ExtraWeaponCustomization
Adds several new features to customize weapons.
Date uploaded | a week ago |
Version | 2.14.2 |
Download link | Dinorush-ExtraWeaponCustomization-2.14.2.zip |
Downloads | 682 |
Dependency string | Dinorush-ExtraWeaponCustomization-2.14.2 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1randomuserhi-KillIndicatorFix
A client-side mod that makes kill indicators consistent when you are not host.
Preferred version: 0.1.6README
ExtraWeaponCustomization
Adds additional weapon mechanics for rundown developers to use. These include:
Effects - Apply when a condition is triggered
- Accelerate: Fire rate and/or damage changes with continuous fire. [Gun]
- Ammo Mod: Modifies the magazine/reserve ammo counts.
- Ammo Regen: Continually modifies magazine/reserve ammo counts. [Gun]
- Bio Ping: Damaging an enemy applies a Bio Tracker ping.
- Damage Mod: Applies a damage modifier.
- Damage Mod Per Target: Applies a damage modifier unique to each target. [Prehit, Hit, Damage, Charge]
- Damage Over Time: Applies a damage over time effect. [Prehit, Hit, Damage, Charge]
- Explosive: Causes explosions where bullets land.
- Fire Rate Mod: Applies a fire rate modifier.
- Fire Shot: Fires shots at offsets. [Gun]
- Health Mod: Modifies the user's health.
- Recoil Mod: Applies a recoil modifier. [Gun]
- Temp Properties: Temporarily adds another set of properties.
Traits - Innate gun behavior modifications
- Ammo Cap: Adjust the value used to calculate ammopack refills and starting ammo. [Gun]
- Armor Pierce: Pierces armor or modifies direct hit damage dealt to armor.
- Auto Aim: Automatically fire toward targets. [Gun]
- Auto Trigger: Hold the trigger to fire. [Semi, Burst]
- Backstab Multi: Applies a multiplier to backstab damage.
- Data Swap: Toggles archetype and audio on a trigger. [Gun]
- Enforce Fire Rate: Fires more bullets per frame to match the exact fire rate. [Auto]
- Hold Burst: Releasing the trigger ends a burst early. [Burst]
- Multi Shot: Fires additional bullets per shot at given offsets. [Gun]
- Pierce Multi: Applies a damage multiplier with each enemy pierced. [Gun]
- Projectile: Fires a projectile instead of a hitscan bullet. [Gun]
- Reserve Clip: Combines reserve ammo with the magazine. [Gun]
- Silence: Modifies the stealth properties for firing. [Gun]
- Thick Bullet: Gives bullets a bigger entity hitbox. [Gun]
- Tumor Multi: Applies a multiplier to tumor damage.
- Wall Pierce: Bullets can damage enemies through walls. [Gun]
Additional details for customizing/implementing these can be found on the wiki:
Wiki
CHANGELOG
v2.14.1
Features and Adjustments
- Ammo Regen
- Added new field "ResetWhileFull": Sets accumulated buffers to 0 when they are unable to apply.
- Projectile
- Adjusted HomingSetting.StopSearchMode
- "Dead" now only stops search after a homing target dies.
- Added flag "NoValid" which stops search if there is no homing target at any point (old "Dead" behavior).
- Adjusted HomingSetting.StopSearchMode
v2.14.1
Bug Fixes
- Projectile
- Fixed Hit & Kill triggers not working when TempProperties existed on the weapon
v2.14.0
Features and Adjustments
- Ammo Mod
- Now supports melees. "ReceiverSlot" must be specified.
- Damage Over Time
- Added Glow fields ("GlowColor", "GlowIntensity", "GlowRange")
- Explosive
- Added field "Exponent": The exponent used in damage falloff calculation.
- Added field "GlowIntensity"
- Fire Shot
- Added new fields:
- "FireFromHitPos": Fires bullets from the position and angle they landed at.
- "HitTriggerTarget": When used with "FireFromHitPos" and a position-based trigger, allows shots fired to hit the same target they were triggered on.
- Added new fields:
- Projectile
- Added field "GlowIntensity"
- Removed alternate names "Color" and "Range" from Projectile's "GlowColor" and "GlowRange".
Bug Fixes
- Fire Shot, Multi Shot
- Fixed other players' shotguns having higher spread than they should.
- Reference Property
- Fixed it failing to be read from the JSON in object form
v2.13.1
Features and Adjustments
- Charge Trigger
- "Min" and "Max" fields renamed to "MinRequired" and "MaxRequired" respectively.
- Added new fields:
- "Min": Modifier applied to trigger amount at MinRequired charge.
