Exposes an easy-to-use API to add custom items to the in-game shop. Loosely based on the now defunct ShopUtils mod by hyydsz.
This project is built on top of the mod template Landfall generously released. 🧡
- Custom items: Opens up the in-game shop to allow custom items to be added. This includes automatically synchronising item prices between players, and registering custom
ItemDataEntry
types defined in your mod to interface with the game's built-in item synchroniser. - Synchronisation: Easily synchronise any arbitrary settings between players in a lobby using Steam Lobby Metadata keys via the
SynchronisedMetadata<T>
class. - Localisation: Extends and opens up the game's localisation system to allow items to be translated to the supported locales by patching item and shop related localised methods.
The easiest way to use the library is by installing the latest version of the NuGet package to your project.
Note
The NuGet package is built targeting the Steam Workshop (vanilla mod loader), but it can safely be used when developing BepInEx mods as well.
Download the latest DLL and add a reference to it in your project. If you are referencing a local DLL, be sure to set "Copy Local" to No
to avoid distributing it with your mod, as this will cause issues.
Important
The DLLs available on the releases page are built for use with different mod loaders. For development, use the one without a suffix, regardless of if you are building your mod for the Steam Workshop (vanilla mod loader) or Thunderstore (BepInEx).
The version suffixed with .bepinex
expects BepInEx as a mod loader and will not work without it. It is there for manual installations but should not be used otherwise.
In all releases of this mod the assembly's name will be without a suffix, so which version is loaded at runtime should not matter.
DO NOT bundle the mod's DLL with your own. Ensure that no ShopAPI.dll
is included with your build.
Depending on your publishing target, you should instead require it as a dependency on your publishing platform:
Important
If you are referencing a local DLL, be sure to set "Copy Local" to No
to avoid distributing it with your mod, as this will cause issues.
When publishing on the Steam Workshop, add this Workshop Item as your item's dependency via the "Add/Remove Required Items" option (on your mod's page right hand side panel).
Steam will ensure that the dependency will load before your mod when the game is launched.
If you are building a BepInEx plugin, add this mod as a dependency to your plugin's main file:
[BepInDependency(ShopApiPlugin.MOD_GUID)]
public class YourCustomPlugin : BaseUnityPlugin
{
// ...
}
If a specific version is needed, pass ShopApiPlugin.MOD_VER
after the GUID.
When publishing on Thunderstore, add the mod's Dependency String to the manifest.json file, so mod managers can automatically fetch it.
Once added as a reference to your project, all classes are available under the ContentWarningShop
namespace.
Ideally Item
s should be preconfigured and packed into an AssetBundle
, but you can also construct them at runtime if its easier.
Custom Item
s should have their persistentID
, price
, purchasable
, Category
, and icon
properties set to work.
If you would like your item to have a chance to be randomly spawned in the Old World like other items, set spawnable
to true
, and itemType
to Item.ItemType.Tool
.
Items can be registered via the RegisterItem
method:
//using ContentWarningShop;
var yourCustomItem = yourAssetBundle.LoadAsset<Item>("yourItem");
Shop.RegisterItem(yourCustomItem);
Shop.RegisterCustomDataEntries();
Note
Item prices are automatically synchronised between players on lobby join. The price set by the lobby's host will be used for the entire lobby.
You can check if a custom item has been already registered via the IsItemRegistered
method. The list of all registered custom items is also available via the CustomItems
property.
If your item uses custom ItemDataEntry
types, call the RegisterCustomDataEntries
method to fetch and register all custom types defined in your assembly. This will let the game automatically synchronise the items' custom state between players. (See compatibility if you run into issues)
It is enough call this method once per assembly / mod.
If you need to update an item's price at any point after a lobby has been started, use the UpdateItemPrice
method:
var success = Shop.UpdateItemPrice(yourCustomItem, price);
This will re-synchronise the item's price to every player. Note that only the lobby's host can update an item's price, so the method returns a boolean indicating if it was successful (if the local player had permissions).
The SynchronisedMetadata<T>
class allows arbitrary settings to be synchronised between players through the use of Steam Lobby Metadata keys. Simply create a new instance with a specific type and key and it will be automatically updated whenever the key's value is changed.
Tip
Consider prepending your mod's GUID to the key to ensure it won't accidentally collide with a different mod.
For example to synchronise a simple boolean setting with false
as the initial value:
public static readonly SynchronisedMetadata<bool> ExampleSetting = new("ExampleSetting", false);
An instance bound to a key will remain valid even if the player changes lobbies, so they can be kept for the entire run-time of the game.
To update a setting's value, call SetValue(T value)
. Only the lobby's host may update the value of a key, so the method returns a boolean indicating if the set was allowed. If it was rejected, the instance's value isn't updated. Use CanSet
method to check if the current player has permission to update the setting.
The ValueChanged
event will be raised with the new (current) value when a key is updated either locally or remotely.
