Added new treasure room spawn (servant's quarters)

Fixed treasure room event for bedroom
Fixed painting's interaction with MattyFixes
Fixed critical damage bug introduced by v62
Increased lights spawn for all presets by a lot
Added Coroner compatibility
Added Scarlet Devil Mansion (moon) to the interior's spawn list
Lights now have a chance of flickering and dying
This commit is contained in:
LadyAliceMargatroid 2024-09-01 18:45:16 -07:00
parent 93e249d838
commit 4413d12ea3
42 changed files with 986 additions and 333 deletions

View file

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using BepInEx.Bootstrap;
using BepInEx.Logging;
using BepInEx;
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ScarletMansionCoronerPatch {
[BepInPlugin(modGUID, modName, modVersion)]
[BepInDependency("dev.ladyalice.scarletmansion", "1.3.27")]
[BepInDependency(targetModGUID, BepInDependency.DependencyFlags.SoftDependency)]
public class Plugin : BaseUnityPlugin {
public const string modGUID = "dev.ladyalice.scarletmansion.coronerpatch";
private const string modName = "Scarlet Mansion Coroner Patch";
private const string modVersion = "1.0.0";
public const string targetModGUID = "com.elitemastereric.coroner";
public const string targetModVersion = "2.1.0";
public readonly Harmony harmony = new Harmony(modGUID);
public static Plugin Instance {get; private set;}
public static ManualLogSource logger { get; internal set; }
void Awake(){
if (Instance == null) Instance = this;
logger = BepInEx.Logging.Logger.CreateLogSource(modGUID);
var modLoaded = Chainloader.PluginInfos.ContainsKey(targetModGUID);
if (!modLoaded) return;
bool validVersion;
var pluginInfo = Chainloader.PluginInfos[targetModGUID];
var loadedVersion = pluginInfo.Metadata.Version;
if (string.IsNullOrWhiteSpace(targetModVersion)){
validVersion = true;
} else {
var requiredVersion = new Version(targetModVersion);
validVersion = loadedVersion >= requiredVersion;
}
if (validVersion){
logger.LogInfo($"Plugin {modName} has been added!");
Patch.Activate();
}
}
}
}