- "Max": Modifer applied to trigger amount at MaxRequired charge.
- "Exponent": Exponent applied when between MinRequired and MaxRequired.
- Deprecated field "Scale", since its effect can be done by other fields.
Bug Fixes
- Bullet Landed Trigger
- Fixed applying twice when hitting something
- Charge & Damage Trigger
- Fixed them being entirely replaced with Hit triggers
v2.13.0
Features and Adjustments
- Projectile
- Added new field "ApplyAttackCooldown": Hits cause enemies to suffer attack cooldowns, preventing usage of tongues and canceling shooter barrages.
- Previously always on.
- Added new field "ApplyAttackCooldown": Hits cause enemies to suffer attack cooldowns, preventing usage of tongues and canceling shooter barrages.
Bug Fixes
- BackstabMulti
- Fixed it not applying at all from v2.12.0 changes.
- Hit Trigger
- No longer causes Temp Properties-applied Projectile or ThickBullet to modify the triggering bullet after piercing a target.
v2.12.0
Features and Adjustments
- New Effect: FireShot
- Fires a shot (without recoil or sound).
- Projectile
- Added new field "RunHitTriggers": Hits cause hit triggers to occur.
- Previously always on.
- Added new field "RunHitTriggers": Hits cause hit triggers to occur.
- Triggers
- Added new Trigger "PreHit": Applies before damage calculations run.
- Added new fields:
- ResetDelay: Delay in seconds after a Reset trigger occurs before the reset is applied.
- ResetResetDelay: Delay in seconds before Reset triggers are reset.
- Relevant when used with the "UniqueThreshold" field.
- Hit, Damage, Charge
- Added new field "UniqueThreshold": The minimum amount of activations on an individual enemy that must occur before the trigger runs.
Bug Fixes
- Misc
- Fixed some IL2CPP warnings printing to the console.
v2.11.2
Bug Fixes
- Ammo Regen
- Fixed some cases where it would remain active on second drop onwards.
- Data Swap
- Fixed some magazine rounding issues.
v2.11.1
Bug Fixes
- Temp Properties
- Fixed ResetTriggersOnEnd not applying.
- Misc
- Fixed properties not getting cleared properly when swapping weapons with CConsole.
v2.11.0
Features and Adjustments
- All
- Added new field "ID": An optional unique identifier for use by ReferenceProperty.
- Only unique within its weapon's property list.
- Added new field "ID": An optional unique identifier for use by ReferenceProperty.
- Added new property "ReferenceProperty":
- Directly references another property by ID.
- Cannot reference properties on other weapons.
- Can preserve the referenced property across Temp Properties.
- Can be implicitly added without an object block by directly using an ID as a property.
- Directly references another property by ID.
- Projectile
- Added new field "HitFromOwnerPos": Hit direction uses the owner's position relative to the target.
- Useful to prevent homing projectiles from dealing back damage when curving behind enemies.
- Added new field "HitFromOwnerPos": Hit direction uses the owner's position relative to the target.
Bug Fixes
- Misc
- Fixed some IL2CPP warnings printing to the console.
v2.10.2
Bug Fixes
- Projectile
- Fixed model scale having extreme effects on projectile size
v2.10.1
Features and Adjustments
- Projectile
- Added new field "TrailCullOnDie": Trails disappear immediately when the projectile dies.
- Default is true, although it varied by projectile type in the past.
- Added new field "TrailCullOnDie": Trails disappear immediately when the projectile dies.
- Triggers
- Most hit-based code now check that an enemy has health before applying hit effects.
- This prevents hit effects from running on enemies that died moments ago.
- Most hit-based code now check that an enemy has health before applying hit effects.
Bug Fixes
- Ammo Mod
- Fixed having +1 bullet in the mag in some cases where the trigger ran at the same time the gun was fired.
- Projectile
- Fixed glow not working on projectiles without an innate glow effect.
- Temp Properties
- Fixed some properties running local code when triggered for a remote player.
v2.10.0
Features and Adjustments
- Damage Over Time
- Removed "Stacks" as a valid field.
- Projectile
- Added new fields:
- "TrailColor"
- "TrailWidth"
- "TrailTime"
- "HitCooldown": Time before the projectile can hit the same enemy again.
- "HitIgnoreWallsDuration": Time after a hit where the projectile ignores walls.
- Useful for homing projectiles to avoid dying to hitting the ground immediately after piercing an enemy.
- Added new HomingSettings field:
- "SearchStayOnTarget": Forces the projectile to home on its current target until it dies.
