voice); 42 | return true; 43 | } 44 | 45 | public static bool Add(string? path) => Add(path, path); 46 | 47 | [HarmonyPatch(typeof(AudioController), nameof(AudioController.GetAudioClip))] 48 | [HarmonyPrefix] 49 | private static void AddVoiceIds(ref List ___SFX) 50 | { 51 | foreach (AudioClip voice in Voices) 52 | { 53 | if (!___SFX.Contains(voice)) 54 | { 55 | ___SFX.Add(voice); 56 | } 57 | } 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/CustomPaperTalkingCard.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.TalkingCards.Create; 3 | using System.Collections; 4 | using UnityEngine; 5 | 6 | #nullable enable 7 | namespace InscryptionAPI.TalkingCards; 8 | 9 | /// 10 | /// An abstract class for the creation of talking cards through the API. 11 | /// It inherits from PaperTalkingCard and implements ITalkingCard. 12 | /// 13 | public abstract class CustomPaperTalkingCard : PaperTalkingCard, ITalkingCard 14 | { 15 | public override DialogueEvent.Speaker SpeakerType => DialogueEvent.Speaker.Stoat; 16 | public abstract string CardName { get; } 17 | public abstract List Emotions { get; } 18 | public abstract FaceInfo FaceInfo { get; } 19 | public abstract SpecialTriggeredAbility DialogueAbility { get; } 20 | 21 | public override string OnDrawnFallbackDialogueId => OnDrawnDialogueId; 22 | public override IEnumerator OnShownForCardSelect(bool forPositiveEffect) 23 | { 24 | yield return new WaitForEndOfFrame(); 25 | yield return base.OnShownForCardSelect(forPositiveEffect); 26 | yield break; 27 | } 28 | } 29 | 30 | public abstract class CustomDiskTalkingCard : DiskTalkingCard, ITalkingCard 31 | { 32 | public override DialogueEvent.Speaker SpeakerType => DialogueEvent.Speaker.Stoat; 33 | public abstract string CardName { get; } 34 | public abstract List Emotions { get; } 35 | public abstract FaceInfo FaceInfo { get; } 36 | public abstract SpecialTriggeredAbility DialogueAbility { get; } 37 | 38 | public override string OnDrawnFallbackDialogueId => OnDrawnDialogueId; 39 | public override IEnumerator OnShownForCardSelect(bool forPositiveEffect) 40 | { 41 | yield return new WaitForEndOfFrame(); 42 | yield return base.OnShownForCardSelect(forPositiveEffect); 43 | yield break; 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/Helpers/CardHelpers.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Card; 3 | 4 | #nullable enable 5 | namespace InscryptionAPI.TalkingCards.Helpers; 6 | 7 | internal class CardHelpers 8 | { 9 | public static CardInfo? Get(string name) 10 | { 11 | CardManager.SyncCardList(); 12 | CardInfo? card; 13 | try 14 | { 15 | card = CardLoader.GetCardByName(name); 16 | } 17 | catch (Exception) 18 | { 19 | LogHelpers.LogError($"Couldn't find a card of name {name ?? "(null)"}!"); 20 | return null; 21 | } 22 | return card; 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/Helpers/SpriteExtensions.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace InscryptionAPI.TalkingCards.Helpers; 4 | internal static class SpriteExtensions 5 | { 6 | internal static Sprite PivotBottom(this Sprite sprite) 7 | { 8 | if (sprite.pivot == AssetHelpers.PIVOT_BOTTOM) return sprite; 9 | Rect rect = sprite.rect; 10 | Texture2D tex = sprite.texture; 11 | return Sprite.Create(tex, rect, AssetHelpers.PIVOT_BOTTOM); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/Helpers/StringExtensions.cs: -------------------------------------------------------------------------------- 1 | #nullable enable 2 | namespace InscryptionAPI.TalkingCards.Helpers; 3 | public static class StringExtensions 4 | { 5 | public static string SentenceCase(this string key) 6 | { 7 | if (string.IsNullOrWhiteSpace(key)) return string.Empty; 8 | if (key.Length <= 1) return key.ToUpper(); 9 | 10 | return char.ToUpper(key[0]) + key.Substring(1).ToLower(); 11 | } 12 | 13 | /* I know about string.IsNullOrWhiteSpace(). 14 | * I'm defining my own becaue of nullability. */ 15 | public static bool IsWhiteSpace(this string str) 16 | => str.Length == 0 || str.All(char.IsWhiteSpace); 17 | } 18 | -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/LogHelpers.cs: -------------------------------------------------------------------------------- 1 | namespace InscryptionAPI.TalkingCards; 2 | internal static class LogHelpers 3 | { 4 | internal static void LogError(string message) 5 | => InscryptionAPIPlugin.Logger.LogError($"TalkingCards: {message}"); 6 | 7 | internal static void LogInfo(string message) 8 | => InscryptionAPIPlugin.Logger.LogInfo($"TalkingCards: {message}"); 9 | } 10 | -------------------------------------------------------------------------------- /InscryptionAPI/TalkingCards/talkingcardgenericprefab: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/InscryptionModding/InscryptionAPI/d56bf5bd89588fb2fb73251c71d60ea43ecc7959/InscryptionAPI/TalkingCards/talkingcardgenericprefab -------------------------------------------------------------------------------- /InscryptionAPI/Totems/CustomIconTotemTopPiece.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Card; 3 | using InscryptionAPI.Helpers.Extensions; 4 | using UnityEngine; 5 | 6 | namespace InscryptionAPI.Totems; 7 | 8 | public class CustomIconTotemTopPiece : CompositeTotemPiece 9 | { 10 | protected virtual string IconGameObjectName => "Icon"; 11 | 12 | public override void SetData(ItemData data) 13 | { 14 | base.SetData(data); 15 | 16 | TotemTopData topData = (TotemTopData)data; 17 | 18 | // Get texture to apply 19 | Texture2D texture2D = TribeManager.GetTribeIcon(topData.prerequisites.tribe); 20 | 21 | // Populate icon 22 | GameObject icon = this.gameObject.FindChild(IconGameObjectName); 23 | if (icon != null) 24 | { 25 | emissiveRenderer = icon.GetComponent(); 26 | if (emissiveRenderer != null) 27 | { 28 | emissiveRenderer.material.mainTexture = texture2D; 29 | } 30 | else 31 | { 32 | InscryptionAPIPlugin.Logger.LogError($"Could not find Renderer on Icon GameObject to assign tribe icon!"); 33 | } 34 | } 35 | else 36 | { 37 | InscryptionAPIPlugin.Logger.LogError($"Could not find Icon GameObject to assign tribe icon or emission!"); 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Assets/Act3CostCubeBackground.png: 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nameof(PixelCardDisplayer.DisplayInfo))] 10 | private static void HideAttackAndHealth(PixelCardDisplayer __instance) 11 | { 12 | if (__instance?.info?.hideAttackAndHealth ?? false) 13 | { 14 | __instance.SetAttackHidden(true); 15 | __instance.SetHealthHidden(true); 16 | } 17 | } 18 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/HiddenCharIndexFIx.