diff --git a/Config/Localization.csv b/Config/Localization.csv index 9f0df20..64d2e95 100644 --- a/Config/Localization.csv +++ b/Config/Localization.csv @@ -122,3 +122,4 @@ necroFinalStayText,XUi,Menu,,,,"You took the army of the dead under your command necroFinalReturnTitle,XUi,Menu,,,,The Quiet Harbour,,Der stille Hafen,El puerto tranquilo,Le havre tranquille,Il porto tranquillo,静かな港,고요한 항구,Cicha przystań,O porto tranquilo,Тихая гавань,Sessiz Liman,静港,靜港 necroFinalReturnText,XUi,Menu,,,,"You ordered the lich to lead the dead away into the forests, so that people could come out of their shelters and start surviving on their own, the way you once survived. If they manage, good. If they do not... then such is their fate. And you went back: to the world where you had already settled in and found your quiet harbour.",,"Du hast dem Lich befohlen, die Toten fort in die Wälder zu führen – damit die Menschen aus ihren Verstecken treten und selbst zu überleben beginnen können, so wie du einst überlebt hast. Schaffen sie es, gut. Schaffen sie es nicht ... dann ist das eben ihr Schicksal. Und du bist zurückgegangen: in die Welt, in der du dich bereits eingerichtet und deinen stillen Hafen gefunden hast.","Ordenaste al liche que se llevara a los muertos a los bosques, para que la gente pudiera salir de sus refugios y empezar a sobrevivir por su cuenta, igual que sobreviviste tú en su día. Si lo consiguen, bien. Si no... será su destino. Y tú regresaste: al mundo donde ya te habías asentado y habías encontrado tu puerto tranquilo.","Tu as ordonné à la liche d'emmener les morts au loin dans les forêts – pour que les gens puissent sortir de leurs abris et commencer à survivre seuls, comme tu as survécu autrefois. S'ils y parviennent, tant mieux. Sinon... c'est leur destin. Et toi, tu es reparti : vers le monde où tu t'étais déjà installé et où tu avais trouvé ton havre tranquille.","Hai ordinato al lich di condurre i morti via nelle foreste, perché la gente potesse uscire dai rifugi e iniziare a sopravvivere da sé, come un tempo sei sopravvissuto tu. Se ce la fanno, bene. Se non ce la fanno... allora è il loro destino. E tu sei tornato indietro: nel mondo dove ti eri già sistemato e avevi trovato il tuo porto tranquillo.",あなたはリッチに命じ、不死者をすべて森へ連れ去らせた。人々が避難所から出て、かつてのあなたと同じように、自らの力で生き延び始められるように。やり遂げるならそれでいい。できなければ……それが彼らの定めというだけだ。そしてあなたは戻っていった。すでに身を落ち着け、静かな港を見つけたあの世界へ。,"당신은 리치에게 명하여 언데드를 모두 숲으로 데려가게 했다. 사람들이 피난처에서 나와, 한때 당신이 그랬듯 스스로 살아남기 시작할 수 있도록. 해낸다면 좋은 일이다. 해내지 못한다면... 그것이 그들의 운명일 뿐이다. 그리고 당신은 돌아갔다. 이미 자리를 잡고 자신만의 고요한 항구를 찾아낸 그 세계로.","Rozkazałeś liczowi wyprowadzić umarłych w lasy – żeby ludzie mogli wyjść ze schronów i zacząć przetrwać o własnych siłach, tak jak kiedyś przetrwałeś ty. Poradzą sobie – dobrze. Nie poradzą... cóż, taki ich los. A ty wróciłeś: do świata, w którym zdążyłeś się urządzić i znaleźć swoją cichą przystań.","Você ordenou ao lich que levasse os mortos embora para as florestas - para que as pessoas pudessem sair dos abrigos e começar a sobreviver por conta própria, como você mesmo sobreviveu um dia. Se conseguirem, ótimo. Se não... então é o destino delas. E você voltou: para o mundo onde já havia se estabelecido e encontrado o seu porto tranquilo.","Вы приказали личу увести нежить в леса — чтобы люди вышли из убежищ и начали выживать сами, как когда-то выживали вы. Справятся — хорошо. Не справятся... значит, такова их судьба. А вы вернулись обратно: в мир, где успели обустроиться и найти свою тихую гавань.","Liche, ölüleri alıp ormanlara götürmesini emrettin - insanlar sığınaklarından çıkıp, bir zamanlar senin hayatta kaldığın gibi kendi başlarına hayatta kalmaya başlayabilsinler diye. Başarırlarsa ne âlâ. Başaramazlarsa... demek ki kaderleri buymuş. Sen ise geri döndün: çoktan yerleşip kendi sessiz limanını bulduğun o dünyaya.",你命令巫妖将亡灵尽数带往森林深处——好让人们走出避难所,像你当年那样,靠自己活下去。若他们撑得住,那很好;若撑不住……那便是他们的命。而你回去了:回到那个你早已安顿下来、寻得自己静港的世界。