#ror2-modding
1 messages ยท Page 171 of 1
try a new profile?
does the game work or are you just paranoid about errors
game dosent load anymore it gets to 100 and stops and when it did load non of the extra people loaded in
i see you using starstorm2 so maybe just downgrade msu to 0.60?
rip nebby
can't enjoy his vacation with all these errors
does item roulette mod cause too many balance issues?
like if one of the roulette items is topaz brooch you're uh... probably going to have a lot of barrier
i have no idea how to get the twelve crowbars for huntress
i can get eight right now on the first levle using a 3dprinter but chances are i wont get the rest i need later and ill have wasted all these good upgrades
Well, you either loop a bunch
Or
You cheese it with
+ 
I wouldn't recommend sticking to
for regular gameplay, since it builds bad habits if used extensively, but for unlocks, well
It'll really help speed up the process on a lot of unlocks
any idea why i would be unable to pickup an armor piercing round?
just got one from a crate but i cant seem to pick it up
Can't pick it up by just walking over it?
nope
Try standing next to it and using interact key
and the press E option isnt working either
tf
idk then
just happened again
i cant seem to pickup any items on this level
is there a way to relog a run or do i have to just end it
If you don't have ProperSave, you'll have to end it
dang i got a cool item this time was hoping i could make good use of it
infusion was fun
I'd also recommend moving general game questions to #ror2-game-questions, since this is the modding channel
ah alright thank you
im thinking the not being able to pickup items might be a mod conflict or something
it just happened again
look at the error log
usually it's the first mod mentioned after the null ref that's the cause but idk how that mod would've caused that
using proper save i reloaded the level and now i can pick stuff up so i guess ill just have to do that every time
Is there a mod that the game can run more smooth
what is the purpose of charging up napalm cascade? Just the fact that you can shotgun enemies with overlapping aoes?
whatever this error is it happens literally every level so i have to exit and reload it everytime
What are these rings in the ground?
MysticItems visual bug
Ignore them
It's a bug?
They're markers for the Treasure Map red item added by MysticItem
ah
someone who is good at modding
please make these into actual skins
they look so good
there doesn't appear to be a modded tech support channel, so i hope this one is ok
my game has just recently stopped loading entirely
i load it up like normal and it just sits at 0%, the window isn't frozen or anything
i haven't added any new mods since the last time i played so i'm not sure what the problem is
downgrade msu to 0.60?
0.7.0 also works
thanks
what's msu
this is probably a really stupid question
MoonstormSharedUtils
how does one remove a Weighted Anklet from Aetherium?
my first guess was a cleansing pool but I don't feel like they'd make that the only way to remove them
Cleansing Pool or Mithrix
Scrappers if you have the Lunar Scrap mod too
I see
It's literally named LunarScrap
nvm it shows now i just had to restart the launcher
also to fix my error with items should i just remove the hidehuntertracker mod?
it was part of the modpack so i dont know how important it is
Yeah, just remove it
okay thank you
how would I go about extracting the sounds for skills? and once I've edited them how do I put them back in?
might be better to ask that in the modding discord
will do!
ooh
just realized one way I can make corpsebloom weird
just gotta find a way to make a stacking downside that isn't "but you heal instantly"
Phoenix wright is kinda something
is he decent? I skipped him because his abilities didn't look fun
I mean
I also skipped deku because his voice lines made me want to stick a q-tip really far into my ear
Almost his entire moveset stuns and 2 of em makes you invincible
I never played deku
But uhh yeah phoenix wright is pretty good
im new to modding, whats the best multiplayer share items mod ?
this was a lot funnier in my head
dinner's ready
Just one
ShareSuite
sorry, i completely forgot about this. how do i downgrade?
Find the mod in R2Modman's mod browser, and click "download"
It'll bring up a prompt to select the version
downgrading to 0.7.0 worked
is there a mod to decrease time between waves or maybe increase how many mobs per wave
Don't believe so
Fuck.
be erythrite
see a player
blind them with ugly ass red vfx
telefrag them
guaranteed hit
apply a bs dot which kills them indefinitely
ask mystic why he deprecated elitevariety
Pretty much.
wha
just dont look 4head
so EliteVariety isn't actually broken?
If im using sharesuite, is there a way i can make sacrifice drop more often?
yeah i think there's one called evolution config or something like this
Alright gamers! Here's my daily reminder: I'm still looking for a coder for my Spearman mod. If anyone is looking for a project to code, let me know and we can talk about commissions!
Thanks!
Artifact of Cruelty seems to ignore that Erythrite elites are supposed to be loop 2 and onwards-exclusive
Seems cruel.
very
seems it was not the artifact that was causing that
do you have EliteVariety and Aetherium?
yes
having both causes Erythrites to spawn in loop 1
I believe you can disable the Sanguine elites from Aetherium and Erythrites will work fine, but I would recommend disabling EliteVariety as the mod author wants to rework a lot of things before he can recommend it again
I see
Erythrites haven't been an issue for me personally so it was just kinda weird
also I'm aware, I just wanted to use it anyways because I like the ZetAspect stuff for it
Thanks for playing my stupid idea
your welcome
do you guys know any mods that increase player slots?
TooManyFriends
BepInEx only has 2 folders in it when the readme.md clearly states there's 4? is it meant to be like this?
use r2modman
So do mods affect achievements?
no
So I can use Goku and still get achievements?
should be able to
Sweet
So if a mod says something about a "console command" how do I access that?
get debugtoolkit mod
Nah I found it it was crtl alt `
Yes but Debugtoolkit expands that console and allows it to function far more effectively and usefully
Oh.
It's always good to have DebugToolkit in your modlist
If you aren't a mod dev, it's still great for testing other things or getting yourself out of a softlock
Do I need the same mods as someone else to play with them or is that only for non-clientside ones?
