KainKondraki-KainRogueProtocol_CHS_EN icon

KainRogueProtocol CHS EN

GTFO roguelite card system with integrated Chinese and English language support.

Last updated 13 hours ago
Total downloads 12
Total rating 1 
Categories Client Mods Rundown Mods Dev Tools
Dependency string KainKondraki-KainRogueProtocol_CHS_EN-1.1.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

dakkhuza-MTFO-4.6.2 icon
dakkhuza-MTFO

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.6.2
GTFOModding-InjectLib-1.1.0 icon
GTFOModding-InjectLib

Dauda wants to inject things

Preferred version: 1.1.0
BepInEx-BepInExPack_GTFO-3.2.2 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.2
Dinorush-ModifierAPI-1.3.1 icon
Dinorush-ModifierAPI

API for plugin developers to modify certain values without conflicts.

Preferred version: 1.3.1
Amorously-AmorLib-1.2.2 icon
Amorously-AmorLib

My cool library mod for plugin developers

Preferred version: 1.2.2

README

KainRogueProtocol CHS_EN

KainRogueProtocol is a GTFO roguelite card-system prototype with integrated Chinese and English language support. It adds player card selection, in-run modifiers, corruption-rule scaffolding, runtime UI, and extensible combat hooks.

This package contains AI-assisted content, including art, translation, compilation support, and related production work.

Current Status

This version is still a technical prototype. It is intended to validate card loading, reward selection, runtime state, UI display, event dispatching, and combat modifier behavior. Multiplayer synchronization remains a work in progress.

Implemented Player Cards

The current version implements 24 player cards. In-game text is selected from the integrated Chinese/English card data.

  • Rapid Execution (Uncommon; Stealth / Melee): Melee charge speed +100%. After killing a sleeping enemy, your next melee charge speed gains an additional +100% for 8 seconds. This does not affect post-charge auto-release timing.
  • Stable Formation (Uncommon; Scan / Team): For each additional player inside the same scan circle, players in that scan take 5% less damage. You also gain +5% all damage.
  • Defense Calibration (Rare; Scan / Turret): Sentries placed inside scan circles lock on 20% faster and consume 30% less ammo.
  • Chamber Prime (Legendary; Ammo / Weapon): The first shot in each weapon magazine deals +200% damage.
  • Bullet Tax (Epic; Ammo / KillReward): Killing a large enemy restores 5% weapon ammo to all players.
  • Settlement Protocol (Legendary; Ammo / KillStreak / RiskReward): After killing at least 3 enemies in one magazine, your next reload is 125% faster. Consumed when the reload finishes.
  • Strong Glue (Uncommon; Foam / Control): Enemies hit by foam remain foamed 100% longer and foam strength is increased by 100%.
  • Door Seal Expert (Rare; Foam / Door): Foamed doors can withstand 50% more attacks.
  • Tracking Calibration (Common; BioTracker / Weakspot): Tagged enemies take 10% increased damage.
  • Soul Siphon Strike (Common; Melee / Weakspot / Stack): Each melee weakspot kill increases melee damage by 5% until the end of the run.
  • Field Rescue (Uncommon; Team / Revive): Revive speed +100%. After a revive completes, both you and the revived teammate take 50% less damage for 20 seconds.
  • Backstab Protocol (Rare; Stealth / Melee / Positioning): All damage dealt from behind an enemy is increased by 50%. Frontal or side damage is no longer reduced.
  • Precision Recycle (Uncommon; Ammo / Precision / Weakspot): Bullets that hit weakspots are loaded back into the magazine. Triggers at most once every 0.75 seconds.
  • Data Backflow (Rare; BioTracker / Resource): Killing tagged enemies has a 5% chance to refund 5% tool resource and a 5% chance to refund 5% weapon ammo.
  • Crossfire (Uncommon; Team / Damage): When two players damage the same target within 3 seconds, that target takes bonus damage equal to 10% of max health. Each target can take this bonus once every 3 seconds.
  • Stress Response (Legendary; Health / Damage / Mobility / Stack / RiskReward): Whenever your health changes by at least 1 point from damage or resource-pack healing, gain 1 Stress stack for 10 seconds. Each stack grants +1.5% all damage and +1% movement speed, up to 10 stacks. Triggers at most once every 0.75 seconds.
  • Mutual Supply (Rare; Resource / Team / Support / Economy): When you use ammo, tool, med, or disinfect packs on an ally, you gain 75% of the same effect. Using packs on yourself does not trigger this.
  • Buffer Padding (Rare; Survival / Melee / Control / OnHit): When you take melee damage, force enemies within 20 meters to stagger once. 3 second cooldown.
  • Neural Overclock (Rare; Terminal / Interaction / Speed): Terminal response speed +100%. Healing limit is increased by 100%.
  • Chronic Therapy (Common; Healing / Regen / Resource): Medipacks no longer heal you instantly. Instead, they restore 1% health per second for 50 seconds.
  • Death Sentence (Rare; Mark / Tracking / Team): Enemies you hit are tagged.
  • Etherealization (Epic; Health / Weapon / RiskReward / AutoAim): You can no longer receive healing from medipacks, but your weapons gain <color=#FF0000>auto-aim</color>.
  • Silent Protocol (Rare; Stealth / Crouch / Melee): While your flashlight is off: +50% crouch movement speed and +25% melee weapon damage.
  • Penetration Protocol (Legendary; Weapon / Ammo / Pierce): Your bullets now pierce everything.

