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willis81808-ModsPlus-1.6.2 icon

ModsPlus

Willis' amazing modding utilities

Date uploaded 2 years ago
Version 1.6.2
Download link willis81808-ModsPlus-1.6.2.zip
Downloads 677339
Dependency string willis81808-ModsPlus-1.6.2

This mod requires the following mods to function

willis81808-UnboundLib-3.2.3 icon
willis81808-UnboundLib

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

Preferred version: 3.2.3
RoundsModding-AllThePatch-1.0.0 icon
RoundsModding-AllThePatch

A collection of all the fundamental game patches

Preferred version: 1.0.0
Pykess-ModdingUtils-0.4.3 icon
Pykess-ModdingUtils

Utilities aimed at making modding easier and more accessible

Preferred version: 0.4.3

README

Mods Plus

Status bar manager

Automatically position and scale status bars above the player's default health bar. No need to worry about other mods adding overlapping information above the player, so long as you are both using this system!

// Create and add a second health bar above the player
var statusBar = new GameObject("Status Bar", typeof(CustomHealthBar)).GetComponent<CustomHealthBar>();
player.AddStatusIndicator(statusBar.gameObject);

Custom Card Bar abbreviations

When registering a card you can set a custom two character abbreviation to be displayed in the card bar, simply do the following:

CustomCard.BuildCard<ExampleCard>(c => c.SetAbbreviation("Ex"));
  • An exception will be thrown if the string passed is null or only whitespace characters.
  • If the abbreviation passed is longer than 2 characters it will be truncated.

Easy access to important events with PlayerHook

Simply extend PlayerHook to define your custom behaviors then attach it to a player.

public class ExampleHooks : PlayerHook
{
	override void OnJump()
	{
		UnityEngine.Debug.Log("Player jumped!");
	}


	public override IEnumerator OnBattleStart(IGameModeHandler gameModeHandler)
	{
		yield return new WaitForSeconds(5f);
		UnityEngine.Debug.Log("The battle started 5 seconds ago!");
	}
}

Cleaner card creation with SimpleCard

Make a card with fewer lines by extending SimpleCard instead of CustomCard!

using UnityEngine;
using ModsPlus;

public class ExampleCard : SimpleCard
{
	public override CardDetails Details => new CardDetails
	{
		Title       = "Example Card",
		Description = "Your first effect card",
		ModName     = "<Your Mod ID>",
		Art         = Assets.YourCoolArt,
		Rarity      = CardInfo.Rarity.Common,
		Theme       = CardThemeColor.CardThemeColorType.TechWhite
	};

	public override void SetupCard(CardInfo cardInfo, Gun gun, ApplyCardStats cardStats, CharacterStatModifiers statModifiers, Block block)
	{
		statModifiers.health = 0.5f;
		gun.damage = 2f;
	}

	protected override void Added(Player player, Gun gun, GunAmmo gunAmmo, CharacterData data, HealthHandler health, Gravity gravity, Block block, CharacterStatModifiers characterStats)
	{
		Debug.Log("Card added to the player!");
	}

	protected override void Removed(Player player, Gun gun, GunAmmo gunAmmo, CharacterData data, HealthHandler health, Gravity gravity, Block block, CharacterStatModifiers characterStats)
	{
		Debug.Log("Card removed from the player!");
	}
}

Streamlined (and safe) CardEffect wrapper

Do you find yourself writing the same boilerplate over and over when defining cards that attach a MonoBehaviour to the player? Are you tired of writing the same code for registering and deregistering actions (such as Block::BlockAction or Gun::ShootProjectileAction) repeatedly? If so, then this is the library for you.

Creating an on block/attack effect

All actions will be automatically registered and deregistered when the card is added or removed, so you can focus on your cool features!

using UnityEngine;
using ModsPlus;

public class ExampleCard : CustomEffectCard<ExampleEffect>
{
	public override CardDetails Details => new CardDetails
	{
		Title       = "Example Card",
		Description = "Your first effect card",
		ModName     = "<Your Mod ID>",
		Art         = Assets.YourCoolArt,
		Rarity      = CardInfo.Rarity.Common,
		Theme       = CardThemeColor.CardThemeColorType.TechWhite
	};
}

public class ExampleEffect : CardEffect
{
	public override void OnBlock(BlockTrigger.BlockTriggerType trigger)
	{
		Debug.Log("[ExampleEffect] Player blocked!");
	}

	public override void OnShoot(GameObject projectile)
	{
		Debug.Log("[ExampleEffect] Player fired a shot!");
	}
}

Once defined you can register this card as you normally would:

CustomCard.BuildCard<ExampleCard>();

For additional overrides check your IDE's auto-complete, or view the source code

PlayerSelector tools

This interface allows you to easily create selectors on players and react when the user clicks one (think Cards+ "Adware" or "Quickhack" abilities for reference)

Creating selectors and responding to a selection event

/* make selectors on a specific player */
int playerID;	// ID of any specific player
var targets = PlayerManager.instance.players.Where(p => p.playerID == playerID);
PlayerSelector.InstantiateOn(Assets.SingleTargetSelector, targets, selectedPlayer =>
{
	Debug.Log($"Friendly with ID {selectedPlayer.playerID} selected!");
});

/* make selectors on friends */
PlayerSelector.InstantiateOnFriendlies(Assets.FriendlySelector, selectedPlayer =>
{
	Debug.Log($"Friendly with ID {selectedPlayer.playerID} selected!");
});

/* make selectors on enemies */
PlayerSelector.InstantiateOnEnemies(Assets.EnemySelector, selectedPlayer =>
{
	Debug.Log($"Enemy with ID {selectedPlayer.playerID} selected!");
});

The GameObject provided to the utility will be instantiated as a child of each target. It can contain any effects (particles, etc.) you wish, but must have some type of Collider3D on it for clicks to be detected

Custom HP Bar

This component provides a wrapper around the base game's HealthBar class, giving you full control of the values to display and when to update them.

GameObject target; // any GameObject you wish to add a health bar to
float startingHp = 100;
float startingMaxHp = 100;

// create the health bar
var healthBar = target.AddComponent<CustomHealthBar>();

// set initial values
healthBar.SetValues(startingHp, startingMaxHp);

// take 10 damage
healthBar.CurrentHealth -= 10;

Patch Notes

1.6.0

  • Deprecated OnStartPick and OnEndPick, replaced them with OnPlayerPickStart and OnPlayerPickEnd respectively

1.5.9

  • Tweaked spacing of player status indicators

1.5.8

  • Implemented AddStatusIndicator extension method for Player

1.5.7

  • CustomHealthBar color can now be easily customized

1.5.6

  • Added an extension method to CardInfo for setting a custom abbreviation to be displayed in the CardBarButton

1.5.5

  • Added VisibleFrom extension methods to Player

1.5.4

  • Made Awake method in PlayerHook overridable
  • Made StatChanges serializable by the Unity inspector

1.5.3

  • Added PlayerHook class

1.5.2

  • Updated to incorporate changes in newest version of ModdingUtils

1.5.1

  • Fixed MaxHealth changes using StatManager not properly scaling current health

1.5.0

  • Added OnBulletHit and OnBulletHitCoroutine events to CardEffect

1.4.1

  • Fixed the StatManager using the wrong stat for jump count

1.4.0

  • Added Jump hook to CardEffect
  • Implemented the StatManager beta for simple-inline declaration of ReversibleEffects

1.3.0

  • Added Game Mode hooks

1.2.0

  • Added SimpleCard

0.0.1

  • Initial release