GTFO
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KainRogueProtocol

This plugin contains a large amount of AI-assisted content, including artwork, translation, compilation, and related work.

KainRogueProtocol is a prototype roguelite gameplay system for GTFO. Its goal is to add card choices, in-run growth, global corruption rules, and expandable combat modifiers to the expedition flow.

The current version is still a prototype used to validate the card system, selection flow, corruption rules, and early combat effects. It is not yet a finished gameplay product.


Currently Implemented Content


1. JSON Card Database Loading

Card data can be loaded from JSON files at runtime and registered into the internal card database.

Currently supported:

  • Loading JSON card files
  • Initializing the card database
  • Reloading cards during testing
  • Writing selected cards into runtime state

This provides the foundation for expanding the roguelite card pool.


2. RogueState Runtime State

The plugin includes a basic RogueState used to record the cards selected during the current expedition.

The current state system can:

  • Save selected cards
  • Provide data for UI display
  • Output runtime information for testing
  • Serve as a base for later synchronization and effect calculation

3. Corruption Card Flow

Corruption cards are selected for a run and revealed to the team after the elevator lands.

Currently supported:

  • Rolling corruption cards for the current run
  • Applying corruption rules before or during gameplay where available
  • Showing active corruption cards to players
  • Revealing the run's corruption cards in team chat

4. In-Game Overlay UI

The current version includes an overlay UI for card rewards, active card display, card pool inspection, and corruption display.

Included:

  • Reward selection panel
  • Active-card display on the map screen
  • Left-side status display for trigger, condition, and stack cards
  • Card pool inspection panel
  • Corruption card reveal panel

Currently Implemented Initial Card Effects

The following card effects are currently implemented:

  • Rapid Execution (Uncommon; Stealth / Melee): Melee charge speed +300%; after killing a sleeping enemy, your next melee charge speed gains an additional +300% for 8 seconds.
  • Stable Formation (Uncommon; Scan / Team): For each additional player in the same scan circle, players inside the circle take 10% less damage.
  • Defense Calibration (Rare; Scan / Turret): Sentries placed inside a scan circle gain +20% lock-on speed and -30% ammo consumption.
  • Chamber Prime (Legendary; Ammo / Weapon): The first bullet in your weapon magazine deals +200% damage.
  • Bullet Tax (Epic; Ammo / KillReward): Whenever a large enemy is killed, all players recover 5% weapon ammo.
  • Settlement Protocol (Legendary; Ammo / KillStreak / RiskReward): After killing at least 3 enemies with one magazine, your next reload is 75% faster. Consumed after that reload finishes.
  • Strong Glue (Uncommon; Foam / Control): Enemies hit by foam remain foamed for +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% damage.
  • Soul Siphon Strike (Common; Melee / Weakspot / Stack): Each melee weakspot kill grants +2% melee damage until the expedition ends.
  • Field Medic (Uncommon; Team / Revive): Revive speed +1000%, but the revived teammate suffers -99% movement speed for 10 seconds.
  • Backstab Protocol (Rare; Stealth / Melee / Positioning): Melee damage dealt from behind an enemy is increased by +50%; frontal melee damage is reduced by -25%.
  • Precision Recycle (Uncommon; Ammo / Precision / Weakspot): Bullets that hit weakspots are reloaded back into the magazine. Can trigger at most once every 0.75 seconds.
  • Data Backflow (Rare; BioTracker / Resource): When killing tagged enemies, you have a 10% chance to recover 10% tool resources and a 15% chance to recover 5% weapon ammo.
  • Crossfire (Uncommon; Team / Damage): When two players attack the same target within 3 seconds, that target takes bonus damage equal to 10% of max health. The same target can only take this damage 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 +20% all damage and +5% movement speed, up to 10 stacks. Can trigger at most once every 0.75 seconds.
  • Mutual Supply (Rare; Resource / Team / Support / Economy): When you use an ammo pack, tool refill, medipack, or disinfection pack on an ally, you gain 50% of the same effect. Using resource packs on yourself does not trigger this effect.
  • Buffer Padding (Rare; Survival / Melee / Control / OnHit): When you take melee damage, force enemies within 10 meters to stagger once. This effect has a 3 second cooldown.
  • Neural Overclock (Rare; Terminal / Interaction / Speed): Terminal response speed +100%.
  • Chronic Therapy (Common; Healing / Regen / Resource): Medipacks no longer heal you instantly. Instead, they restore 1% health per second for 40 seconds.
  • Death Sentence (Rare; Mark / Tracking / Team): Enemies you hit are tagged.
  • Etherealization (Epic; Weapon / Weakspot / KillStreak / AutoAim): After dealing 5 final blows, your weapon becomes etherealized for 10 seconds.
  • Silent Protocol (Rare; Stealth / Crouch / Melee): While your flashlight is off: +50% crouch movement speed and +25% melee weapon damage.

These values may continue to change in later versions.


Default Debug Hotkeys

Hotkey Function
~ Inspect the current card pool. This is a development convenience for testing and will be removed in a later formal version.
F7 Open the reward selection panel.
Tab View the currently selected cards while the map is open.
ESC Close the selected card interface.
F8 Toggle persistent UI.
F11 Reload JSON card files. This is used for hot reload and remains unverified because not all card hooks are finished.
F9 Dump RogueState, RogueRunState, replacement entries, and modifiers to the log.
F10 Reset runtime state.

Known Limitations

This version still has the following limitations:

  • Current network sync is still a snapshot skeleton, not a complete multiplayer sync system. It has not been tested in multiplayer yet, and feedback is welcome.
  • The corruption card system is currently used mainly for debug validation, and only Blood Debt Loop has an implemented effect.
  • Because there is no concrete plan yet, the current draw system does not distribute draw opportunities and only grants 3 draw opportunities when the game starts.
  • The draw system does not perform duplicate checks. You can still draw cards you already own, although duplicate cards do not stack. This is expected to move forward in the next version.
  • The UI is still an early feature validation version and does not represent the final visuals.
  • Some card effects are only used to validate system feasibility, and values and mechanics may change frequently.

Feedback

Feedback, testing reports, card ideas, and balance suggestions are welcome.

Contact: QQ group 61074297 or KainKondraki on Discord.


Future Development Direction

Future versions plan to continue expanding:

  • More selectable cards
  • More complete buff and debuff systems
  • More corruption cards affecting enemies, resources, objectives, and expedition flow
  • More mature multiplayer synchronization
  • More polished reward selection and in-game UI
  • A fuller roguelite loop suitable for regular play
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