- Deprecated "Color" and "Range" as valid names for "GlowColor" and "GlowRange" respectively, given similarities to Trail fields.
- Added new fields:
Bug Fixes
- Accelerate, Fire Rate Mod
- Fixed fire rate not syncing for other players.
v2.9.0
Features and Adjustments
- Explosive
- Now accepts all triggers. Triggers without a position component explode directly on the user.
- Triggers
- Field "Activate" now also supports the alt. name "Name".
- Added new field "ApplyDelay": Delay before applications are actually applied.
- Removed DamageType field from triggers - it is now only specified in the name.
- Added new damage types:
- Body
- Armor
- Flesh
- Enemy
- Player
- Lock
- Players & Locks always use Body and Flesh types.
- All Individual Triggers
- Added field "Amount": The amount of activations applied when triggered.
- This is a field for the expanded trigger objects of "Hit", "Reload", etc.
- Added field "Amount": The amount of activations applied when triggered.
Bug Fixes
- Ammo Mod, Ammo Regen
- No longer reduces ammo to 100% when above max capacity. Does not grant positive ammo change above max capacity.
- Enforce Fire Rate
- Other players with this trait now stop firing when they should.
- Projectile
- Potentially fixed an issue where projectiles occasionally wouldn't spawn if another player fired projectiles of the same type
v2.8.0
Features and Adjustments
- Added new Trait:
- Ammo Regen: Continually modifies magazine/reserve ammo counts.
- Wall Pierce
- Added new field "RequireOpenPath": Requires all doors to be open (or opening) to the target, not just security doors.
Bug Fixes
- Enforce Fire Rate
- Fixed bonus shots not incrementing Extra Recoil Data scaling progress
v2.7.1
Bug Fixes
- Data Swap
- Fixed inconsistent reload behavior with AutoReloadPlus
- Stack Layer
- "Max": Fixed modifiers of 1 still applying.
- "Override": Fixed inactive modifiers still overriding.
v2.7.0
Features and Adjustments
- Ammo Mod
- Added field "UseRawAmmo": Grants raw ammo values instead of whole bullets.
- Added field "ReceiverSlot": Determines which weapon should receive the ammo.
- Damage Over Time
- Replaced field "Stacks" with "StackLimit": Determines the maximum number of DOT instances for a single target.
- "Stacks" is deprecated; support will be removed in a future version.
- Replaced field "Stacks" with "StackLimit": Determines the maximum number of DOT instances for a single target.
- Enforce Fire Rate
- Modified to fire more bullets instead of merely scaling damage/bullet cost.
- Ensures consistent behavior for triggers and breaking limbs.
- Modified to fire more bullets instead of merely scaling damage/bullet cost.
- Health Mod
- Added field "CancelRegen": Incurs damage taken regen delay if enabled.
- Previously was disabled for positive heals and enabled for negative heals.
- Added field "CancelRegen": Incurs damage taken regen delay if enabled.
- Stack Type
- Added "Max" | "Min": Picks the highest or lowest modifier (if the mod is > 1 or < 1 respectively).
- Triggers
- Added field "CooldownThreshold": Minimum number of activations before Cooldown applies.
- Added field "ActivateResetDelay": Delay after last activation before stored triggers are cleared.
- Added field "CooldownOnApplyThreshold": Minimum number of applications before CooldownOnApply applies.
- Added field "ApplyResetDelay": Delay after last application before the counter for cooldown threshold is reset.
Bug Fixes
- Data Swap
- Updates reticle size on archetype swap
- GtfXP Compatibility
- Melees apply melee damage modifiers rather than gun damage modifiers to their DOTs and Explosives.
- Explosive is now affected by player ExplosionResistance.
v2.6.0
Features and Adjustments
- Accelerate
- Changed to an Effect. EndFireRate/ShotDelay apply a modifier based on
[EndFireRate]/[BaseFireRate]
. - Added field "EndFireRateMod": Alternative to other fields that specifies the modifier applied to fire rate at full acceleration.
- Added field "FireRateStackLayer": Determines how this effect stacks with other fire rate modifiers.
- "DamageStackLayer" alternative names replaced with "DamageLayer".
- Changed to an Effect. EndFireRate/ShotDelay apply a modifier based on
- Bio Ping
- Changed to an Effect.
- Added field "CooldownPerTarget": Specifies an individual cooldown per enemy.
- Added field "Trigger": Same as any other Effect.
- Default changed to "Hit" rather than "BulletHit".
- Deprecated field "DamageType". This is specified by the Trigger now.