,你命令巫妖將亡靈盡數帶往森林深處——好讓人們走出避難所,像你當年那樣,靠自己活下去。若他們撐得住,那很好;若撐不住……那便是他們的命。而你回去了:回到那個你早已安頓下來、尋得自己靜港的世界。 necroFinalBtnTheEnd,XUi,Menu,,,,The End,,Ende,Fin,Fin,Fine,おわり,끝,Koniec,Fim,Конец,Son,全剧终,全劇終 +txName_NecroAsh,painting,Texture,,,,Necrotic Ash,,Nekrotische Asche,Ceniza necrótica,Cendre nécrotique,Cenere necrotica,,,,,Некротический прах,,, diff --git a/Config/blocks.xml b/Config/blocks.xml index 7412727..710f08e 100644 --- a/Config/blocks.xml +++ b/Config/blocks.xml @@ -66,10 +66,103 @@ + + - - + + + + + + - - - + - + - + + + + + + diff --git a/HarmonySrc/BlockAtlasProbePatch.cs b/HarmonySrc/BlockAtlasProbePatch.cs new file mode 100644 index 0000000..fddc741 --- /dev/null +++ b/HarmonySrc/BlockAtlasProbePatch.cs @@ -0,0 +1,149 @@ +using System; +using System.Text; +using HarmonyLib; +using UnityEngine; + +namespace NecromancerTome +{ + /// + /// DIAGNOSTIC - measures the game's opaque block texture atlas and logs what it finds. Adds + /// nothing and changes nothing. + /// + /// KEPT ON PURPOSE, though it started as throwaway reconnaissance for CustomBlockPaintPatch. + /// That patch appends our paint to the end of the atlas, so the block's Texture number in + /// blocks.xml (608 today) is simply "however many entries vanilla had". A game update that + /// grows the atlas moves it. This probe prints the real numbers on every load, which is what + /// turns that drift from a silent wrong texture into one line in the log. + /// + /// WHY THIS EXISTS. The Pyramid of Spirits should ship with its own surface, but vanilla has + /// no way to add one: a block's Texture property is an INDEX into a prebuilt atlas, and the + /// atlas itself lives in blocktextureatlases_assets_all.bundle. Confirmed by reading the + /// game's own strings - a paint entry carries only TextureId/PaintCost/Group/SortIndex, never + /// a path to an image. So the only way in is to extend the atlas at runtime from a Harmony + /// patch. + /// + /// Extending it means building a bigger Texture2DArray, copying every existing slice across + /// and appending ours. That REQUIRES knowing the array's exact width, height, format and + /// mipmap count - a slice that disagrees on any of those cannot be copied in. None of it can + /// be known statically, hence this probe: measure first, write the real patch second. + /// + /// TWO LESSONS FROM THE FIRST ATTEMPT, both paid for in a broken load: + /// + /// 1. A THROWING POSTFIX BREAKS THE GAME'S LOADING. The first version dereferenced + /// BlockTextureData.list without checking it, threw, and the log answered with + /// "XML loader: Executing post load step on 'materials.xml' failed". A probe must be + /// incapable of harm, so everything here is wrapped and nothing is allowed to escape. + /// + /// 2. THIS RUNS BEFORE THE PAINT TABLE EXISTS. ReloadTextureArrays fires during + /// MeshDescription.Init, and the log shows painting.xml loading well after it - so + /// BlockTextureData.list is still null at that point. Hence the probe reports several + /// times instead of once: the early call shows the atlas as loaded, later calls show it + /// once the rest of the game has caught up. + /// + /// + [HarmonyPatch(typeof(MeshDescription), "ReloadTextureArrays")] + public static class BlockAtlasProbePatch + { + const int MaxReports = 4; + static int reports; + + static void Postfix() + { + if (reports >= MaxReports) return; + reports++; + // Never let a measurement break a load: the game calls this from inside its own + // XML post-load step, and an escaping exception aborts that step. + try + { + LogOpaqueAtlas(reports); + } + catch (Exception e) + { + Debug.LogWarning("[NecromancerTome] BlockAtlasProbe: measurement #" + reports + + " failed harmlessly: " + e.Message); + } + } + + public static void LogOpaqueAtlas(int report) + { + var sb = new StringBuilder(); + sb.AppendLine("[NecromancerTome] BlockAtlasProbe #" + report + ": opaque block