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|Date uploaded||2 months ago|
A Complete Re-Write, altho heavily based off Rob's original MonsterVariants code.
VarianceAPI aims to combine the features from MonsterVariants and MonsterVariantsPlus into a single mod.
The API by itself doesnt do much, it only works as a base for others to create their own Variants
VarianceAPI was made with Thunderkit, and it's systems are made to be used with Thunderkit. it is Extremely recommended to use Thunderkit when Developing VariantPacks
Despite this, Variants can still be added via code. Only examples currently lay on the Deprecated ExampleVariantPack. The mod comes with a Helpers.cs class that has methods on creating the ScriptableObjects that VarianceAPI requires
Plus, VarianceAPI contains base classes for easing the creation of variants.
Automatic ConfigCreation using the VariantConfig scriptable object.
Semi-Automatic fetching for Ingame materials, no more AssetBundle bloating!
The confusing and sometimes obscure VariantOverlap system has been expanded and now can be either Avoided, or encouraged.
Each Variant has a Unique boolean, Which determine wether the Variant can participate in VariantOverlapping shenanigans
The IsUnique boolean is part of the ConfigFile, so if you do not want a variant type to overlap with others, it's as simple as setting it to true.
Variants made in VarianceAPI have:
All the original features of the VariantHandler component, alongside...
Custom name prefixes and affixes
Wether the variant gives rewards
Ability to add Completely custom Components
The Ability to use Equipments
Can spawn with Buffs/Debuffs (NYI)
All of MonsterVariantsPlus' Rewards systems are now handled by this nifty little component that's added to each Variant that has the "GivesReward" boolean set to true.
Only one VariantRewardHandler component is given to each Variant. the mod does it by checking how many VariantHandler components are active at the time.
Just like in MonsterVariantsPlus, Variants by default now:
Drop extra Gold on death
Drop extra XP on death
Have a chance to drop items, Red, Green or White respectively
Also just like in the original MonsterVariantsPlus, all of the rewards are calculated based off the Variant's Tier, and can be modified
If youre not a fan or rewards, the VariantHandlerReward system can be easily turned off with a simple boolean in VarianceAPI's config file.
The Artifact of Variance, one of the Features from MonsterVariantsPlus, is now a core component of VarianeAPI.
The Artifact of Variance, when enabled, multiplies all Variant's spawn rates by the amount specified in the Config file.
Just like in the Original MonsterVariantsPlus, the Artifact of Variance can be enabled or disabled in the Config file.
VarianceAPI comes bundled with KomradeSpectre's ItemModCreationBoilerplate.
Due to this, VarianceAPI comes bundled with Intrinsic items that've been created for exclusive use for Variants.
These items are AI Blacklisted, meaning that Enemies in the void fields will never get this item, and they should never appear in a normal run (if otherwise please contact me!)
These items are...
VAPI_GlobalCDR: Reduces all cooldowns by 1% linearly per stack VAPI_PrimaryCDR: Reduces the Primary's cooldown by 1% linearly per stack VAPI_SecondaryCDR: Reduces the Secondary's cooldown by 1% linearly per stack VAPI_UtilityCDR: Reduces the Utility's cooldown by 1% linearly per stack VAPI_SpecialCDR: Reduces the Special's cooldown by 1% linearly per stack VAPI_ExtraPrimary: Adds an extra primary use per stack VAPI_ExtraSecondary: Adds an extra secondary use per stack VAPI_ExtraUtility: Adds an extra utility use per stack VAPI_ExtraSpecial: Adds an extra utility use per stack VAPI_PurpleHealthbar: Makes the healthbar purple, automatically given to any variant who's tier is Uncommon or higher. VAPI_Plus1Crit: Increases critical strike chance by 1% per stack linearly.
The original 30 is a complete port of Rob's 30 original MonsterVariants.
The original 30 includes QoL changes to variants, such as using VarianceAPI's intrinsic items, and having new features such as slight rebalancing and better override names.
Get it here! (just click the icon!)
Nebby's Wrath is a complete port of all the non-"OtherVariants" of MonsterVariantsPlus.
All the non "OtherVariants" encompass all variants except the ones for Squid Turrets, Empathy Cores & the Beetle Guards froms the Queen's Gland.
Get it here! (just click the icon!)
Nebby's New Friends is a complete port of all the "OtherVariants" of MonsterVariantsPlus
Currently the pack is nonexistent, but it will eventually come out.
Get it here! (just click the icon!)
VarianceAPI related discord server, you can join in here to meet other variant pack creators or learn how to create your own.
Currently barebones, will start getting some love soon
- Continue development of the API
Added Functionality to Legendary Variants (They'll announce their arrival in Chat.)
Fixed bug that caused Variants with no VariantInventory to not recieve their purple healthbar if the tier was greater than common.
Added Support for Modded Variants.
VariantConfig now has modGUID string.
This string MUST match the mod's internal GUID.
VariantInfoHandler now has a failsafe when you attempt to add a Variant without the mod installed.
Removed completely ItemInfos
Changed how inventories work.
