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Void_Slime-Life_Cost_API-2.3.0 icon

Life Cost API

An API introducing a Life and Currency cost system to inscryption for cards and activated sigils. For modmakers and json card creators.

Date uploaded a year ago
Version 2.3.0
Download link Void_Slime-Life_Cost_API-2.3.0.zip
Downloads 11717
Dependency string Void_Slime-Life_Cost_API-2.3.0

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-2.19.4 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: 2.19.4

README

Intro

This API adds the ability to make cards cost life, currency, or both in act 1, and and act 2. It also allows Sigil makers to easily make Activated Sigils that cost Life, money, or the hybrid version. It's features include...

  • Art that matches vanilla style for the cost for act 1 and act 2, which scales up to 15.
  • Cost render support with art that matches the art in the cost render fix, for those who want to do hybrid costs
  • Cards that cost life, money, or hybrid will show up as a cost choice at cost choice nodes
  • Json loader support
  • Custom act 2 icons (both vanilla and Cost Render Fix) for just currency using cards and just life using cards
  • Six Life / Currency active Sigils for people to playwith.

How to use: Mod makers

Here are instructions on how to use this API as a person who codes with a bepinEX plugin

  • Add the mod as a dependency in your project
  • While making a card, use the following three extensions depending on what you want... '.SetExtendedProperty("LifeCost", value)' , '.SetExtendedProperty("MoneyCost", value)' , or '.SetExtendedProperty("LifeMoneyCost", value)'
  • Another trick (for backwards compatability) is to set the energycost of a card to a negative number. This mod will find that card, and change it into a LifeMoney cost.

This mod also allows you to make active sigils easily that cost life, money, or both. Follow the instructions below to figure out how!

  • Add this mod as a dependency, and then when making the ability class, extend LifeCost.sigils.LifeActiveAbilityCost
  • This allows you to set the cost of active abilities to Life, Money, Life+Money, Energy, or Bone (or a mix of the 4 Options).
  • DO NOT mix the Life+Money option with the Life or money option. Life+Money is a special option that will substitute any lacking funds with life.
  • Includes templates of the activated sigils base when you download this mod, if you want to keep consistent with it.

How to use: Jsonloader users

Here are instructions on how to use this API as a person who makes cards in jsonloader

  • Set an extended property like below.

"extensionProperties": { "LifeMoneyCost": "4" }

What if I only want to a card to use Life / What if I want a card to only use Currency?

Here are instructions on how to use this API to make a card cost ONLY life or ONLY currency.

for ONLY life you want...

  • .SetExtendedProperty("LifeCost", value)

for ONLY currency you want...

  • .SetExtendedProperty("MoneyCost", value)

Sigils for Modmakers to use...

These are under the GUID of "extraVoid.inscryption.LifeCost"

  • "Max Energy Gamble" : Pay 6 energy to put 0 to 3 damage on someone's side of the scale
  • "Cash Converter" : Pay 4 foils to put 1 damage on the opponent's side of the scale
  • "Life Converter" : Pay 2 life to gain 1 foils
  • "Vamperic Strength" : Pay 3 life to increase power and health by 1
  • "Greedy Strength" : Pay 5 currency to increase power and health by 1
  • "Die Roll" : Pay 3 life for the card bearing this sigil to gain between 0 and 6 increased in stats, distributed randomly

Suggestions on balancing life cost cards

Just some helpful tips I noticed when making this and play testing

  • Never make the attack of a card more than what it costs in life. For example: a card with 1 attack would cost between 2 and 3 in life. So it takes 2 to 3 turns to make up for the lost in life.
  • In act 1, I would generally suggest following the 1:1 point system like bones and energy does.
  • In act 2, be VERY careful with balancing your cards. I highly suggest giving them the Vamperic Sigil, to make them only cost life. This is due to players being able to farm foils at the training dummy.
  • Try to avoid bone or energy hybrid costs.
  • In the end, play by ear and heart like always. if something feels too good, then nerf it. If it feels too weak, then buff it.

Installation (automated)

This is the recommended way to install the API on the game.

HELP WANTED

I am looking for help as there are a few things beyond my skills that I can't do (at least for now).

  • I need help getting foils to show up on the game board during act 2 battles, so players don't need to hit escape to see how many they have.

Contact me on discord if you are interested in helping me!

Change log

v2.3.0

  • Removed currency bowl from Table
  • Rebuilt with latest api version

v2.2.2

  • Removed Maybefix issue of the currencybowl and rulebook flying off into space as it would still happen sometimes (even tho it was less infrequent)
  • API version bump

v2.2.1

  • Fixed bug that could happen if you had the api and the grimora mod
  • Maybe fixed the issue of the currency bowl and rulebook flying off into space by adding (0.1) second waits in a lot of the set up and clean up methods through patching.

v2.2.0

  • Updated Act 2 Pure life cost art to be a weight
  • Updated Sigil art
  • Fixed a few bugs

v2.1.0

  • Added Table Thumping

v2.0.2

  • Fixed typo causing the GBA costs to only show Life cost

v2.0.1

  • Updated requirement to the right api version

v2.0.0

  • Updated to the KCM API
  • Removed Greedy and Vamperic, as those sigils are no longer needed
  • Switched to the API's .SetExtendedProperty value for all three costs
  • Made art for pure life cost in act 1
  • Made art for pure money cost in act 1
  • Updated card back for cost choice rewards
  • Updated mod pageIcon

v1.7.0

  • Removed the following sigils from act 1 shops and totems: Greedy, Vamperic, Life Converter, and Energy Gamble.
  • Fixed bug where sometimes the Life Cost of active siigils went hybrid.