A good rule of thumb for hosting with mods in multiplayer
If the mod is tagged as server-side or skin, just install the UnmoddedVersion mod
If it's tagged as client-side, then you don't need to do anything
If it has none of the above tags, all clients will need the same mods and config
In case a mod is not tagged properly, be sure to read its thunderstore page
For example, TooManyFriends is server-side iirc, but is not tagged as such on Thunderstore
It's best to just import profiles to be safe than sorry
what does this mean
also is there a way to disable to enable all mods? with the thunderstore mod manager
You can with R2Modman
how?
Settings > All > Scroll down until you see "Disable all Mods" and "Enable all mods"
ah its the same in thunderstore too nice
k this has to be a BepInExPack thing disabled eveything pretty much except bepin and it still came up
its literally just a vanilla warning iirc
youre too paranoid
as long as the game works everything should be fine
also try restarting steam
ive copied the code for my mods in modman
where does he pput in the code to copy my profile
go to profile selection screen
if you are already on some profile, go to settings and then "change profile"
there will be an "import" button
how do i enable the auto pick up mod?
i cant understand where i check if its enabled, it sais to check here: epInEx/config/com.kuberoot.autoitempickup.cfg
tried in-game consule and it didnt work.
thx for the help
use r2modman
i did
mod manager says it's enabled right
hmm
oh sry
the mod description says to make sure its anabeled here: epInEx/config/com.kuberoot.autoitempickup.cfg
i have no idea what is that address
tried searching it online or in-game consule
Config editor in the manager
And then click save in the top right
thx, it worked
can someone help me with this wierd problem im having
maybe
this is the modpack Im using(1FMXj52GNz), and when I try to play the game with a friend on a vanilla copy all of the items are incorrect. (Ig he will pick captain, his starting item will show a ukelele, but he will have the effect of captains passive drone item.) this happens on all items he picks up too, does anyone have any clue how to fix it>?
Im new to this so idk if I exported the code properly
the item change only happens on his side
on my side it shows him having the correct items
or if anyone has any vanilla compatible quality of life modpacks thatd be dope too
my friend hit the 64 bit integer limit with red mist
any working 16 player mods? my friends and i getting back into the game and our mods dont work anymore
TooManyFriends
are there any known mod combinations that prevent teleporter items from spawning, mithrix from spawning, or getting stuck in a moment whole after killing the scavenger?
I just downloaded the daredevil mod but for some reason they're not showing up on the character select screen
hi guys, i really want to start creating mods for ror2 but i have no idea where to start, could anyone link me or show me the best way to approach starting to mod for this game?
there's the modding discord pinned here 
does anyone know why my game wont start
downgrade msu
worked thanks
Hey so I only use the BetterUI, ItemStatsMod, and UnmoddedVersion mods, but for some reason I get terrible framerates in the modded client.
Like 40-50fps instead of my usual capped 165
Anyone have an idea why this is the case?
is there a possibility I can fix these some how?
only 6
I get like triple digits of mod errors sometimes and it runs just fine
With the criticism I get, it inspires me even more, it makes me want to try harder .I know I'm going to get my chances, it's just whether I take them or not.
Mark Selby'
how do i dump the r2modman log? my game just stopped responding for seemingly no reason i want the log report
my game just stopped responding for seemingly no reason
here's the log
is stageaesthetic usable in multiplayer?
Useable yes, but there is no point because only the host can see the lighting changes afaik
what mods item causes the souls of enemies to link
auto item pickup isnt working in multiplayer, is there a fix for this?
it only distributes them to one person
what mods can be used while still playing with people on vanilla cuz i wanna use a few just quality of life ones that dont really effect gameplay but still play with my buddies
also if i do get response can you reply to it (I'm doing an assignment so i may not see it immediately)
betterui
does anyone know hot to remove the sun ability from the paladin mod?
don't pick it?
that aint the problem but random peopel will pick it and thats why ๐
well sad
actually
loaderisnomore has a skill removal function
but im not sure if it works for modded
ill give it a try thx
anyone know a lot about multitudes?
Thank you thank you
@timid blaze, how hard would it be to make a specific attack an an m1 chain unaffected by attack speed?
you mean merc's 3rd hit?
ye
i think you could do a funny workaround with the duration
just multiply it with attackspeedstat
basemeleeattack has a ignoreAttackSpeed bool but idk how effective just switching it on and off is
wouldn't that make the whole chain ignore attack speed?
if you switch it on before the third swing probably not
hmm
really easy, just set duration to baseDuration after orig self
really don't need to do anything fancy
oh neat
might try to mod that in, since it'd make merc feel much nicer with high attack speed
just ping me if you want some help, though it'd also be good practice to try doing it entirely by yourself
๐
hi people
henlo
A good rule of thumb for hosting with mods in multiplayer
If the mod is tagged as server-side or skin, just install the UnmoddedVersion mod
If it's tagged as client-side, then you don't need to do anything
If it has none of the above tags, all clients will need the same mods and config
Some mods are old, so they may not have the needed tags, so in that case read their thunderstore pages
You can also make sure your friends have the exact same mods and configs by using profile sharing with R2Modman or Thunderstore Mod Manager
It happened that I wanted to use the multiplayer and it wouldn't even let me connect the game with the online one and my friends had the same mods and if they could
why could that happen
sorry I had to use the translator it is a bit difficult for me to write in English
xd
Don't think you can normally join general multiplayer without using UnmoddedVersion
Host a private multiplayer game and invite them directly, unless that's what you were already doing
It's alright
ahhhh
ok
thanks for the help
No problem
is this what you wanted
yeah his third swing hitbox is gigantic
jeeeeeesus
currently I'm in the process of learning how to edit a skill in visual studio
https://github.com/risk-of-thunder/R2Wiki/wiki/First-Mod following this tutorial?