Bug Fixes
- Accelerate
- Fixed continuous growth ("AccelExponent": "e") not applying
- Fixed reset triggers not being synced
v2.5.0
Features and Adjustments
- Auto Aim
- Added field "TargetPriority": Determines how locking chooses an enemy.
- Added field "HomingOnly": Disables automatic aiming. Should only be used with homing projectiles.
- Projectile
- Added field "HomingSettings": An object of many customizeable fields to add homing to projectiles.
- Further improved performance for piercing projectiles
- Triggers
- Added field "ResetPreviousOnly": Reset triggers only reset previous triggers.
- Useful if you want to apply on a trigger but also clear any previously applied occurrences.
- Added field "ResetPreviousOnly": Reset triggers only reset previous triggers.
Bug Fixes
- Projectile
- Fixed a few networking issues
- Wall Pierce
- Can now hit padlocks through walls
- Can now hit padlocks with Projectile
- Can now hit padlocks using the wider hitbox with ThickBullet
v2.4.6
Bug Fixes
- Explosive
- Fixed hitting enemies behind the door a bullet landed on
v2.4.5
Features and Adjustments
- Projectile
- Now stores properties on fire rather than using current properties on impact.
- TempProperties activating/resetting won't affect projectiles in flight.
- Now stores properties on fire rather than using current properties on impact.
v2.4.4
Features and Adjustments
- Ammo Cap
- Added field "ApplyOnDrop": Apply ammo cap modifiers on drop (was always true).
- Explosive
- Field "SoundID" now also accepts names of sounds.
Bug Fixes
- Ammo Cap
- Fixed AmmopackRefillRel and AmmopackRefill not being accepted names for the field.
v2.4.3
Bug Fixes
- Bio Ping
- Fixed DamageType not being customizable
v2.4.2
Features and Adjustments
- Added new Trait:
- Bio Ping: Damaging an enemy applies a Bio Tracker ping.
- Projectile
- Improved performance for piercing projectiles
v2.4.1
Bug Fixes
- Ammo Cap
- Fixed incompatibility with GtfXP's ammo level up bonuses
- Misc
- Removed leftover debug logging
v2.4.0
Bug Fixes
- Data Swap
- Fixed it not functioning on join-in-progress
- Silence
- Fixed it not working for clients
- Trigger
- Fixed networked triggers repeatedly sending resets back to each other
- Misc
- Fixed properties not applying for clients
v2.3.4
Bug Fixes
- Multi Shot
- Fixed CancelShot having issues when dealing damage/used with AccuracyShow
- Fixed CancelShot incompatibility with Projectile
v2.3.3
Bug Fixes
- Projectile, Thick Bullet
- Fixed them failing to work when not aiming at anything (or always for Projectile)
v2.3.2
Features and Adjustments
- Multi Shot
- Added new field "CancelShot": Cancels the shot the gun normally fires.
Bug Fixes
- Multi Shot
- Fixed initial shot spread reduction not applying to ApplySpreadPerShot
v2.3.1
Bug Fixes
- Multi Shot
- Fixed ApplySpreadPerShot not working when PierceBugFix is installed
v2.3.0
Features and Adjustments
- Added new Trait:
- Multi Shot: Fires additional bullets per shot at given offsets.
- Thick Bullet
- Now makes impact FX when used with WallPierce.
- Trigger
- Added field "Threshold": Only allows triggers once accumulated triggers have reached the threshold.
- Misc
- Force Create Template option in the config now overwrites the file if it exists.
Bug Fixes
- Projectile
- Fixed the wrong projectiles being destroyed occasionally when two players initially fired near the same time
- Misc
- Fixed search algorithms failing sometimes against flyers and tumors
- Fixed third person syncs failing to occur
v2.2.9
Bug Fixes
- PartialData support fixed
v2.2.8
Bug Fixes
- Auto Aim, Data Swap
- Fixed the traits not working at all
v2.2.7
Features and Adjustments
- Thick Bullet
- Now makes impact FX if the bullet hits the environment
Bug Fixes
- Data Swap
- Fixed the trait breaking on the second drop onwards with the same weapon
- Projectile
- Improved acceleration/gravity logic to work consistently for any frame rate
- Fixed desynced acceleration for other players' projectiles
- Explosive/Projectile
- Fixed their inability to damage teammates
v2.2.6
Features and Adjustments
- Thick Bullet
- Added compatibility with WallPierce
- Tumor Damage Multi
- Added field "BypassCap": Allows the weapon to bypass tumor damage caps.
