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MADH95Mods-JSONCardLoader-1.6.1 icon

JSONCardLoader

This is a BepInEx plugin made for Incryption to create custom cards using JSON files and the API by Cyantist. It can currently parse custom cards and pass them to APIPlugin to load them into the game.

Date uploaded 3 years ago
Version 1.6.1
Download link MADH95Mods-JSONCardLoader-1.6.1.zip
Downloads 1300
Dependency string MADH95Mods-JSONCardLoader-1.6.1

This mod requires the following mods to function

BepInEx-BepInExPack_Inscryption-5.4.1902 icon
BepInEx-BepInExPack_Inscryption

BepInEx pack for Inscryption. Preconfigured and ready to use.

Preferred version: 5.4.1902
API_dev-API-2.18.7 icon
API_dev-API

The de-facto standard core API for all Inscryption mods. This lets you create new cards, abilities, challenges, map nodes, starter decks, and more.

Preferred version: 2.18.7

README

JSON Loader

This is a BepInEx plugin made for Incryption to create custom cards using JSON files and the API by Cyantist. It can parse custom cards and pass them to APIPlugin to load them into the game.

Installation

Warning: Incompatible with thunderstore mod loader

To install this plugin you first need to install BepInEx as a mod loader for Inscryption. A guide to do this can be found here

You will also need version 1.11+ of the InscryptionAPI plugin.

To install this mod, you simply need to put the JSONLoader folder in BepInEx/plugins.

Custom Cards

To create your own cards you just create a .json file and fill in all the fields you want your card to have (fields you don't include will be defaulted). The name field is required, and the rest are optional with default values (though that would be a boring card). Those fields and their values are specified in the table below. For reference, an example custom card (8 f*cking bears.json) is included in the Cards folder in this repo.

To edit existing cards, you similarly create a .json file and fill in the fields you want to edit on the card. You must include both the name field and the fieldsToEdit field with at least 1 field name in it (explained more on the table). Any fields you don't include in fieldsToEdit will not be changed from the base card.

You can use this online JSON Schema validator to avoid syntax errors, and make sure the fields are correct in your json files. There is also a GUI based verion that is an option, just copy the json from the right hand panel when done!

All cards (custom or edited) must have their json files in the Cards folder, and their art in the Artwork folder in the JSONLoader folder.

Cards have lots of fields that can be filled - this is a list of all field names and their purpose. The fields you wish to include in the json file should be copied exactly from this table, and any fields that refer to Enum.txt should have their strings be copied exactly from there.

Note: Fields that have a prefix followed by an underscore (e.g. "evolve_") must all be included together. You either include them all, or none of them.

Field Description
fieldsToEdit [Required: Editing] A string array for the fields you wish to edit. The fields must be the exact names as in the right hand side of this table
name [Required] A string for the name the game will use to identify the card - should contain no spaces. When editing, this field must match the card's name (See Card Names.txt for a list of ingame card names)
displayedName [Optional] [Default: ""] A string for the name displayed on the card
description [Optional] [Default: ""] A string for the description Leshy gives when you find the card
metaCategories [Optional] A string array of meta catagories the card has (See Enums.txt for a list of catagories)
cardComplexity [Optional] [Default: Vanilla] A string for the complexity of the card (See Enums.txt for a list of levels of complexity)
temple [Optional] [Default: Nature] A string for which Scrybe created the card
baseAttack [Optional] [Default: 0] An integer value for the attack of a card
baseHealth [Optional] [Default: 1] An integer value for the health of a card
hideAttackAndHealth [Default: false] A boolean value to toggle if the cards attack and health are visible
cost [Optional] [Default: 0] An integer value for the blood cost of a card
bonesCost [Optional] An integer value for the bones cost of a card
energyCost [Optional] An integer value for the energy cost of a card
gemsCost [Optional] A string array for the gems cost of a card (See Enums.txt for a list of gems)
specialStatIcon [Optional] An string for which special stat icon the card has (See Enums.txt for a list of icons)
tribes [Optional] An string array for the tribes the card belongs to (See Enums.txt for a list of tribes)
traits [Optional] An string array for the traits a card has (See Enums.txt for a list of traits)
specialAbilities [Optional] A string array for the special abilities a card has (See Enums.txt for a list of special abilities)
abilities [Optional] A string array for the sigils a card has. (See Enums.txt for a list of sigil abilities).
customAbilities [Optional] An array of objects for the custom ability name and mod GUID (It's children are in the table below this one)
evolution [Optional] A json object for the evolveParams of the card. (It's children are in the table below this one)
defaultEvolutionName [Optional] The name the card will have when it evolves (when it doesn't have evolve_ fields set)
tail [Optional] A json object for the tailParams of the card. (It's children are in the table below this one)
iceCube [Optional] A json object for the iceCubeParams of the card. (It's children are in the table below this one)
flipPortraitForStrafe [Optional] A boolean to determine if the cards portrait should flip when it uses one of the strafe sigils
onePerDeck [Optional] A boolean value that toggles if there can be only one of the card per deck
appearanceBehaviour [Optional] A string array for the behaviours the cards appearance should have (See enums.txt for a list of appearance behaviours)
texture [Optional] A string for the name of the card's image (including extension). If it is in a subfolder within Artwork the subfolder should preceed the file name seperated by a '/' (or your system equivelent)
altTexture [Optional] A string for the name of the card's alternate image (including file extension)
titleGraphic [Optional] A string for the name of the card's title image (including file extension)
pixelTexture [Optional] A string for the name of the card's act2 image (including file extension)
animatedPortrait [Unavailable]
decals [Optional] A string array for the texture names of a card decals (including file extension)

