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GearUP-GearUpCards-0.1.13 icon

GearUpCards

Adding in some game-changing cards to the fray!

Date uploaded 2 years ago
Version 0.1.13
Download link GearUP-GearUpCards-0.1.13.zip
Downloads 52854
Dependency string GearUP-GearUpCards-0.1.13

This mod requires the following mods to function

BepInEx-BepInExPack_ROUNDS-5.4.1100 icon
BepInEx-BepInExPack_ROUNDS

BepInEx pack for ROUNDS. Preconfigured and ready to use.

Preferred version: 5.4.1100
Pykess-CardChoiceSpawnUniqueCardPatch-0.1.7 icon
Pykess-CardChoiceSpawnUniqueCardPatch

Patches erroneous logic in the base game CardChoice method SpawnUniqueCard

Preferred version: 0.1.7
TeamDK-ZeroGBulletPatch-1.1.0 icon
TeamDK-ZeroGBulletPatch

Fixes trajectories of zero-gravity bullets

Preferred version: 1.1.0
willis81808-UnboundLib-2.10.2 icon
willis81808-UnboundLib

This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.

Preferred version: 2.10.2
Pykess-ModdingUtils-0.2.7 icon
Pykess-ModdingUtils

Utilities aimed at making modding easier and more accessible

Preferred version: 0.2.7
willuwontu-EvenSpreadPatch-0.0.0 icon
willuwontu-EvenSpreadPatch

Patches the even spread stat to make it work.

Preferred version: 0.0.0
Pykess-RayHitReflectPatch-0.0.0 icon
Pykess-RayHitReflectPatch

Patches a bug in the vanilla game regarding bullet bounces.

Preferred version: 0.0.0
Root-RarityLib-1.2.1 icon
Root-RarityLib

A utility library for adding custom rarities to the game.

Preferred version: 1.2.1
Root-UtilityCategories-0.1.0 icon
Root-UtilityCategories

Adds helpful categories to cards to help target specific groups

Preferred version: 0.1.0

README

GearUP Cards [0.1.13]

Public Release 0-1-2, build #85

Adding in game-changing mechanics into the modded ROUNDS fray! Bought to you by Pudassassin

Cards

Rare Cards

[Anti-Bullet Magick]

Unique Magick - Spell caster

  • Blocking casts the spell that deletes all nearby bullets in flight and also in guns' magazines, including yours!

  • All players affected suffer additional 3s reload time on top of their own guns' reload time.

*[Magick Fragment] comes handy in helping reduce block cooldown and spell cooldown.

[Hollow Life]

Health Passive

  • Puffs up your total Max HP; you no longer heal as effective and to full health. (Stack multiplicatively)

  • Max HP is multiplied by 3, but also gain -25% HP Cap to the current health and -15% to healing effects. (Heals and Regens)

*Tip: Look for the cards that benefit from having larger Max HP pool, or having you to stay low on health, but definitely not [Pristine Perserverance]!

Uncommon Cards

[Chompy Bullet]

Bullet Passive

  • Bullets deal bonus damage based on target's current health. Effect varies with gun's firerate.*

  • This will make your gun slightly harder to shoot but will do wonder against the hearty tankers!

*The effect will spread and dilute out the more bullet you can shoot out per second

[Tactical Scanner]

Block Active - Gear equipments

  • Blocking scans nearby players' power: Scanned enemies take more damage. Scanned friendlies heal for more.

  • Also displays a quick summary of the scanned players' combat stats.

[Size Normalizer]

Unique Size Modification

  • Set your final player size much closer to default where it started.

  • For when you are going too BEEG or too smol to your liking, minor boost to health and movement speed.

Common Cards

[Medical Parts]

Health Passive - Material

  • Some hearty doodads to help you survive longer.

  • simply giving you +50% Health and 2 HP/s regen.

* Material cards can be obtained normally or as result of having conflicting cards together.

[Gun Parts]

Gun Passive - Material

  • Attachments and enhancements to up your gun games.
  • simply giving +25% Damage, +25% ATK SPD and +3 to Max Ammo to your gun

[Magick Fragments]

Spell Passive - Material

  • This mysterious glyph hasten your spellcasting, but at what cost?
  • on its own, it gives -30% Block Cooldown at the cost of -25% Health.

* The cooldown reductions varies from each spells and Magicks

Note from the modder

There will be more cards planned to expand in each category, this first beta release serves as a pavement and test run on my first ever modding experience, ever.

Full details is available on my GitHub.

Patch Notes

Public Beta 1-2 [v0.1.13]

  • Under the hood reworks of healing and damage multipliers.

  • [Tactical Scanner] now properly modify healings and damages taken and ignore all direct health changes.

  • [Hollow Life] changes:

    • rarity changed to Rare
    • Max HP gains changed from x2.5 to 3x
    • now giving -15% healing effects; reducing healing and regeneration
  • Reduced the delay caused by card conflict resolver at the start of each round.