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | 4 | namespace InscryptionCommunityPatch.Card; 5 | 6 | [HarmonyPatch] 7 | internal class HiddenCharIndexFIx 8 | { 9 | [HarmonyPatch(typeof(SequentialText), nameof(SequentialText.RemoveFirstHiddenChar))] 10 | [HarmonyPrefix] 11 | private static bool CheckForNegativeIndex(SequentialText __instance, ref int __result) 12 | { 13 | int num = __instance.GetText().IndexOf(""); 14 | if (num != -1) 15 | __instance.SetText(__instance.GetText().Remove(num, 26)); 16 | else 17 | num = 0; 18 | 19 | __result = num; 20 | return false; 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Part1HintColourFixes.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | 4 | namespace InscryptionCommunityPatch.Card; 5 | 6 | [HarmonyPatch] 7 | internal class Part1HintColourFixes 8 | { 9 | [HarmonyPrefix, HarmonyPatch(typeof(HintsHandler), nameof(HintsHandler.OnNonplayableCardClicked))] 10 | private static void FixHintSpeaker(PlayableCard card) 11 | { 12 | if (card.EnergyCost > Singleton.Instance.PlayerEnergy) 13 | { 14 | DialogueEvent dialogueEvent = DialogueDataUtil.Data.GetEvent(HintsHandler.notEnoughEnergyHint.dialogueId); 15 | if (SaveManager.SaveFile.IsPart1) 16 | ModifyDialogueEventLines(dialogueEvent, x => x.text = RemoveColourCodes(x.text, "[c:bB]")); 17 | else 18 | ModifyDialogueEventLines(dialogueEvent, x => x.text = ReAddColourCodes(x.text, "[c:bB]")); 19 | 20 | return; 21 | } 22 | } 23 | private static void ModifyDialogueEventLines(DialogueEvent dialogueEvent, Action action = null) 24 | { 25 | if (action == null) 26 | return; 27 | 28 | dialogueEvent.mainLines.lines.ForEach(action); 29 | dialogueEvent.repeatLines.ForEach(x => x.lines.ForEach(action)); 30 | } 31 | private static string RemoveColourCodes(string text, string codeToRemove) => text.Replace(codeToRemove, "").Replace("[c:]", ""); 32 | private static string ReAddColourCodes(string text, string startingCode) 33 | { 34 | string newText = text; 35 | if (!text.StartsWith(startingCode)) 36 | newText = startingCode + text; 37 | 38 | if (!text.EndsWith("[c:]")) 39 | newText += "[c:]"; 40 | 41 | return newText; 42 | } 43 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/PixelCurrentDeckPatch.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | 4 | namespace InscryptionCommunityPatch.Card; 5 | 6 | [HarmonyPatch] 7 | internal class PixelCurrentDeckPatch 8 | { 9 | [HarmonyPatch(typeof(SaveFile), nameof(SaveFile.CurrentDeck), MethodType.Getter)] 10 | [HarmonyPostfix] 11 | private static void CheckForNegativeIndex(SaveFile __instance, ref DeckInfo __result) 12 | { 13 | if (__instance.IsPart2) 14 | __result = __instance.gbcData.deck; 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/SacrificeTokensFix.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using UnityEngine; 4 | 5 | namespace InscryptionCommunityPatch.Card; 6 | 7 | public static class SacrificeTokensFix // Allows blood costs over 4 to work properly 8 | { 9 | // modders can access this to change increase/decrease the amount of tokens added 10 | public static int amountOfNewTokens = 20; 11 | 12 | [HarmonyPatch(typeof(BoardManager3D), nameof(BoardManager3D.Start))] 13 | private class BoardManager3DPatch 14 | { 15 | [HarmonyPostfix] 16 | private static void Postfix(ref BoardManager3D __instance) 17 | { 18 | if (__instance.tokens != null) 19 | { 20 | if (amountOfNewTokens > 0) 21 | { 22 | for (int i = 0; i < amountOfNewTokens; i++) 23 | { 24 | List tokens = __instance.tokens.tokens; 25 | SacrificeToken token = UnityObject.Instantiate(tokens[i], tokens[0].transform.parent); 26 | token.name = $"SacrificeToken_{5 + i}"; 27 | token.transform.localPosition += new Vector3(0f, 0.1f, 0f); 28 | tokens.Add(token); 29 | } 30 | } 31 | if (SaveManager.SaveFile.IsPart3) 32 | { 33 | foreach (SacrificeToken token in __instance.tokens.tokens) 34 | token.transform.localPosition += new Vector3(1.4f, 0f, 2f); 35 | } 36 | } 37 | } 38 | } 39 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/Act1PermaDeathPatch.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using UnityEngine; 4 | 5 | namespace InscryptionCommunityPatch.Card; 6 | 7 | // Adds an animation to the Permadeath sigil 8 | [HarmonyPatch(typeof(CardAnimationController), nameof(CardAnimationController.PlayPermaDeathAnimation))] 9 | internal class Act1PermaDeathPatch 10 | { 11 | [HarmonyPostfix] 12 | private static void PlayPermaDeathAnimation(CardAnimationController __instance, bool playSound) 13 | { 14 | if (SaveManager.SaveFile.IsPart1) 15 | { 16 | var component = __instance.PlayableCard.GetComponentInChildren(); 17 | 18 | if (playSound) 19 | { 20 | AudioController.Instance.PlaySound3D("disk_card_overload", MixerGroup.CardPaperSFX, __instance.transform.position, 1f, 0.45f); 21 | AudioController.Instance.PlaySound3D("card_death", MixerGroup.TableObjectsSFX, __instance.transform.position, 1f, 0f, new(AudioParams.Pitch.Variation.VerySmall), new(0.05f)); 22 | } 23 | 24 | //__instance.PlayableCard.Anim.PlayDeathAnimation(playSound); 25 | GameObject obj = Singleton.Instance.AnimController.PlayOneShotAnimation("SplitCard"); 26 | obj.transform.parent = null; 27 | obj.transform.position = __instance.PlayableCard.transform.position; 28 | obj.transform.eulerAngles = new Vector3(90f, 0f, 0f); 29 | 30 | component.enabled = false; 31 | __instance.StopAllCoroutines(); 32 | } 33 | else if (SaveManager.SaveFile.IsPart2) 34 | { 35 | __instance.PlayDeathAnimation(playSound); 36 | } 37 | } 38 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/Act2HodagFix.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using System.Collections; 4 | using UnityEngine; 5 | 6 | namespace InscryptionCommunityPatch.Card; 7 | 8 | [HarmonyPatch] 9 | internal class Act2HodagFix 10 | { 11 | [HarmonyPatch(typeof(GainAttackOnKill), nameof(GainAttackOnKill.OnOtherCardDie))] 12 | [HarmonyPostfix] 13 | private static IEnumerator MakeHodagWorkInPixels(IEnumerator enumerator, GainAttackOnKill __instance) 14 | { 15 | if (!SaveManager.SaveFile.IsPart2 || !__instance.PermanentForRun) 16 | { 17 | yield return enumerator; 18 | yield break; 19 | } 20 | 21 | // just copy-pasting vanilla code cause i'm lazy, whoops 22 | yield return __instance.PreSuccessfulTriggerSequence(); 23 | yield return new WaitForSeconds(0.3f); 24 | 25 | CardModificationInfo cardModificationInfo = __instance.Card.Info.Mods.Find((CardModificationInfo x) => x.singletonId == "hodag"); 26 | if (cardModificationInfo == null) 27 | { 28 | cardModificationInfo = new() 29 | { 30 | singletonId = "hodag" 31 | }; 32 | SaveManager.SaveFile.gbcData.deck.ModifyCard(__instance.Card.Info, cardModificationInfo); 33 | } 34 | cardModificationInfo.attackAdjustment++; 35 | 36 | if (!