Custom Ability fields

Field Description
name The name of the ability. This may be seperate form the name that appears in the book, check the mod description or ask in the discord for specifics
GUID The GUID the mod maker made for their mod. This may be found in the mod description. It is usually in the layout of "MakerName.inscryption.ModName"

Evolution fields

Field Description
name The name of the card this card evolves into (See Card Names.txt for a list of ingame card names)
turnsToEvolve The number of turns til the card evolves (The game supports sigil art for up to 3 turns)

Tail fields

Field Description
name The name of the tail card this will produce (See Card Names.txt for a list of ingame card names)
tailLostPortrait The portrait the card should have once it's tail is lost

IceCube fields

Field Description
creatureWithin The name of the creature the card should turn into when it perishes (See Card Names.txt for a list of ingame card names)

Debugging

The easiest way to check if the plugin is working properly or to debug an error is to enable the console. This can be done by changing

[Logging.Console]
\## Enables showing a console for log output.
\# Setting type: Boolean
\# Default value: false
Enabled = false

to

[Logging.Console]
\## Enables showing a console for log output.
\# Setting type: Boolean
\# Default value: false
Enabled = true

in Inscryption/BepInEx/Config/BepInEx.cfg


You can change MADH95.inscryption.JSONLoader.cfg (same location as above) to load up to 4 of your custom cards in the starting deck of a new run. You simply have to enable it by changing

## Load start deck with specified cards
# Setting type: Boolean
# Default value: false
TestDeck = false

to

## Load start deck with specified cards
# Setting type: Boolean
# Default value: false
TestDeck = true

then change the card names to the name parameter you set in the json file. The game should load a chapter 2 (one after the tutorial) run with those cards in the starting deck!


If you want help debugging you can find me on Inscryption modding discord as MADH95.

Development

Plans for the future:

  • Implement support for Thunderstore mod loader

CHANGELOG

2.5.4

  • made it so JSONLoader now loads files that end in "_example.jldr2"
  • made it so JSONLoader now ignores the "Examples" folder instead of the whole JSONLoader folder

2.5.3

  • fixed abilityLearnedDialogue
  • rewrote buffCards (again) to make it cleaner and work faster
  • added the changeAppearance field which has this format:

"changeAppearance": [{ "changePortrait": "portrait.png", "changeName": "Elder ([BaseCard.Info.displayedName])", "addDecals": [ "decal1.png", "decal2.png" ], "removeDecals": [ "decal3.png", "decal4.png" ] }]

  • added the OnDamageDirectly trigger which triggers when a card deals direct damage to the opponent, it has two variables [HitSlot] and [DamageAmount]
  • added the [DeathSlot] variable to the OnPreKill and OnPreDeath triggers
  • added a field called isPermanent to buffCards
  • made buffCards and transformCards point the camera at the hand instead of the board if the card that they're modifying is in the hand
  • added a function called SetVar which has this format: SetVar('function_name', 5) (currently gets resets after all actions caused by the current trigger have happened, but i will try to fix that later though)
  • added support for comments in any jldr2 file, comments are to be used in this format:

//This changes the appearance of a card "changeAppearance": [{ "changePortrait": "portrait.png", //This changes the portrait of the card "changeName": "Elder ([BaseCard.Info.displayedName])", //This is just like evolve! "addDecals": [ "decal.png" ] //And last but not least i add a decal to the card here }]

  • fixed generated variables causing an error if one of their variables were null
  • updated NCalcExtensions to the latest version
  • made it so all fields in configils can be empty or only whitespace without it causing an error
  • cleaned up some code
  • rewrote the readme and some file names for better consistency
  • updated the card names file, changelog and the configils documentation

--changes made by James <3--

  • fields in JSONLoader are no longer case sensitive and can be upper or lower case to avoid errors.
  • Tribe file extensions now support tribe.jldr2 and tribes.jldr2 to avoid errors.
  • Fixed reload and export hotkeys inverted.
  • Fixed JSONLoader not loading cards with non-english characters.

