KainKondraki-KainRogueProtocol_EN icon

KainRogueProtocol EN

第0.01版的肉鸽GTFO!

Last updated 12 hours ago
Total downloads 10
Total rating 1 
Categories Client Mods Rundown Mods Dev Tools
Dependency string KainKondraki-KainRogueProtocol_EN-0.1.2
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

KainRogueProtocol is the version 0.001 prototype of a roguelike gameplay system. Its goal is to add card selection, in-run growth (maybe I will add out-of-run progression in the future if I learn how to do it), global corruption rules (this part will feel very familiar if you have played B4B), and an extensible combat modifier framework into the gameplay flow.

The current version is in the technical prototype stage. It is mainly used to validate the system framework, card loading, debug UI, event dispatching, and some real-time effects. This version is not a complete gameplay product. It is meant as a starting point for feedback, guidance, and teaching.


Currently Implemented Content


1. JSON Card Database Loading

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

Currently supported:

  • JSON card file loading
  • Card database initialization
  • Card reloading in debug mode
  • Writing selected cards into the runtime state

This provides the basic structure for expanding a large number of roguelike cards later. (Probably.)


2. RogueState Runtime State

The plugin includes a basic RogueState, which records the cards selected by players in the current run.

The current state system can be used to:

  • Save selected cards
  • Display the current state in the UI
  • Output runtime information together with debug commands
  • Serve as the foundation for later network synchronization and effect calculation

4. Debug Corruption Card Flow

The host can draw and apply corruption cards through debug hotkeys.

Currently supported:

  • Host-side corruption card drawing
  • Applying PreGeneration skeleton logic
  • Displaying currently active corruption cards
  • Outputting corruption state to the log

This feature is mainly used to validate the core flow of the later "random global negative rules for each run" system.

5. Simple Overlay UI

The current version includes a basic Overlay UI for displaying debug and interaction content for the roguelike system.

Currently included:

  • Reward selection panel
  • Buff display bar (currently only supports the use of two cards)
  • Debug status display
  • Active corruption card panel

Please note that the UI is currently focused on functionality validation. Visual presentation and interaction experience will continue to be rebuilt later.


Currently Integrated Initial Card Effects

The current version has implemented some runnable cards:

  • "Name_zh": "Stable Formation",
  • "Description": "For each additional player in the same scan circle, players inside the circle take 10% less damage."
    
  • "Name_zh": "Defense Calibration",
  • "Description": "Turrets placed inside a scan circle gain +20% lock-on speed and -30% ammo consumption."
    
  • "Name_zh": "Chamber Prime",
  • "Description": "The first bullet in a weapon magazine deals +200% damage."
    
  • "Name_zh": "Bullet Tax",
  • "Description": "For each large enemy killed, restore 5% weapon ammo to all players."
    
  • "Name_zh": "Settlement Protocol",
  • "Description": "When a single magazine kills 3 or more enemies, the next reload speed is increased by +75%. This bonus is consumed after the reload is completed."
    
  • "Name_zh": "Tracking Calibration",
  • "Description": "Marked enemies take +10% damage."
    
  • "Name_zh": "Soul-Siphon Strike",
  • "Description": "Each melee weakspot kill increases melee damage by 2% until the end of the current run."
    
  • "Name_zh": "Field Medic",
  • "Description": "Revive speed +1000%, ~~but the revived teammate has their movement speed reduced by 99% for 10 seconds.~~ (For technical reasons, the second half is not implemented yet.)"
    
  • "Name_zh": "Backstab Protocol",
  • "Description": "Melee damage dealt from behind an enemy is increased by +50%; frontal melee damage is reduced by -25%."
    
  • "Name_zh": "Precision Recycle",
  • "Description": "Bullets that hit weakspots are reloaded back into the magazine. This can trigger at most once every 0.75 seconds."
    
  • "Name_zh": "Data Backflow",
  • "Description": "When killing a marked enemy, there is a 10% chance to refund 10% tool resources and a 15% chance to refund 5% weapon ammo."
    
  • "Name_zh": "Crossfire", (because I tested alone late at night, I cannot confirm whether it works yet, so this is still uncertain)
  • "Description": "When two players attack the same target within 3 seconds, that target takes an additional instance of damage equal to 10% of its maximum health. The same target can only take this damage from this effect once every 3 seconds."
    
  • "Name_zh": "Stress Response",
  • "Description": "Whenever your health changes by at least 1 point due to taking damage or being healed by a resource pack, gain 1 stack of Stress for 10 seconds. Each stack provides +20% all damage and +5% movement speed, up to 10 stacks. This can trigger at most once every 0.75 seconds."
    

All card values above are test-version values intended to make usability validation easier. The later official version will (probably) be rebalanced. Suggestions are also welcome.


Default Debug Hotkeys

Hotkey Function
~ Inspect the current card pool (this is a development-stage testing convenience and will be removed in later official versions)
F7 Open the reward selection panel
F6 Toggle persistent UI
F5 Debug draw a corruption card, apply the PreGeneration skeleton, and display the corruption card
F4 Toggle the active corruption card panel
F8 Reload JSON cards (for hot reload; because the card hooks have not all been fully established yet, this has not been tested and its usability is uncertain)
F9 Output RogueState, RogueRunState, replacement entries, and modifiers to the log
F10 Reset runtime state

Currently Known Issues

The following limitations still exist:

  • The complete real GTFO stat hooks have not been implemented yet.
  • Current network synchronization is still only a snapshot skeleton, not a complete multiplayer synchronization system. (Not tested in multiplayer yet; feedback is welcome.)
  • The corruption card system is currently mainly used for debug validation. Only "Blood Debt Loop" has an implemented effect.
  • The PreGeneration stage has not yet been truly connected to the full level generation logic, and the current card draw system has no restrictions.
  • The UI is an early functionality validation version and does not represent the final visual result. (Looking for an artist.)
  • Some card effects are only used to validate system feasibility. Values and mechanics may be adjusted frequently.

Wishlist

  • If you:

  • Are willing to participate in testing or report issues

  • Have suggestions about card progression, in-run random upgrades, or corruption mutation gameplay

  • Or:

  • Want to participate in development

  • Want to add this mod to your rundown

Feel free to contact me: QQ group 861074297 or KainKondraki on Discord


Future Development Direction

Future versions are planned to continue expanding:

  • More optional cards
  • A more complete Buff / Debuff system
  • More realistic integration with GTFO combat stats
  • Actual corruption card effects on levels, enemies, resources, and objectives
  • Multiplayer network synchronization (I really will learn it very soon!!)
  • A more complete reward selection flow (including when card selection opportunities should be given)
  • More mature UI presentation (artist wanted)
  • A roguelike loop more suitable for official play (possible out-of-run progression system)