- Misc
- Search algorithms (projectiles, explosives) now consider weakspots slightly closer to make weakspot hits a little more consistent
Bug Fixes
- Projectile
- Fixed erroneous line of sight logic on large projectiles
- Now checks for hits before moving, which can fix them going through walls and doors when on low frames
- Misc
- No longer generates a folder in the base game directory when no datablocks are detected
v2.2.5
Bug Fixes
- Projectile
- Fly once more
v2.2.4
Bug Fixes
- Explosive
- Fixed issues hitting nightmare enemies
- Projectile
- Fixed some nullrefs and other errors in rare circumstances
v2.2.3
Bug Fixes
- Misc
- Fixed damage falloff not calculating correctly for effects (e.g. DOT, Explosive)
- Fixed nullref that occurred sometimes from Projectile and Explosive
v2.2.2
Bug Fixes
- Auto Aim
- Fixed locking enemies regardless of invisiblility or Tag Only field
v2.2.1
Bug Fixes
- Silence
- Fixed WakeupRadius not working if AlertRadius was not bigger than it
v2.2.0
Features and Adjustments
- Explosive
- Added field "Glow Fade Duration": Sets the time it takes for the glow to linearly fade at the end of its duration.
- Temp Properties
- Now immediately triggers added properties with the same trigger as it.
Bug Fixes
- Data Swap
- Fixed errors that occurred when ExtraRecoilData is not installed
- Temp Properties
- Fixed some properties using Invalid trigger support causing errors
- Misc
- Fixed networked triggers not specifying which property was triggered
v2.1.3
- Pushed v2.1.2 without updating .dll :(
v2.1.2
Bug Fixes
- Auto Aim
- Fixed inconsistent logic with verifying that the current lock is valid
v2.1.1
Bug Fixes
- Data Swap
- Fixed compatibility with ExtraRecoilData
v2.1.0
Features & Adjustments
- Added new Trait:
- Silence: Modifies the stealth properties for firing. [Gun]
- Like mccad's plugin, but offers a couple new features.
- Silence: Modifies the stealth properties for firing. [Gun]
- Audio Swap
- Renamed to "Data Swap". Now also allows swapping the Archetype of the weapon.
- Auto Aim
- Added a field to the config file to adjust how frequently it searches for targets.
- Now checks for line of sight to the lock-on point to avoid locking onto enemies behind walls.
- Temp Properties
- Now automatically triggers and resets effects/traits with invalid triggers.
- Can use this to sync multiple triggers instead of pasting the same info over them all.
- Now automatically triggers and resets effects/traits with invalid triggers.
- Misc
- Improved enemy search logic for all systems (AutoAim, Explosive, etc.)
- Now acquires ALL enemies, rather than capping at a certain point.
- Potentially improved performance.
- Improved enemy search logic for all systems (AutoAim, Explosive, etc.)
Bug Fixes
- Fire Rate Mod, Temp Properties
- Fixed networked triggers applying to all effects of the same type
- Projectile
- Fixed incorrect initial hitbox position
- Fixed incorrect hit locations
- Fixed enemies not being hit if they were inside the projectile but didn't have line of sight initially
- Fixed inability to damage padlocks
- Fixed inability to deal backstab damage
- Fixed nullref that occurred when hitting walls sometimes
- Thick Bullet
- Fixed inability to damage padlocks
- Misc
- Fixed nullref that occurred when hitting padlocks
v2.0.0
Melee Support
EWC now supports adding properties to melee weapons! Most effects work, but few traits do.
Temp Properties
Change the behavior of the weapon during play by adding and removing properties when triggered.
Features & Adjustments
- Added Melee Support
- Specified on CustomWeapon blocks via "MeleeArchetypeID"
- Disallowed Effects: AmmoMod, RecoilMod
- Allowed Traits: ArmorPierce, BackMulti, TumorMulti
- Integrated mostly with existing triggers.
- Added new Traits:
- Audio Swap: Toggles audio on a trigger.
- Temp Properties: Temporarily adds another set of properties.
- Added new Triggers:
- Aim, Aim End: Triggers when entering or exiting aim down sights, respectively.
- Pre Fire: Triggers prior to a shot firing or at the start of a melee swing.
- Reload Start: Triggers when a reload is started.
- Charge: Triggers when damage is dealt, scaling trigger amount by the melee charge scalar.