2.5.2

  • Fixed Emissions not working
  • Fixed mods with a custom tribe failing to load
  • Fixed cards overriden with JSON missing fields that aren't specified
  • Fixed Configils breaking due to parameters not being parsed correctly
  • Exposed hotkeys as configs to fit individual needs. (See config for more info)
  • _example cards are ignored yet again (This wasn't meant to be removed)

2.5.1

  • Fixed Encounters throwing errors when importing cards form mods
  • Incorrectly named cards will now throw an error and suggest names of similarly named cards.
  • Errors in .jldr2 files now log more information when they occur.

2.5.0

  • Bumped API requirement to 2.18.2
  • Added custom mask support (With example .jldr2 and .schema!)
  • Added custom language support (With example .jldr2 and .schema!)
  • Added translation support for cards using displayName and description.
  • Added support for overriding existing encounters
  • Added hotkey to export all compatible content to .jldr2 (Left Control + Right Control + X)
  • Added config to enable verbose logging to help debugging
  • Added Tribe .jldr2 example
  • Reduced the amount of times JSONLoader looks for files when starting the game
  • Moved Change notes from Readme to ChangeLog.md
  • Updated 8 Fucking bears card example. Includes custom tribe example

2.4.5 (configil patchnotes)

  • rewrote and cleaned up a ton of code
  • added the triggers: OnPlayerStartOfTurn, OnOpponentStartOfTurn, OnPlayerEndOfTurn and OnOpponentEndOfTurn
  • fixed retainMods removing the evolve sigil from the card because of some left over code from evolve
  • added targetCard to the card object
  • fixed a bug where the game would softlock when infused was not set in addAbilities
  • fixed targetCard only working with singular variables and not with things like functions, this does mean that targetCard will now require variables to be encased in parentheses to enable NCalc
  • fixed a bug where if you set one sigil to be infused in addAbilities that it would make all infused
  • changed removeAbilities to now be a list in this format: "removeAbilities": [{ "list": "", "name": "", "all": "" }]
  • added a new field to removeAbilities called "all", when this field is set to true all instances of a sigil will be removed from a card instead of just one (this also means that the default for removing sigils isn't removing all instances of that sigil anymore, but now just one)
  • added a new field called "list" to both addAbilities and removeAbilities, this field can be set to any list and will add/remove any sigils from that list from the targeted card
  • added a "damageSource" field to damageCards which functions like targetCard but changes what card the game will think the damage came from, this field can be set to "null" to have there be no damage source
  • changed gemCost in activationCost to be gemsCost instead to be in line with the card jldr2's
  • added a function called ListContains() which can be used to see if a list contains a certain object
  • added a couple of general use functions to check if a card has a certain "modifier" called: HasAbility(card, ability), HasTribe(card, tribe), HasTrait(card, trait) and HasSpecialAbility(card, specialAbility)
  • added a couple of functions to get the object of a specific type from it's name: Ability('GuidPlusName'), Tribe('GuidPlusName'), Trait('GuidPlusName') and SpecialAbility('GuidPlusName'). Here's an example of how you could use the Ability() function: (HasAbility([BaseCard], Ability('Submerge')))

(an object is basically just a container with information about something, so for example the object of a sigil contains things like: the name, the guid, the description, the metacategories etc.)

2.4.3

  • Actually added the file now

2.4.2

  • Readded an important file that i deleted because i thought it wasn't important :P

2.4.1

  • Fixed the patchnotes

2.4.0 (configil patchnotes)

  • Added a maxEnergy field to gainCurrency (coded by UwUMacaroniTime)
  • Made configils run much faster and have better performance (coded by kelly betty)
  • Fixed any errors relating to a sigil trying to access the card that it is on after it has died or has been removed from the board
  • Fixed the passive trigger spamming the console and cards dying when their attack was set to 0 when using the passive trigger
  • Fixed gainCurrency foils only being visual and not actually increasing the foil amount
  • Added a [DamageAmount] variable to both OnStruck and OnDamage
  • Fixed runOnCondition not working for sendMessage
  • Added two new variables [card.TemporaryMods] and [card.AllAbilities]

2.3.0

  • Added talking card support!