atlas"); + + if (MeshDescription.meshes == null) + { + sb.AppendLine(" MeshDescription.meshes is null - too early"); + Debug.Log(sb.ToString()); + return; + } + + MeshDescription mesh = MeshDescription.meshes[MeshDescription.MESH_OPAQUE]; + if (mesh == null) + { + sb.AppendLine(" MESH_OPAQUE is null - too early"); + Debug.Log(sb.ToString()); + return; + } + + var atlas = mesh.textureAtlas as TextureAtlasBlocks; + if (atlas == null) + { + sb.AppendLine(" textureAtlas is " + (mesh.textureAtlas == null + ? "null" : mesh.textureAtlas.GetType().Name) + ", expected TextureAtlasBlocks"); + Debug.Log(sb.ToString()); + return; + } + + sb.AppendLine(" uvMapping entries: " + + (atlas.uvMapping == null ? "null" : atlas.uvMapping.Length.ToString())); + Describe(sb, "diffuse ", atlas.diffuseTexture); + Describe(sb, "normal ", atlas.normalTexture); + Describe(sb, "specular", atlas.specularTexture); + + // A new paint needs an unused index in BlockTextureData.list. The table is filled + // from painting.xml, which loads AFTER the textures - so on the early call this is + // still null, and that is expected rather than a fault. + if (BlockTextureData.list == null) + { + sb.AppendLine(" paint table: not built yet (painting.xml loads later)"); + } + else + { + int used = 0, free = 0; + for (int i = 0; i < BlockTextureData.list.Length; i++) + { + if (BlockTextureData.list[i] == null) free++; else used++; + } + sb.AppendLine(" paint slots: " + used + " used, " + free + " free, " + + BlockTextureData.list.Length + " total"); + } + + Debug.Log(sb.ToString()); + } + + static void Describe(StringBuilder sb, string label, Texture texture) + { + if (texture == null) + { + sb.AppendLine(" " + label + ": null"); + return; + } + + var arr = texture as Texture2DArray; + if (arr == null) + { + sb.AppendLine(" " + label + ": " + texture.GetType().Name + + " (expected Texture2DArray) " + texture.width + "x" + texture.height); + return; + } + + // depth = how many slices are already in the array; ours would become index `depth`, + // and every number below has to be matched exactly by our own texture. + sb.AppendLine(" " + label + ": " + arr.width + "x" + arr.height + + " slices=" + arr.depth + + " format=" + arr.format + + " graphicsFormat=" + arr.graphicsFormat + + " mips=" + arr.mipmapCount + + " readable=" + arr.isReadable); + } + } +} diff --git a/HarmonySrc/CustomBlockPaintPatch.cs b/HarmonySrc/CustomBlockPaintPatch.cs new file mode 100644 index 0000000..bd5d84b --- /dev/null +++ b/HarmonySrc/CustomBlockPaintPatch.cs @@ -0,0 +1,321 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Reflection; +using HarmonyLib; +using UnityEngine; + +namespace NecromancerTome +{ + /// + /// Adds the mod's own paint to the game's opaque block texture atlas, so the Pyramid of + /// Spirits can ship with a surface that does not exist in vanilla. + /// + /// WHY A PATCH IS THE ONLY WAY. A block's Texture property is an INDEX into a prebuilt + /// atlas; a paint entry in painting.xml carries TextureId/PaintCost/Group/SortIndex and + /// never a path to an image, and the atlas itself is compiled into + /// blocktextureatlases_assets_all.bundle. Nothing in the XML layer can introduce new image + /// data, so the array has to be extended at runtime. + /// + /// WHY THIS HOOK. CreateBlockTextures is the coroutine that reads painting.xml. Hooking its + /// completion is deliberate and was learned the hard way: an earlier probe ran from + /// MeshDescription.ReloadTextureArrays and found BlockTextureData.list still null, because + /// the texture arrays load BEFORE painting.xml. By the time this coroutine finishes, both the + /// arrays and the paint table exist. + /// + /// THE NUMBERS THIS RELIES ON were measured in-game rather than assumed (BlockAtlasProbe, + /// 2026-09-10): the opaque atlas holds 407 slices of 512x512 with a full 10-level mip chain, + /// diffuse as DXT1 and normal/specular