I'm brand new to all of this, so I just used the custom skill template on the modding wiki, and I'm looking through it to try and figure out what all of it does
ya, I followed that, and now I'm trying to figure out how I change how a skill works
oh, wait
I'm stupid, there's literally a section at the bottom showing how to do exactly that
I mean I could just put it in wolfoqol I guess as a config
that'd be cool too, I'm mostly just using this as an excuse to learn how to mod things, so I don't have to bug withor lol
now I kinda wanna see merc with sephiroth's sword, so it matches the length of his hitbox lmfao
@timid blaze so, I got as far as importing the hooks example, before getting completely stuck, because I have no idea what I put in to make it alter merc's 3rd m1 instead of huntress' arrow rain
dnSpy is the program you use to read code
i believe the wiki had a page on it as well, hold on
so yeah, just download it and then read through the wiki page, it's not too long
also, do I need something at the start of the example code? because there are a lot of errors
for some reason the boiler plate never popped up the text editor
also, does the wiki link visual studio 2019 instead of 2022 for a reason?
iirc I just copy/pasted the stuff out of it, which may very well be the problem
I'll just stick with 2019 then
probably the safer option, yeah
if it works, then I'm not gonna mess with it
I think discord finally stopped lagging
jinxed myself pretty hard there
finally got the text editor for the boilerplate to pop up
nicu
e
discord lagged so bad that gd1 was in fuckin stasis for like 20 minutes
Sounds like GD1 normally
@timid blaze what all should I clear out of the boilerplate, i.e what all is linked to the example item, and what is necessary for changing abilities?
delete everything in Awake, and the entirety of _onCharacterDeathGlobal, AddTokens and Update
gonna look like this at the end
why not just give him that in a text document
cause that would be smart
I have no idea how to make a visual studio project that part is just copy paste from somewhere else every time
i literally just reuse the boiler plate from the wiki any time i make a mod to this day
so, if I'm not mistaken, does this line of code mean that merc's sword swings have bloom? lmfao
technically i guess, though i don't think any of his attacks are affected by it
probably just something visual nobody ever notices i'd guess
lmfao
@timid blaze I think I have the right thing to modify, how do I set it to always use baseDuration?
uh, one sec
On.EntityStates.Merc.Weapon.GroundLight2.OnEnter += (orig, self) =>
{
if(self.isComboFinisher)
{
self.ignoreAttackSpeed = true;
}
orig(self);
};
ty
@timid blaze tried installing the mod, and the bepinex log spat out this
"[Warning: BepInEx] Skipping type [ExamplePlugin.ExamplePlugin] because its GUID [Ya boi PHAT.Merc] is of an illegal format."
A
the current name is literally just "merc"
come of think of it, I might just keep that name, makes it stupidly easy to find
plus it's funny
that works too
@stable ridge what did you use to make the mod work? this is what I've got so far, but it isn't working
whats the green error
try EntityStates.Merc.Weapon.GroundLight2.isComboFinisher instead maybe?
"forced access of isComboFinisher can lead to unintended behavior"
no idea what that means just isComboFinisher is private
while step isn't
how do I force it to build tho
I didn't know this at all
mod seems to be working
can confirm! works like a charm
thank you @stable ridge and @timid blaze!
Phat has now entered the world of mod development
And further into the programming rabbit hole
how do I actually upload the mod?
Developers section on Thunderstore should explain it
this stuff?
Yeah
where should I start?
Idk
Probably package format
ah, there we go, ty
np
are there any dependencies I should list?
Uh
BepInEx
and if it uses R2API, R2API
If it doesn't use R2API then you can just put BepInEx
how do I tell if it uses R2API?
fair enough
mod is uploaded :D
:D
what's the best "restart run" button mod?
quickrestart?
is their a mod making software for risk of rain 2?
Microsoft VisualStudio for working with code
Unity as well
thunderkit
That too
thx!
DNSpy for viewing code
WWise for literally everything involving audio
I'd also recommend joining the modding discord pinned here
Hence why I suggested going to the modding discord
There are more people there that can help
so, this person on the modding discord has given an interesting proposal
I think what they're saying is to keep the hitbox duration unscaled, but let it be canceled earlier with more attack speed
I believe that's what Withor was trying before
Don't know if she ever did it or not
would that also cancel the hitbox? or would it result in overlapping attacks at high enough attack speed?
Not sure
hmm
to anybody who downloaded the mod I made, somehow the public version does nothing, so I'm trying to fix that
uhhhHHHHH
so it "uploaded"
I can see it on the website
but no matter how many times I restart it, the mod manager refuses to acknowledge that the new version exists
ohp, it finally figured it out
the mod should work now, sorry to anybody that ended up with the broken version
can confirm, the public version of the mod now works as intended
what he wants is just the ignore attack speed and not the this part but the second part is what prevents it from accidentally doing one too many m1 swings
whether or not the second part is even needed in regular gameplay I don't know because I didn't playtest it
I don't think it'd work because I think part of the M1 extention is the fact that your primary attack doesn't get cancelled or smth
aight that about the hitbox isn't right it does work fine
it's just the m1 cancelleing itself at too high attack speeds but 2 attack speed still works fine
if this looks good enough yeah remove the second part of course
else smth to limit Whirlwind also at very high speed could be neat
@vestal gulch also on the video, idk if I'm even doing m1 extentions right but yeah
ty Hifu btw I finally got that to work
kinda just means I'd need to update a lot of code tho
merc hitboxes never fail to amaze me
Hello, i wanted to install the starstorm mod for the typhoon skins, executioner and nemmando, so i went to deactivate everything else, but for some reason it also removes the characters. Why is that?
It also removes enforcer and nemesis enforcer, which i don't think are even part of the starstorm mod?
Nevermind, fixed it
Aight, cool
As for limiting WW and RT at higher attack speeds, that'd be nice
how does rising thunder interact with attack speed again
Less height gain
just need to multiply their velocity coeff or whatever by attackspeed
from just testing with 4 attack speed is the rising thunder thing like an actual problem during regular gameplay
yes
the moment you find a syringe printer mercโs m2 becomes so short that you canโt do anything with it
sounds like a good addition to the mod, I'll try and work on that, and I'll probably add it in a config if I can, just to make it more personalized
any other small merc tweaks you'd like to see?
