Nebby-VarianceAPI icon

VarianceAPI

VarianceAPI allows you to create Variants for CharacterBodies, Variants can have different textures, lights, skills, and more.

CHANGELOG

'2.2.0' - Variants of the Storm

  • Updated to unity 2021.3.33
  • Updated to Seekers of the Storm version of the game
  • Variant commands now get the variant defs directly from their providers
  • Overall reduced the item reward chance of all variant VariantTiers
  • VariantTiers now give Armor to bodies, the rarer the variant the more armor.
    • this armor bonus stacks when variants are overlapping
  • Fixed inconsistencies with the RuleBook additions
  • Fixed Expansion Defs tied to VariantSpawnConditions not working properly
  • VariantDefs can now specify a BaseAI Vector Aim damp modifier.
  • Added a small API for handling Gup death states.

'2.1.3' - Health Fix Thingy

  • Fixes issue where certain mod interactions would cause monsters to gain the health boost, but not spawn with max health.

'2.1.2' - I think i'll just start meme-ing on these names unless i have a good name

  • Fixed an issue where a spawn rate of 0 would cause a failure on filtering variants.

'2.1.1' - I LOVE READMES!!!

  • Fixed readme

'2.1.0' - I dont know what to write here this time

  • Added a VariantDirectorSpawnRequest which can be used for spawning Variants the same way you'd spawn enemies using DirectorSpawnRequests.
  • Fixed an issue where disabling a VariantPack won't stop variants from said pack from spawning
  • Disabling a VariantPack hides all the Variants related to it in the lobby.
  • Fixed some bugs regarding null reference exceptions in BodyVariantManagers and BodyVariantRewards
  • VariantDirectorSpawnRequest & VariantSummon can now pass on a DeathRewards and a float value for determining XP and Gold rewards from spawned variants.
  • Fixed an issue where having a VariantSpawnCondition would cause null entries on required unlockables, making the variant impossible to encounter.
  • Variants which spawn rate is 0 won't show up in the lobby rules panel
  • Added back a config for enabling or disabling variant arrival messages

'2.0.2' - More Fixes

  • Fixed an issue where Variants wouldnt drop the correct amount of gold and experience
  • Setting a Skill Replacement's skill def to none sets the skill locator's skillDef to a special, "DoNothing" skill
  • Removed some redundant logging that are now behing building the mod in debug mode

'2.0.1' - Oops releases are my favorite kind of release

  • Fixed some typos in Config descriptions and names
  • The api no longer hard crashes the game

'2.0.0' - Variants of the Void

  • Major rewrite to the codebase
  • This changelog is probably missing a LOT of changes, below are the most important ones
  • Removed the following classes:
    • VariantSpawnHandler, replaced by the VariantSpawnManager
    • VariantRewardHandler, replaced by the BodyVariantReward
    • VariantHandler, replaced by BodyVariantManager
    • VariantRegister, replaced by the VariantCatalog
    • VariantMaterialGrabber, replaced by MSU's AddressableMaterialShader
  • Added the following classes:
    • VariantCatalog - Catalog system for VariantDefs
    • VariantTierCatalog - Catalog system for VariantTierDefs
    • VariantPackCatalog - Catalog system for VariantPackDefs
    • VariantSpawnCondition - A criteria that need to be met for a variant to spawn
    • VariantPackDef - Similar to a ContentPack, a VariantPackDef contains the Variants to add
    • VariantTierDef - A ScriptableObject for defining VariantTiers, you're supposed to inherit from it
    • VariantSummon - Extended version of a MasterSummon that allows you to control the spawning of a variant
    • VariantRewardInfo - The types of rewards for a variant, you're supposed to inherit from it
    • BodyVariantDefProvider - The variants for a specific body are now specified in these classes.
  • Variants are now applied on Start instead of Awake, which allows you to modify a spawned enemy to ensure a variant
  • Added Rulebook support to Variants
  • Made VAPI dependant on MSU, as a lot of the systems VAPI had are also in MSU, and for using the AddressableAssets systems in said API

'1.1.2' - Not dead yet

  • Fixed a bug where the "EnableVariantArrivalAnnouncements" configuration wouldnt actually disable variant announcements when set to false.
  • Fixed a bug where disabling the rewards system would cause the game to hang at startup.
  • Removed a dumb stupid debug.Log() that would run each time a variant spawned.
  • Removed an unused interface (IOnIncomingDamageOtherReciever) that was causing issues with MSU due to using an ILHook that pointed to the same stack.
  • Changed some of the debug log messages in Variantregister's methods. your console should be cleaner now.

'1.1.1' - Too tired

  • Fixed a null ref exception caused by a mistake in the spawn handler.

'1.1.0' - Bugfixing Galore

  • Updated Website

  • VariantSpawnHandler:

    • Rewritten from the ground up with networking in mind
    • Fixed an issue where the handler would assign wrong variant infos, potentially causing certain variants to "ignore" their spawn rates or certain variants being incredibly common.
    • VariantInfos array is now get, internal set.
    • Added a bool called "customSpawning". setting this to true will return the moment Start() runs.
    • This can be used to later set specific variantInfos for specific spawning of variants on entity states.
  • VariantHandler

    • NetworkServer.Active checks to avoid clogging the client's log with messages regarding client trying to run server only code.
    • This check includes a check on setting the variant back to max health. clients running this line of code caused the variants on their side to have its hurtboxes destroyed.
    • (Basically, Variants should no longer be immune to clients and only take damage from host's attacks / projectiles)
    • Added a config option to enable/disable variant arrival announcements.
    • No longer merges all the variantInfos. this is done to avoid any kind of issue regarding merging.
  • VariantRegister

    • Variant register now sends a message to the log when its material dictionary or registered variants dictionary is empty. saying that no changes will be made

'1.0.0' - First Complete Release

  • Complete rewrite of the variants system.

