Latest changes
- Added lightning wand
- Fixed glow bug when taking wands out of inventory.
- Added some stupid tts lines when the wands are used.
- Added staves (upgradeable from wands using Evolution Crystal)
- Changed frost wand functionality
Hatter Weapons Pack
Custom weapons for R.E.P.O. Buy them in the shop.
Rocket Launcher
A shoulder-fired launcher for when an enemy needs to stop existing. Each rocket hits hard on contact and bursts in a big blast, but it kicks back hard and takes a long time to reload, so make every shot count.
|
|
| Rockets per full charge |
6 (one battery bar each) |
| Direct hit |
300 contact damage to the enemy or player struck, plus the close splash: 600 total |
| Splash damage |
300 within 2 m, 150 out to 4 m (the gravity orb's range). Never damages players |
| Knockback |
60, same as the pulse grenade |
| Recoil |
40 knockback on you, away from where you aim (rocket-jump with it) |
| Reload |
12 seconds |
| Price |
2x the shotgun |
- The rocket head disappears from the launcher when you fire and pops back out when the reload is done.
- Firing kicks you back away from where you're aiming. The kick adds to your movement, so it's softer while running forward and stronger while backing up. Aim at the floor and fire to rocket-jump.
- Friendly fire: a direct rocket hit hurts teammates (300). The blast only throws players around, it never damages them, you included.
- Recharge it at the truck like any other battery-powered weapon.
Plasma Rifle
A sleek white rifle that fires fast plasma bolts with no reload in between. Each bolt hits hard, but they fly fast rather than instantly, so lead targets at range.
|
|
| Shots per full charge |
12 (one battery bar each) |
| Damage |
250 per bolt, to the enemy or player struck |
| Splash |
None |
| Projectile |
Plasma bolt at 60 m/s (not hitscan: lead fast targets at range) |
| Friendly fire |
Yes, 250 to any teammate a bolt hits |
| Reload |
None, about 4 shots a second |
| Price |
2x the shotgun |
- Friendly fire: a bolt hurts any teammate it hits. Your own bolts can't hit you.
- White with black trim, a blue glow at the muzzle instead of a blast, and its own laser sound.
- Recharge it at the truck like any other battery-powered weapon.
Ember Wand
A wooden wand with a red crystal tip. Charge it up and hurl a slow, blazing fireball that bursts on impact, burning whatever it hits and anyone standing too close, you included.
|
|
| Fireballs per full charge |
12 (one battery bar each) |
| Charge-up |
2 seconds: the fireball grows at the tip while you shout "Fireball" |
| Projectile |
A slow-moving fireball (15 m/s) |
| Direct hit |
120, plus the splash |
| Splash |
30 within 0.8 m. Damages everyone, you included |
| Knockback |
Light (10) |
| Reload |
2 seconds |
| Price |
Same as the gun (handgun) |
- Press once to start charging. The fireball launches by itself when the charge is done and flies slowly enough to watch.
- The tip crystal glows red when a fireball is ready.
- Friendly fire: everything hurts players. Direct hits burn teammates, and the splash burns anyone close, you included.
- The charge lines are configurable (separate several with
| for a random pick).
Frost Wand
A wooden wand with an icy cyan tip. Each cast conjures a short volley of icicles round the tip, one after another, that fly at your crosshair and freeze every enemy they hit in a block of ice.
|
|
| Casts per full charge |
12 (one battery bar each) |
| Volley |
4 icicles form one by one, 0.5 seconds apart, in a ring 10 cm in front of the tip and 30-50 cm out |
| Launch |
Each icicle flies 1 second after it forms, angled from its spot towards your crosshair |
| Damage |
60 per icicle, to the enemy or player it hits (no splash) |
| Freeze |
Every enemy hit is frozen in place for 2 seconds, encased in a block of ice |
| Friendly fire |
Yes, icicles hurt any teammate they hit |
| Reload |
2 seconds after the last icicle flies (4.5 seconds from press to ready) |
| Price |
Same as the gun (handgun) |
- Press once to cast. The battery bar is used straight away; the icicles then form one after another and each flies a second after it appears, so the volley streams out over about 2.5 seconds.
- Each icicle aims at whatever your crosshair is on when it flies, so they converge on it at a slight angle. Sweep the wand and the later icicles follow.
- An enemy hit is frozen in place: a block of ice creeps over it, and it can't move or act until the ice bursts 2 seconds later. More hits keep it frozen longer.
