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mborsh-Useful_Zap_Gun-0.3.1 icon

Useful Zap Gun

The bees will be exterminated. Configurable!

Date uploaded 9 hours ago
Version 0.3.1
Download link mborsh-Useful_Zap_Gun-0.3.1.zip
Downloads 512
Dependency string mborsh-Useful_Zap_Gun-0.3.1

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

Useful Zap Gun

Makes the zap gun more useful.

Features

  • Mobs specified in the config will be destroyed after a configurable number of seconds of using the zap gun. (with explosion!)
  • Charging equipment and weapons (x2 damage for a few seconds)
  • Disabling vanila hazards
  • Zap gun damage for enemies and players (separately, too op tbh so it's off by default)
  • You can suggest your feature in Lethal Company Modding Server (url or hyperlink somewhere below)

Credits

Special thanks

If you want to report a bug or anything else, please contact me (only eng/rus please):

Lethal Company Modding Server: Click
E-mail: [email protected]
Github: Click

CHANGELOG

Change Log

[0.3.1]

  • Removed HappyBirthdayRat, Slayer and Wig steamid events (iykyk)
  • Fixed a bug with the enemy exploding after interruption and activation of the zap gun (time to explosion should now work properly)

[0.3.0]

  • SpikeTrap - the zap point is now located at the location of the red dot at the base of the trap
  • Items - Raised the zap point slightly for every item with battery and weapon
  • Enemy config changes
    • Now the time before explosion for each enemy specified in the list is configured separately
    • You can turn off the explosion to make the enemies listed in the list zapable without explosion
  • Zap gun DOT (damage over time) (part of enemy config, but I decided to put it here separately)
    • Too OP imo so it is disabled by default
    • Separate damage to players and mobs
      • Most likely can heal players if a negative value is set in the config (it is patcher tool after all)
    • Configurable time
    • It SHOULD NOT kill creatures that can't die from a shovel

[0.2.1]

  • Landmine can now be zapped properly (thanks, Xu)
  • Fixed an error when trying to zap a turret
  • Fixed config for items
    • If some items from mods are not in the config - shout at the author of the mod so that they fix Scriptble Object for the item.
    • Don't forget to reset the config to avoid possible errors

[0.2.0]

  • Vanilla hazards can now be zapped
    • Landmine: at the moment it is impossible to zap, although there is a script for this.
      • As I understand it, the landmine collider is too low and the zap gun cannot detect the mine as something that can be stunned because of this.
    • Turret: goes into berserk mode after some time for 9 seconds and then turns off permanently.
    • Spiketrap: A bit difficult, but can be disabled with a few zaps.
      • To zap, the spiketrap needs to fall (i.e. it is advisable to scan either immediately after the trap falls, or before it falls)
  • Shovel damage is now synced (should be at least)
  • Now to charge the shovel you need to set config for required % of the gun charge
  • Fixed item charge multipliers
    • By default, all multipliers are made so that the charge of the zap gun is 1 to 1 to the charge of any other item.
      • Don't ask why they are like this, I didn't calculate them manually =)
  • Item charge multipliers are now configurable
    • Increasing the multiplier reduces the battery consumption of the gun to charge this item.

[0.1.0]

  • You can now charge weapons and equipment
    • Weapons:
      • Charging a weapon (shovel, sign, mace (Code Rebirth), etc.) gives the weapon x2 damage for a configurable amount of time.
      • If the weapon is already charged, it damages the player with zap gun by 15 damage.
    • Equipment:
      • Charging items that have a battery
  • Tornado (Code Rebirth) and Bruce (Surfaced) can no longer be destroyed by zap gun.

[0.0.2]

  • Fixed an error from 0.0.1

[0.0.1]

  • Fixed a bug where when a client exploded a mob, the mob did not disappear.
  • The error that pops up after the client destroys the mob should not be critical, but if something breaks, let me know (I don’t know why it pops up, it is ServerRpc)

[0.0.0]

  • Initial release