Debug Hotkeys

Hotkey Function
~ Inspect the current card pool.
F7 Open the reward selection panel.
Tab View selected cards while the map is open.
ESC Close the selected-card interface.
F8 Toggle persistent UI.
F11 Reload JSON cards for development hot reload.
F9 Write runtime state, run state, replacements, and modifiers to the log.
F10 Reset runtime state.

Known Issues

  • Network synchronization is still a snapshot skeleton rather than a complete multiplayer synchronization system.
  • Corruption cards are mainly used for debug verification; only Blood Debt Loop currently has a full runtime effect.
  • Card reward opportunities are currently granted at the start of a run and are not yet part of a complete progression loop.
  • Card draw duplicate prevention is not complete, although duplicate cards do not stack.
  • UI is an early functional version and does not represent final presentation.
  • Values and mechanics may continue to change during prototype balancing.

Contact

Feedback, testing, rundown integration, and development discussion are welcome: QQ group 861074297 or KainKondraki on Discord.


KainRogueProtocol CHS_EN 中文说明

KainRogueProtocol 是一个面向 GTFO 的肉鸽化卡牌系统原型,集成中文与英文文本。它为流程加入玩家卡牌选择、局内修正、腐化规则骨架、运行时 UI,以及可扩展的战斗 Hook。