I'm still thinking what could be done for Evis
I'm thinking of adding a bunch in a config and releasing them all as a "merc tweak" mod
My original thoughts for Evis was to up its base damage ticks from 7 to 8, making it do 880% total instead of 770%
So it would at least be better at single target at base and with 1 expose proc than SW
but Whirlwind always goes the same amount of distance or is there also a problem there?
But it's a hard thing to decide without putting into practice
It's more since it comes out so fast, some of its utility is gone
ya, it's hard to figure out how to balance, since SW just has so many benefits
-ranged
-you can attack while it's dealing damage
-slightly worse single target scaling, but absurd multi-target scaling
-expose
SW also effectively extends your comboing range
meanwhile evis gets
-iframes
-extra dash
-slightly better single target damage (but only if you're just standing there when you use SW)
Evis actually has lower single target without some syringes or an Expose proc
Evis is 770%, SW is 800%
oh shit true
More distance?
it just has the attack speed scaling lmfao
from +2 attack speed in testing seems like less
For WW?
"Dash" distance with WW is shortened by more attack speed iirc
can you make merc be able to move during evis
another thing that skews the balance between evis and SW is that SW gets absurd benefits from big cdr like brainstalks, whereas evis is limited by the duration
Evis also animation locks you so you can't get more value from CDR
Could be cool
hmm, would buffing evis to 200% base damage per hit be too much?
Oh yeah, Evis does have slightly better total damage procs
Since it's 110% compared to SW's 100%
But the damage difference is so miniscule that I don't think it matters
That's 1400% total
1750% with an Expose proc
hmm
It might work
idk
also, doesn't evis spread its hits between several targets? instead of just hitting one?
Yes, but unlike SW it's not the same amount of ticks for all targets
So like, this lesser wisp gets hit with 3 from Evis, then this second lesser wisp gets the remaining 4 for Evis
While with SW, it would be 8 for all targets caught
I'm wondering if it's better to focus evis as a single target ability, or multi-target
SW is designed as the multitarget, so Evis as the single target would make more sense to me
SW has both, but its multi-target has limited range
The SW AoE hitbox is pretty massive
ah
Like, the limitation is more how many targets it can hit at once, not the AoE size
I was thinking how evis would be if it focused all of its attacks on one target, then reset duration and selected another target
Here's the hitbox on SW
https://www.youtube.com/watch?v=YB7mEPb46Uw
like ror1 evis with ancient staff, but with actual damage
I have been thinking if porting over Massacre and making it Evis at base could work
ye, massacre was a cool ass upgrade
would make Evis really good for clearing trash mobs like wisps, lemurians, and beetles
The thing about Massacre is
It has no target limit
So if all you've got is like Wisp or Lem hordes
Than it's always better than SW at multitarget
fair, but if it's heavier targets, SW will always be better
plus it would still have much higher benefits from CDR
True
The code for Massacre should be in StandaloneAncientScepter, so it's worth looking at that
and unlike ror1, you can cancel evis with abilities, so you don't have to worry about being stuck in a 20 minute beetle slaughter lmfao
Oh, you can't cancel Evis here either
you can't?
No, it's a full animation lock
oh, for some reason I thought you could cancel it with m2
I think you confused it with Blinding Assault
probably
in that case, would definitely wanna try and add a function to cancel out of evis
SAS's solution for doing Massacre was allowing you to press and hold M1 to exit early
Oh no sorry, it was special button
Could probably do away with the 2x duration part
ya
2x duration+attack speed scaling sounds like a bit much
so, current to-do list
-make WW and RT not have their velocity affected by attack speed
-make evis only attack one target at a time
-port over the duration refresh code from SAS
oh, and make a config
Good stuff
I could also just make WW and RT completely unaffected by attack speed
can you shorten ww's and especially rt's anim? at the end it's annoying to sprint after such a long period
Oh yeah, endlag huh
I could try, I honestly forgot how annoying that was, since I've been using autosprint for so long
tho, iirc you can press the sprint button after it hits, and be "sprinting" during the endlag, so you'll drop into a sprint as soon as it ends
if not, I'll try and add that functionality
tho I can't promise anything too complicated, since I am still very inexperienced
Hey, it's good practice
yee
@timid blaze so, I'm trying to follow along with the thunderstore tutorial for making a config file, but I don't know what to do with this chunk of code, since it just pops up a bunch of errors wherever I put it
never had it in any of my mods at least
in class
public static ConfigEntry<float> InternalName { get; set; }
in awake
InternalName = Config.Bind<float>("Section Name", "Config Option name", (float)1f, "Config Option description");
and for getting or setting its values you do InternalName.Value
ty!
alright, got the config for the m1 attack speed, now I just need to implement the other changes
the WW and RT changes should be easier than the Evis changes
just gotta figure out how to mess with the endlag
btw, @nimble field I just tested, and you can enter sprint as soon as you start falling with RT and WW
so the current endlag is likely there to prevent sprint/attacking while the hitbox can still deal damage
tho admittedly it'd be pretty cool to do fuckin FADC combos with merc lol
Oh yeah, I had a tweak in mind for Cybernetic Enhancements, but I'm not sure how it would be coded
so, quick question
with corpsebloom reborn, no healing scaling, just max/min decay rate, is "you bought 20 lunar items and now you have 2x healing applied instantly" decent for a lunar downside since I can't make the downside worse than that
the alternative would be something worse like "each stack decreases healing by 10% but increases healing rate by 10%" which means at 20 stacks healing is fully disabled (or whatever the actual numbers turn out to be) but I don't like that
you'd probably have better luck in #ror2-feedback-discussion
it's a question about config for a mod
ah, fair enough
I'm just struggling to imagine how I will set a scaling downside for corpsebloom reborn and hoping someone can give me a tip
like if I have to make the downside "extra healing decreases per stack" then I will
maybe make it so healing is delayed by a percentage of its value
ah
I have limited options to work with
if it were my mod I would have scaling be multiplicative so you can scale it infinitely and it would decrease healing by 10% each time
Tweak in question
#ror2-feedback-and-ideas message
but in the mod, scaling is linear so if the downside is decreased healing, you have a finite number of stacks before your healing becomes zero
what all are the options?