__instance.Card.Dead) 37 | { 38 | __instance.Card.Anim.LightNegationEffect(); 39 | yield return new WaitForSeconds(0.3f); 40 | yield return __instance.LearnAbility(); 41 | } 42 | } 43 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/Act2SubmergeFix.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using System.Collections; 4 | using UnityEngine; 5 | 6 | namespace InscryptionCommunityPatch.Card; 7 | 8 | [HarmonyPatch(typeof(Submerge), nameof(Submerge.OnUpkeep))] 9 | internal class Act2SubmergeFix 10 | { 11 | [HarmonyPostfix] 12 | private static IEnumerator AddWaitInAct2(IEnumerator enumerator) 13 | { 14 | yield return enumerator; 15 | if (SaveManager.SaveFile.IsPart2) 16 | yield return new WaitForSeconds(0.25f); 17 | } 18 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/ActivatedSacrificeDrawCardsPatch.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using InscryptionAPI.Helpers; 4 | 5 | namespace InscryptionCommunityPatch.Card; 6 | 7 | // Fixes the PackMule special ability so it works when used by the player 8 | [HarmonyPatch] 9 | internal class ActivatedSacrificeDrawCardsPatch 10 | { 11 | [HarmonyPatch(typeof(ActivatedAbilityBehaviour), nameof(ActivatedAbilityBehaviour.CanActivate))] 12 | [HarmonyPostfix] 13 | private static void FixGemsDraw(ActivatedAbilityBehaviour __instance, ref bool __result) 14 | { 15 | if (!__result) 16 | return; 17 | 18 | if (__instance.Ability == Ability.ActivatedSacrificeDrawCards && 19 | !ResourcesManagerHelpers.OwnerHasGems(!__instance.Card.OpponentCard, GemType.Blue)) 20 | { 21 | __result = false; 22 | } 23 | } 24 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/DefaultEvolveFix.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using Mono.Cecil.Cil; 4 | using MonoMod.Cil; 5 | 6 | namespace InscryptionCommunityPatch.Card; 7 | 8 | [HarmonyPatch] 9 | public class DefaultEvolveFix 10 | { 11 | [HarmonyILManipulator] 12 | [HarmonyPatch(typeof(EvolveParams), nameof(EvolveParams.GetDefaultEvolution))] 13 | private static void FixDefaultEvolveParamsIL(ILContext il) 14 | { 15 | ILCursor c = new(il); 16 | int modLoc = -1; 17 | 18 | c.GotoNext(MoveType.Before, x => x.MatchNewobj(AccessTools.DeclaredConstructor(typeof(CardModificationInfo), new[] { typeof(int), typeof(int) }))); 19 | c.GotoNext(MoveType.After, x => x.MatchStloc(out modLoc)); 20 | 21 | c.Emit(OpCodes.Ldloc, modLoc); 22 | c.EmitDelegate>(static mod => mod.negateAbilities.Add(Ability.Evolve)); 23 | 24 | c.GotoNext(MoveType.Before, 25 | x => x.MatchLdloc(out _), 26 | x => x.MatchLdcI4((int)Ability.Evolve), 27 | x => x.MatchCallOrCallvirt(AccessTools.DeclaredMethod(typeof(CardInfo), nameof(CardInfo.RemoveBaseAbility))) 28 | ); 29 | 30 | c.RemoveRange(3); 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/DrawCopyOnDeathFix.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | 4 | namespace InscryptionCommunityPatch.Card; 5 | 6 | [HarmonyPatch] 7 | internal class DrawCopyOnDeathFix 8 | { 9 | [HarmonyPatch(typeof(DrawCopyOnDeath), nameof(DrawCopyOnDeath.CardToDraw), MethodType.Getter)] 10 | [HarmonyPostfix] 11 | private static void UseAlternatePortrait(DrawCopyOnDeath __instance, ref CardInfo __result) 12 | { 13 | if (__instance?.Card?.Info != null) 14 | __result = __instance.Card.Info.Clone() as CardInfo; 15 | } 16 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/GemsDrawFix.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using System.Collections; 4 | using UnityEngine; 5 | 6 | namespace InscryptionCommunityPatch.Card; 7 | 8 | // Fixes the PackMule special ability so it works when used by the player 9 | [HarmonyPatch(typeof(GemsDraw), nameof(GemsDraw.OnOtherCardResolve))] 10 | internal class GemsDrawFix 11 | { 12 | [HarmonyPrefix] 13 | private static bool FixGemsDraw(GemsDraw __instance, ref IEnumerator __result) 14 | { 15 | __result = BetterGemsDraw(__instance); 16 | return false; 17 | } 18 | 19 | private static IEnumerator BetterGemsDraw(GemsDraw __instance) 20 | { 21 | yield return __instance.PreSuccessfulTriggerSequence(); 22 | int numGems = Singleton.Instance.PlayerSlotsCopy.FindAll( 23 | x => x.Card != null && x.Card.Info.HasTrait(Trait.Gem)).Count; 24 | 25 | if (numGems == 0) 26 | { 27 | yield return new WaitForSeconds(0.1f); 28 | __instance.Card.Anim.StrongNegationEffect(); 29 | yield return new WaitForSeconds(0.45f); 30 | yield break; 31 | } 32 | 33 | Singleton.Instance.SwitchToView(SaveManager.SaveFile.IsPart2 ? View.WizardBattleSlots : View.Hand); 34 | yield return new WaitForSeconds(0.1f); 35 | for (int i = 0; i < numGems; i++) 36 | { 37 | if (SaveManager.SaveFile.IsPart2) 38 | yield return Singleton.Instance.DrawCardFromDeck(); 39 | else 40 | { 41 | Singleton.Instance.Pile.Draw(); 42 | yield return Singleton.Instance.DrawCardFromDeck(); 43 | } 44 | } 45 | yield return __instance.LearnAbility(0.5f); 46 | } 47 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/GreenGemStatIconFix.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using InscryptionAPI.Card; 4 | using InscryptionAPI.Helpers; 5 | using UnityEngine; 6 | 7 | namespace InscryptionCommunityPatch.Card; 8 | 9 | [HarmonyPatch] 10 | public static class GreenGemStatIconFix 11 | { 12 | /// 13 | /// This fixes the Green Gem stat icon to appear in act 1 correctly 14 | /// 15 | [HarmonyPatch(typeof(StatIconInfo), nameof(StatIconInfo.LoadAbilityData))] 16 | [HarmonyPostfix] 17 | private static void StatIconInfo_LoadAbilityData() 18 | { 19 | StatIconInfo greenGemStatIcon = StatIconInfo.allIconInfo.Find((a) => a.name == "GreenGemsStatIcon"); 20 | 21 | Texture2D baseTexture = TextureHelper.GetImageAsTexture("GreenGem.png", typeof(GreenGemStatIconFix).Assembly); 22 | greenGemStatIcon.iconGraphic = baseTexture; 23 | greenGemStatIcon.rulebookDescription = "The power of this card is equal to the number of Green Gems that the owner has on their side of the table."; 24 | greenGemStatIcon.AddMetaCategories(AbilityMetaCategory.Part1Rulebook); 25 | } 26 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/PackMuleBugFix.