- Explosive
- Now accepts Damage and Charge triggers
- Removed support for ResetTrigger & Cooldown fields
Bug Fixes
- Damage Trigger
- Fixed type blacklist not working (e.g. Explosive could trigger on Explosive damage)
- Explosive
- Fixed Trigger not appearing on the template
v1.8.4
Bug Fixes
- Accelerate
- Fixed ResetTrigger not functioning
v1.8.3
Bug Fixes
- Thick Bullet
- Fixed pierce weapons not hitting anything
v1.8.2
Bug Fixes
- Accelerate, Fire Rate Mod
- Properly modifies burst delay again
- Thick Bullet
- Checks for line of sight when sufficiently big
v1.8.1
Features & Adjustments
- Added new Trait:
- Wall Pierce: Bullets can damage enemies through walls.
Bug Fixes
- Projectile
- Can damage padlocks again (uses "Hit Size" hitbox)
v1.8.0
Features & Adjustments
- Accelerate:
- Field "Accel Exponent" supports the value "e", which causes it to use a continuous growth curve.
- Auto Aim:
- Added field "Target Mode": Sets the behavior for targeting, to replace "TargetBody". Accepts the values:
- "Normal": Current default targeting.
- "Body": Same behavior as "TargetBody".
- "Weakspot": Prioritizes visible weakspots. Similar to "Normal", but can target tumors.
- Added field "Target Mode": Sets the behavior for targeting, to replace "TargetBody". Accepts the values:
Bug Fixes
- Trigger
- Fixed invalid triggers on some effects causing errors
v1.7.3
Features & Adjustments
- Added new Trait:
- Backstab Multi: Applies a multiplier to backstab damage.
Bug Fixes
- Explosive
- Fixed not applying back damage with "BulletLanded" triggers that hit the ground.
- Projectile
- Fixed projectiles hitting corpses and disappearing.
- Fixed projectiles scanning for hits farther than intended.
- Fixed projectiles failing to hit enemies within their hitbox when extremely large.
- Fixed projectiles hitting through walls when large.
v1.7.2
Bug Fixes
- Kill Trigger
- Fixed non-EWC weapons and melee causing kill triggers for the last EWC weapon that hit the enemy.
- Fixed a few issues with its logic that ensured triggers only run once.
- Fixed error message that occurred when non-EWC weapons alone killed an enemy.
v1.7.1
Features & Adjustments
- Explosive
- Added new fields:
- "DamageFriendly": Enables damage to teammates.
- "DamageOwner": Enables damage to the user.
- "SoundID": The sound to use for the explosion.
- Added new fields:
Bug Fixes
- Damage Over Time
- Fixed a case where applying damage over time from a damage over time hit would break it
v1.7.0
Features & Adjustments
- Explosive
- Now accepts Kill triggers
- Projectile
- Added new fields:
- "AccelScale": The scalar multiplied with speed that the projectile accelerates to.
- "AccelExponent": The exponent used on acceleration progress.
- "AccelTime": The time for the projectile to fully accelerate.
- "DamageFriendly": Enables direct hit damage to teammates.
- "DamageOwner": Enables direct hit damage to the user. (Now defaults to false)
- "Lifetime": The lifetime of the projectile.
- Added new fields:
- Trigger
- Added "Cap" field: Limits the number of stored activations.
Bug Fixes
- Projectile
- Fixed visual bullet tracers/FX appearing.
- Fixed pierce projectiles being able to hit the same enemy multiple times if another weapon or projectile hit them.
- Was particularly common on pierce shotguns.
- Triggers
- Fixed an error that occurred when apply triggers ran without stored activate triggers.
v1.6.5
Bug Fixes
- Projectile
- Fixed an error that occurred when bottoming out the magazine with a full-auto weapon.
v1.6.4
Bug Fixes
- Projectile
- Fixed it not being affected by spread.
v1.6.3
Bug Fixes
- Projectile
- Fixed it not working at all, courtesy of Thick Bullet addition.
v1.6.2
Features & Adjustments
- Thick Bullet
- Removed friendly fire checks from the bigger hitbox.
v1.6.1
Features & Adjustments
- Added new Trait:
- Thick Bullet: Gives bullets a bigger entity hitbox.
Bug Fixes
- Explosive
- Fixed it failing to hit padlocks.
- Projectile
- Fixed piercing weapons firing nothing.
v1.6.0
Features & Adjustments
- Added new Trait:
- Projectile: Fires a projectile instead of a hitscan bullet.
- Explosive
- Added field "GlowColor": Sets the color for the explosion FX.
- Added field "GlowDuration": Sets the duration for the explosion FX.
- Added an option to the config to recreate the template file (in case a developer wants to recreate it without restarting).
Bug Fixes
- Accelerate, Fire Rate Mod
- Fixed the lack of syncing with other players.
- Fixed incorrect audio fire rate when swapping to the weapon in some cases.
- Auto Aim
- Fixed bugged behavior on piercing weapons where it would attempt to aim at the locked target with each pierce hit.
