Stolen Realm
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Date Uploaded
2 days ago
Downloads
42
Size
132KB

Development tool — NOT a player mod. It does not improve the game on screen. It exists to investigate Stolen Realm's internal mechanics while the other mods are built.

RoguelikeDebugger

Writes the game's internal data to LogOutput.log, so a mechanic can be checked in the code instead of guessed. No gameplay change.

  • GUID: com.gumatos.roguelikedebugger
  • Version: 0.1.2
  • Works with: Stolen Realm v1.3.1.
  • Needs: BepInEx 5 (r2modman installs it for you).

What it does

Logs only. No gameplay change. It writes to LogOutput.log:

  • Skills — the game's skill inventory (name, description, actions granted, attribute effects, triggers) and the action properties (range, targets, number of hits, cooldown, charges, status applied).
  • Status — the buff/debuff inventory, with their attribute effects and description.
  • Items — type, rarity, optional description, attributes, armour ratio and consumable action — plus the affixes.
  • Powerups — one line per level.
  • Loot, gold and experience — the roll decisions, the modifiers applied and the values granted.
  • Shrine aura procs (tag [FlameRV49]) — when a Decay/Flame shrine aura fires: the expression the game evaluated, which character the engine put in Source/Target, the percentage it resolved and the final damage, plus a matrix that re-evaluates the same expression with a fixed ShrineEffectBonus (0 / 8 / 20 / 100). Written for an open investigation (RV-49); it only reads.

The dump is huge: it writes thousands of lines per game start and makes the log hard to read for anyone who just wants to play.

What it does not do

  • No gameplay or save change — the only output is text in LogOutput.log.
  • Does not improve the game on screen — it is an investigation tool, not a player mod.
  • Sends no data anywhere — everything stays in the local log, on your machine.

What is not verified in game yet

The [FlameRV49] probe (shrine aura procs) was written against the decompiled game code and the game's own assets, and its output has not been exercised in a game session yet — the run it exists for (RV-49) is still pending. Treat those lines as unverified. The other sections (skills, status, items, powerups, loot) are the ones already read from a boot dump and used by this project.

Install

This package only makes sense for someone who is going to develop or investigate.

r2modman (recommended): install this package in the Stolen Realm profile — the DLL goes to BepInEx\plugins\RoguelikeDebugger\.

Manual: install BepInEx 5 x64 (or press "Start modded" once in r2modman to create the folders), then copy the RoguelikeDebugger folder to:

%APPDATA%\r2modmanPlus-local\StolenRealm\profiles\Default\BepInEx\plugins\

The file must end up as ...\plugins\RoguelikeDebugger\RoguelikeDebugger.dll. Open the game once (the dump comes out on start; no need to enter a match) and read the log — it is overwritten on every game start.

Uninstall

Delete the folder BepInEx\plugins\RoguelikeDebugger\ (or untick the package in r2modman) and open the game again. No game file was ever changed.

Build from source

cd RoguelikeDebugger
dotnet build -p:DeployToBepInEx=false

Output: bin\Debug\netstandard2.1\RoguelikeDebugger.dll. The reference DLLs come from the game and are never distributed. The deploy is opt-in (DEPLOY-2): a bare dotnet build installs nothing — the DeployToBepInEx target runs only with -p:DeployToBepInEx=true, which copies the DLL into <r2modman profile>\BepInEx\plugins\RoguelikeDebugger\ on the machine that built it.


Português (BR)

Ferramenta de desenvolvimento, não é mod de jogador. Em vez de melhorar a tela, ela despeja os dados internos do jogo (skills, status, itens, loot, ouro, experiência) no LogOutput.log para conferir mecânicas no código. Não altera gameplay e não envia nada para fora: tudo fica no log local. O dump é enorme — enche o log de milhares de linhas a cada boot.

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