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | 4 | namespace InscryptionCommunityPatch.Card; 5 | 6 | // Fixes the PackMule special ability so it works when used by the player 7 | [HarmonyPatch(typeof(PackMule), nameof(PackMule.RespondsToResolveOnBoard))] 8 | internal class PackMuleBugFix 9 | { 10 | [HarmonyPostfix] 11 | private static void AlwaysResolveOnBoard(ref bool __result) => __result = true; 12 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/RandomConsumablePatch.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | 4 | namespace InscryptionCommunityPatch.Card; 5 | 6 | // Fixes the PackMule special ability so it works when used by the player 7 | [HarmonyPatch] 8 | internal class RandomConsumablePatch 9 | { 10 | [HarmonyPatch(typeof(RandomConsumable), nameof(RandomConsumable.RespondsToResolveOnBoard))] 11 | [HarmonyPostfix] 12 | private static void DisableInAct2(ref bool __result) 13 | { 14 | if (SaveManager.SaveFile.IsPart2) 15 | { 16 | PatchPlugin.Logger.LogInfo("Trinket Bearer is disabled in Act 2."); 17 | __result = false; 18 | } 19 | } 20 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/SteelTrapFix.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using InscryptionAPI.Card; 4 | using System.Collections; 5 | using UnityEngine; 6 | 7 | namespace InscryptionCommunityPatch.Card; 8 | 9 | [HarmonyPatch] 10 | internal class SteelTrapFix 11 | { 12 | [HarmonyPatch(typeof(SteelTrap), nameof(SteelTrap.OnTakeDamage))] 13 | [HarmonyPostfix] 14 | private static IEnumerator UseAlternatePortrait(IEnumerator enumerator, SteelTrap __instance) 15 | { 16 | // vanilla code for base Trap cards 17 | if (__instance.Card.Info.IsBaseGameCard() && __instance.Card.name.Contains("Trap")) 18 | { 19 | yield return enumerator; 20 | yield break; 21 | } 22 | 23 | yield return new WaitForSeconds(0.65f); 24 | AudioController.Instance.PlaySound3D("sacrifice_default", MixerGroup.TableObjectsSFX, __instance.Card.transform.position); 25 | yield return new WaitForSeconds(0.1f); 26 | __instance.Card.Anim.LightNegationEffect(); 27 | 28 | if (__instance.Card.Info.HasSteelTrapPortrait()) 29 | __instance.Card.SwitchToPortrait(__instance.Card.Info.SteelTrapPortrait()); 30 | 31 | AudioController.Instance.PlaySound3D("dial_metal", MixerGroup.TableObjectsSFX, __instance.Card.transform.position); 32 | yield return new WaitForSeconds(0.75f); 33 | } 34 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Card/Vanilla Ability Patches/VesselOnHitPatch.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using System.Collections; 4 | using UnityEngine; 5 | 6 | namespace InscryptionCommunityPatch.Card; 7 | 8 | // Fixes the PackMule special ability so it works when used by the player 9 | [HarmonyPatch] 10 | internal class VesselOnHitPatch 11 | { 12 | [HarmonyPatch(typeof(DrawVesselOnHit), nameof(DrawVesselOnHit.RespondsToTakeDamage))] 13 | [HarmonyPrefix] 14 | private static bool NewTrigger(ref bool __result) 15 | { 16 | if (SaveManager.SaveFile.IsPart2) 17 | { 18 | __result = true; 19 | return false; 20 | } 21 | return true; 22 | } 23 | [HarmonyPatch(typeof(DrawVesselOnHit), nameof(DrawVesselOnHit.OnTakeDamage))] 24 | [HarmonyPostfix] 25 | private static IEnumerator WorkInAct2(IEnumerator enumerator, DrawVesselOnHit __instance) 26 | { 27 | if (!SaveManager.SaveFile.IsPart2) 28 | { 29 | yield return enumerator; 30 | yield break; 31 | } 32 | 33 | yield return __instance.PreSuccessfulTriggerSequence(); 34 | __instance.Card.Anim.StrongNegationEffect(); 35 | yield return new WaitForSeconds(0.4f); 36 | yield return CardSpawner.Instance.SpawnCardToHand(CardLoader.GetCardByName("EmptyVessel")); 37 | yield return __instance.LearnAbility(0.5f); 38 | } 39 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/InscryptionCommunityPatch.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | netstandard2.0 5 | enable 6 | disable 7 | false 8 | latest 9 | true 10 | full 11 | false 12 | 2.23.0 13 | 14 | 15 | 16 | Publicizer001 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | all 30 | runtime; build; native; contentfiles; analyzers; buildtransitive 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Sequencers/BuyPeltsSmallTags.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using UnityEngine; 4 | 5 | namespace InscryptionCommunityPatch.Sequencers; 6 | 7 | [HarmonyPatch] 8 | internal class BuyPeltsSmallTags 9 | { 10 | [HarmonyPostfix, HarmonyPatch(typeof(BuyPeltsSequencer), nameof(BuyPeltsSequencer.AddPricetagToCard))] 11 | private static void ReducePricetagSize(SelectableCard card) 12 | { 13 | if (PatchPlugin.configSmallPricetags.Value || PatchPlugin.configMovePricetags.Value) 14 | { 15 | Transform t = card.transform.Find("pricetag"); 16 | if (t == null) 17 | return; 18 | 19 | if (PatchPlugin.configSmallPricetags.Value) 20 | { 21 | t.localScale = new(0.75f, 1f, 0.75f); 22 | } 23 | if (PatchPlugin.configMovePricetags.Value) 24 | { 25 | t.localPosition = new(t.localPosition.x * -1, t.localPosition.y, t.localPosition.z); 26 | } 27 | } 28 | } 29 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Sequencers/CardCostChoiceNodePatch.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using InscryptionAPI.Helpers; 4 | using UnityEngine; 5 | 6 | namespace InscryptionCommunityPatch.Sequencers; 7 | 8 | [HarmonyPatch] 9 | internal static class ChoiceNodePatch 10 | { 11 | [HarmonyPostfix, HarmonyPatch(typeof(CardSingleChoicesSequencer), nameof(CardSingleChoicesSequencer.GetCardbackTexture))] 12 | private static void CardSingleChoicesSequencer_GetCardbackTexture(ref Texture __result, CardChoice choice) 13 | { 14 | switch (choice.resourceType) 15 | { 16 | case ResourceType.Energy: 17 | __result = TextureHelper.GetImageAsTexture("energyCost.png", typeof(ChoiceNodePatch).Assembly); 18 | break; 19 | case ResourceType.Gems: 20 | __result = TextureHelper.GetImageAsTexture(MoxTextureName(choice.resourceAmount), typeof(ChoiceNodePatch).Assembly); 21 | break; 22 | } 23 | } 24 | public static string MoxTextureName(int index) => "moxCost" + (index switch { 1 => "Green", 2 => "Orange", 3 => "Blue", _ => "" }) + ".png"; 25 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Sequencers/LeshyResetRedEyes.