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Enemy Drops

Make monsters drop items when they die — fully configurable and host-only.
Only Host, clients don't need it. Native BepInEx mod.

Inspired by the original REPO Enemy Drops mod by ImVertro.
This version is a fully native BepInEx implementation for users who prefer not to use MelonLoader, with additional usability improvements.

What's new in v2.0

  • Keep Enemy Drops Between Levels: You can now bring dropped items into the truck or keep them in your inventory to preserve them across levels and save them with your run!
  • Configurable Preservation Cap: New MaxPreservedItems setting (default: 10) to balance your run progression.
  • Dynamic Slot Recycling: Consuming or destroying a preserved item frees up space for new enemy drops.
  • Informative Telemetry: Clear console logs alert you when an item is secured or when the capacity limit is reached.
  • Engine Modernization: Complete rewrite powered by RepoAPI for flawless host-only replication and performance.

Features

  • Monsters drop items upon death based on their danger level.
  • Configure drop chances and weights for every item per monster difficulty tier.
  • Set a maximum limit on item drops per level.
  • Visual Distinction (Color Modification): Optional color tinting and multipliers on enemy-dropped items while keeping all original surface textures, screen displays, labels, and details intact (disabled by default).
  • Centered Light Aura: A soft, pulsating reddish point light aura centered directly inside enemy-dropped items that automatically dims or switches off when held or equipped (enabled by default).
  • Item Preservation: Option to keep items secured in the truck or inventory across subsequent levels.
  • Preservation Limit: Configurable cap on the maximum number of enemy-dropped items that can be preserved simultaneously (default: 10).
  • Only the host needs to have the mod installed — clients do not.
  • 100% native BepInEx implementation.

Requirements

Installation

  1. Install the latest BepInEx Pack.
  2. Place EnemyDrops.dll into your BepInEx/plugins folder.
  3. Launch the game once — the configuration file will be generated automatically inside BepInEx/config.

Configuration

All settings are controlled through the generated file: osmarbriones.EnemyDrops.cfg located in BepInEx/config.

General Settings

  • MaxDropsPerLevel (Default: 200): Maximum number of items that can drop in a single level.
  • PreserveItemsBetweenLevels (Default: false): When enabled (true), enemy-dropped items that players carry to safety inside the truck or keep in their inventory will persist into future levels and be saved with your run.
  • MaxPreservedItems (Default: 10): Maximum number of enemy-dropped items that can be preserved simultaneously. Standard shop-purchased items do not count toward this limit.

How Item Preservation Works

When PreserveItemsBetweenLevels is enabled (true), you can save enemy drops across levels and into your saved game:

  • Securing items: An item is considered secured if it is inside the truck room, held/grabbed by any player, stored in a player's inventory slot, or placed near the truck entrance (within 8 meters).
  • Preservation cap (MaxPreservedItems): You can keep up to the configured limit (default: 10) of enemy drops active at the same time. If more secured enemy drops are brought than the cap allows, items up to the limit are preserved and any surplus is discarded.
  • Shop items are exempt: Items purchased from the shop do not count toward this limit.
  • Dynamic slot recycling: When you consume (e.g. syringe, medkit) or lose a preserved item, its slot is freed up automatically so new enemy drops can take its place.
  • Host-authoritative: Only the host needs this enabled. Items secured by any player (host or connected clients) are properly evaluated and saved.

Visual Settings

  • EnableColorModification (Default: false): Enables custom color tinting and multipliers on enemy-dropped items while preserving original textures and displays.
  • ColorMultiplierR (Default: 0.55): Red multiplier applied to the material colors (0.0 to 2.0).
  • ColorMultiplierG (Default: 0.55): Green multiplier applied to the material colors (0.0 to 2.0).
  • ColorMultiplierB (Default: 0.55): Blue multiplier applied to the material colors (0.0 to 2.0).
  • ColorAdd (Default: 0.05): Additive offset applied to the material colors (-1.0 to 1.0).
  • EnableDropAura (Default: true): Enables a soft, pulsating reddish light aura centered inside dropped items.
  • AuraIntensity (Default: 0.8): Controls the brightness and intensity of the reddish drop aura.
  • AuraRange (Default: 3.5): Controls how far the light aura reaches in meters.

Difficulty-Based Drop Tables

The .cfg file includes three difficulty sections:

[Easy Monsters (Elsa for example)]
[Med. Monsters (Chef for example)]
[Hard Monsters (Robe for example)]

Each section contains entries like:

## Weight for "Item Gun Shotgun" on medium monsters. (range 0..12)
# Setting type: Int32
# Default value: 2
# Acceptable value range: From 0 to 12
Item Gun Shotgun = 2

How weights work

  • A value of 0 means the item will not drop for that monster difficulty.
  • Higher numbers increase the probability of the item being selected when a monster dies.
  • You have full control over which items appear for each difficulty tier.

Issues & Bug Reports

Please report any bugs or suggest features on GitHub:
https://github.com/OsmarBriones/EnemyDrops/issues

Credits

  • Based on the original concept from REPO Enemy Drops by ImVertro.
  • Developed by Osmar Briones.
  • Special thanks to Rucio for the REPO 0.4.0+ compatibility fix and weapon item additions.
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