Important
Values are converted to strings when passed on to the steam lobby, so make sure your type can be cast to string and back.
Note
When not currently in a lobby, setting the value is permitted as if the current player was the host, and the ValueChanged
event will still be raised.
In the scenario that you have separate player and lobby settings, and you want to apply the local player's settings when they host a new lobby, make sure to subscribe to the LobbyHosted
event and overwrite the current value. This ensures that any values set by a previous lobby will be replaced with your player's settings:
ExampleSetting.LobbyHosted += () => {
ExampleSetting.SetValue(SomeContentWarningSetting.Value);
};
IsHost
: Returns true if the local player is the lobby host.InLobby
: Returns true if the local player is in a lobby.Key
: The key this instance is bound to.Value
: The current value of the key.IsSynced
: Returns true if the key is currently synched with a lobby.IsConnected
: Returns true if this instance is connected to the Steamworks API and will receive events. Will only return false ifDispose()
was called.
ValueChanged
: Invoked when the instance's value is sucessfully updated either locally or remotely.LobbyHosted
: Invoked when the current (local) player has sucessfully created a new lobby.
SynchronisedMetadata
implements IDisposable
, so if for some reason an instance is no longer needed, call Dispose()
. This will cause it to no longer receive any events from the Steamworks API, and any subsequent instance method calls will throw ObjectDisposedException
.
Check the IsConnected
property to see if an instance was disposed.
The game's built-in localisation implementation is not extendable, so a custom solution is included with the mod under the ContentWarningShop.Localisation
namespace. This patches the Item.GetLocalizedDisplayName
and Item.GetTootipData
methods, and ShopItem
's constructor.
Use the ShopLocalisation
class to add localised strings to your items. Each string is represented as a key-value pair assigned to a specific locale. For built-in strings such as display name and tooltips, the item's Unity Object.name
(filename) is used or prefixed. For example, to localise an item with the object name "Spookbox", the key would also be simply "Spookbox".
When adding localised strings to a locale, use the constants defined in the LocaleKeys
static class to retrieve a locale supported by the game via the ShopLocalisation.TryGetLocale
method. These locales are guaranteed to be available:
ShopLocalisation.TryGetLocale(LocaleKeys.English, out UnityEngine.Localization.Locale locale);
The returned standard Unity Locale object can then be used via the AddLocaleString
extension method to register a key-value pair:
locale?.AddLocaleString("Spookbox_ToolTips", $"{ShopLocalisation.UseGlyphString} Play;{ShopLocalisation.Use2GlyphString} Next Track");
When localising item tooltips, the key must be the item's name suffixed with _ToolTips
(ShopLocalisation.TooltipsSuffix
), and the value must be a ;
delimited list. To display action glyphs (for example "[Left Click] Toggle", etc) use the glyph strings defined on the ShopLocalisation
class in your strings, and the appropriate icon will be inserted into the tooltip by the game:
Const | Glyph |
---|---|
ShopLocalisation.UseGlyph | Left click |
ShopLocalisation.Use2Glyph | Right click |
ShopLocalisation.SelfieGlyph | R (Default) |
ShopLocalisation.ZoomGlyph | Scroll wheel |
Important
If you don't want to add full localisation ( :( ), use the SetDefaultTooltips
extension method on your Item
to set default tooltips.
If you set tooltips in the editor, they won't work: this is a bug on Unity's end, not this mod. (those tooltips are serialised to null when you save them, even if they look right in the inspector)
Setting a default is recommended in any case, but especially if you don't- or only partially provide localisation.
This mod patches ItemInstanceData
's GetEntryIdentifier
and GetEntryType
methods which are used by the game to serialise and deserialise items when synchronising state between players. Unfortunately, the IDs are hardcoded and there is no way to "reserve" one for a specific type, which means two mods patching these same methods can interpret the same values as their own entries incorrectly. To avoid most (hopefully all) collisions like this, entry IDs used by this mod are counted backwards, from byte.MaxValue
. However, just to be safe the Shop
class exposes a MaxUsedEntryID
property that returns the lowest entry ID it uses, above which all other IDs are reserved.
Warning
MaxUsedEntryID
will not be accurate until all other mods have initialised and registered their items. Try to check for this value as late as possible, after all other mods are loaded.
Obviously if you aren't already using this mod, you don't want to require it just for this; use this snippet to check if this mod is in use and attempt to fetch this value as a "soft" dependency:
using System.Reflection;
private static byte GetMaxShopReservedID()
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
var target = Array.Find(assemblies, a => a.GetName().Name == "ShopAPI");
if (target != null)
{
var t = target.GetType("ContentWarningShop.Shop");
var prop = t.GetProperty("MaxUsedEntryID", BindingFlags.Public | BindingFlags.Static);
var val = prop.GetValue(null);
if (val != null)
{
return (byte)val;
}
}
else
{
Debug.Log($"No ShopAPI is loaded; assuming unaltered ItemInstanceData entry registry.");
}
return 0;
}