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 aDeathRewards
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.
- VariantInfo:
- 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)
- Inventories are no longer an Array of ItemInfos, instead, inventories are stored in the VariantInventory scriptable object.
'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.
- Works by loading all the "incomplete" VariantMaterialReplacements in your 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.
- VariantConfig allows you to:
-
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