KainRogueProtocol CHS EN
GTFO roguelite card system with integrated Chinese and English language support.
By KainKondraki
| 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
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.2Dinorush-ModifierAPI
API for plugin developers to modify certain values without conflicts.
Preferred version: 1.3.1README
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。