- Put the wand away mid-volley and the icicles that haven't flown yet melt away.
- The tip crystal glows cyan when the wand is ready.
- Friendly fire: icicles hurt any teammate they hit. Your own can't hit you. They don't stun players.
Healing Wand
A wooden wand with a lime tip, for keeping your team alive. Aim it at a teammate for a healing beam, or point it at the sky to raise a healing cylinder around you.
|
|
| Casts per full charge |
2 (one battery bar each) |
| Beam (aim at a teammate) |
20 health a second for 5 seconds (100 total) |
| Healing cylinder (point at the sky to charge it) |
10 health a second for 5 seconds to everyone inside it (2 m radius around where you cast it), you included (50 each) |
| Reload |
5 seconds |
| Price |
Same as the gun (handgun) |
- Aim the crosshair at a teammate (within 15 m, in sight) and press the button: a lime beam locks onto them.
- Look up at the sky like the void staff and press the button: a see-through lime cylinder of light rises around you, with small green beams of light circling you, and stays where you cast it for 5 seconds. Everyone standing inside it is healed.
- The tip glows brighter the further up you look; once the healing cylinder is ready a lime aura swirls around it.
- Nobody under the crosshair, or they are already at full health? The beam fires harmlessly and no battery is used: only a heal that lands uses a charge.
Lightning Wand
A wooden wand with a yellow tip. Channel, then call down a bolt of lightning that jumps from enemy to enemy, electrocuting and stunning every one it strikes before the damage lands.
|
|
| Casts per full charge |
12 (one battery bar each) |
| Channel |
2 seconds before the bolt fires |
| Bolt |
4 charges, shared between up to 4 enemies it chains to |
| Each enemy struck |
Electrocuted and stunned for 4 seconds, then 50 damage per charge, at most 2 charges' worth (100) |
| Reload |
3 seconds |
| Price |
Same as the gun (handgun) |
- Press the button and channel for 2 seconds: a yellow glow swells at the tip (up to 10 cm across its radius) while sparks crackle round it. When it fires, a jagged yellow bolt strikes the enemy under your crosshair at that moment (within 20 m, in sight), so keep aiming while it charges. A rising electric surge builds over the last second and cuts off just as the bolt strikes.
- 0.2 seconds after each strike the bolt jumps to the nearest other enemy within 6 m, up to 4 enemies. It only jumps along a clear line of sight between the two: walls, doors, props, players and other enemies block it, checked again at the moment of the jump. If the way is blocked by then, the bolt ends there.
- The charges are shared out evenly, the first enemy taking any left over: 1 enemy gets all 4, 2 enemies 2 each, 3 enemies 2, 1 and 1, 4 enemies 1 each.
- Every enemy struck is stunned for 4 seconds whatever its charges, with arcs crackling over it and an electric crackle you can hear. When the stun ends it takes 50 damage per charge, counting at most 2 charges: 100 at most, even for a lone enemy holding all 4.
- No enemy under the crosshair? The bolt strikes harmlessly and no battery is used.
Ember Staff (upgrade)
The Ember Wand, upgraded: a long twisted wooden staff whose head cradles a floating crystal, the same red as the wand's tip. It isn't stocked by the shop: use an Evolution Crystal on an Ember Wand to get one.
|
|
| Casts per full charge |
24 battery bars: a volley uses 1, an inferno 3 |
| Volley |
3 fireballs grow at the head over 2 seconds, then fly one after another, 0.2 seconds apart |
| Fireballs |
Each one is an Ember Wand fireball (same direct hit and splash, hurting everyone) |
| Inferno |
A pillar of fire 2 m in radius, from the floor to the ceiling, burning for 8 seconds |
| Inferno damage |
100 a second to enemies, 50 a second to players (you included) |
| Reload |
2 seconds |
- Press the button for a volley: the fireballs grow round the crystal like the Ember Wand's, then stream out at your crosshair.
- Hold the staff up at the sky for 4 seconds to charge the inferno. You chant "Ignis, arise from ash. Take form, take flame, and burn." as sparks gather round the crystal; at 4 seconds, with a roar of fire, it bursts in a bright flash, and a storm of embers keeps swirling round the head while it's ready. Lower it sooner and the charge is lost. Once it's ready, point it up again to put it away.
- Casting the inferno, you shout "Inferno!"