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using System.Collections; 4 | 5 | namespace InscryptionCommunityPatch.Sequencers; 6 | 7 | [HarmonyPatch] 8 | internal class LeshyResetRedEyes 9 | { 10 | [HarmonyPostfix, HarmonyPatch(typeof(TurnManager), nameof(TurnManager.CleanupPhase))] 11 | private static IEnumerator ResetLeshyEyes(IEnumerator enumerator, TurnManager __instance) 12 | { 13 | if (!PatchPlugin.configResetEyes.Value || !SaveManager.SaveFile.IsPart1 || __instance.opponent == null) 14 | { 15 | yield return enumerator; 16 | yield break; 17 | } 18 | 19 | bool resetEyes = false; 20 | if (__instance.opponent is ProspectorBossOpponent prospector) 21 | resetEyes = prospector.HasGrizzlyGlitchPhase(int.MinValue); 22 | 23 | else if (__instance.opponent is AnglerBossOpponent angler) 24 | resetEyes = angler.HasGrizzlyGlitchPhase(0); 25 | 26 | else if (__instance.opponent is TrapperTraderBossOpponent trapperTrader) 27 | resetEyes = trapperTrader.HasGrizzlyGlitchPhase(1); 28 | 29 | if (resetEyes) 30 | LeshyAnimationController.Instance?.ResetEyesTexture(); 31 | 32 | yield return enumerator; 33 | } 34 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Sequencers/PackRatNodeBackgroundFix.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using HarmonyLib; 3 | using System.Reflection.Emit; 4 | 5 | namespace InscryptionCommunityPatch.Sequencers; 6 | 7 | // 'fixes' the pack rat card not being rare 8 | [HarmonyPatch] 9 | internal class PackRatNodeBackgroundFix 10 | { 11 | [HarmonyTranspiler, HarmonyPatch(typeof(GainConsumablesSequencer), nameof(GainConsumablesSequencer.FullConsumablesSequence), MethodType.Enumerator)] 12 | private static IEnumerable FixRareBackground(IEnumerable instructions) 13 | { 14 | List codes = new(instructions); 15 | 16 | // a part of the code block we want to remove can't be removed without breaking the ienum 17 | // so we cut around it 18 | for (int i = 0; i < codes.Count; i++) 19 | { 20 | if (codes[i].opcode == OpCodes.Callvirt && codes[i].operand.ToString() == "DiskCardGame.SelectableCard GetComponent[SelectableCard]()") 21 | { 22 | int startIndex = i - 3; 23 | for (int j = i + 1; j < codes.Count; j++) 24 | { 25 | if (codes[j].opcode == OpCodes.Stloc_2) 26 | { 27 | codes.RemoveRange(startIndex, j - 3 - startIndex); 28 | break; 29 | } 30 | } 31 | break; 32 | } 33 | } 34 | return codes; 35 | } 36 | } -------------------------------------------------------------------------------- /InscryptionCommunityPatch/Tests/TestBoons.cs: -------------------------------------------------------------------------------- 1 | using DiskCardGame; 2 | using InscryptionAPI.Boons; 3 | using System.Collections; 4 | 5 | namespace InscryptionCommunityPatch.Tests; 6 | 7 | public class SacrificeSquirrels : BoonBehaviour 8 | { 9 | public override bool RespondsToOtherCardResolve(PlayableCard otherCard) 10 | { 11 | return otherCard.Info.name.ToLowerInvariant().Equals("squirrel"); 12 | } 13 | 14 | public override IEnumerator OnOtherCardResolve(PlayableCard otherCard) 15 | { 16 | yield return this.PlayBoonAnimation(); 17 | otherCard.TemporaryMods.Add(new(Ability.DrawCopyOnDeath)); 18 | otherCard.RenderCard(); 19 | yield break; 20 | } 21 | } -------------------------------------------------------------------------------- /NuGet.Config: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /docs/.gitignore: -------------------------------------------------------------------------------- 1 | _site/ -------------------------------------------------------------------------------- /docs/README.md: -------------------------------------------------------------------------------- 1 | # InscryptionAPI Wiki 2 | 3 | Please do not edit this branch directly! 4 | Edit the `docs` folder in another branch! 5 | -------------------------------------------------------------------------------- /docs/api/.gitignore: -------------------------------------------------------------------------------- 1 | ############### 2 | # temp file # 3 | ############### 4 | *.yml 5 | .manifest 6 | -------------------------------------------------------------------------------- /docs/api/index.md: -------------------------------------------------------------------------------- 1 | # API Documentation 2 | Hello, and welcome to the documentation section of the Inscryption API! 3 | 4 | This section documents the various classes and members of the API, providing information on what they do. -------------------------------------------------------------------------------- /docs/favicon.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/InscryptionModding/InscryptionAPI/d56bf5bd89588fb2fb73251c71d60ea43ecc7959/docs/favicon.ico -------------------------------------------------------------------------------- /docs/images/favicon.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/InscryptionModding/InscryptionAPI/d56bf5bd89588fb2fb73251c71d60ea43ecc7959/docs/images/favicon.ico -------------------------------------------------------------------------------- /docs/index.md: -------------------------------------------------------------------------------- 1 | ## Inscryption API 2 | --- 3 | Welcome to the site of the Inscryption Modding API! 4 | You can find the wiki and API documentation here. 5 | 6 | ## Some Links 7 | [Inscryption Modding Discord](https://discord.gg/QrJEF5Denm) 8 | 9 | [Thunderstore Page](https://inscryption.thunderstore.io/package/API_dev/API/) 10 | 11 | [GitHub Repository](https://github.com/InscryptionModding/InscryptionAPI) 12 | 13 | ## Credits 14 | Original version by cyantist. 15 | 16 | API 2.0 Contributors: 17 | - BobbyShmurner 18 | - divisionbyz0rro 19 | - Eri 20 | - IngoH 21 | - JamesVeug 22 | - julian-perge 23 | - KellyBetty 24 | - Nevernamed 25 | - SpecialAPI 26 | - Void Slime 27 | - WhistleWind 28 | - Windows10CE -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Ascension.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Ascension 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing systems relating specifically to Kaycee's Mod, such as challenges and starter decks. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Boons.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Boons 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing Boons, which provide unique passive effects during battles. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Card.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Card 3 | summary: *content 4 | --- 5 | This namespace is dedicated to everything card-related, including abilities, appearance behaviours, and more. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Dialogue.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Dialogue 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom dialogue events, which are used to make Lesh y and other Scrybes talk. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Encounters.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Encounters 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom battle encounters and their blueprints. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Guid.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Guid 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing mod GUIDs, including enumeration extensions. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Helpers.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Helpers 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing a number of miscellaneous classes that help deal with various resources such as textures, asset bundles, and resource files. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Items.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Items 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom items, which can be obtained and used any act except Act 2. Items provide unique effects when activated and are consumed on use. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Localizing.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Localizing 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom language localisations. Allows for adding custom languages not supported by Unity, or adding translations for pre-existing languages not supported by base Inscryption. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Masks.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Masks 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom masks, which are worn by Leshy during boss battles. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Nodes.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Nodes 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom map nodes. Map nodes need a special sequencer, which controls the game logic when visiting a node. A couple template sequencers are provided in this namespace. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Pelts.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Pelts 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom pelt data NOT pelt cards. Custom pelt data is used by the Trapper and Trader. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.PixelCard.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.PixelCard 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing a few special classes that expand on Act 2 card functionality. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Regions.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Regions 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom regions, which control the map environment and nodes. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Resource.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Resource 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing classes and members affecting Inscryption's ResourceBank, which stores data such as sounds, prefabs, and textures. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Saves.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Saves 3 | summary: *content 4 | --- 5 | This namespace is dedicated to the management of save file data, especially modded save data. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Sound.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Sound 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom sound files, as well as custom tracks for the Gramophone in Act 1. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.TalkingCards.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Sound 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom talking cards. Talking cards use an animated portrait rather than a static Sprite, and will speak using dialogue events. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Totems.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Totems 3 | summary: *content 4 | --- 5 | This namespace is dedicated to managing custom totems. Totems provide a passive effect to all cards with the Tribe corresponding to the Totem's top piece. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.Triggers.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI.Triggers 3 | summary: *content 4 | --- 5 | Maintains the various custom interface and ability triggers added by the API. -------------------------------------------------------------------------------- /docs/namespace/InscryptionAPI.md: -------------------------------------------------------------------------------- 1 | --- 2 | uid: InscryptionAPI 3 | summary: *content 4 | --- 5 | The parent namespace for everything contained in the API. -------------------------------------------------------------------------------- /docs/template/darkfx/partials/affix.tmpl.partial: -------------------------------------------------------------------------------- 1 | {{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}} 2 | 3 | 41 | -------------------------------------------------------------------------------- /docs/template/darkfx/partials/footer.tmpl.partial: -------------------------------------------------------------------------------- 1 | {{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}} 2 | 3 |
4 |
5 | 28 | 29 |
-------------------------------------------------------------------------------- /docs/template/darkfx/partials/head.tmpl.partial: -------------------------------------------------------------------------------- 1 | {{!Copyright (c) Oscar Vasquez. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}} 2 | 3 | 4 | 5 | 6 | {{#title}}{{title}}{{/title}}{{^title}}{{>partials/title}}{{/title}} {{#_appTitle}}| {{_appTitle}} {{/_appTitle}} 7 | 8 | 9 | 10 | {{#_description}}{{/_description}} 11 | 12 | 13 | 14 | 15 | 16 | 17 | {{#_noindex}}{{/_noindex}} 18 | {{#_enableSearch}}{{/_enableSearch}} 19 | {{#_enableNewTab}}{{/_enableNewTab}} 20 | -------------------------------------------------------------------------------- /docs/template/darkfx/styles/toggle-theme.js: -------------------------------------------------------------------------------- 1 | const sw = document.getElementById("switch-style"), sw_mobile = document.getElementById("switch-style-m"), b = document.body; 2 | if (b) { 3 | function toggleTheme(target, dark) { 4 | target.classList.toggle("dark-theme", dark) 5 | target.classList.toggle("light-theme", !dark) 6 | } 7 | 8 | function switchEventListener() { 9 | toggleTheme(b, this.checked); 10 | if (window.localStorage) { 11 | this.checked ? localStorage.setItem("theme", "dark-theme") : localStorage.setItem("theme", "light-theme") 12 | } 13 | } 14 | 15 | var isDarkTheme = !window.localStorage || !window.localStorage.getItem("theme") || window.localStorage && localStorage.getItem("theme") === "dark-theme"; 16 | 17 | if(sw && sw_mobile){ 18 | sw.checked = isDarkTheme; 19 | sw_mobile.checked = isDarkTheme; 20 | 21 | sw.addEventListener("change", switchEventListener); 22 | sw_mobile.addEventListener("change", switchEventListener); 23 | 24 | // sync state between switches 25 | sw.addEventListener("change", function() { 26 | sw_mobile.checked = this.checked; 27 | }); 28 | 29 | sw_mobile.addEventListener("change", function() { 30 | sw.checked = this.checked; 31 | }); 32 | } 33 | 34 | toggleTheme(b, isDarkTheme); 35 | } -------------------------------------------------------------------------------- /docs/toc.yml: -------------------------------------------------------------------------------- 1 | - name: Home 2 | href: index.md 3 | - name: Wiki 4 | href: wiki/ 5 | homepage: wiki/index.md 6 | - name: API Documentation 7 | href: api/ 8 | homepage: api/index.md -------------------------------------------------------------------------------- /docs/wiki/asset_bundle.md: -------------------------------------------------------------------------------- 1 | ## Asset Bundles 2 | --- 3 | Asset bundles are how you can import your own models, textures, gameobjects and more into Inscryption. 4 | 5 | Think of them as fancy .zip's that are supported by Unity. 6 | 7 | ### Making Asset Bundles 8 | 1. Make a Unity project. Make sure you are using 2019.4.24f1 or your models will not show in-game. 9 | 2. Install the AssetBundleBrowser package. (Window->Package Manager) 10 | 3. Select the assets you want to be in the bundle (They need to be in the hierarchy, not in a scene!) 11 | 4. At the bottom of the Inspector window you'll see a section labedled "Asset Bundle" 12 | 5. Assign a new asset bundle name (example: testbundleexample) 13 | 6. Build Asset bundles Window->AssetBundle Browser 14 | 7. Go to the output path using file explorer 15 | 8. There should be a file called 'testbundleexample' in that folder (It will not have an extension!) 16 | 9. Copy this file into your mod folder 17 | 18 | ### Loading Asset Bundles 19 | 20 | ```csharp 21 | if (AssetBundleHelper.TryGet("pathToBundleFile", "nameOfPrefabInsideAssetBundle", out GameObject prefab)) 22 | { 23 | GameObject clone = GameObject.Instantiate(prefab); 24 | // Do things with gameobject! 25 | } 26 | ``` 27 | 28 | First parameter is the path to the asset bundle that we copied to your mod folder in #9. 29 | 30 | Second parameter is the name of the prefab or texture... etc that you changed to have the asset bundle name in #4. 31 | 32 | Third parameter is the result of taking the object out of the asset bundle. 33 | 34 | **NOTE**: Getting a prefab from an asset bundle does not load it into the world. You need to clone it with Instantiate! 35 | 36 | **NOTE 2**: If the GameObject is being created but the model isn't showing up in-game, make sure you are using Unity 2019.4.24f1 to build the asset bundle; the model will not show up otherwise! -------------------------------------------------------------------------------- /docs/wiki/localisation.md: -------------------------------------------------------------------------------- 1 | ## Localisation 2 | --- 3 | While Inscryption already provides translations for a number of languages, these only apply to the base game's text, meaning any modded content is stuck in the language it was written in. 4 | 5 | To alleviate this problem, the API provides support for adding new translations and even new languages. 6 | 7 | ### Adding new Translations 8 | If you want to add your own translations to Inscryption you can use the API's localisation system. 9 | ```csharp 10 | LocalizationManager.Translate("MyModGUID", null, "Hello", "안녕하세요", Language.Korean); 11 | ``` 12 | 13 | ## Default languages 14 | --- 15 | The default supported languages are listed in the table below. 16 | 17 | | Suffix | Language | 18 | |--------|-------------| 19 | | fr | French | 20 | | it | Italian | 21 | | de | German | 22 | | es | Spanish | 23 | | pt | Portuguese | 24 | | tr | Turkish | 25 | | ru | Russian | 26 | | ja | Japanese | 27 | | ko | Korean | 28 | | zhcn | Chinese (Simplified) | 29 | | zhtw | Chinese (Traditional)| 30 | 31 | ### Adding new Languages 32 | If you want to translate into an unsupported language, you can add a new langauge and translation like so: 33 | ```csharp 34 | LocalizationManager.NewLanguage("MyModGUID", "Polish", "PL", "Reset With Polish", pathToCSV); 35 | ``` 36 | 37 | Your language file must be a .csv, and formatted in the following way so the API can read it properly: 38 | ``` 39 | Column1,Column10,PL 40 | TALKING_STOAT_DIALOGUE_STOATSACRIFICE_REPEAT_#2_852_M,Again...,Ponownie... 41 | _OPPONENTSKIPTURN_REPEAT_#1_558_M,Pass.,Przechodzić. 42 | ``` -------------------------------------------------------------------------------- /docs/wiki/rulebook.md: -------------------------------------------------------------------------------- 1 | ## The Rulebook 2 | The Rulebook is a vital tool for the player while playing outside of Act 2. 3 | 4 | Every ability, stat icon, boon, and item that can appear in the current Act will have an entry in the book, providing information on what each one does. 5 | Custom abilities and such will appear in the rulebook if marked to do so in their `metaCategories` field*. 6 | 7 | For most situations, this will be the extent of your modding experience with the rulebook; if you want an ability to appear in Act 1, you give it the appropriate AbilityMetaCategoy. 8 | If you don't want a stat icon to appear in the rulebook at all, you leave `metaCategories` empty. 9 | 10 | However, there are some instances where you'll want to modify the rulebook even further, such as adding custom pages or even a whole new section to the rulebook. 11 | In these cases, the API has you covered. 12 | 13 | However, there may arise cases where this is insufficient for your needs. 14 | Maybe you want an ability to always appear at the beginning of the Rulebook for some reason, or you want to add a whole new section to the Rulebook. 15 | The former case can be easily handled with a simple patch to RuleBookInfo.ConstructPageData, but the latter can get fairly complicated. 16 | In either case, you can use the API's RuleBookManager to make this process simpler. 17 | 18 | \* *Items and Boons can be made to appear in multiple Acts or outside Act 1 by modifying their associated Full(...)Info.