v1.6.0

  • Optimized rendercode to call art by name with a string instead of using a switch statement of the cost.
  • Added Life / Money / Life+Money Activated Sigil Class
  • Added "Max Energy Gamble", "Cash Converter", "Life Converter", "Vamperic Strength", "Greedy Strength", and "Die Roll" activated sigils for examples to mod makers
  • Reorganized the assets, which is just a completely internal change and has nothing to do with end users.
  • Fixed a few act 2 bugs
  • Updated Teck to use "Vamperic Strength"

v1.5.0

  • Patched Fair hand since it exists in the game to include life+currency cards
  • Patched cost tier getter to include lifecost cards, at the price of 1/2 point like energy.

v1.4.1

  • Made it so when leshy adds teeth to the currency bowl from combat, it doesnt teleport around.
  • Updated Cost choice cardback to match better with the other two

v1.4.0

  • Adjusted speed at which the currency bowl in act 1 gets place on setup, so teeth doesnt spill all over
  • Added config for the speed at which the currency bowl in act 1 falls, for those who liked the original speed
  • Adjusted and cleaned up act 2 stuff, tested and functions
  • Updated readme with stuff that was missed in the v1.3.0 update

v1.3.0

  • Fixed issue with API versions 1.13.1 or higher

v1.2.3

  • Fixed null error during deathcard creation

v1.2.2

  • Fixed null error at the choice node (which happened by the player not having any life cost cards learned) by just giving a teck to the player.

v1.2.1

  • Fixed null error in getting a hint from leshy

v1.2.0

  • Added the Greedy Sigil, for those who want to make their card cost JUST currency
  • Added the Vamperic Sigil, for those who want to make their card cost JUST life

v1.1.0

  • adjust the timing of paying the cost with the help of xXxStoner420BongMasterxXx so it doesnt conflict on resolve abilities hopefully.

v1.0.0

  • initial release

Licenses

This mod is under the MIT licenses. That means you are free to take, modify, and redistribute this mod as you wish as long as the resulting product is also under the MIT license.

Credits

xXxStoner420BongMasterxXx, BLIND, Eri, Memez4life, Dragon, Kopie, Ara, Digi, Sire, Nevernamed for help in various aspects of this mod

CHANGELOG

View Changelog v4.0.1 - Removed Testing Deck

v4.0.0

  • Rewrote the whole mod from the ground up to work with the new API functions
  • Added an Act 2 tab in which all cards costing Life, Money, or LifeMoney will go into. This only works if Act 2 endless by Mr_Fantastik
  • Added Github Link to the mod page

v2.3.0

  • Removed currency bowl from Table
  • Rebuilt with latest api version

v2.2.2

  • Removed Maybefix issue of the currencybowl and rulebook flying off into space as it would still happen sometimes (even tho it was less infrequent)
  • API version bump

v2.2.1

  • Fixed bug that could happen if you had the api and the grimora mod
  • Maybe fixed the issue of the currency bowl and rulebook flying off into space by adding (0.1) second waits in a lot of the set up and clean up methods through patching.

v2.2.0

  • Updated Act 2 Pure life cost art to be a weight
  • Updated Sigil art
  • Fixed a few bugs

v2.1.0

  • Added Table Thumping

v2.0.2

  • Fixed typo causing the GBA costs to only show Life cost

v2.0.1

  • Updated requirement to the right api version

v2.0.0

  • Updated to the KCM API
  • Removed Greedy and Vamperic, as those sigils are no longer needed
  • Switched to the API's .SetExtendedProperty value for all three costs
  • Made art for pure life cost in act 1
  • Made art for pure money cost in act 1
  • Updated card back for cost choice rewards
  • Updated mod pageIcon

v1.7.0

  • Removed the following sigils from act 1 shops and totems: Greedy, Vamperic, Life Converter, and Energy Gamble.
  • Fixed bug where sometimes the Life Cost of active siigils went hybrid.

v1.6.0

  • Optimized rendercode to call art by name with a string instead of using a switch statement of the cost.
  • Added Life / Money / Life+Money Activated Sigil Class
  • Added "Max Energy Gamble", "Cash Converter", "Life Converter", "Vamperic Strength", "Greedy Strength", and "Die Roll" activated sigils for examples to mod makers
  • Reorganized the assets, which is just a completely internal change and has nothing to do with end users.
  • Fixed a few act 2 bugs
  • Updated Teck to use "Vamperic Strength"

v1.5.0

  • Patched Fair hand since it exists in the game to include life+currency cards
  • Patched cost tier getter to include lifecost cards, at the price of 1/2 point like energy.

v1.4.1

  • Made it so when leshy adds teeth to the currency bowl from combat, it doesnt teleport around.
  • Updated Cost choice cardback to match better with the other two

v1.4.0

  • Adjusted speed at which the currency bowl in act 1 gets place on setup, so teeth doesnt spill all over
  • Added config for the speed at which the currency bowl in act 1 falls, for those who liked the original speed
  • Adjusted and cleaned up act 2 stuff, tested and functions
  • Updated readme with stuff that was missed in the v1.3.0 update

v1.3.0

  • Fixed issue with API versions 1.13.1 or higher

v1.2.3

  • Fixed null error during deathcard creation

v1.2.2

  • Fixed null error at the choice node (which happened by the player not having any life cost cards learned) by just giving a teck to the player.

v1.2.1

  • Fixed null error in getting a hint from leshy

v1.2.0

  • Added the Greedy Sigil, for those who want to make their card cost JUST currency
  • Added the Vamperic Sigil, for those who want to make their card cost JUST life

v1.1.0

  • adjust the timing of paying the cost with the help of xXxStoner420BongMasterxXx so it doesnt conflict on resolve abilities hopefully.

v1.0.0

  • initial release