also that's a fuckin sick idea, I'll 100% include that if I can figure out how, I'll probably see if withor or wolfo have ideas
Heal before reserve (y/n)
Bypass reserve when reserve is full (y/n)
Base Incraseed Absorb (%)
Increased Absorb per stack (%, linear)
Base Increased Healing From Absorb (%)
Increased Healing From Absorb per stack (%, linear)
Base absorb reserve (by % of max health)
Increased reserve per stack (% of max health, linear)
Base usage rate (% of max health I believe)
Usage rate per stack (%, linear)
Base decay rate (% of max health)
Decay rate per stack (%, linear)
for example I have it set as
All non-Absorb healing is converted to Absorb at 100% value (no stacking)
Excess Absorb is discarded
Healing has 100% increased effectiveness when coming out of absorb (no stacking)
Absorb is based on 200% of your maximum health (no stacking)
Heal at a rate of 10% of your max health per second as long as you have sufficient Absorb (+ 10%, linear, per stack)
Absorb does not decay (actually 0.1%) at base but decays at 10% per stack after the first
whereas what I'm thinking is (ignore the numbers)
Conversion to Absorb is increased by 50% per stack
Healing from absorb is 10% less effective per stack
er hang on gotta change "more" to "increased"
increased means "stacking linearly" and more means "stacking multiplicatively" to me because I play path of exile
same lol
so for example at 1 stack:
absorb is 1.0 x the instant healing
healing is 10% x 2.0 when coming out of absorb
But at 2 stacks:
absorb is 1.5 x the instant healing
healing is 20% x 1.9 when coming out of absorb
and at 3 stacks
2.0 x the instant healing
30% x 1.8 when coming out of absorb
but this is all flexible and just to illustrate what scaling looks like
I think that's a pretty good scaling method
hm ok
an idea I had is to configure it so
the more you stack, the bigger the heals are
but
it absorbs less healing, so you need to put in a lot more per stack
ya, and earlygame it would still work out as long as you don't take too many
and then the more healing items you have, the more you can afford to take
@stable ridge @timid blaze any idea how this could be implemented? I wanna add it to the mod, since it's an awesome tweak, but I don't know how to implement it
(I also fully plan to credit both of y'all for all the help you've given me)
oh, i did something similar in savage, hold on
that sounds sick as fuck
set characterMotor.jumpCount to 0 after a kill
and obviously check if the body is merc
this will also reset hopoo feathers double jumps, but not really any other way to do it
"not really any other way" why not just reduce characterMotor.jumpCount by 1 to a minimum of 0?
you'd still get the feather jumps first
instead of the normal height jump cybernetic enhancements gives you
That's why I was wondering if it was possible
Since me and Frenc were thinking if it could be only the jump from CE
If it resets Hopoos, oh well though I guess
how do you check for a kill?
better for balance imo if you just get one hopoo feather jump back instead of all hopoo jumps plus cybernetic jump
just do like GlobalEventManager.onCharacterDeathGlobal += ded;
ah
nah its a hook
ยฏ_(ใ)_/ยฏ
wow rip
it just works
nice pfp btw
truer
here's the rest btw
if(report.attackerBody && report.attackerBody.bodyIndex == BodyCatalog.FindBodyIndex("MercBody"))
{
report.attackerBody.characterMotor.jumpCount = 0;
}
ty!
least i hope this actually works
btw @vestal gulch do you think it would be better to make WW and RT unaffected by attack speed, or try to keep the velocity the same regardless of attack speed?
Velocity same regardless
velocity is the same, it's just that velocity over less time = less distance
is it possible to change the duration of the velocity separately from the attack?
I guess you could also inverse the formula or something
It would make WW dash at the speed of light and RT send you into the stratosphere, but it would be fun
true, make attack speed increase the velocity
yeah, that's how i'd do it
which means that there's most definitely a better way
it's the best thing I could think of so far, since the entire mod is basically kitbashed out of other people's code
unironically I'm pretty sure the only part that I've fully written myself are the names
which, on one hand, kinda sucks, but on the other hand, it means the mod works way better than if I tried writing all of it
eh, most people start like that
Couldn't just do like a -= 1 or smth
alright, back from eating, anybody know how tf I'd multiply whirlwind and rising thunder's velocity by their attack speed?
the current list of tweaks is
-3rd m1 not being scaled by attack speed (finished)
-both secondaries having velocity scale with attack speed (no clue how to do this)
-resetting jumps on kill (withor showed me how to do this one)
-making eviscerate only attack one enemy at a time (no idea how to do this either)
-make eviscerate reset its duration on kill (I can probably just pull the code from the ancient scepter mod)
reset its cooldown on kill
my bad, duration
Would be hilarious though to have the cooldown reset on cooldown
@stable ridge @timid blaze I am once again asking for your financial support coding advice
(sorry if the pings are getting annoying btw)
I'm assuming selfForceMagnitude is what causes the movement on the ground, and smallHopVelocity is the "jump" whirlwind gives?
uh, maybe not it seems
hmm
so first of all, selfforce and smallhop are only applied once, so nothing ya need to change there
movespeed coeff is applied every frame, so it's probably where most of WW's distance comes from
hmm, so how would I go about multiplying the movespeed coeff by attack speed?
oh, i think you can just hook onEnter for WWBase and do self.moveSpeedBonusCoefficient *= self.attackspeed
would whirlwind base account for both states?
wdym?
aka the air version and the ground version?
yeah, both the air and ground version just use base but change some values
if something about this doesn't work ask hifu / wolfo, i'm gonna head to bed pretty soon
will do!
err, for whatever reason, after attempting to add the config, the mod no longer does anything
@stable ridge @nimble field any ideas?
ah ye dw we're just makin the dlc in here ๐
its the entry to becoming a programmer
you fall into an endless void and never return
any errors?
does it load in the console?
