using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BepInEx; using DiskCardGame; using HarmonyLib; using InscryptionAPI.Card; using InscryptionAPI.Helpers; using OLD_SA.Combat; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: AssemblyTitle("OldSa_Blood Strike_sigil")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("OldSa_Blood Strike_sigil")] [assembly: AssemblyCopyright("Copyright © 2026")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("5220cd9b-f564-40be-bae0-549090a841ec")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")] [assembly: AssemblyVersion("1.0.0.0")] namespace OLD_SA.BloodStrike; public static class BloodStrikeAPI { public static FullAbility ability; public static void Init() { AbilityInfo val = ScriptableObject.CreateInstance(); ((Object)val).name = "Blood Strike"; val.rulebookName = "Blood Strike"; val.metaCategories = new List { (AbilityMetaCategory)0, (AbilityMetaCategory)1 }; val.powerLevel = 5; val.opponentUsable = true; val.canStack = false; Texture imageAsTexture = (Texture)(object)TextureHelper.GetImageAsTexture("OldSa_Blood_Strike.png", (FilterMode)0); FieldInfo field = typeof(AbilityInfo).GetField("rulebookDescription", BindingFlags.Instance | BindingFlags.NonPublic); if (field != null) { field.SetValue(val, "When [creature] kills, it gains 1 attack."); } ability = AbilityManager.Add("OLD_SA", val, typeof(BloodStrikeBehaviour), imageAsTexture); } } public class BloodStrikeBehaviour : ExtendedAbilityBehaviour { public static Ability ability; public override Ability Ability => ability; public override bool RespondsToOtherCardDie(PlayableCard card, CardSlot deathSlot, bool fromCombat, PlayableCard killer) { if ((Object)(object)((AbilityBehaviour)this).Card == (Object)null || ((AbilityBehaviour)this).Card.Dead || !((AbilityBehaviour)this).Card.OnBoard) { return false; } if ((Object)(object)card == (Object)null) { return false; } return (Object)(object)killer == (Object)(object)((AbilityBehaviour)this).Card; } public override IEnumerator OnOtherCardDie(PlayableCard card, CardSlot deathSlot, bool fromCombat, PlayableCard killer) { yield return ((AbilityBehaviour)this).PreSuccessfulTriggerSequence(); if (!((Object)(object)((AbilityBehaviour)this).Card == (Object)null) && !((AbilityBehaviour)this).Card.Dead) { ExtraAttackState.AddStored(((AbilityBehaviour)this).Card, 1); } } } [BepInPlugin("OLD_SA.BloodStrike", "OLD SA Blood Strike", "1.0.0")] public class Plugin : BaseUnityPlugin { private void Awake() { //IL_0006: Unknown result type (might be due to invalid IL or missing references) //IL_000c: Expected O, but got Unknown Harmony val = new Harmony("OLD_SA.BloodStrike"); val.PatchAll(); BloodStrikeAPI.Init(); ((BaseUnityPlugin)this).Logger.LogInfo((object)"OLD SA Blood Strike Loaded"); } }