SBGItemFramework
Shared backbone for custom item mods. Register an ItemType and a use-handler; it owns the Harmony plumbing for inventory injection, localized names, hotkey labels, tooltips, and pool-spawn injection.
About this mod Author’s original text
SBGItemFramework
Shared backbone for Super Battle Golf custom-item mods. Each consumer mod hands the
framework a RegisteredItem description and an IItemHandler that owns the gameplay; the
framework deals with everything that would otherwise force every item mod to write the same
~300 lines of ItemCollection / PlayerInventory / LocalizedString / HotkeyUi plumbing
and to coordinate that plumbing pairwise with every other custom-item mod the user has
installed.
Not a gameplay mod. It does nothing on its own — install it because something else lists it
as a dependency.
Consumer flow
public sealed class MyItemPlugin: BaseUnityPlugin
{
private void Awake()
{
ItemKit.Register(RegisteredItem.Define((ItemType)1234, "My Item").WithHandler(new MyItemHandler()).WithIconFromVanillaItem(ItemType.OrbitalLaser).WithIconTint(new Color(0.65f, 0.85f, 1.0f)).WithMaxUses(2).WithTooltip("One-line description shown in the pause-menu probability grid.").WithConfigBindings(Config, bindMaxUses: true, bindSpawnWeights: true).Done());
}
}
public sealed class MyItemHandler: ItemHandlerBase
{
public override void OnUse(PlayerInventory inventory)
{
// Server-authoritative work goes through a Mirror Cmd; client-only fizz can run here.
}
}
The framework picks a non-conflicting integer for the ItemType is the consumer's
responsibility. Use anything >= 1000 to stay clear of the vanilla enum range; the
framework rejects ids `.zip --notes-file CHANGELOG.md
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- 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.
Install these first, or the mod will not work: