Книга некроманта 1.0 — первая публичная версия
Мод для 7 Days to Die 3.2: навык «Некромантия», растущий от счётчика убитых зомби, тёмное оружие с шестью собственными модами, призывная нежить, пирамида духов и сюжетный финал через Чёрный портал. Локализация на 13 языках. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MaNro5hAGTzcQ7rJNN2tCX
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<AssemblyName>NecromancerHarmony</AssemblyName>
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<RootNamespace>NecromancerTome</RootNamespace>
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<LangVersion>latest</LangVersion>
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<Nullable>disable</Nullable>
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<!-- The DLL is loaded straight out of the mod folder by the game, not via NuGet/deps.json. -->
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<GenerateDependencyFile>false</GenerateDependencyFile>
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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<OutputPath>bin\</OutputPath>
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</PropertyGroup>
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<ItemGroup>
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<!-- Game/Harmony assemblies: compile-time only, never copied into our output (they already
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exist where the game loads them from). -->
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<Reference Include="0Harmony">
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<HintPath>..\..\0_TFP_Harmony\0Harmony.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>..\..\..\7DaysToDie_Data\Managed\Assembly-CSharp.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>..\..\..\7DaysToDie_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="UnityEngine.ParticleSystemModule">
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<HintPath>..\..\..\7DaysToDie_Data\Managed\UnityEngine.ParticleSystemModule.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<!-- Collider/Physics.IgnoreCollision for SummonPatch.cs's "pet passes through its owner"
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(user request 2026-08-28) - lives in its own module, not CoreModule. -->
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<Reference Include="UnityEngine.PhysicsModule">
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<HintPath>..\..\..\7DaysToDie_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<!-- EntityAlive.PlayOneShot(string)'s own overload set touches AnimationEvent (2026-08-29,
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BansheePatch.cs) - needed even though this mod never uses AnimationEvent directly, just
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to satisfy the compiler's reference-resolution for that overload. -->
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<Reference Include="UnityEngine.AnimationModule">
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<HintPath>..\..\..\7DaysToDie_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<!-- PlayerActionsLocal.Secondary (PlayerAction) for PortalStonePatch.cs's power-attack
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channel-cancel (2026-08-29) - the game's own input layer, not something this mod
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previously needed to touch directly. -->
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<Reference Include="InControl">
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<HintPath>..\..\..\7DaysToDie_Data\Managed\InControl.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<!-- UnityEngine.Input (raw mouse polling) for the same channel-cancel fix - Unity split
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Input into its own module, not part of CoreModule. -->
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<Reference Include="UnityEngine.InputLegacyModule">
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<HintPath>..\..\..\7DaysToDie_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<!-- PyramidWardPatch.cs's TEFeaturePyramidWard.Write() calls into this instead of
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PooledBinaryWriter.Write directly - see TEPersistenceSrc/NecromancerTEPersistence.csproj's
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own comment for why that call can't compile in THIS project at all. Private=false: it's
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built and deployed separately (its own dotnet build + copy to the mod root), same as
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0Harmony above - not something this project's own build should try to copy/rebuild. -->
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<Reference Include="NecromancerTEPersistence">
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<HintPath>..\TEPersistenceSrc\bin\NecromancerTEPersistence.dll</HintPath>
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<Private>false</Private>
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</Reference>
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</ItemGroup>
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</Project>
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