* -------------------------------------------------------------------------------- /docs/wiki/sniper.md: -------------------------------------------------------------------------------- 1 | ## Custom Sniper Logic 2 | --- 3 | Though not technically part of the API proper, the community patches still offer a number of useful options for modders to take advantage of. 4 | 5 | InscryptionCommunityPatch.Card.SniperFix, as its name suggests, fixes the Sniper ability when used in Act 1. It does more than just that, however; it also expands the Sniper ability's logic into a number of overridable methods, allowing for further customisation to how Sniper functions in all parts of the game. 6 | 7 | To modify these methods, you will need to patch them using Harmony. 8 | 9 | These methods are: 10 | - DoSniperLogic() - controls whether to use player or opponent sniper logic 11 | - DoAttackTargetSlotsLogic() - controls attack logic for each target slot 12 | - GetValidTargets() - returns the list of card slot the player and opponent can target 13 | - PlayerTargetSelectedCallback() - called when the player selects a valid target 14 | - PlayerSlotCursorEnterCallback() - called when the player's cursor enters a slot 15 | - OpponentSelectTarget() - returns a card slot for the opponent to target and attack 16 | 17 | For example, if you wanted to allow cards with the Sniper ability to target any card slot, including slots on the same side of the board, you would do: 18 | ``` 19 | [HarmonyPostfix, HarmonyPatch(typeof(SniperFix), nameof(SniperFix.GetValidTargets))] 20 | private static void TargetAllSlots(ref List __result, bool playerIsAttacker, CardSlot attackingSlot) 21 | { 22 | __result = BoardManager.Instance.AllSlotsCopy; // override the default list of valid targets 23 | __result.Remove(attackingSlot); // remove the currently attacking slot as a valid target 24 | } 25 | ``` -------------------------------------------------------------------------------- /docs/wiki/sound.md: -------------------------------------------------------------------------------- 1 | ## Adding Music Tracks to the Gramophone 2 | --- 3 | This API supports adding new tracks to the Gramophone in Leshy's Cabin. 4 | (A user must have the Hex disc unlocked in order to be able to listen to the new tracks.) 5 | 6 | All you need for that is a regular audio file. The API will do all of the conversion. The file should be inside the 'plugins' folder. and the supported audio formats are MP3, WAV, OGG and AIFF. 7 | 8 | You can register your track like this: 9 | 10 | ```csharp 11 | GramophoneManager.AddTrack(PluginGuid, "MyFile.wav", 0.5f); 12 | ``` 13 | The first parameter should be your plugin's GUID. The second parameter should be your file's name. 14 | The third parameter is optional, and determines the volume of your track, from 0 to 1f. 15 | 16 | ## Converting Audio Files to Unity AudioClip Objects 17 | This API provides a helper method for converting audio files to Unity AudioClip objects so that they can be played in-game with the AudioSource component. You can use this to replace in-game music through patches, or to play your own sound effects. 18 | 19 | The audio file should be located inside of the 'plugins' folder. The supported audio formats are MP3, WAV, OGG and AIFF. 20 | 21 | You can convert your audio file into an AudioClip object like this: 22 | 23 | ```csharp 24 | AudioClip audio = SoundManager.LoadAudioClip("Example.mp3"); 25 | ``` -------------------------------------------------------------------------------- /docs/wiki/toc.yml: -------------------------------------------------------------------------------- 1 | items: 2 | - name: Home 3 | href: index.md 4 | - name: Getting Started 5 | href: getting_started.md 6 | - name: Cards 7 | href: card_management.md 8 | items: 9 | - name: Custom Costs 10 | href: custom_costs.md 11 | - name: Talking Cards 12 | href: talking_cards.md 13 | - name: Custom Pelts 14 | href: pelts.md 15 | - name: Abilities 16 | href: ability_management.md 17 | items: 18 | - name: Triggers and Interfaces 19 | href: triggers.md 20 | - name: Slot Modification 21 | href: slots.md 22 | - name: DamageShieldBehaviour 23 | href: shield.md 24 | - name: Custom Sniper Logic 25 | href: sniper.md 26 | - name: Custom Properties 27 | href: custom_properties.md 28 | - name: Ascension (Kaycee's Mod) 29 | href: ascension.md 30 | - name: Maps and Encounters 31 | href: map.md 32 | - name: Opponents 33 | href: opponent.md 34 | - name: Totems 35 | href: totems.md 36 | - name: Items 37 | href: items.md 38 | - name: The Rulebook 39 | href: rulebook.md 40 | items: 41 | - name: Adding Custom Pages 42 | href: rulebook_sections.md 43 | - name: Adding Text Redirects 44 | href: redirect.md 45 | - name: Asset Bundles 46 | href: asset_bundle.md 47 | - name: Sound 48 | href: sound.md 49 | - name: Localisation 50 | href: localisation.md -------------------------------------------------------------------------------- /icon.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/InscryptionModding/InscryptionAPI/d56bf5bd89588fb2fb73251c71d60ea43ecc7959/icon.png -------------------------------------------------------------------------------- /thunderstore.toml: -------------------------------------------------------------------------------- 1 | [config] 2 | schemaVersion = "0.0.1" 3 | 4 | [package] 5 | namespace = "API_dev" 6 | name = "API" 7 | versionNumber = "2.15.2" 8 | description = "The de-facto standard core API for all Inscryption mods. This lets you create new cards, abilities, challenges, map nodes, starter decks, and more." 9 | websiteUrl = "https://github.com/ScottWilson0903/InscryptionAPI" 10 | containsNsfwContent = false 11 | 12 | [package.dependencies] 13 | BepInEx-BepInExPack_Inscryption = "5.4.1902" 14 | BepInEx-MonoMod_Loader_Inscryption = "1.0.0" 15 | 16 | [build] 17 | icon = "./icon.png" 18 | readme = "./README.md" 19 | outdir = "./build" 20 | 21 | [[build.copy]] 22 | source = "InscryptionAPI/bin/Release/InscryptionAPI.dll" 23 | target = "plugins/InscryptionAPI.dll" 24 | 25 | [[build.copy]] 26 | source = "APIPatcher/bin/Release/Assembly-CSharp.APIPatcher.mm.dll" 27 | target = "monomod/Assembly-CSharp.APIPatcher.mm.dll" 28 | 29 | [[build.copy]] 30 | source = "InscryptionCommunityPatch/bin/Release/InscryptionCommunityPatch.dll" 31 | target = "plugins/InscryptionCommunityPatch.dll" 32 | 33 | [publish] 34 | repository = "https://inscryption.thunderstore.io" 35 | communities = ["inscryption"] 36 | categories = ["libraries"] 37 | --------------------------------------------------------------------------------