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updating readme for test release
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mfoltz committed Aug 29, 2024
1 parent be66715 commit e399537
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3 changes: 3 additions & 0 deletions Bloodcraft.csproj
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<Target Name="BuildToServer" AfterTargets="Build">
<Copy SourceFiles="$(TargetDir)$(ProjectName).dll" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\VRising\VRising_Server\BepInEx\plugins" />
</Target>
<Target Name="CreateReadme" AfterTargets="Build">
<Exec Command="dotnet run --project C:\Users\mitch\source\Repos\GenerateReadme\GenerateReadme.csproj" />
</Target>

</Project>
8 changes: 4 additions & 4 deletions CHANGELOG.md
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Expand Up @@ -2,14 +2,14 @@
- added config option for potion stacking
- added configurable item cost for choosing familiar visual if already shiny via '.fam v [SpellSchool]', will override current visual (freebie still works as before, cost will take precedence if familiar already has a visual unlocked)
- rested XP (solid idea from Odjit), if enabled earn bonus experience as configured for logging out in your coffin!
- familiar options command (where familiar settings now live that don't warrant use of an emote action, currently shiny/vbloodemote toggles)
- familiar options command ('.fam option [Setting]' where familiar settings now live that don't warrant use of an emote action, currently shiny/vbloodemote toggles)
- familiars now seen as minions of the player by the game, for PvE prevents targetting other players and for PvP prevents them from dealing damage to PvP protected targets
- added config option to enable sending updates to clientside mod for UI (needs to be enabled on the server or client mod won't do anything by itself)
- added reminders for various mod features that will be sent to players on occasion for classes/expertise/legacies, can be toggled on and off via command (.remindme)
- added reminders for various mod features that will be sent to players on occasion for classes/expertise/legacies, can be toggled on and off via command ('.remindme')
- fixed familiar aggro bug when using call/dismiss even if familiar combat is disabled via config
- added command to clean up old disabled familiars (building spot bug)
- added command to clean up old disabled familiars ('.cleanupfams', should fix building spot bug)
- config options are in sections now! should carry over existing values but make a backup of your config just in case
- added command to show userStats (same ones from the credits after Dracula I think)
- added command to show userStats ('.userstats', usually only seen after credits)

`1.2.4`
- special thanks to Odjit for tracking down the party bug and discovering the reroll issue <3
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2 changes: 0 additions & 2 deletions Commands/MiscCommands.cs
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using Bloodcraft.Services;
using Bloodcraft.Systems.Familiars;
using Il2CppInterop.Runtime;
using ProjectM;
using ProjectM.Gameplay.Systems;
Expand Down Expand Up @@ -29,7 +28,6 @@ internal static class MiscCommands

static readonly ComponentType[] DisabledFamiliarComponents =
[
ComponentType.ReadOnly(Il2CppType.Of<BlockFeedBuff>()),
ComponentType.ReadOnly(Il2CppType.Of<Follower>()),
ComponentType.ReadOnly(Il2CppType.Of<Disabled>()),
ComponentType.ReadOnly(Il2CppType.Of<TeamReference>()),
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1 change: 0 additions & 1 deletion Commands/PrestigeCommands.cs
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Expand Up @@ -2,7 +2,6 @@
using Bloodcraft.Systems.Experience;
using Bloodcraft.Systems.Leveling;
using ProjectM;
using ProjectM.Network;
using ProjectM.Scripting;
using Stunlock.Core;
using Unity.Entities;
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3 changes: 0 additions & 3 deletions Commands/ProfessionCommands.cs
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@@ -1,6 +1,5 @@
using Bloodcraft.Services;
using Bloodcraft.Systems.Professions;
using ProjectM.Network;
using Stunlock.Core;
using Unity.Entities;
using VampireCommandFramework;
Expand All @@ -12,8 +11,6 @@ namespace Bloodcraft.Commands;
[CommandGroup(name: "profession", "prof")]
internal static class ProfessionCommands
{
static EntityManager EntityManager => Core.EntityManager;

