OpenShot

v2.0.4·Updated 2026-08-24

Core API for Lucky Shot modding: diegetic MODS menu, fluent ModMenu API, MainMenu cards, GameEvents, Audio/Input/Save APIs.

About this mod Author’s original text

OpenShot Library

OpenShot is a core library and API for modding Lucky Shot. It provides shared tools and events so mods stay cleaner and conflict-free.

Features for Players

  • MODS main-menu card: Shoot the in-world MODS card on the main menu to configure installed mods (same diegetic style as COLLECTIONS / TRIALS).
  • Developer Console (~): Built-in command console (e.g. help).

Features for Developers

  • MainMenu API: Add or adapt shootable main-menu cards (MainMenu.AddButton, SetLabel, Hide, OnShot, WhenReady).
  • ModMenu hub: Fluent tabs with toggles, bools, sliders, ints, enums, buttons, and info lines (auto-grows / scrolls).
  • GameEvents: Subscribe to OnTargetSpawned, OnShotFired, OnShopTryBuy, OnAmmoDisplayUpdated, and more without writing your own Harmony patches.
  • AudioAPI: Play.wav.ogg from disk via AudioAPI.PlaySound().
  • InputAPI: Register keybinds without cluttering Update().
  • Bullet & Asset Registry: Register custom bullets/prefabs with unique string IDs.
  • SaveAPI: Persist custom JSON across sessions.

Installation

  • Install BepInEx.
  • Extract OpenShot.dll into BepInEx/plugins.
  • Start the game.

Developer Setup

Add OpenShot.dll as a project reference and declare the dependency:

using BepInEx;

using OpenShot; // OpenShotApi.Guid

[BepInDependency(OpenShotApi.Guid, BepInDependency.DependencyFlags.HardDependency)]

[BepInPlugin("com.you.mymod", "My Mod", "1.0.0")]

public class MyModPlugin: BaseUnityPlugin { }

Soft dependency: use SoftDependency and wrap UI registration in OpenShotApi.Try(...) or check OpenShotApi.IsLoaded.

Main-menu buttons (diegetic)

using OpenShot.UI;

MainMenu.AddButton("MY MOD", () => { / shot / });

MainMenu.SetLabel("COLLECTIONS", "SAMMLUNG");

MainMenu.Hide("TRIALS");

MainMenu.OnShot("STATS", hit => false); // false = also run original

MainMenu.WhenReady(() => {

// menu cards are in the world now

});

Mod settings (MODS hub)

Fluent API. The panel grows with options and scrolls when a tab is tall.

Float / Int without min/max read AcceptableValueRange from the config bind.

using BepInEx.Configuration;

using OpenShot.UI;

ModMenu.Tab("MyMod").Toggle(enabledConfig) // master Enabled row.Info("— Shop —").Bool("Weaker Shop", weakerShop) // labeled ON/OFF.Slider("Cost Mult", shopMult, 0.05f) // range from ConfigDescription.Int("Extra Targets", extraTargets) // range from ConfigDescription.Enum("Mode", modeConfig).Button("Reset", () => ResetDefaults());

Legacy RegisterTab / RegisterToggle / RegisterFloatSetting still work.

[OpenShotMenuTab("MyMod")] on a static method still registers a hub tab name.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
OpenShot-2.0.4.zip
File size
208.3 KiB