- While it's ready, aim at the floor (within 20 m): a fiery ring shows where the inferno will rise (only you see it). Press the button and a pillar of fire roars up from the ring to the ceiling.
- Ready but not aimed at a floor? Nothing happens and no battery is used.
Frost Staff (upgrade)
The Frost Wand, upgraded: the same staff as the Ember Staff, with a crystal the Frost Wand's icy cyan. Like the Ember Staff it comes from using an Evolution Crystal on its wand.
|
|
| Casts per full charge |
24 battery bars: a volley uses 1, an ice wall 3 |
| Volley |
12 icicles, forming one at a time, 0.25 seconds apart, in a ring round the head |
| Launch |
Each icicle flies 1 second after it forms, angled towards your crosshair |
| Icicles |
80 damage each, and the enemy is frozen in ice for 2 seconds |
| Ice wall |
5 m long, 1 m thick: 8 blocks of ice about 3 m tall (each up to 30 cm taller or shorter), standing across your view for 10 seconds; nothing gets through it. Enemies it rises under take 150 damage |
| Reload |
2 seconds after the last icicle flies |
- Press the button for a volley: icicles form one at a time round the crystal and stream out at your crosshair, twelve in about 3.75 seconds.
- Hold the staff up at the sky for 4 seconds to charge the ice wall. You chant "Glacies, still the air. Draw forth the cold, and let it freeze." as frost gathers round the crystal; at 4 seconds, with an icy chime, it bursts in a bright flash, and a swirl of frost sparks keeps circling the head while it's ready. Lower it sooner and the charge is lost. Once it's ready, point it up again to put it away.
- Raising the wall, you shout "Glacier wall!"
- While it's ready, aim at the floor (within 20 m): a rectangle shows where the wall will stand, across your view (only you see it). Press the button and the wall's 8 blocks of ice burst up out of the floor one after another, from your left to your right.
- The wall stops players, enemies, items and projectiles; enemies walk round it. After 10 seconds it shatters.
- Raise it on top of enemies and the ice slams into them for 150 damage; survivors are encased in ice, frozen in place (they can't move or act) until the wall shatters. Then the ice bursts and they're slowed to half speed for 5 seconds, with frost drifting off them.
- Ready but not aimed at a floor? Nothing happens and no battery is used.
Lightning Staff (upgrade)
The Lightning Wand, upgraded: the same staff as the others, with a crystal the Lightning Wand's yellow. Like the other staves it comes from using an Evolution Crystal on its wand.
|
|
| Casts per full charge |
24 battery bars: the strikes use 1, an orb 3 |
| Strikes |
Channel 2 seconds, then 3 lightning strikes, 1.5 seconds apart, at the enemies on your screen |
| Chaining |
Each strike chains like the Lightning Wand's bolt: 4 charges shared between up to 4 enemies |
| Damage |
50 per charge the moment a strike lands, up to 4 charges (200) per enemy per strike; the 4-second stun still applies |
| Lightning orb |
A big orb (1 m radius) drifting at 0.5 m/s where you aim, curving very slightly towards enemies within 5 m, bouncing off walls, striking the nearest enemy within 10 m every 2 seconds, for 30 seconds |
| Reload |
3 seconds |
- Press the button and channel: the crystal's glow swells for 2 seconds, then three strikes leap out one after another.
- The strikes home in on enemies anywhere on your screen (within 30 m, in sight), not just under the crosshair. With several enemies, each strike goes for a different one first; then each chains on to the enemies near it.
- No enemy on screen? One harmless bolt strikes the crosshair and no battery is used.
- Hold the staff up at the sky for 4 seconds to charge the orb. You chant "Fulmen, gather the sparks. Pierce the veil, and strike them afar." as sparks gather round the crystal; at 4 seconds, with a crackle of lightning, it bursts in a bright flash, and lightning keeps swirling round the head while it's ready. Lower it sooner and the charge is lost. Once it's ready, point it up again to put it away.
- Casting the orb, you shout "Lightning orb!"
- While it's ready, press the button: a big, slow orb of lightning, a metre in radius, crackling and buzzing, drifts off at your crosshair. It drifts very slightly towards any enemy within 5 m it can see, bounces off walls and props, and every 2 seconds strikes the nearest enemy it can see, chaining like the strikes. It only ever strikes enemies, and passes through players.
