- Add ItemExtensions.cs with reflection helpers for private field access - Add TagHelper.cs for game tag operations and custom TradingCard tag - Rewrite ModBehaviour.cs with complete item creation pipeline: - Clone base game item (ID 135) as template - Set properties via reflection (typeID, weight, value, quality) - Load PNG sprites from CardSets/*/images/ - Register items with ItemAssetsCollection - Proper cleanup on mod unload - Add F9 debug key to spawn cards for testing - Add deploy.sh and remove.sh scripts for quick mod installation - Add placeholder card images for ExampleSet - Add Unity module references (ImageConversion, InputLegacy) Cards now appear in-game with custom icons and can be spawned to inventory. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
47 lines
1.1 KiB
Bash
Executable File
47 lines
1.1 KiB
Bash
Executable File
#!/bin/bash
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# Remove Trading Card Mod from Escape from Duckov
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# Usage: ./remove.sh [--backup]
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set -e
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# Configuration
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GAME_PATH="/mnt/NV2/SteamLibrary/steamapps/common/Escape from Duckov"
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MOD_NAME="TradingCardMod"
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MOD_DIR="$GAME_PATH/Duckov_Data/Mods/$MOD_NAME"
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BACKUP_DIR="$HOME/.local/share/TradingCardMod_backup"
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echo "=== Trading Card Mod Removal ==="
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echo "Target: $MOD_DIR"
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echo ""
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# Check if mod exists
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if [[ ! -d "$MOD_DIR" ]]; then
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echo "Mod not installed at: $MOD_DIR"
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exit 0
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fi
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# Backup option
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if [[ "$1" == "--backup" ]]; then
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echo "[1/2] Creating backup..."
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mkdir -p "$BACKUP_DIR"
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TIMESTAMP=$(date +%Y%m%d_%H%M%S)
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BACKUP_PATH="$BACKUP_DIR/${MOD_NAME}_$TIMESTAMP"
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cp -r "$MOD_DIR" "$BACKUP_PATH"
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echo " Backup saved to: $BACKUP_PATH"
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echo "[2/2] Removing mod..."
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else
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echo "[1/1] Removing mod..."
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fi
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# Remove the mod
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rm -rf "$MOD_DIR"
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echo ""
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echo "=== Removal Complete ==="
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echo "Mod removed from: $MOD_DIR"
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# Show backup location if created
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if [[ "$1" == "--backup" ]]; then
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echo "Backup location: $BACKUP_PATH"
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fi
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