2.3.0

  • Added talking card support!

2.2.4

  • Added gramophone support

2.2.3

  • Added encounter support
  • Removed the [PlayerSlot()] and [OpponentSlot()] variable and replaced it with the GetSlot() function with this format: GetSlot(index, isOpponentSlot, fields) (fields is everything that you would have after the first dot of the original variable in single quotation marks)
  • Fixed a ton more configil bugs

2.2.2

  • Added tribe support

2.2.1

  • Added card and sigil reloading and fixed a ton of bugs with configils

2.2.0

  • Added API for adding cards

2.1.1

  • Added configils (made by Lily#7394)

2.1.0

  • Added starter deck support with help from Lily

2.0.1

  • Fixed a defect with converting JLDR to JLDR2 as it relates to editing base game cards
  • Base game cards are now edited directly instead of using the event. This fixes issues where copies of those cards still existed in other places but wouldn't get properly edited (example: Pack Rat).

2.0.0

  • Rewritten to be compatible with API 2.0

1.7.2

  • Added check for "_example" on the end of file name to remove example files from loading

1.7.1

  • Fixed discrepancies in ancillary files

1.7.0

  • Fixed error when assigning temple on custom cards
  • Removed TestDeck to be released as an individual mods
  • Support for customSpecialAbilities in API v1.12
  • Support for mod manager with custom .jldr extension on card files
  • cost changed to bloodCost in accordance with API
  • Refactored JLUtils into clearer classes
  • Removed redundant variables (evolve_evolutionName, etc.)
  • Alphabetized Card Names.txt
  • Made Enums.md more infomrative

v1.6.1

  • Fixed error if abilities array is present but empty

v1.6.0

  • Added support for adding custom abilities implemented by other mods

v1.5.3

  • Changed default "metaCategories" to be an empty list
  • Added ChangeLog.md

v1.5.0

  • Compatability patch for InscryptionAPI v1.11
  • Refactored Code:
    • Error checking no longer uses exception handling to funciton
    • Game will load default deck if the names in the config for testdeck don't exist
    • baseHealth and metaCategories are handled before the call to NewCard.Add to avoid bloat in the function call
    • Removed Evolve/Tail/IceCubeParams handling to utilise API's handling of those aspects instead
    • Added ErrorUtil to better help with error logging
    • Made use of new json parser to read in Evolve/Tail/IceCubeData from json objects

v1.4.0

  • Changed json parser from Unity's JSONUtility to TinyJson

v1.3.11

  • Fixed error with png check

v1.3.10

  • Added check for textures being png files

v1.3.9

  • Fixed bug where textures were being assigned wrong

v1.3.8

  • Fixed bug where "altTexture", "pixelTexture" and "titleGraphic" were being set to "texture"

v1.3.6

  • Fixed linking error from update v1.3.5 Refactored Code:
    • Seperated EvolveData, TailData, and IceCubeData into their own files and gave them functions to handle their own generation and conversion to Param varients
    • Added class CDUtils to seperate the data from card adding/editing funcitons
    • seperated ExtensionUtils into it's own file

v1.3.5

  • Compatablity patch for InscryptionAPI v1.10
  • Refactored code:
    • CardData has it's own file
    • Dicts has it's own file
    • EvolveData, TailData, and IceCubeData are now in their own file together
    • JLUtils was created to host utility functions like assignment helpers and validity checks

v1.3.3

  • updated error logging for user

v1.3.2

  • Added ability to edit existing cards with the use of "fieldsToEdit" with example card OP-ossum.json
  • Added better error logging for user

v1.2.1

  • Compatablity patch for InscryptionAPI v1.8

v1.2.0

  • Added validity check for TestDeck cards
  • Added functionality for:
    • EvolveParams via "evolve_evolutionName" & "evolve_turnsToEvolve"
    • TailParams via "tail_cardName" & "tail_tailLostPortrait"
    • IceCubeParams via "iceCube_creatureWithin"
  • Patched LoadScreenManager.LoadGameData and ChapterSelectMenu_OnChapterConfirmed to facilitate above implementation
  • Minor refactor of NewCard call

v1.1.1

  • Added ability to use strings for the enum values on a card
  • Added ability to add cards to starting deck using config file in order to test functionality

v1.0.1

  • Fixed issue with hard coded file paths

v1.0.0

  • Handles cards that don't use:
    • EvolveParams
    • TailParams
    • IceCubeParams