该插件中包含大量 AI 辅助制作内容,包括美术、翻译、编译支持等。

当前状态

当前版本仍属于技术原型阶段,主要用于验证卡牌读取、奖励选择、运行时状态、UI 展示、事件分发与战斗修正机制。多人同步仍在开发中。

当前已实现玩家卡牌

当前版本已实装 24 张玩家卡牌。游戏内会根据语言设置显示中文或英文文本。

  • 急速执刑 / Rapid Execution (Uncommon; Stealth / Melee): 近战蓄力速度 +100%;击杀睡眠敌人后下一次近战蓄力速度额外 +100%,持续 8 秒。该效果不影响武器蓄力后的自动释放时间。 / Melee charge speed +100%. After killing a sleeping enemy, your next melee charge speed gains an additional +100% for 8 seconds. This does not affect post-charge auto-release timing.
  • 稳定阵型 / Stable Formation (Uncommon; Scan / Team): 同一扫描圈内每多一名玩家,圈内玩家受到的伤害减少 5%。同时你的全伤害 +5%。 / For each additional player inside the same scan circle, players in that scan take 5% less damage. You also gain +5% all damage.
  • 防线校准 / Defense Calibration (Rare; Scan / Turret): 扫描圈内放置的炮台锁定速度 +20%、弹药消耗 -30%。 / Sentries placed inside scan circles lock on 20% faster and consume 30% less ammo.
  • 膛室 Prime / Chamber Prime (Legendary; Ammo / Weapon): 武器弹匣的第一发子弹伤害 +200%。 / The first shot in each weapon magazine deals +200% damage.
  • 子弹税 / Bullet Tax (Epic; Ammo / KillReward): 每击杀一名大型敌人,为所有玩家恢复 5% 武器弹药。 / Killing a large enemy restores 5% weapon ammo to all players.
  • 清算协议 / Settlement Protocol (Legendary; Ammo / KillStreak / RiskReward): 单个弹匣击杀敌人数大于等于 3 时,下一次换弹速度 +125%,换弹完成后消耗。 / After killing at least 3 enemies in one magazine, your next reload is 125% faster. Consumed when the reload finishes.
  • 强力黏胶 / Strong Glue (Uncommon; Foam / Control): 被泡沫命中的敌人结沫时间 +100%,且结沫强度增加100%。 / Enemies hit by foam remain foamed 100% longer and foam strength is increased by 100%.
  • 封门专家 / Door Seal Expert (Rare; Foam / Door): 泡沫门承受攻击次数 +50%。 / Foamed doors can withstand 50% more attacks.
  • 追踪校验 / Tracking Calibration (Common; BioTracker / Weakspot): 被标记敌人受到的伤害 +10%。 / Tagged enemies take 10% increased damage.
  • 汲魂痛击 / Soul Siphon Strike (Common; Melee / Weakspot / Stack): 每次近战弱点击杀会增加 5% 的近战伤害,持续到本场游戏结束。 / Each melee weakspot kill increases melee damage by 5% until the end of the run.
  • 战地救护 / Field Rescue (Uncommon; Team / Revive): 扶起队友速度 +100%。救援完成后,你与被救者均获得 50% 伤害减免,持续 20 秒。 / Revive speed +100%. After a revive completes, both you and the revived teammate take 50% less damage for 20 seconds.
  • 背刺协议 / Backstab Protocol (Rare; Stealth / Melee / Positioning): 从敌人背后造成的所有伤害 +50%。正面或侧面造成的伤害不再降低。 / All damage dealt from behind an enemy is increased by 50%. Frontal or side damage is no longer reduced.
  • 精准回收 / Precision Recycle (Uncommon; Ammo / Precision / Weakspot): 命中弱点的子弹将被重新装填至弹匣中,每 0.75 秒最多触发一次。 / Bullets that hit weakspots are loaded back into the magazine. Triggers at most once every 0.75 seconds.
  • 数据回流 / Data Backflow (Rare; BioTracker / Resource): 击杀被标记敌人时,5% 概率返还 5% 工具资源,5% 概率返还 5% 武器弹药。 / Killing tagged enemies has a 5% chance to refund 5% tool resource and a 5% chance to refund 5% weapon ammo.
  • 交叉火力 / Crossfire (Uncommon; Team / Damage): 两名玩家在 3 秒内攻击同一目标时,该目标额外受到一次 10% 最大生命值的伤害,同一目标每 3 秒只能从这个效果中受到一次伤害。 / When two players damage the same target within 3 seconds, that target takes bonus damage equal to 10% of max health. Each target can take this bonus once every 3 seconds.
  • 应激反应 / Stress Response (Legendary; Health / Damage / Mobility / Stack / RiskReward): 每当你的生命值因受到伤害或资源包治疗而发生至少 1 点变化时,获得 1 层“应激”,持续 10 秒。每层提供 +1.5% 全伤害与 +1% 移动速度,最多 10 层。每 0.75 秒最多触发一次。 / Whenever your health changes by at least 1 point from damage or resource-pack healing, gain 1 Stress stack for 10 seconds. Each stack grants +1.5% all damage and +1% movement speed, up to 10 stacks. Triggers at most once every 0.75 seconds.
  • 互惠补给 / Mutual Supply (Rare; Resource / Team / Support / Economy): 当你对友军使用弹药包、工具包、医疗包或消毒包时,你自己获得 75% 的同类型效果。对自己使用资源包不会触发该效果。 / When you use ammo, tool, med, or disinfect packs on an ally, you gain 75% of the same effect. Using packs on yourself does not trigger this.
  • 缓冲衬垫 / Buffer Padding (Rare; Survival / Melee / Control / OnHit): 受到近战伤害时,强制周围 20 米内的敌人进入踉跄一次。此效果有 3 秒冷却时间。 / When you take melee damage, force enemies within 20 meters to stagger once. 3 second cooldown.
  • 脑机超频 / Neural Overclock (Rare; Terminal / Interaction / Speed): 终端响应速度 +100%。生命恢复上限提高 100%。 / Terminal response speed +100%. Healing limit is increased by 100%.
  • 慢性疗法 / Chronic Therapy (Common; Healing / Regen / Resource): 治疗包对你不会造成即时治疗,而是在 50 秒内每秒恢复 1% 生命值。 / Medipacks no longer heal you instantly. Instead, they restore 1% health per second for 50 seconds.
  • 死刑宣告 / Death Sentence (Rare; Mark / Tracking / Team): 被你命中的敌人将会被标记。 / Enemies you hit are tagged.
  • 灵化 / Etherealization (Epic; Health / Weapon / RiskReward / AutoAim): 你不再能接受来自治疗包的治疗,但你的武器获得<color=#FF0000>自动瞄准</color>。 / You can no longer receive healing from medipacks, but your weapons gain <color=#FF0000>auto-aim</color>.
  • 静默协议 / Silent Protocol (Rare; Stealth / Crouch / Melee): 关闭手电筒时:+50% 蹲伏移动速度,+25% 近战武器伤害。 / While your flashlight is off: +50% crouch movement speed and +25% melee weapon damage.
  • 洞穿幽冥 / Penetration Protocol (Legendary; Weapon / Ammo / Pierce): 你的子弹现在会穿透一切。 / Your bullets now pierce everything.

默认调试热键

热键 功能
~ 检视当前卡池。
F7 打开奖励选择面板。
Tab 打开地图时查看当前已选择卡牌。
ESC 关闭已选择卡牌界面。
F8 切换常驻 UI。
F11 重新加载 JSON 卡牌,用于开发期热重载。
F9 将运行时状态、局内状态、替换项和 modifiers 输出到日志。
F10 重置运行时状态。

当前已知问题

  • 当前网络同步仍是快照骨架,并非完整多人同步系统。
  • 腐化卡系统目前主要用于调试验证,仅“血债循环”具有完整运行时效果。
  • 抽卡机会目前在开局发放,尚未接入完整成长节奏。
  • 抽卡去重尚未完成,但重复卡牌不会叠加生效。
  • UI 仍为早期功能验证版本,不代表最终表现。
  • 原型阶段的数值与机制仍可能继续调整。

联系方式

欢迎反馈、测试、加入开发讨论,或将本 Mod 加入你的 rundown:QQ群 861074297 或 Discord: KainKondraki。