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Fixed cursed enemies not dropping gold reward
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<?xml version="1.0" encoding="utf-8"?> | ||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> | ||
<PropertyGroup> | ||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> | ||
<ProjectGuid>{5CC5D665-CB74-462D-9E97-51835064AB5A}</ProjectGuid> | ||
<OutputType>Library</OutputType> | ||
<AppDesignerFolder>Properties</AppDesignerFolder> | ||
<RootNamespace>Cursed_Bosses</RootNamespace> | ||
<AssemblyName>Cursed-Bosses</AssemblyName> | ||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion> | ||
<FileAlignment>512</FileAlignment> | ||
<Deterministic>true</Deterministic> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> | ||
<DebugSymbols>true</DebugSymbols> | ||
<DebugType>full</DebugType> | ||
<Optimize>false</Optimize> | ||
<OutputPath>bin\Debug\</OutputPath> | ||
<DefineConstants>DEBUG;TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> | ||
<DebugType>pdbonly</DebugType> | ||
<Optimize>true</Optimize> | ||
<OutputPath>bin\Release\</OutputPath> | ||
<DefineConstants>TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Reference Include="0Harmony"> | ||
<HintPath>..\..\..\CAx64_libs\0Harmony.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Assembly-CSharp"> | ||
<HintPath>..\..\..\CAx64_libs\Assembly-CSharp.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Assembly-CSharp-firstpass"> | ||
<HintPath>..\..\..\CAx64_libs\Assembly-CSharp-firstpass.dll</HintPath> | ||
</Reference> | ||
<Reference Include="BepInEx"> | ||
<HintPath>..\..\..\CAx64_libs\BepInEx.dll</HintPath> | ||
</Reference> | ||
<Reference Include="System" /> | ||
<Reference Include="System.Core" /> | ||
<Reference Include="System.Xml.Linq" /> | ||
<Reference Include="System.Data.DataSetExtensions" /> | ||
<Reference Include="Microsoft.CSharp" /> | ||
<Reference Include="System.Data" /> | ||
<Reference Include="System.Xml" /> | ||
<Reference Include="UnityEngine"> | ||
<HintPath>..\..\..\CAx64_libs\UnityEngine.dll</HintPath> | ||
</Reference> | ||
<Reference Include="UnityEngine.CoreModule"> | ||
<HintPath>..\..\..\CAx64_libs\UnityEngine.CoreModule.dll</HintPath> | ||
</Reference> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<Compile Include="CursedBossesPlugin.cs" /> | ||
<Compile Include="Properties\AssemblyInfo.cs" /> | ||
</ItemGroup> | ||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> | ||
<PropertyGroup> | ||
<PostBuildEvent>copy /Y $(TargetPath) "C:\Program Files (x86)\Steam\steamapps\common\Chrono Ark\x64\Master\BepInEx\scripts"</PostBuildEvent> | ||
</PropertyGroup> | ||
</Project> |
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using BepInEx; | ||
using GameDataEditor; | ||
using HarmonyLib; | ||
using TileTypes; | ||
using UnityEngine; | ||
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namespace Cursed_Bosses | ||
{ | ||
[BepInPlugin(GUID, "Cursed Bosses", version)] | ||
[BepInProcess("ChronoArk.exe")] | ||
public class CursedBossesPlugin : BaseUnityPlugin | ||
{ | ||
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public const string GUID = "org.neo.chronoark.runmutators.cursedbosses"; | ||
public const string version = "1.0.0"; | ||
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private static readonly Harmony harmony = new Harmony(GUID); | ||
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private static BepInEx.Logging.ManualLogSource logger; | ||
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void Awake() | ||
{ | ||
logger = Logger; | ||
harmony.PatchAll(); | ||
} | ||
void OnDestroy() | ||
{ | ||
if (harmony != null) | ||
harmony.UnpatchAll(GUID); | ||
} | ||
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//todo | ||
//create custom boss curse class which modifies extra attack speed and perhaps damage/debuff chance | ||
//reduce hp, resist bonus | ||
//increase fog timer | ||
//integrate it in stagesyste code. properly display on minimap | ||
//add options to change modifiers | ||
//create transmute curse scroll cards. number of lifting scrolls = number of uses? | ||
//dont regular lifting scrolls | ||
//ban executioner on tank(at least first turn) | ||
//move dorchi to 2-1 | ||
//make tfk transition to phase 2 at half hp | ||
//test twins, pharos leader special attacks | ||
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// ISSUE particles doesn't disappear after battle | ||
// BIG ISSUE bricks game on area transition. Perhaps patch on destroy | ||
// only visual cursed tile effect | ||
/* [HarmonyPatch(typeof(StageSystem), nameof(StageSystem.InstantiateIsometric))] | ||
class CurseParticlesBossTile | ||
{ | ||
[HarmonyPostfix] | ||
static void InstantiateIsometric(HexMap ___Map) | ||
{ | ||
___Map.EventTileList.Find((MapTile map) => map.Info.Type is Boss).Info.Cursed = true; | ||
} | ||
}*/ | ||
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[HarmonyPatch(typeof(BattleSystem))] | ||
class BattleSystem_Patch | ||
{ | ||
[HarmonyPatch(nameof(BattleSystem.CreatEnemy))] | ||
[HarmonyPrefix] | ||
static void CreatEnemyPrefix(string EnemyString, ref bool Curse) | ||
{ | ||
if (BattleSystem.instance.TurnNum == 0) | ||
{ | ||
GDEEnemyData gdeenemyData = new GDEEnemyData(EnemyString); | ||
if (gdeenemyData.Boss == true) | ||
{ | ||
Curse = true; | ||
} | ||
} | ||
} | ||
} | ||
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} | ||
} |
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using System.Reflection; | ||
using System.Runtime.CompilerServices; | ||
using System.Runtime.InteropServices; | ||
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// General Information about an assembly is controlled through the following | ||
// set of attributes. Change these attribute values to modify the information | ||
// associated with an assembly. | ||
[assembly: AssemblyTitle("Cursed-Bosses")] | ||
[assembly: AssemblyDescription("")] | ||
[assembly: AssemblyConfiguration("")] | ||
[assembly: AssemblyCompany("")] | ||
[assembly: AssemblyProduct("Cursed-Bosses")] | ||
[assembly: AssemblyCopyright("Copyright © 2021")] | ||
[assembly: AssemblyTrademark("")] | ||
[assembly: AssemblyCulture("")] | ||
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// Setting ComVisible to false makes the types in this assembly not visible | ||
// to COM components. If you need to access a type in this assembly from | ||
// COM, set the ComVisible attribute to true on that type. | ||
[assembly: ComVisible(false)] | ||
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// The following GUID is for the ID of the typelib if this project is exposed to COM | ||
[assembly: Guid("5cc5d665-cb74-462d-9e97-51835064ab5a")] | ||
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// Version information for an assembly consists of the following four values: | ||
// | ||
// Major Version | ||
// Minor Version | ||
// Build Number | ||
// Revision | ||
// | ||
// You can specify all the values or you can default the Build and Revision Numbers | ||
// by using the '*' as shown below: | ||
// [assembly: AssemblyVersion("1.0.*")] | ||
[assembly: AssemblyVersion("1.0.0.0")] | ||
[assembly: AssemblyFileVersion("1.0.0.0")] |