[Command(name: "log", adminOnly: false, usage: ".prof log", description: "Toggles profession progress logging.")]
public static void LogProgessionCommand(ChatCommandContext ctx)
{
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3 changes: 0 additions & 3 deletions Commands/QuestCommands.cs
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@@ -1,8 +1,5 @@
using Bloodcraft.Services;
using ProjectM;
using ProjectM.Network;
using ProjectM.Scripting;
using Steamworks;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
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5 changes: 2 additions & 3 deletions Commands/WeaponCommands.cs
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@@ -1,17 +1,16 @@
using Bloodcraft.Services;
using Bloodcraft.Systems.Expertise;
using ProjectM;
using ProjectM.Network;
using ProjectM.Scripting;
using ProjectM.Shared;
using Stunlock.Core;
using Unity.Entities;
using VampireCommandFramework;
using static Bloodcraft.Services.PlayerService;
using static Bloodcraft.Systems.Expertise.WeaponManager;
using static Bloodcraft.Systems.Expertise.WeaponSystem;
using WeaponType = Bloodcraft.Systems.Expertise.WeaponType;
using static Bloodcraft.Utilities;
using static Bloodcraft.Services.PlayerService;
using WeaponType = Bloodcraft.Systems.Expertise.WeaponType;

namespace Bloodcraft.Commands;

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40 changes: 36 additions & 4 deletions README.md
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@@ -1,14 +1,19 @@
## Table of Contents

- [Sponsors](#sponsors)
- [Features](#features)
- [Commands](#commands)
- [Configuration](#configuration)
- [Sponsors](#sponsors)
- [Recommended Mods](#recommended)

## Sponsor this project

[![patreon](https://i.imgur.com/u6aAqeL.png)](https://www.patreon.com/join/4865914) [![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/zfolmt)

## Sponsors

Jairon Orellana; Odjit; Jera;

## Features

- **Weapon Expertise:** Enhances gameplay by introducing expertise in different weapon types and optionally adds extra spell slots to unarmed. Expertise is gained per kill based on equipped weapon. Number of stat choices is configurable. Resetting choices is free by default but can be made to cost items. Can be further enhanced by activating soft OR hard synergies (classes) to encourage and/or restrict various playstyles.
Expand Down Expand Up @@ -232,6 +237,9 @@
- `.familiar resetvisualchoice [Name]` 🔒
- Allows players to use '.fam v [SpellSchool]' again at admin discretion if so desired. Note that this will not remove visuals the player has chosen for a familiar with that command.
- Shortcut: *.fam rv [Name]*
- `.familiar option [setting]`
- Controls various familiar settings (currently shiny/vbloodemotes).
- Shortcut: *.fam option [Setting]*

### Misc Commands
- `.starterkit`
Expand All @@ -246,9 +254,18 @@
- `.lockshift`
- Toggles set class spell on shift. Works for unarmed and weapons.
- Shortcut: *.shift*
- `.remindme`
- Toggle reminders from mod for various features.
- Shortcut: *.remindme*
- `.userstats`
- Shows stats from credits on demand.
- Shortcut: *.userstats*
- `.silence`
- Gets rid of combat music that gets bugged on player if needed.
- Shortcut: *.silence*
- `.cleanupfams`
- Finds and destroys old familiars preventing from building in a location.
- Shortcut: *.cleanupfams*

### Quest Commands
- `.quest log`
Expand Down Expand Up @@ -278,6 +295,10 @@
PrefabGUIDs for the starter kit.
- **KitQuantities**: `KitQuantities` (string, default: "500,1000,1000,250")
Quantities for the starter kit.
- **Potion Stacking**: `PotionStacking` (bool, default: false)
Enable or disable stacking T01/T02 potions.
- **Client Companion**: `ClientCompanion` (bool, default: false)
Enable or disable allowing clients to register with server for UI updates.

