Original Card Rendering

v0.1.2·Updated 2023-12-21

Renders cards in the way they originally appeared, regardless of which act you are currently playing.

About this mod Author’s original text

Original Card Renderer

PLEASE NOTE THAT THIS MOD DOES NOTHING IF YOU DON'T ENABLE IT IN THE CONFIG FILE - READ THIS ENTIRE README PLEASE

This mod forces cards to be rendered using the render mode of their native temple. That is - Undead cards are rendered as gravestones, Tech cards are rendered as disks, etc.

And that's all this does. This does not add card art for missing cards. It does not enable cards to display additional costs or extra sigils. I'm leaving all of that up to the API, the various Scrybe mods, and whatever else. The only thing this does is make cards render using their native forms.

The intent is for this mod to be an enabler for other mods. That's it.

(Okay - it also adds an attack animation for Magnificus cards in every zone other than the Magnificus zone. It does this because otherwise the Magnificus cards would literally do nothing when they attacked, which is...lame.)

This is an early version - and this is buggy! I've tested it a fair bit, but I'm still surprised by how oddly certain edge cases behave. I hope I've found them all, but I'm sure you'll find bugs. Please let me know and I'll try to squish them.

How it works

Every card in the game has a property called temple, which is just an indicator that tells the game which Scrybe it belongs to. Act 1 only has CardTemple.Nature, Act 3 only has CardTemple.Tech, the Grimora section of the finale only has CardTemple.Undead, and the Magnificus section of the finale only has CardTemple.Wizard. Act 2 is the only act where cards from all temples interact.

However, the way the card appears is not connected to the temple. Instead, it is connected to the act. In Act 1, all cards look like paper cards. In Act 3, all cards look like disks. In Grimora's section, everything looks like a tombstone. Etc.

This mod changes this behavior. Now, in every zone (except Act 2!), cards will render according to their temple. If a card has CardTemple.Tech, it will render as a disk - no matter which act you are in.

I'm confused - what good does this do if only Nature cards appear in Act 1?

That's why this is meant to be a helper mod for others; it's not really meant to be its own thing.

One way that out-of-temple cards can appear in each act is through the use of the (Pack Management API)[ which allows modders to build packs of cards for Kaycee's Mod runs that can apply to multiple acts. You can put a bunch of CardTemple.Tech cards into a pack that's marked as valid for Leshy runs, and those cards will appear in Leshy runs whenever that pack is selected.

How to use

I'm installing this because it sounds like fun! You need to install this, start the game, then edit the config file to set the "RendererAlwaysActive" flag to True. You then need a way for out-of-temple mods to appear in your game; the Pack Manger mod can help to some degree, but you need to set the CrossOverAllPacks config setting in that mod to true in order to get what you're looking for.

I've made a custom card that I want to render in its native form. You need to make this mod a dependency for your mod. Then, add an extension property with the ID "Renderer.OverrideTemple" to your card, where the value of that property is the temple you want the card to render as.

// Make this card render like a Magnificus card

card.SetExtendedProperty("Renderer.OverrideTemple", CardTemple.Wizard);

I'm writing some sort of other mod and I want to turn this feature on and off myself. You can do this either permanently (i.e., it's always active), or temporarily (for example, if you only want it active during a certain event).

To permanently enable it, you set the EnabledForAllCards static property on the card renderer. Note that there is no protection on this; if you turn it on and another mod turns it off, the last one wins. This is purely here for convenience.

using Infiniscryption.DefaultRenderers;

// You can do this anywhere; inside of

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_InscryptionAPI_dev-API

File & checksum

Filename
Original_Card_Rendering-0.1.2.zip
File size
118.9 KiB