Evolution Crystal
A white crystal, the same shape as the staves' crystals. Hold it, look at an Ember, Frost or Lightning Wand and press the use button: a white beam leaps from the crystal to the wand, the wand floats up into a blinding white light, and when the light fades it's become its staff (Ember Staff, Frost Staff or Lightning Staff). The crystal breaks.
Crystals are 5x the price of wand compared to 7x for staves, so it's cheaper to buy it directly off the store and upgrade a wand that you have instead of upgrading in the store and buying the staff.
|
|
| Price |
5 x a wand's |
| Reach |
Wands within 5 m of you; the one nearest your crosshair evolves |
| No wand in reach |
Nothing happens (no beam) and the crystal isn't used up |
| In a level |
The staff replaces the wand among your items and comes back each level like it |
| In the shop |
A wand for sale becomes a staff for sale at 7 x the wand's price |
Configuration
All the numbers above can be changed in BepInEx/config/HatterWeaponsPack.cfg (r2modman: Config editor). The file appears after the first launch with the mod. Restart the game after changing it.
| Rocket Launcher |
Default |
|
Plasma Rifle |
Default |
| RocketsPerCharge |
6 |
|
ShotsPerCharge |
12 |
| ReloadSeconds |
12 |
|
TimeBetweenShots |
0.25 |
| PriceMultiplier |
2 |
|
PriceMultiplier |
2 |
| ContactDamage |
300 |
|
Damage |
250 |
| SplashCloseDamage |
300 |
|
BoltSpeed |
60 |
| SplashEdgeDamage |
150 |
|
BoltLifetime |
2 |
| SplashRadius |
4 |
|
BodyGlow |
0.3 |
| SplashKnockback |
60 |
|
|
|
| Recoil |
40 |
|
|
|
| RocketSpeed |
30 |
|
|
|
| RocketLifetime |
4 |
|
|
|
| Ember Wand |
Default |
| FireballsPerCharge |
12 |
| ChargeSeconds |
2 |
| ReloadSeconds |
2 |
| PriceMultiplier |
1 (x the gun) |
| DirectDamage |
120 |
| SplashDamage |
30 |
| SplashRadius |
0.8 |
| Knockback |
10 |
| FireballSpeed |
15 |
| FireballLifetime |
5 |
| VoiceLines |
O ember spirit, burn! | Flame, engulf my enemies! | Blast my foes with thy wrath! |
| Frost Wand |
Default |
| CastsPerCharge |
12 |
| ReloadSeconds |
2 (after the last icicle flies) |
| PriceMultiplier |
1 (x the gun) |
| IciclesPerVolley |
4 |
| IcicleInterval |
0.5 |
| LaunchDelay |
1 |
| IcicleDamage |
60 |
| StunSeconds |
2 |
| SpawnDistanceMin |
0.3 |
| SpawnDistanceMax |
0.5 |
| SpawnForwardOffset |
0.1 |
| IcicleSpeed |
25 |
| IcicleLifetime |
3 |
| VoiceLines |
Frost! Obey me! | Bring forth winter! | Spirit of winter, freeze them! |
| Healing Wand |
Default |
| CastsPerCharge |
2 |
| ReloadSeconds |
5 |
| PriceMultiplier |
1 (x the gun) |
| BeamHealPerSecond |
10 |
| BeamSeconds |
5 |
| BeamRange |
15 |
| AreaHealPerSecond |
5 |
| AreaSeconds |
5 |
| AreaRadius |
2 |
| LookUpAngle |
50 |
| ChargeLines |
(empty) |
| Lightning Wand |
Default |
| BoltsPerCharge |
12 |
| ReloadSeconds |
3 |
| PriceVsGun |
1 (x the gun) |
| ChannelTime |
2 |
| ChargesPerBolt |
4 |
| MaxTargets |
4 |
| ChainDelay |
0.2 |
| ChainRange |
6 |
| Range |
20 |
| StunSeconds |
4 |
| ChargeDamage |
50 |
| MaxDamageCharges |
2 |
| BoltSeconds |
0.5 |
| VoiceLines |
Zeus, heed my call | Heavens, unleash your wrath! | Lightning strike |
| Ember Staff |
Default |
| BarsPerCharge |
24 |
| ReloadSeconds |
2 |
| ChargeSeconds |
2 |
| FireballsPerVolley |
3 |
| VolleyGap |
0.2 |