### Leveling/Prestige Systems
- **Enable Leveling System**: `LevelingSystem` (bool, default: false)
Expand Down Expand Up @@ -472,6 +493,10 @@
The chance for a VBlood to unlock a familiar when killed.
- **Shiny Chance**: `ShinyChance` (float, default: 0.2)
The chance to unlock a visual for a familiar when first unlocking unit.
- **Shiny Cost Item**: `ShinyCostItemPrefab` (int, default: -77477508)
Item PrefabGUID cost for choosing shiny visual if familiar already has one.
- **Shiny Cost Item Quantity**: `ShinyCostItemQuantity` (int, default: 1)
Quantity of item cost required shiny cost item.

### Class System
- **Soft Synergies**: `SoftSynergies` (bool, default: false)
Expand Down Expand Up @@ -533,6 +558,13 @@
- **Change Class Item Quantity**: `ChangeClassQuantity` (int, default: 1000)
Quantity of item cost required to change class.

## Sponsors

Jairon Orellana; Odjit; Jera;
## Recommended
- [KindredCommands](https://thunderstore.io/c/v-rising/p/odjit/KindredCommands/)
- [KindredLogistics](https://thunderstore.io/c/v-rising/p/Kindred/KindredLogistics/)
- [KindredArenas](https://thunderstore.io/c/v-rising/p/odjit/KindredArenas/)
- [KindredSchematics](https://thunderstore.io/c/v-rising/p/odjit/KindredSchematics/)
- [KindredPortals](https://thunderstore.io/c/v-rising/p/odjit/KindredPortals/)
- [Sanguis](https://thunderstore.io/c/v-rising/p/zfolmt/Sanguis/)
- [BloodyNotify](https://thunderstore.io/c/v-rising/p/Trodi/Notify/)
- [BloodyMerchants](https://thunderstore.io/c/v-rising/p/Trodi/BloodyMerchant/)
- [XPRising](https://thunderstore.io/c/v-rising/p/XPRising/XPRising/)
2 changes: 1 addition & 1 deletion Systems/Expertise/WeaponSystem.cs
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Expand Up @@ -246,7 +246,7 @@ static void NotifyPlayer(User user, WeaponType weaponType, float gainedXP, bool
{
if (Stats.Count < ConfigService.ExpertiseStatChoices)
{
LocalizationService.HandleServerReply(EntityManager, user, $"{ConfigService.ExpertiseStatChoices - Stats.Count} stat bonuses available for <color=#c0c0c0>{weaponType.ToString().ToLower()}</color>; use '.wep cst {weaponType} [Stat]' to make your choice and '.wep lst' to view expertise stat options.");
LocalizationService.HandleServerReply(EntityManager, user, $"{ConfigService.ExpertiseStatChoices - Stats.Count} <color=white>stat</color> <color=#00FFFF>bonuses</color> available for <color=#c0c0c0>{weaponType.ToString().ToLower()}</color>; use '<color=white>.wep cst {weaponType} [Stat]</color>' to make your choice and '<color=white>.wep lst</color>' to view expertise stat options.");
}
}
}
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2 changes: 1 addition & 1 deletion Systems/Legacies/BloodSystem.cs
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Expand Up @@ -232,7 +232,7 @@ public static void NotifyPlayer(User user, BloodType bloodType, float gainedXP,
{
if (Stats.Count < ConfigService.LegacyStatChoices)
{
LocalizationService.HandleServerReply(EntityManager, user, $"{ConfigService.LegacyStatChoices - Stats.Count} stat bonuses available for <color=red>{bloodType.ToString().ToLower()}</color>; use '.bl cst {bloodType} [Stat]' to make your choice and '.bl lst' to view legacy stat options.");
LocalizationService.HandleServerReply(EntityManager, user, $"{ConfigService.LegacyStatChoices - Stats.Count} <color=white>stat</color> <color=#00FFFF>bonuses</color> available for <color=red>{bloodType.ToString().ToLower()}</color>; use '<color=white>.bl cst {bloodType} [Stat]</color>' to make your choice and '<color=white>.bl lst</color>' to view legacy stat options.");
}
}
}
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