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Zehs-REPOLib-1.2.0 icon

REPOLib

Library for adding content to R.E.P.O.

Date uploaded 6 hours ago
Version 1.2.0
Download link Zehs-REPOLib-1.2.0.zip
Downloads 6249
Dependency string Zehs-REPOLib-1.2.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

REPOLib

GitHub Thunderstore Version Thunderstore Downloads NuGet Version

Library for adding content to R.E.P.O.

Features

  • Registering network prefabs.
  • Registering valuables.
  • Registering items.
  • Registering enemies.
  • Registering features without code using the REPOLib-Sdk.

Usage

Click to expand

Reference REPOLib in your project's .csproj file.

<ItemGroup>
  <PackageReference Include="Zehs.REPOLib" Version="1.*" />
</ItemGroup>

Add REPOLib as a dependency to your plugin class.

[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
    // ...
}
Network prefabs

Registering a network prefab.

[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
    // ...

    private void Awake()
    {
        // ...

        AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
        GameObject prefab = assetBundle.LoadAsset<GameObject>("your_network_prefab");

        // Register a network prefab.
        REPOLib.Modules.NetworkPrefabs.RegisterNetworkPrefab(prefab);
    }
}
Valuables

Registering a valuable.

[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
    // ...

    private void Awake()
    {
        // ...

        AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
        GameObject prefab = assetBundle.LoadAsset<GameObject>("your_valuable_prefab");

        // Register a valuable.
        REPOLib.Modules.Valuables.RegisterValuable(prefab);
    }
}

Registering a valuable to a specific level.

[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
    // ...

    private void Awake()
    {
        // ...

        AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
        GameObject prefab = assetBundle.LoadAsset<GameObject>("your_valuable_prefab");

        // Valuables Presets:
        // "Valuables - Generic"
        // "Valuables - Wizard"
        // "Valuables - Manor"
        // "Valuables - Arctic"

        List<string> presets = new List<string> { "Valuables - Wizard" };

        // Register a valuable.
        REPOLib.Modules.Valuables.RegisterValuable(prefab, presets);
    }
}
Items

Registering an item.

[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
    // ...

    private void Awake()
    {
        // ...

        AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
        Item item = assetBundle.LoadAsset<Item>("your_item");

        // Register an item.
        REPOLib.Modules.Items.RegisterItem(item);
    }
}
Enemies

Registering an enemy.

[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
    // ...

    private void Awake()
    {
        // ...

        AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
        EnemySetup enemy = assetBundle.LoadAsset<EnemySetup>("your_enemy_setup");

        // Register an enemy.
        REPOLib.Modules.Enemies.RegisterEnemy(enemy);
    }
}

[!NOTE] Registering valuables, items, and enemies automatically registers their prefabs as a network prefab.

[!IMPORTANT] You should only register network prefabs and features from your plugin's awake function.

[!TIP] You can enable extended logging in the config settings to get more info about features being registered, custom network prefabs being spawned, and more.

Contribute

Anyone is free to contribute.

https://github.com/ZehsTeam/REPOLib

Developer Contact

Report bugs, suggest features, or provide feedback:

kofi

CHANGELOG

v1.2.0

  • Added support for registering items.
  • Added support for registering enemies. (#2)
  • Added support for registering features without code using the REPOLib-Sdk. (#3)
  • Features now register network prefabs to have their prefabId match the Resources folder structure.
  • You can no longer manually pass in a prefabId when registering a valuable.

v1.1.0

  • You can now register valuables to specific levels. (#1)
    • Valuables Presets: Valuables - Generic, Valuables - Wizard, Valuables - Manor, Valuables - Arctic

v1.0.2

v1.0.1

  • Updated mod icon.

v1.0.0

  • Initial release.