Inventories are no longer an Array of ItemInfos, instead, inventories are stored in the VariantInventory scriptable object.
a VariantInventory scriptable object consists of a itemStrings array, and an itemCount array.
The itemString's index must match the itemCount's index.
The lengths of both arrays MUST be the same.
Removed helpers that created ItemInfo Arrays, new helpers comming soon.
Due to this switch, ItemInfo is deprecated, but it will remain in VariantInfo so that people can switch to the VariantInventory scriptable Object.
ItemInfo will be removed on the next major update (0.8.0)
Added PrefabBase, a very simple prefab creation system used for creating Projectiles based off existing ones.
Added missing R2API Submodule dependencies.
Changes to the VariantInfo scriptable Object:
Internal changes to how VariantHandler is structured.
Added a new Component, VariantEquipmentHandler.
Component is added automatically to the Variant when it detects that EquipmentInfo has an Equipment and is not null.
Component is used for Variants so they can use Equipment.
How the variant uses the Equipment is based off an Animation Curve
Special Thanks to TheMysticSword, since he helped me in using the AnimationCurve and most of the code is based off his code from AspectAbilities
Changes to the EquipmentInfo scriptable object:
Added missing methods for Helpers.cs
Added method for creating VariantOverrideNames
Added methods for creating CustomVariantRewards
Added the first iteration of the MyVariantPack boilerplate
Boilerplate is installed thru a unity package that you can install when youre developping in Thunderkit
Boilerplate code fully documented.
Boilerplate includes the following examples:
Creation of a Variant in code
Creating a Variant in Thunderkit
Communicating with VarianceAPI
Using the VariantInfoHandler to register variants
Using the VariantMaterialGrabber to grab vanilla materials.
All logger messages now use the Bepinex Logger instead of the Unity Logger.
Added KomradeSpectre's ItemModCreationBoilerplate to VarianceAPI.
Added a version for creating items in thunderkit, alongside the default one that uses R2API.
As listed above, VariantAPI comes now with Intrinsic variant items that are used in VariantCreation
Fixed the VariantRewardHandler not being as close as possible as the original rewards system
Added the Ability to replace Light colors in BaseLightRenderer infos of a CharacterModel.
Changed config creation process, only the section version.
Now each config section follows the following format:
*variantInfo.bodyName + " variants"
Uncommon Variants now use a Purple healthbar instead of a Red healthbar thanks to the new intrinsic items.
Added back the Artifact of Variance
Fixed issue in VariantHandler causing certain stat multipliers not applying
Added a PreventRecursion system. Variants may not recieve extra Dio's Best Friends when resurrecting.
Added Custom Death States
Custom Death State can be specified in the VariantInfo Scriptable Object.
Leave it null unless you know how to get the required string to make it work.
Removed no longer needed classes
Added an identifier to VariantMaterialReplacement scriptable object.
Added the base class VariantMaterialGrabber.
Works by loading all the "incomplete" VariantMaterialReplacements in your AssetBundle.
Proceeds to then compare the incomplete versions with complete ones made in code. if it matches one, it'll replace the material with the correct one.
TL;DR: This class helps reduce bloated AssetBundle sizes by allowing the player to fetch ingame materials instead of copying them and placing them in their AssetBundle.
Changes to the OverrideName system
Added a new enum which enables the OverrideName to completely override the variant's baseName.
System now works with a switch
Renamed overrideOrder to overrideType
Added a new Array in VariantInfo for VariantExtraComponents
Added a new ScriptableObject called VariantExtraComponents.
VariantExtraComponents can be used to add a custom component to a specific variant when it spawns
This component must inherit from the new VariantComponent component found in the api (VariantComponent inherits from MonoBehaviour)
Has the following settings:
- string componentToAdd: The component to add to the Variant. this must be the combination of the Namespace of the component, alongside the class name. For example: TheOriginal30.VariantComponents.AddMissileLauncherToLemurian - bool isAesthetic: Wether the component to add just adds a mesh to the original body. - Non aesthetic components support haven't been added yet.
Added discord server to the ReadMe
Hopefully fixed broken icon.
All of VarianceAPI's ScriptableObjects have Headers and Tooltips, making it easier to create the objects in the UnityEditor
Complete Rewrite of the Variant Overridename feature. now supporting VariantOverlaps.
Did a Facelift of the Thunderstore page.
VariantInfo now contains VariantConfig scriptable object, VariantConfig is used to create the config entries for your Variants.
VariantConfig allows you to:
Set the spawn chance of a Variant.
Wether the variant is unique or not.
Added VariantInfoHandler, use this now to register your variants, as it streamlines the process.
Added Helpers for creating VariantConfig Scriptable Objects in code, one for Vanilla entities and another one for Modded entities.
Added the VariantRewardHandler Component, officially porting a good chunk of MonsterVariantPlus' Features.
Added VariantRegisterBase, a helper for easily register variants made in Thunderkit.
Added Config file with a lot of config entries for the VariantRewardHandler and global settings.
Started working on a helper for creating Variant's Spawn Chances via config
Determination++ After learning rob likes what i'm doing.
Added Github Link.
Made changes to the scriptable objects, now they can be made in Thunderkit instead of on RunTime.