Public Beta 1-1 [v0.1.9]

  • Patched the logic behind the monobehavior that manages and prevents card conflicts, to execute from the main mod class instead of from each players!
  • [Shield Battery] sneak peak

Public Beta 1-0 [v0.1.0]

  • It all begins. Starting out with 5 wacky cards and 3 minor all-around passive cards

CHANGELOG

Patch Notes

Public Beta 4-2 [V0.4.2]
  • make cards and spells that deal direct HP subtraction and life drains to utilize Heal(negative) function for proper interaction with damage-taken multipliers and to support displaying with [DamageTracker]

  • nerfed [Replication Glyph]

    • +3 > +2 Gun Projectiles
    • -25% > -35% ATK SPD
    • 0.0s > +0.25s Reload Time
  • put a limit behind [Supply Drop!] to only have 1 ongoing 'delivery' at a time

    • also have unlisted effect to temporarly blacklist CardManipulation and BoosterPack cards until the drop.
Public Beta 4-0 [V0.4.0]

Implemented [Booster Pack] mechanic:

  • added [Vintage Gears] redraw and pick 3 vanilla cards of uncommon or lower rarity.
  • added [Veteran's Friend] redraw and pick 1 guaranteed rare vanilla card.
  • added [Supply Drop] do nothing now, next round's card pick you get to pick +3 more cards of Uncommon or lower rarity.
  • updated [Glyph CAD Module] to give 1 Glyph card of your choice.
  • added [Pure Canvas] -- a [Shuffle] that excludes Glyph, Spell and Magick cards from appearing.

Additions:

  • added [Replication Glyph] -- more gun projectiles! MOAR SPELL PROJECTILE!!
  • added [Mystic Missile] -- a passive spell card that enchants gun-fired bullets with explosive arcane energy, scales with glyphs and additional copies.

Other changes:

Buffed [Aracane Sun]

  • stronger start + ramp up rate
  • update beam and sun visual codes
  • fixed delayed activation at battle start

Rebalance [Flak Cannon]

  • severely limiting primary gun firerate, bursts and #projectiles gains
  • now only some shrapnels carry effects while the rest is only carrying basic bullet stats

Buffed [Anti-Bullet Magick]

  • affecting larger area and lasting longer at base level

Scaled up [Tiberium Bullets]

  • inflicts more life drains proportional to gun's damage
  • also incurs more self life drains on pick up

Misc.

  • Reworked how [Arc of Bullets] and [Parallel Bullets] spread the bullets and fixed the issue with burst-fire guns
Public Beta 3-0 [V0.3.1]
  • added [Bullets.rar] trim down bullet spams (projectile counts) in exchange for more damage per bullets

  • added [Guardians Charm] boosts block card draw chance and 'block cards draw more block cards' (no longer the card pack's default mechanic)

  • added [Lifeforce Duorblity] orb spell of mobile Heal & DMG zone

  • added [Lifeforce Blast!] orb spell with explosive Heal/Damage and then boost/hinder healings afterward

  • added [Arcane Sun] spell that passively deal ramping DPS + "Damage Amp" debuff

  • added [Portal Magick] Unique Magick, "Now you're thinking with Portals"

  • buffed [Orb-literation] increased base radius and amount of Max HP culls on impact

  • Reworked [Parallel Bullets] make it so it properly arranges in parallel and scales with gun spread & proj. counts

  • Spells passively boost glyphs' draw chances

  • Spells compatible with controller

  • Improved/fixed issues with card draw rarity/weight adjustment

  • Block-based ability cooldowns start at 0.5s at battle start; should be available when grace period is over.

Public Beta 2-0 [v0.2.0]
  • added [Orb-Literation] and dependencies: map destruction, Max HP culls on impact

  • added [Tiberium Bullet] and dependencies: caustic HP removal bullet modifier

  • added [Arc of Bullets] evenly spread bullets in arc

  • added [Parallel Bullets] neatly arranged and focused bullets

  • added [Divination Glyph] velocity/trajectory. speed to both Spell and Bullets

  • added [Influence Glyph] spell range/AoE upgrade

  • added [Geometric Glyph] bounces to both Spell and Bullets

  • added [Potency Glyph] spell power, add raw damage to Bullets

  • reworked [Size Normalizer] to utilze patch instead of MonoBehavior; works instantly and reliably

  • rebalanced all of the initial release cards

  • all block ability cooldowns start at 2.0s at battle starts

Under the hood:

  • Implemented Hollow Life mechanic to handle temp HP caps incurred by [Orb-Literation] and possibly future cards

  • [Chompy Bullet] and any future bullet modifiers only add one instance of the effect to each bullet, they will calculate the effect on the fly

  • Disabled redundancy system that iterate and resolve unique and/or mutually exclusive cards (it will be other mods' faults that violates the backbones of the system)

Public Beta 1-2 [v0.1.13]
  • Under the hood reworks of healing and damage multipliers.

  • [Tactical Scanner] now properly modify healings and damages taken and ignore all direct health changes.

  • [Hollow Life] changes:

    • rarity changed to Rare
    • Max HP gains changed from x2.5 to 3x
    • now giving -15% healing effects; reducing healing and regeneration
  • Reduced the delay caused by card conflict resolver at the start of each round.

Public Beta 1-1 [v0.1.9]

  • Patched the logic behind the monobehavior that manages and prevents card conflicts, to execute from the main mod class instead of from each players!
  • [Shield Battery] sneak peak

Public Beta 1-0 [v0.1.0]

  • It all begins. Starting out with 5 wacky cards and 3 minor all-around passive cards