also uh might be obvious but maybe they are set as false in the config binds :P
good question, I'll check that
nah, I made sure to set them all as true by default
can you like dm me the entire code
thats fine
Interesting
grapples a golem
slams it to the ground
laser is fired into the ground
grapples beetle queen
it shoots ground acid... away from you
I don't even fucking want to KNOW what it would do to mithrix
so, @vestal gulch, I discovered something interesting about how whirlwind scales with attack speed
at high enough attack speed, it just straight up doesn't do the second swing
so I'll probably also add a setting to make the secondaries ignore attack speed
Cool
I also can't seem to get the velocity scaling to work
I'll probably have to ask wolfo and withor about it tomorrow
aaaaand I am once again clueless
does it have that bool in dnspy?
try the EntityStates.Merc. etc that leads up to whirlwind
instead of self
nope, doesn't have it
try setting duration to base duration
you can also multiply duration by attack speed stat, probably
setting the duration to base duration seems the most reliable, how do I do that?
currently I have "self.duration = self.baseDuration", but I'm guessing it's not that simple
it should work if you do it after orig(self)
oh, cool
for some reason, this resulted in whirlwind only hitting once (what it usually does at high attack speed) but then freezing the animation, and moving forward like it would with no bonus attack speed
I'll see if rising thunder has anything weird
so, from what I can tell after testing both of them, it increases the duration of the ability, but not the animation/hitbox
so @nimble field, to do something when merc kills an enemy, what do I put after GlobalEventManager.onCharacterDeathGlobal +=?
that would be your method name
e. g.
private void MethodName(DamageReport report)
{
// code
}
private void Awake()
{
GlobalEventManager.onCharacterDeathGlobal += MethodName;
}
so, how would I go about fitting this code
if(report.attackerBody && report.attackerBody.bodyIndex == BodyCatalog.FindBodyIndex("MercBody")) { report.attackerBody.characterMotor.jumpCount = 0; }
do I put it under the "private void" or somewhere else?
inside it
you may also need this
RoR2.CharacterBody attacker = report.attackerBody;
and then use it instead of report.attackerBody
uhhhhhh
Is there a newer version of Starstorm i should be using? The nightly version is fekked
Nightly version is the newer version
downgrade msu to 0.60 or 0.70
And that
Thanks, Ill try that
that's cause your method is inside the if statement
Tried on the Older version i was on and it did the same thing
is it inside another method then?
it's in "public void awake", I'm guessing I should move it above that?
ok, so with the methods seperate, and the code inside the "if" statement, it should reset my jumps when I kill something
unless I misplaced something
also don't forget to hook it ^
ah, thank you
wait, so can it be put under public void Awake() with the rest of the hooks, or do I specifically need to add private void Awake()?
oh it's public I forgor
just hook it in awake
cool, should I also switch the method to a public void?
I don't really know if that changes anything
I'll just switch it to public then, since all the other ones are
eyyyy, it works!
now I've got 2/5 of the tweaks done
still need to figure out how to deal with duration on merc's secondaries
since just setting it to the base duration makes it really buggy
is there a freecam/devcam mod
Hey, so me and my friends have been playing HEAVILY modded RoR2 for a while. We also like playing King Kombat Arena from time to time but it seems to not work with any of the mods we try. Is mods able to be played on top of KKA? If so, what mods or how can we get some of our mods to work?
Hi
I already had mods installed in the game and now i have mod manager, but i cant see the mods. I need to re install all mods again?
yes, modman creates profiles in a different location from manual modding
I would also recommend removing the old, manually downloaded mods as a precaution
Delete all the files involved in manual modding first
Thanks
Then yeah, reinstall via the mod manager
And i lost all my progress of the mods, right?
Shouldn't
ok
Anyone know of a mod which automatically makes you pick up items dropped from artifact of sacrifice? Its a very small annoyance but I feel like I spend half my time picking up the items that drop (especially if I want to loop my runs)
someone make a tharson and furthen mod pls
On a scale of 1-10 how is the r2modman client for checking mods for cybersecurity risks and modpack integrity? I assume like a 2 or 3 out of 10 right?
uhhhhhhhhhhhhh
that's a
strange question
mods need to be manually reported for any security risks (unless it sets off windows defender) to thunderstore staff
I got the answer I was looking for in games questionms
@timid blaze @stable ridge so, I tried to do self.duration = self.baseDuration;, but it kinda just made the hitbox the same duration, but froze the animation for the remaining duration
yeah, makes sense
it had the velocity of the normal secondary, but the animation and hitbox was severely scuffed
probably easiest if you just make it do the animation again right after you set the duration back
so, would that make it do the full animation+attack, or just do the first part multiple times?
actually, wait, this was for whilrwind, right?
ye
hm
probably should've mentioned that first, sorry
i don't think you can make it do the animation again then, since it just links to a separate method
hmm, so I'm guessing there isn't a simple way to make whirlwind ignore attack speed like there was for m1
since "ignoreattackspeed" doesn't actually exist for whirlwind (or rising thunder for that matter)
basically the problem rn is that you do orig(self); which includes setting the duration to baseDuration / AS and then initializing the animation with the new duration, and only reset the duration afterwards
you could do self.attackspeed = 1 before orig(self); maybe, and then reset it afterwards
so just like
float attackSpeed = self.attackSpeed;
self.attackSpeed = 1;
orig(self);
self.attackSpeed = attackSpeed;
plus fixing any errors it throws at ya of course
would that also work with RT?
probably
oh, wait
no, nvm, the duration should also just be reset like this as well
so, if it doesn't ask for your attackspeed anywhere else in the state it should work fine
noice, I'll be sure to test it thoroughly after I put the code in
How do I compy the code to give to one of my friends?
in r2modman > settings > profile > export as code > send that code to the friends, then they import it
do I need the second orig(self) in this code?
nah
my eyes 
before just a minute ago, there were 0 code comments in the entire program
given how often I have to ask for help on this, I figured I'd go ahead and add some lmfao
i can make it worse hold up
oh no
mmyes
perfection
I see now why people have dedicated so much tim to making code readability standards
because I genuinely can't even tell which parts of that are connected wtf XD
its funny tho
wait...those are both the same chunk of code?
yes
dear god
deer god
you can also do funny oneliners
also, should I be putting the {} on the right like that, cus I've just been makin a staircase with em like the modding wiki does
nah its just for funny
imagine writing an entire mod on a single line
hold up
oh no
ight lets test
@timid blaze the code didn't work sadly, any ideas?