- Tumor Damage Multi
- Fixed multiplier applying exponentially with pierces.
- Fixed unregistered type warnings in console/log output.
v1.5.2
Features & Adjustments
- Added an option to the config to completely disable SFX.
v1.5.1
Bug Fixes
- Damage Over Time
- Fixed crash on trigger.
- Fixed Damage triggers not scaling to damage dealt.
v1.5.0
Trigger Overhaul
Expanded the trigger system. Classical trigger definitions are supported, but "Cooldown" and "ResetTriggerType" effect fields are now deprecated as they exist in the trigger system instead. They will be removed in a future version. The system adds the following capabilities:
- Add multiple triggers for one effect.
- Separate the activation and application trigger timings for an effect.
- Add a chance for triggers to occur.
Please see the Wiki Page for more details.
Features & Adjustments
- Added new Traits:
- Armor Pierce: Pierces armor or modifies bullet damage dealt to armor.
- Pierce Multi: Applies a damage multiplier with each enemy pierced.
- Tumor Multi: Applies a multiplier to tumor damage.
- Damage Over Time
- Now causes Hit triggers
- Explosive
- Added Trigger field. Supports Hit as a valid trigger type.
- Triggers
- Damage
- Added field "Cap": Sets the maximum amount of damage a single trigger will accept.
- Damage
Bug Fixes
- Explosive
- Fixed a rare issue where direct hit explosions could cause piercing bullets to deal no damage.
v1.4.4
Features & Adjustments
- Ammo Mod, Damage Mod, Damage Mod Per Target, Fire Rate Mod, Health Mod, Recoil Mod
- Added field "Cooldown": Sets a cooldown that prevents the effect from triggering again until it passes.
- E.g. useful for having an effect trigger on hit but only once per bullet regardless of pierce/explosion
- Added field "Cooldown": Sets a cooldown that prevents the effect from triggering again until it passes.
- Enforce Fire Rate
- Affects recoil
Bug Fixes
- Accelerate, Damage Mod, Enforce Fire Rate
- Damage modifiers no longer apply exponentially to targets beyond the first on piercing bullets
v1.4.3
Bug Fixes
- Ammo Cap
- Fixed an issue where it would not apply on drop if the weapon was swapped to in loadout selection
v1.4.2
Features & Adjustments
- Auto Aim
- "Favor Look Point" is now only active if the user is aiming at the locked target, rather than any enemy.
- Improved visuals when lock is lost; locking reticle moves towards the center of the screen
- Increased search tick rate from 4/s to 10/s, along with performance improvements to compensate
Bug Fixes
- Damage Mod Per Target
- No longer causes null refs when hitting locks.
- Reserve Clip
- Fixed an issue where having one weapon with Reserve Clip would reload the other weapon if it was held when receiving ammo
- Trigger Type
- "On Damage" triggers no longer occur on dead enemies.
v1.4.1
Features & Adjustments
- Ammopack Refill
- Renamed to "Ammo Cap". Now functions more generically as a property that modifies the reserve capacity used for ammo calculations.
- Dev Note: "AmmopackRefill" still works, but is deprecated and will be removed in the next minor version.
- Now affects ammo on drop.
- "AmmoRefillRel" now exactly determines ammopack refill amount, rather than being affected by the Ammo Max / Ammopack Max ratio.
- Added 2 new fields that have the same effect as "AmmoRefillRel" but can be more intuitive in some cases:
- "AmmoCapRel": Direct modifier of reserve capacity for ammo calculations.
- "CostOfBullet": Specifies the CostOfBullet to be used for ammo calculations rather than the weapon's CostOfBullet.
- Renamed to "Ammo Cap". Now functions more generically as a property that modifies the reserve capacity used for ammo calculations.
Bug Fixes
- Ammopack Refill/Ammo Cap
- No longer modifies level ups from GTFuckingXP to count as an ammopack
- No longer modifies "Ammo" command on CConsole to count as an ammopack
v1.4.0
- New effect: Recoil Mod
- Applies a recoil modifier when triggered.
- Ammo Mod
- Added field "Overflow To Reserve": Excess ammo changes in the clip overflow to reserve ammo. On by default.
- Trigger Type
- Added type "On Wield": Triggers when swapping to the weapon.
- Misc
- Added compatibility with GTFuckingXP
Bug Fixes
- Misc
- Fixed burst weapons having no burst delay if they had no fire rate modifiers.
v1.3.0
Features & Adjustments
- Accelerate
- Added field "Damage Stack Layer": Determines how the damage modifier stacks with other damage modifier effects.
