Library for adding content to R.E.P.O.
- Registering network prefabs.
- Registering valuables.
- Registering items.
- Registering enemies.
- Registering custom chat /commands
- Built-in dev mode commands: Spawn Valuable, Spawn Item
- Fixing audio mixer groups.
- Making networked events.
- Registering features without code using the REPOLib-Sdk.
Click to expand
Reference REPOLib in your project's .csproj
file.
<ItemGroup>
<PackageReference Include="Zehs.REPOLib" Version="1.*" />
</ItemGroup>
Add REPOLib as a dependency to your plugin class.
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
}
Network prefabs
Registering a network prefab.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_network_prefab");
// Register a network prefab.
REPOLib.Modules.NetworkPrefabs.RegisterNetworkPrefab(prefab);
}
}
Valuables
Registering a valuable.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_valuable_prefab");
// Register a valuable.
REPOLib.Modules.Valuables.RegisterValuable(prefab);
}
}
Registering a valuable to a specific level.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_valuable_prefab");
// Valuables Presets:
// "Valuables - Generic"
// "Valuables - Wizard"
// "Valuables - Manor"
// "Valuables - Arctic"
List<string> presets = new List<string> { "Valuables - Wizard" };
// Register a valuable.
REPOLib.Modules.Valuables.RegisterValuable(prefab, presets);
}
}
Items
Registering an item.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
Item item = assetBundle.LoadAsset<Item>("your_item");
// Register an item.
REPOLib.Modules.Items.RegisterItem(item);
}
}
Enemies
Registering an enemy.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
EnemySetup enemy = assetBundle.LoadAsset<EnemySetup>("your_enemy_setup");
// Register an enemy.
REPOLib.Modules.Enemies.RegisterEnemy(enemy);
}
}
Chat commands
Registering a chat /command.
using REPOLib.Commands;
public static class YourCommand
{
// ...
[CommandInitializer]
public static void Initialize()
{
// Perform any setup or caching
}
[CommandExecution(
"Your Command Name",
"Description of what the command does and how to use it.",
enabledByDefault: true,
requiresDeveloperMode: false,
)]
[CommandAlias("yourcommand")]
[CommandAlias("yourcmd")]
public static void Execute(string args)
{
// ...
}
}
Fixing audio mixer groups
Fixing audio mixer groups on a prefab and their children.
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
private void Awake()
{
// ...
AssetBundle assetBundle = AssetBundle.LoadFromFile("your_assetbundle_file_path");
GameObject prefab = assetBundle.LoadAsset<GameObject>("your_prefab");
// Fix the audio mixer groups on a prefab and their children.
REPOLib.Modules.Utilities.FixAudioMixerGroups(prefab);
}
}
Registering any features will automatically fix their prefabs audio mixer groups.
Networked events
Creating a networked event.
using ExitGames.Client.Photon;
using REPOLib.Modules;
[BepInPlugin("You.YourMod", "YourMod", "1.0.0")]
[BepInDependency(REPOLib.MyPluginInfo.PLUGIN_GUID, BepInDependency.DependencyFlags.HardDependency)]
public class YourMod : BaseUnityPlugin
{
// ...
public static NetworkedEvent ExampleEvent;
private void Awake()
{
// ...
ExampleEvent = new NetworkedEvent("My Example Event", HandleExampleEvent);
}
// EventData is from ExitGames.Client.Photon
private static void HandleExampleEvent(EventData eventData)
{
string message = (string)eventData.CustomData;
Debug.Log($"Received message from example event: {message}");
}
}
Calling a networked event.
// The data you are sending through your networked event.
string message = "Hello World!";
// Call networked event on everyone. (This works in singleplayer)
ExampleEvent.RaiseEvent(message, REPOLib.Modules.NetworkingEvents.RaiseAll, SendOptions.SendReliable);
// Call networked event on everyone but yourself. (This works in singleplayer)
ExampleEvent.RaiseEvent(message, REPOLib.Modules.NetworkingEvents.RaiseOthers, SendOptions.SendReliable);
// Call networked event on the master client. (This works in singleplayer)
ExampleEvent.RaiseEvent(message, REPOLib.Modules.NetworkingEvents.RaiseMasterClient, SendOptions.SendReliable);
Note
Registering features (Valuables, Items, Enemies, etc...) automatically registers their prefabs as a network prefab.
Note
Registering features (Valuables, Items, Enemies, etc...) automatically fixes their prefabs audio mixer groups.
Important
You should only register network prefabs and features (Valuables, Items, Enemies, etc...) from your plugin's awake function.
Tip
You can enable extended logging in the config settings to get more info about features being registered, custom network prefabs being spawned, and more.
Important
You must enable DeveloperMode
in the config settings to use developer mode commands.
Chat commands currently only work in multiplayer since you need access to the in-game chat to use commands.
This mod comes with a few built-in chat commands:
This command will spawn a valuable in front of you.
Replace <name>
with the name of the valuable prefab.
Names are not case-sensitive.
Example usage: /spawnvaluable diamond
This command has multiple aliases: /spawnval
, /sv
This command requires developer mode to be enabled.
This command is host-only!
This command will spawn an item in front of you.
Replace <name>
with the name of the item or item prefab.
Names are not case-sensitive.
Example usage: /spawnitem gun
This command has one alias: /si
This command requires developer mode to be enabled.
This command is host-only!
Tip
Commands can be enabled/disabled in the config settings.
If you are a mod developer and want to add your own custom chat commands to your mod, check the Usage > Chat commands
section.
Anyone is free to contribute.
https://github.com/ZehsTeam/REPOLib
To set up the project, copy the REPOLib.csproj.user.example
file to REPOLib.csproj.user
. If needed, change the settings found in that file.
Report bugs, suggest features, or provide feedback:
- GitHub Issues Page: REPOLib
- Email: [email protected]
- Twitch: CritHaxXoG
- YouTube: Zehs