"forced access of attackSpeedStat can lead to unintended behavior. Check for public members first"
not sure if it actually affects anything, since it said the same about duration
you did also enable the thing in the config?
yep
and the mod is loaded? there are no errors when launching the game?
yup, and the m1 attack speed worked as intended
hm, really not sure then
meaning it ran that part of the script, and seemingly just ignored the other part
maybe ask hifu once he's done with his single line mod thingy
๐
the mod works 
send it as a .txt
yessssss
send 11k lines of code through txt in binary
hunterness
m a x i m u m r e a d a b i l i t y
so, @stable ridge @nimble field any idea why this code isn't working?
it's supposed to make whirlwind unaffected by attack speed, but instead it does nothing
dont need the == true
also put the { } for the if please
also the extra { } inside the on hook are ๐คจ
thats not gonna fix it tho prolly
just doing self duration = base didn't seem to affect the attack for me yeah idk
the extra {} is just out of habit, although wouldn't removing the == true make it always run, instead of just when it's enabled in the config?
ohh
like this? I can try it again, maybe I missed something last time
I said it didn't work so
ohhh, nvm
you'd need to probably do it after orig(self) anyways
I suppose I'll have to move on to one of the other tweaks until someone has an idea
Been playing King Kombat Arena mod from time to time but it seems to not work with any of the mods i try with friends. Are mods able to be played on top of KKA? If so, what mods or how can we get some of our mods to work?
@stable ridge @nimble field @timid blaze any idea how to make it so eviscerate only attacks one target at a time?
wdym?
currently it spreads the hits out between each nearby target, which makes its singletarget dps suck assss
wait, i honestly didn't know that
so I'm trying to figure out if there's a way to make it focus all of the hits on just one
hm, guess you could move searchForTarget() to OnEnter, and then only attack that hurtbox, though that might be a little too hard for you rn
would require like a lot of rewriting existing code
and there might be an easier solution, this is just my brute force one
ah, might have to wait a while on that one then
the main reason was to use it in conjunction with the other thing I had in mind, which is porting over the massacre code from the standalone ancient scepter mod
that way it would deal the full damage to one target, more than likely killing it, and then moving to the next
btw I have like 0 knowledge on modifying skills other than swapping out the prefabs so I can't really help with this anyways
ah
i guess i could just try writing it for you tomorrow
that would be awesome!
I'll make sure to credit you, hifu, and wolfo for writing the code, once I release the finished mod
could prolly be done with an ILhook but im not good enough for changing that with IL
I could also just send the dll once it's done if one of y'all wanna release it instead, since my contribution was just putting the code in the IDE lol
nahh have it
I'd rather just not be involved
so should I just credit withor and hifu then?
sure but obviously up to them
ye definitely
you know the item's good when you have to take fuckin' notes while changing it 
if nobody wants to be credited directly I can just say "the people on the ror2 discord helped me with the actual code" or something along those lines
i'm fine with being credited, can't be worse than any of my most recent mods
๐
hmm, it seems my eclipse progress was reset when I played modded yesterday
hey guys i've been wondering on how to do this :https://www.youtube.com/watch?v=GQYWPWEvYwQ&t=121s
... and it starts at 4 players instead of 1.
Follow me on Twitch: https://www.twitch.tv/wooliegaming
Join our Discord: https://discord.gg/woolie
Were you using UnlockAll?
I was using preloaded modpacks
i have multitudes but i don't know how to double the player count after every stage
theres a chance it was included
config or artifact of multitudes mod
I think that mod fucks with eclipse.
I also lost my monster logs
Yep definitly UnlockAll
and enviro, and some survivor completions
yeah the config only allows me to set the multiplier to a static number @nimble field
You profile is fuckaroo'd unfortunately
artifact of multitudes instead?
any good modded videos?
I mean i had 10m lunar coins
i wanna see how it looks
its not like I was trying too hard at this point, I just enjoyed grinding away at solo objectives
I just love the gameplay loop
There's a mod called ClickToUnlock or something like that you could use to get a profile back to where it was before the mods broke it.
thanks g
thank you @nimble field
You'll want one for when the DLC come out
When is it coming out btw
Sounds like this month maybe.
And when I say get a profile back, you need to make a a new profile and then unlock everything in that profile.
Your existing profile is screwed.
oh goodie
NM tho, I mean if I can do unlocks and hours I can literally get it back
I highkey remember most unlocks I had :p I enjoy going for unlocks on monsoon so it takes me awhile for each one
open it up with dnspy
there might also be github links on the thunderstore page
but obviously, ask for permission to use the code and stuff
hmm
well the team who made the standalone ancient scepter mod is called "amogus_lovers", and I don't actually know how I'd contact them
there might also be the actual author name in the dll
ah, found some names
"thinkinvisible - original code and implementation
rob - fixed code"
oh Rob quit modding
found thinkinvisible on the server, so I messaged them, hopefully I'll get a response
Does anyone know how to make mods load on a linux server using wine to load risk of rain 2 server?
I have an idea for a difficulty mod, but don't know how to mod, would anyone be down to make a difficulty mod?
hey im trying to use kyle's original soundtrack to use my own music and had a question:
if I want it to pick from multiple songs for one "rule/scene" do i just add the additional songs where the first song title is and separate by comma or do I need to make a new line with the same Rule/Scene but different song name by itself?
@analog rampart ๐ฟ
i have numbers in mind that would make it difficult even with command :)
would you like to see what i have in mind?
sure
Enemy OSP gain 1 layer of 1 shot protection per 2 stages up to 5 layers, thus requiring at least 5 hits to kill each enemy by stage 10.
Enemy Damage doubles every 4 stages
Enemy Speed +10% per stage
Enemy Armor +15 per minute
Enemy Scaling +300%
Enemy Attack Speed +10% per stage
Enemy Movement Speed +15% per stage
Enemy Crit Chance +25% per stage up to 100%
Enemy Size +10% per stage up to 100%
Enemy Cooldowns -50%
Enemy Items gain 1 tougher times per stage starting at stage 8
Ally lose 1 shot protection stage 8 and forward
Ally healing -20% total healing per 4 stages up to -80%
Void Fields damage active after stage 8 on all stages
Void Fields damage does not activate planula healing effect or razor wire
Hellfire Tincture does not activate planula healing effect after stage 8
Firewaze
I think there's a pretty solid name for this one
The Diluvian name has yet to return
Same for Syzygy
ok that is uh a lot of moddifiers
i think it would be fun haha
i guess artifact of multitudes mod no longer works?
multitudes is good and fun, but it only makes stage 1 harder primarily for command runs
i'm talking about the artifact of multitudes, not mulittudes
balancing around command is stupid
Then like
Don't run Command
Is there a config to turn off the elites in aetherium. I only want the artifacts.
this increases the scale every stage
Config -> Disable BloodFealty equipment
or it's suppose to, don't see any config for the mod unfortunately
I see it now thank you
i like the idea that the enemies get bigger thats cool but idk about 15 armor per minute that sounds like the j and idk about losing ally losing healing like what
Based on what they were saying it seems they were trying to balance out Command
Like
Don't balance around Command
There's already mods that nerf it anyways
i'd assume you'd buff the player in some way or compensate in like any way
config maybe o:
here is what the item spawn mod can do
i wouldn't buff the player personally, but there's definitely options like starting items x)
You're trying to make a difficulty mod
That relies on other mods to even make it fair for the player
C'mon, even Syzygy didn't go that far
Oh, and Command, the most broken artifact too
i have very little coding experience, but thats a cool run i had with mods
got phase 3 (after lunar chimera phase) mithrix as a ghost, and it broke phase 4
Man, one of the mods I installed the creator put some bullshit customization in it that completely ruins gameplay and I don't know which one it is -_-
makes it so my character is always shooting like he's an Engineer turret
that's likely a conflict, I had a similar thing happen where Engineer's primary was replaced with sceptered Arti's flamethrower
That would be the Engineer With A Shotgun mod for that conflict, Atlantean
I don't have that mod :<
As for Blast's, I'm not sure
I have pretty basic stuff. FasterChanes/3DPrint/Scrapper. LunaCoinShare, FastBossWait, Multitudes, ItemStats
in fact, that's litterally all of them.
(+Dependancies)
there's a modding discord in pins and people are willing to help in the tech support channel as well
Oh nice. Thank you.
yeah I know, was just giving another example
there is also a mod manager called thunderstore
I'm using Thunderstore, it's super nice.
Thunderstore Mod Manager, yes
yeah same
TMM is basically R2Modman with ads to support the devs of Thunderstore
Pretty cool
Both mod managers work well and do their jobs, so either one is up to preference overall
in either case whether my idea is good or bad, thanks for hearing me out :)
np, if you really want to try out your idea, making difficulties is really easy maybe the difficulty might be fun but idk how i would even like code the osp stuff, but my mod is like 146 lines long and it was how i got into modding so if you've never modded before then trying to make your difficulty would be a good start. you might want to watch a video and take some notes on some c# stuff first though
Go to the modding server too
There's a lot more people there to help you that might not be here in the main server
also the hardest part is making icons, it took me 2 days to refine the tempest icon until i was happy with it
thank you! :D
is there a mod that makes you autojump
im used to source games
Oh, you mean an autojump if you're already holding space
im the type of person who breaks their scrollwheel because of how much they use it in tf2 (i bound scrollwheel to jump)
yeah
Yeah, Mint Tea is the mod then
(Mint Tea also adds bhopping for that authentic Source experience)
i...like to jump
oOOH that looks awesome thanks
lmfao i love this modding community
"long tail acrid" mod by "taillover"
less fuckin gooooo!
now I just need to figure out how to port the code over without requiring the item
is there any modded character who has ability that they can just channel when there are no enemies around, like they stand still and accumulate power?
like maybe not one of their four main abilities but nemry has a weapon swap key so presumably they could just add that as a fifth ability idk
I mean theres goku
He has that 'sit still &scream' ability that recharges his ki, which allows you to stay in super sayan form, whoch allows you to slowly master it by being in that form, which gives fat damage buffs
And then you throw a spirit bomb
Theres also the playable scavenger, who has an ability to just nick items
Anyone know any good ways to improve performance on large modpacks?
thanks to the help of DestroyedClone, I was able to get the Massacre port working :D
now I just need to find a way to make merc's secondaries ignore attack speed
and withor said she could try writing the code to make eviscerate focus one target at a time
so if both of those get done, the mod will be finished and ready to release
I mean
Why not release the jump tweak for now?
fair tbh, it's already got 3/5 of the planned features
I require aerial combos
ohhh wait, you mean releasing the jump tweak as a standalone, I could probably go ahead and whip that up :D
that works fine too
Though if you want to do a standalone that's cool too
note: due to me being very amateur at coding, I went ahead and just made it set the jump count to 0
which does result in being able to use a ground jump, while in the air once you kill something lmfao
It resets Hopoos though too iirc
Maybe this might work?
ya, problem is I don't actually know how to do that
and all the people who do are offline rn
plus, now you can do some weird ass parkour up to the mithrix arena lmfao
It'll only be relevant on high multikills, which by that point you're probably resetting your CE jumps often anyways
snipe a chimera with SW from way up there
Update: mercenary can now fly
well by "all jumps", I mean it currently resets them all at once
tho to be broken, you do need a fair amount of feathers

