| Date uploaded | a day ago |
| Version | 1.0.0 |
| Download link | KrazyKards-MyCoolCard-1.0.0.zip |
| Downloads | 145 |
| Dependency string | KrazyKards-MyCoolCard-1.0.0 |
README
RoundsCustomCards
8 original cards for Rounds, built on the same BepInEx + UnboundLib
CustomCard structure as Poppy's Chaos / ChaosPoppycarsCards and Pykess's Card
Expansion (PCE) — but trimmed to only the dependencies you actually need, and
using no custom art (falls back to the plain vanilla card look).
The cards
| Card | Type | What it does |
|---|---|---|
| Overclock | Stat | +move speed, -25% max HP |
| Bulwark | Stat | +50% max HP, -move speed |
| Ricochet Rounds | Gun | +3 bounces, bullets speed up on bounce but hit softer |
| Momentum Shot | Gun | Bullets inherit some of your own velocity |
| Adrenaline Rush | On-jump | Jumping grants a brief speed burst |
| Second Wind | On-block | First block under 40% HP heals you, once per life |
| Vengeful Block | On-block | A successful block fires a damage pulse back at your last attacker |
| Undertow | On-hit | Landing a hit briefly slows your opponent |
Confidence level, by card
I built this against the actual source of ChaosPoppycarsCards and PCE (pulled
from their public GitHub repos), not from memory, so the card shape (the
SetupCard/OnAddCard/OnRemoveCard/GetTitle/etc. pattern) is accurate.
But I don't have your game's compiled Assembly-CSharp.dll to check every
field/method name against, so:
- Overclock, Bulwark, Ricochet Rounds, Adrenaline Rush — every field they
touch (
statModifiers.movementSpeed,data.maxHealth,gun.reflects,gun.speedMOnBounce,gun.dmgMOnBounce,data.jump.JumpAction,characterStatModifiersModifier.movementSpeed_mult) is directly confirmed from the two real mods' source. These should compile as-is. - Second Wind, Vengeful Block — the trigger (
Block.CallDoBlock) is confirmed from source. The payload (healing, damage pulse) is left as a clearly marked stub because I couldn't confirmHealthHandler's exact current/max HP field names. - Momentum Shot, Undertow — the Harmony patch targets (
Gun.Fire,HealthHandler.TakeDamage) are my best guess based on how this is conventionally done in Rounds mods, but aren't confirmed. Look for// VERIFY:comments — those are the exact spots to check.
To resolve the VERIFY spots: open your Assembly-CSharp.dll in dnSpy or
ILSpy, search for the Gun and HealthHandler classes, and confirm the
method names/signatures match. This is normal for Rounds modding — the
community's own tutorials all point people at dnSpy for exactly this reason.
Setup
- Install BepInEx, UnboundLib, and ModdingUtils for Rounds (easiest way: r2modman / Thunderstore Mod Manager, set up a Rounds profile with those three).
- Copy the DLLs referenced in
RoundsCustomCards.csproj(Assembly-CSharp.dll,UnityEngine*.dll,BepInEx.dll,0Harmony.dll,UnboundLib.dll,ModdingUtils.dll) into alib/folder next to this project, or update theHintPaths to point straight at your Rounds/BepInEx install. - Change
ModIdandModNameat the top ofRoundsCustomCards.cs. - Build (
dotnet buildor via Visual Studio/Rider). - Drop the built
RoundsCustomCards.dllintoRounds/BepInEx/plugins/.
Project layout
RoundsCustomCards.cs - plugin bootstrap, registers all 8 cards
Cards/ - one CustomCard subclass per card
MonoBehaviours/ - the effect components some cards attach to the player
Patches/CardPatches.cs - Harmony patches for the block/gun-hook cards
Want more cards, different effects, or custom card art (needs a Unity project
- AssetBundle to build the icons)? Just say what you're after and I'll extend this the same way.