- Damage Mod, Damage Mod Per Target, Fire Rate Mod
- Added field "Stack Layer": Determines how the effect modifier stacks with different effects. Set to "Multiply" by default (matches existing behavior).
- "Stack Type" now uses "Add" by default rather than "None".
- Damage Mod Per Target
- Now also supports the new Trigger Type "On Damage" (Previously only allowed "On Hit")
- Damage Over Time, Explosive
- Now benefit from backstab bonus.
- Added field "Ignore Backstab": Disables the backstab bonus. Off by default.
- Trigger Type
- Added type "On Damage": Triggers on any damage dealt (bullet, DOT, explosive) and scales the effect with damage dealt.
- Added type "On Precision Damage": Same as "On Damage", but only on precision hits.
- Misc
- Damage multipliers now affect friendly fire damage.
- Improved LiveEdit support and logging.
- Prints all found archetype IDs on load/file edit, rather than only replaced IDs.
- Prints warnings when duplicate archetype IDs are found.
- Supports file creation and deletion during runtime.
- Applies custom data objects added to held weapons that did not originally have one.
- Correctly removes stashed custom data objects when they are removed from their file.
Bug Fixes
- Explosive
- Fixed damage modifiers not applying correctly.
- Health Mod
- Now exists in the template file.
- Misc
- Effects now reset on elevator drop.
- Fixed incompatibility with ExtraObjectiveSetup.
v1.2.0
Features & Adjustments
- New effect: Heal Mod
- Allows giving or taking health from the user when triggered.
- Accelerate
- Now compatible with Semi-Automatic and Burst weapons.
- Auto Aim
- Added field "Favor Look Point": Prioritizes the user's aim if they are looking directly at an enemy.
- Added field "Lock While Empty": Allows locking while the clip is empty or during reloads. On by default.
- Now immediately searches for a new target if the current target dies (previously only updated on a tick every 1/4 second).
- Damage Mod, Damage Mod Per Target
- "OnHit" and "OnHitExplosion" triggers from explosions no longer effect the bullet that hit the enemy on a direct hit.
- Damage Mod, Damage Mod Per Target, Fire Rate Mod
- Added field "Cap": Sets a maximum or minimum total modifier.
- Damage Over Time, Explosive
- Added field "IgnoreDamageMods": Ignores damage modifiers when calculating damage dealt.
- Trigger Type
- Added type "OnPrecisionHit": Triggers on weakspot hit. Has subtypes like "OnHit", e.g. "OnPrecisionHitBullet".
- Added type "OnPrecisionKill": Triggers when an enemy is killed with a weakspot hit.
- Misc
- Editing the file now updates weapons in your hands rather than requiring you to change loadout.
Bug Fixes
- Accelerate, Fire Rate Mod
- Fixed weapon audio being incorrect on the first shot after fire rate changed
- Ammo Mod
- Fixed cases where clip could underfill or overfill by 1
- Auto Aim
- Fixed issues with Auto Aim reticle not appearing when it should
- Trigger Type
- OnKill now triggers on the weapon that got the kill rather than held weapon
- Misc
- Changed networking logic, should fix some issues and work closer to vanilla networking
- Fixed some cases where weapon effects or audio would trigger when the weapon shouldn't fire
v1.1.4
- Fixed semi-automatics and burst weapons having the wrong fire rate (real final fix)
v1.1.3
- Fixed bricking semi-automatics and burst weapons
v1.1.2
- Fixed Explosives triggering on other players than the one who fired
- Semi-Automatics and Burst weapons now work better with fire rate modifications
v1.1.1
- Fixed multiple weapons with the same archetype sharing property behavior/causing issues
- Fixed multiple auto aim weapons causing issues with the others
- Fixed ReserveClip causing errors when using ammo packs
- (Potentially) Fixed errors with favorited weapons
v1.1.0
- Ammo Mod
- Now accepts decimal values. Decimals accrue in the background until a whole number is reached.
- Explosive
- Moved to effects (can have multiple different ones on a gun)
- Fixed piercing weapons causing extra explosions on the same enemy.
- Fire Rate Accel
- Renamed to Accelerate
- Can now change damage
- Damage Mod and Damage Mod Per Target
- Now affect Damage Over Time and Explosive
- Added a ResetTriggerType to clear all modifier stacks on a trigger condition
- OnHit Trigger
- Now also occurs on explosive hits.
- Added OnHitBullet and OnHitExplosive for specific hit types.
- Misc
- Fixed sentries using your currently held weapon's effects.
v1.0.0
- Initial Release