| LookUpAngle |
50 |
| ChargeUpSeconds |
4 |
| ChargeUpLine |
Ignis, arise from ash. Take form, take flame, and burn. |
| ReleaseLine |
Inferno! |
| InfernoRadiusMetres |
2 |
| InfernoRange |
20 |
| InfernoSeconds |
8 |
| InfernoEnemyDamagePerSecond |
100 |
| InfernoPlayerDamagePerSecond |
50 |
| InfernoBatteryBars |
3 |
| InfernoMaxHeight |
30 |
| VoiceLines |
Same as the Ember Wand's |
| Frost Staff |
Default |
| BarsPerCharge |
24 |
| ReloadSeconds |
2 (after the last icicle) |
| IciclesPerVolley |
12 |
| IciclesTogether |
1 |
| IcicleDamage |
80 |
| IcicleInterval |
0.25 |
| LaunchDelay |
1 |
| LookUpAngle |
50 |
| ChargeUpSeconds |
4 |
| ChargeUpLine |
Glacies, still the air. Draw forth the cold, and let it freeze. |
| ReleaseLine |
Glacier wall! |
| WallRange |
20 |
| WallLength |
5 |
| WallThickness |
1 |
| WallImpactDamage |
150 |
| WallHeight |
3 |
| WallSeconds |
10 |
| WallBlocks |
8 |
| WallHeightVariation |
0.3 |
| WallRiseStagger |
0.08 |
| TrappedSlowSeconds |
5 |
| TrappedSlowSpeed |
0.5 (half speed) |
| WallBatteryBars |
3 |
| VoiceLines |
Same as the Frost Wand's |
| Lightning Staff |
Default |
| BarsPerCharge |
24 |
| ReloadSeconds |
3 |
| ChannelTime |
2 |
| Strikes |
3 |
| SecondsBetweenStrikes |
1.5 |
| ScreenRange |
30 |
| ScreenAngle |
45 |
| ChargeDamage |
50 |
| MaxDamageCharges |
4 |
| LookUpAngle |
50 |
| ChargeUpSeconds |
4 |
| ChargeUpLine |
Fulmen, gather the sparks. Pierce the veil, and strike them afar. |
| ReleaseLine |
Lightning orb! |
| OrbSpeed |
0.5 |
| OrbHomingRange |
5 |
| OrbHomingTurn |
10 (degrees per second) |
| OrbRadius |
1 |
| OrbSeconds |
30 |
| OrbSecondsBetweenStrikes |
2 |
| OrbStrikeRange |
10 |
| OrbBatteryBars |
3 |
| VoiceLines |
Same as the Lightning Wand's |
The staff's strikes and orb chain with the Lightning Wand's settings: ChargesPerBolt, MaxTargets, ChainRange, ChainDelay and StunSeconds.
| Evolution Crystal |
Default |
| PriceVsWand |
5 |
| StaffPriceVsWand |
7 (also the staves' list price, x their wand's) |
| Range |
5 |
| MaxInShop |
1 |
In multiplayer, everyone should use the same settings.
Multiplayer
Everyone needs the mod. The host decides what a rocket or bolt hits; everyone sees it fly and land.
Credits
- Plasma Rifle shot: "Sci-Fi Weapon Laser Shot 04" by DavidDumaisAudio.
- Frost Wand conjure sounds: "Iced Magic" 1, 2 and 5 by Yodguard.
- Healing Wand chimes: "Fantasy Healing Spell - Soft Magic Chime" 1 and 2 by Vadim_Makes_Sound.
- Lightning Wand cast: "Lightning Magic 4" by Yodguard (Pixabay).
- Lightning Wand crackle on struck enemies: "Electrified Granules v1" by freesound_community (Pixabay).
- Ember Staff inferno: "Fire Spell Impact" by Dragon Studio and "Burning Fire Loop 1" by Floraphonic (Pixabay).
- Staff charge sounds: "fire-magic" (Ember Staff), "ice-cast" (Frost Staff) and "lightning-magic" (Lightning Staff) (sound files supplied by the author; sources to be credited before publishing).
- Frost Wand and Frost Staff icicles: "Ice Fly" in flight and "Icicle Crashing" on impact (sound files supplied by the author; sources to be credited before publishing).
How it works
Weapons are built at startup from the game's own items (for grabbing, batteries and networking) with models made in Blender and stored inside the mod, so there is no asset bundle.