as DXT5, and all three arrays are non-readable. Two + /// consequences drive the code below - our textures must match those numbers exactly, and + /// every copy must go through the GPU, since a non-readable array cannot be read back. + /// + /// SAFETY. Everything is wrapped: this runs inside the game's own XML loading, and an + /// escaping exception aborts that step - which is exactly how a careless earlier version + /// produced "XML loader: Executing post load step on 'materials.xml' failed". If anything + /// here fails, the mod logs it and leaves the game exactly as it was. + /// + public static class CustomBlockPaintPatch + { + /// Bundle we ship the paint textures in, relative to the mod folder. + const string BundlePath = "Resources/necroatlas"; + + const string DiffuseAsset = "Assets/NecroAtlas/atlas_necroPyramid_d.png"; + const string NormalAsset = "Assets/NecroAtlas/atlas_necroPyramid_n.png"; + const string SpecularAsset = "Assets/NecroAtlas/atlas_necroPyramid_m.png"; + + /// Name the paint is registered under; blocks.xml refers to the resulting id. + public const string PaintName = "txName_NecroAsh"; + + /// Paint id handed out by the game once registration succeeds, -1 while unset. + /// Logged on success so it can be written into blocks.xml. + public static int AssignedPaintId = -1; + + static bool alreadyRan; + + /// + /// Patch the coroutine's MoveNext. A coroutine compiles into a hidden state-machine + /// class, so the method that actually runs is MoveNext, not CreateBlockTextures itself - + /// AccessTools.EnumeratorMoveNext resolves it for us. + /// + [HarmonyPatch] + static class CreateBlockTexturesHook + { + static IEnumerable TargetMethods() + { + MethodBase coroutine = AccessTools.Method( + typeof(BlockTexturesFromXML), "CreateBlockTextures"); + if (coroutine == null) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: " + + "BlockTexturesFromXML.CreateBlockTextures not found - paint not added"); + yield break; + } + MethodBase moveNext = AccessTools.EnumeratorMoveNext(coroutine); + if (moveNext == null) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: " + + "could not resolve the coroutine's MoveNext - paint not added"); + yield break; + } + yield return moveNext; + } + + // __result == false means the enumerator is done: the XML has been read in full. + static void Postfix(bool __result) + { + if (__result || alreadyRan) return; + alreadyRan = true; + try + { + AddPaint(); + } + catch (Exception e) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: failed, game left " + + "untouched: " + e); + } + } + } + + static void AddPaint() + { + if (GameManager.IsDedicatedServer) + { + Debug.Log("[NecromancerTome] CustomBlockPaint: dedicated server, textures skipped"); + return; + } + + MeshDescription mesh = MeshDescription.meshes[MeshDescription.MESH_OPAQUE]; + var atlas = mesh == null ? null : mesh.textureAtlas as TextureAtlasBlocks; + if (atlas == null) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: opaque atlas unavailable"); + return; + } + + AssetBundle bundle = LoadBundle(); + if (bundle == null) return; + + try + { + var diffuse = bundle.LoadAsset(DiffuseAsset); + var normal = bundle.LoadAsset(NormalAsset); + var specular = bundle.LoadAsset(SpecularAsset); + if (diffuse == null || normal == null || specular == null) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: bundle is missing one " + + "of the three textures - nothing added"); + return; + } + + Describe("our diffuse ", diffuse); + Describe("our normal ", normal); + Describe("our specular", specular); + + int slice = Append(ref atlas.diffuseTexture, diffuse, "diffuse"); + Append(ref atlas.normalTexture, normal, "normal"); + Append(ref atlas.specularTexture, specular, "specular"); + if (slice < 0) return; + + mesh.TexDiffuse = atlas.diffuseTexture; + mesh.TexNormal = atlas.normalTexture; + mesh.TexSpecular = atlas.specularTexture; + mesh.ReloadTextureArrays(false); + + int textureId = RegisterUvMapping(atlas, slice); + RegisterPaint(textureId); + } + finally + { + // Keep the loaded textures alive: only the bundle wrapper is released. + bundle.Unload(false); + } + } + + /// + /// Give the new slice an entry in uvMapping and return its index - that index is what a + /// block's Texture property in blocks.xml actually refers to. + /// + /// The entry is CLONED from an existing plain opaque paint rather than built field by + /// field. UVRectTiling carries more than a slice number (tiling, block size, material + /// flags), and copying a known-good neighbour keeps every one of those correct without + /// guessing at fields we have never inspected. Only the slice index is changed. + /// + static int RegisterUvMapping(TextureAtlasBlocks atlas, int slice) + { + // 356 is txName_Steel_wall - an ordinary full-block opaque paint, which is exactly + // the shape of entry we want. + const int TemplateTextureId = 356; + if (atlas.uvMapping == null || atlas.uvMapping.Length <= TemplateTextureId) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: uvMapping too small to " + + "clone a template from - paint not registered"); + return -1; + } + + int textureId = atlas.uvMapping.Length; + Array.Resize(ref atlas.uvMapping, textureId + 1); + UVRectTiling tile = atlas.uvMapping[TemplateTextureId]; + // Только индекс слоя: имени у UVRectTiling нет, оно живёт в BlockTextureData. + tile.index = slice; + atlas.uvMapping[textureId] = tile; + + Debug.Log("[NecromancerTome] CustomBlockPaint: uvMapping entry " + textureId + + " points at slice " + slice + " (cloned from " + TemplateTextureId + ")"); + return textureId; + } + + /// + /// Register the paint itself, so it has a name, shows up in the paint brush, and can be + /// referred to by name. The block only needs the texture id, but a nameless texture with + /// no paint entry would be invisible to the rest of the game. + /// + static void RegisterPaint(int textureId) + { + if (textureId < 0) return; + if (BlockTextureData.list == null) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: paint table missing - " + + "texture added but not named"); + return; + } + + int free = -1; + for (int i = 0; i < BlockTextureData.list.Length; i++) + { + if (BlockTextureData.list[i] == null) { free = i; break; } + } + if (free < 0) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: no free paint slot - " + + "texture added but not named"); + return; + } + + var data = new BlockTextureData + { + ID = free, + Name = PaintName, + LocalizedName = Localization.Get(PaintName), + TextureID = (ushort)textureId, + Group = "txGroupMasonry", + PaintCost = 1, + SortIndex = 0, + Hidden = false, + }; + data.Init(); + + AssignedPaintId = free; + Debug.Log("[NecromancerTome] CustomBlockPaint: paint registered, slot " + free + + ", texture id " + textureId + " -> put Texture=\"" + textureId + + "\" on the block in blocks.xml"); + } + + static AssetBundle LoadBundle() + { + if (ModEntry.Instance == null) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: mod path unknown"); + return null; + } + + string path = Path.Combine(ModEntry.Instance.Path, BundlePath); + if (!File.Exists(path)) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: bundle not found at " + path); + return null; + } + + AssetBundle bundle = AssetBundle.LoadFromFile(path); + if (bundle == null) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: bundle failed to load: " + path); + } + return bundle; + } + + /// + /// Rebuild a texture array one slice larger and put our texture in the new last slot. + /// Returns the new slice index, or -1 if the arrays disagree on anything that makes a + /// copy impossible. + /// + static int Append(ref Texture target, Texture2D ours, string label) + { + var src = target as Texture2DArray; + if (src == null) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: " + label + + " is not a Texture2DArray - skipped"); + return -1; + } + + if (ours.width != src.width || ours.height != src.height) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: " + label + " size mismatch, " + + "atlas is " + src.width + "x" + src.height + " but ours is " + + ours.width + "x" + ours.height + " - skipped"); + return -1; + } + if (ours.graphicsFormat != src.graphicsFormat) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: " + label + " format mismatch, " + + "atlas is " + src.graphicsFormat + " but ours is " + ours.graphicsFormat + + " - skipped"); + return -1; + } + if (ours.mipmapCount != src.mipmapCount) + { + Debug.LogWarning("[NecromancerTome] CustomBlockPaint: " + label + " mip mismatch, " + + "atlas has " + src.mipmapCount + " but ours has " + ours.mipmapCount + + " - skipped"); + return -1; + } + + int slice = src.depth; + var grown = new Texture2DArray(src.width, src.height, slice + 1, + src.graphicsFormat, UnityEngine.Experimental.Rendering.TextureCreationFlags.MipChain, + src.mipmapCount); + grown.name = src.name + "+necro"; + grown.wrapMode = src.wrapMode; + grown.filterMode = src.filterMode; + grown.anisoLevel = src.anisoLevel; + + // GPU-side copy: the game's arrays are non-readable, so nothing can be pulled back + // to the CPU. CopyTexture moves whole slices with their mip chains. + for (int i = 0; i < slice; i++) Graphics.CopyTexture(src, i, grown, i); + Graphics.CopyTexture(ours, 0, grown, slice); + + target = grown; + Debug.Log("[NecromancerTome] CustomBlockPaint: " + label + " grown from " + slice + + " to " + (slice + 1) + " slices"); + return slice; + } + + static void Describe(string label, Texture2D tex) + { + Debug.Log("[NecromancerTome] CustomBlockPaint: " + label + " " + + tex.width + "x" + tex.height + " format=" + tex.format + + " graphicsFormat=" + tex.graphicsFormat + " mips=" + tex.mipmapCount); + } + } +} diff --git a/HarmonySrc/ModEntry.cs b/HarmonySrc/ModEntry.cs index fd86381..7456e14 100644 --- a/HarmonySrc/ModEntry.cs +++ b/HarmonySrc/ModEntry.cs @@ -10,8 +10,14 @@ namespace NecromancerTome /// public class ModEntry : IModApi { + /// The mod's own folder, kept from InitMod so patches can find files we ship + /// (currently Resources/necroatlas for the custom block paint). Nothing else knows where + /// the mod lives - the game hands it over exactly once, right here. + public static Mod Instance; + public void InitMod(Mod _modInstance) { + Instance = _modInstance; var harmony = new Harmony("necromancertome.harmony"); harmony.PatchAll(Assembly.GetExecutingAssembly()); PetFollowPatch.Init(); diff --git a/HarmonySrc/NecromancerHarmony.csproj b/HarmonySrc/NecromancerHarmony.csproj index 9284fdf..05034d0 100644 --- a/HarmonySrc/NecromancerHarmony.csproj +++ b/HarmonySrc/NecromancerHarmony.csproj @@ -44,6 +44,13 @@ ..\..\..\7DaysToDie_Data\Managed\UnityEngine.AnimationModule.dll false + + + ..\..\..\7DaysToDie_Data\Managed\UnityEngine.AssetBundleModule.dll + false + diff --git a/ModInfo.xml b/ModInfo.xml index 5805c68..4206201 100644 --- a/ModInfo.xml +++ b/ModInfo.xml @@ -4,6 +4,6 @@ - + diff --git a/NecromancerHarmony.dll b/NecromancerHarmony.dll index 1b92410..4bd0df6 100644 Binary files a/NecromancerHarmony.dll and b/NecromancerHarmony.dll differ diff --git a/NecromancerHarmony.pdb b/NecromancerHarmony.pdb index 7656dff..4a00c5e 100644 Binary files a/NecromancerHarmony.pdb and b/NecromancerHarmony.pdb differ diff --git a/Resources/necroatlas b/Resources/necroatlas new file mode 100644 index 0000000..57cfcfc Binary files /dev/null and b/Resources/necroatlas differ diff --git a/Resources/necroblood b/Resources/necroblood new file mode 100644 index 0000000..b215228 Binary files /dev/null and b/Resources/necroblood differ diff --git a/Resources/necroknife b/Resources/necroknife new file mode 100644 index 0000000..812f524 Binary files /dev/null and b/Resources/necroknife differ