  • Deprecated the following scriptable objects.

    • Custom Variant Reward
    • Equipment Info
    • BuffInfo
    • VariantConfig
    • Variant Extra Component
    • Variant Info (Old)
    • Variant Inventory
    • Variant Light Replacement
    • Variant Material Replacement
    • Variant Mesh Replacement
    • Variant Override Name
    • Variant Skill Replacement
  • Added new Scriptable objects to replace the old ones
    • VariantInfo:
      • Variant Override Names are now stored directly here, as an Array Struct.
      • Variant Override names now expect a language token.
      • Variant Skill Replacements are now stored directly here, as an Array Structs.
      • Variant Extra Components are now stored directly here, as an Array Struct.
      • Component is now a Serializable Variant Component Type (The component's fully qualified name)
      • Components can now be added to the Master, Body or Model game objects.
      • the Spawn rate and the IsUnique configs are made directly with the information inside the Variant Info.
      • Arrival messages now expect a languafge token
      • Death state replacements now are Serializable Entity State Type.
    • VariantInventoryInfo:
      • Merge of BuffInfo, EquipmentInfo and VariantInventory scriptable objects.
      • Variant item inventories are now a struct of string (itemDef name) and int (amount)
      • VariantBuffs are now a struct of string (buff def name), float (time, setting this to 0 makes it permanent) and int (amount)
      • EquipmentInfo is unchanged, still made with just an Equipment string and Animation curve.
    • VariantVisualModifier
      • Merge of VariantLightReplacement, MaterialReplacement and MeshReplacement
      • Each of these are held as an array of struct.
      • Light replacements can now change the type of light.
  • Deprecated the original VariantHandler component, split the spawning logic into VariantSpawnHandler.
  • Deprecated VariantInfoHandler, replaced by VariantRegister.
  • Deprecated VariantMaterialGrabber, replaced by a new version with the same name
  • Added icons for the Items
  • Added Console Commands
  • Prolly a lot of things I Forgot

'0.9.0'

  • Changes to VariantInfo & Variant Handler:

    • VariantInfos with no VariantConfig assigned now properly register instead of crashing the mod
    • Enabled VariantMeshReplacements. Currently undocumented, guide will appear eventually since theyre difficult to implement.
    • Enabled VariantBuffs.
      • Variants can be given a buff when they spawn.
      • Buff can be permanent, or expiring on a timer.
    • SpawnRate and IsUnique are now hidden from the inspector when using unity, since theyre set on the VariantConfig.
    • Arrival Messages now apply for both Rare and Legendary variants.
      • If no custom arrival message is given, it uses a generic spawn string.
    • The VariantHandler component now catches when certain mistakes happens and lets you know on the console screen
    • Moved basically all the code from start to its separate method, so it can be called from other places.
  • Changes to CustomVariantReward & VariantRewardHandler

    • Cleaned up code
    • Added ItemList for VariantRewardHandler
      • Custom variant reward now can specify what items can be droped from a variant.
  • Changes to VariantBuff:

    • VariantBuff now actually works
    • Variants can now be given a buff that lasts permanently, or lasts a certain amount of time
  • Changes to VariantHandler component:

    • The component now catches when certain mistakes happens and lets you know on the Console screen.
  • Legendary Variant's XP Multiplier is now configurable.

  • Fixed bugs that would cause VariantHandler components to be in certain character mods. such as Playable Templar or Tymmey's Lemurian/Imp/Exploder

  • Added MeshType Enum, used on Mesh Replacements

  • Added Documentation on ScriptableObjects in the Github's Wiki.

'0.8.0'

  • 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

'0.7.1'

  • 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)

'0.7.0'

  • 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:

    • usesEquipment no longer exists.
  • 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:

    • Now requires an AnimationCurve which tells when to use the Equipment.

'0.6.0'

  • 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, VarianceAPI 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.

'0.5.0'

  • 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.

    • It's main goal is to help with creating VariantMaterials in Thunderkit.
  • Added the base class VariantMaterialGrabber.

    • Works by loading all the "incomplete" VariantMaterialReplacements in your AssetBundle.
      • An incomplete VariantMaterialReplacement has it's material set to null, and has it's identifier filled.
    • 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.

'0.4.0'

  • 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.
    • Used in TheOriginal30's Badass lemurian to attach the Missile Launcher.
  • Added discord server to the ReadMe

  • Hopefully fixed broken icon.

'0.3.0'

  • 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.

'0.2.0'

  • 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.
  • Removed VariantRegisterBase

  • 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.

'0.1.1'

  • Forgot to call the method that makes the config, whoops.

'0.1.0'

  • 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.

'0.0.2'

  • Added Github Link.
  • Made changes to the scriptable objects, now they can be made in Thunderkit instead of on RunTime.

'0.0.1'

  • Initial Release