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KainRogueProtocol

KainRogueProtocol is version 0.001 of a roguelike gameplay system prototype. Its goal is to add card selection, in-run growth (and perhaps, once I learn how, out-of-run growth someday), global corruption rules (if you have played B4B, this part will feel very familiar), and an extensible combat modifier framework to the 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 offered as a starting point in the hope of receiving 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 state
  • Writing selected cards into 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, used to record the cards selected by players during the current run.

The current state system can be used to:

  • Save selected cards
  • Display current state in the UI
  • Output runtime information through 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 the PreGeneration skeleton logic
  • Displaying the currently active corruption card
  • Outputting corruption state to the log

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

5. Simple Overlay UI

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

It currently includes:

  • Reward selection panel
  • Buff display bar (currently only supports two cards)
  • Debug state display
  • Active corruption card panel

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


Currently Implemented Initial Card Effects

The current version has implemented the following runnable cards:

  • Rapid Execution (Uncommon): Melee charge speed +300%. After killing a sleeping enemy, your next melee charge gains an additional +300% charge speed for 8 seconds.
  • Stable Formation (Uncommon): For each additional player inside the same scan circle, players in the circle take 10% reduced damage.
  • Defense Calibration (Rare): Sentries placed inside scan circles gain +20% lock-on speed and -30% ammo consumption.
  • Chamber Prime (Legendary): The first bullet in each weapon magazine deals +200% damage.
  • Bullet Tax (Epic): Whenever a large enemy is killed, all players recover 5% weapon ammo.
  • Settlement Protocol (Legendary): After killing at least 3 enemies with one magazine, your next reload is 75% faster. Consumed after the reload completes.
  • Strong Glue (Uncommon): Enemies hit by foam stay foamed for +100% longer, and foam strength is increased by 100%.
  • Door Seal Expert (Rare): Foamed doors withstand 50% more attacks.
  • Tracking Calibration (Common): Tagged enemies take +10% damage.
  • Soul Siphon Strike (Common): Each melee weakspot kill grants +2% melee damage until the end of the run.
  • Field Medic (Uncommon): Revive teammates +1000% faster, but revived teammates suffer -99% movement speed for 10 seconds.
  • Backstab Protocol (Rare): Melee damage from behind enemies +50%; frontal melee damage -25%.
  • Precision Recycle (Uncommon): Bullets that hit weakspots are refilled into the magazine. Can trigger at most once every 0.75 seconds.
  • Data Backflow (Rare): Killing a tagged enemy has a 10% chance to refund 10% tool resources and a 15% chance to refund 5% weapon ammo.
  • Crossfire (Uncommon): When two players damage the same target within 3 seconds, that target takes bonus damage equal to 10% of max health. Each target can be affected once every 3 seconds.
  • Stress Response (Legendary): Whenever your health changes by at least 1 point due to 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): When you use an ammo pack, tool refill, medipack, or disinfect pack on an ally, you gain 50% of the same effect. Does not trigger when using resource packs on yourself.
  • Buffer Padding (Rare): When you take melee damage, force enemies within 10 meters to stagger once. This effect has a 15 second cooldown.
  • Neural Overclock (Rare): Terminal response speed +100%.
  • Chronic Therapy (Common): Medipacks no longer heal you instantly. Instead, they restore 1% health per second for 40 seconds.
  • Death Sentence (Rare): Enemies you hit are tagged.
  • Etherealization (Epic): After landing 5 final blows, etherealize your weapon for 10 seconds.
  • Silent Protocol (Rare): While your flashlight is off: +50% crouch movement speed and +25% melee weapon damage.

All card values are test-version values for usability validation. They may be rebalanced in a later formal version, and your suggestions are welcome.


Default Debug Hotkeys

Hotkey Function
~ Inspect the current card pool (a development-stage testing convenience; it will be removed in a later formal version)
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 not all card hooks have been established yet, this has not been tested and availability is uncertain)
F9 Output RogueState, RogueRunState, replacements, and modifiers to the log
F10 Reset runtime state

Known Issues

The following limitations remain:

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

Wishlist

  • If you:

  • Are willing to participate in testing or provide issue feedback

  • Have suggestions about card growth, 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 plan to continue expanding:

  • More selectable cards
  • A more complete Buff / Debuff system
  • More authentic GTFO combat attribute integration
  • Actual effects of corruption cards on levels, enemies, resources, and objectives
  • Multiplayer network synchronization (I really will learn it soon!!)
  • A more complete reward selection flow (including when card choices are offered)
  • More mature UI presentation (wishing for art help)
  • A roguelike loop more suitable for formal play (a possible out-of-run growth system)
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