Risk of Rain 2
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Dileppy-SpawnBox-1.7.0
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SpawnBox

Risk of Rain 2 makes you earn every item, every fight, every ally. SpawnBox is the shortcut - and the polygraph.

Stop hoping the run hands you the item combo you want to test, or the exact monster you need to check your build against. Summon it. Any item, any equipment, any enemy, any ally, any survivor, any interactable the game has - real assets, real stats, real AI, on demand, straight from an in-game window. Press F2 to open it (rebindable in the config file). Every list shows the real in-game icon next to each entry, so you're never guessing what you're about to unleash, and you can pin your most-used entries on any tab so they stay at the top - even after you close the game.

Tip: open it from the pause menu (Esc, then click the SpawnBox button) instead of F2 mid-fight. Your cursor is locked to aiming during live gameplay, so clicks won't reach the window - pausing frees the mouse and lets you actually use it.

Choose a side. Literally.

Every hostile on this planet already has an opinion about you. The Enemies and Survivors tabs let you overrule it. Flip the Good/Bad toggle and decide whether that opinion is "kill on sight" or "ride or die" - same monster, same real AI, same difficulty scaling, just a different team and a very different afternoon. Friendly fire was never this friendly.

Any size you want

Every enemy, ally, and survivor you spawn can be resized from Miniature all the way up to the absurd "What the f..." tier - twice the size of Colossal. It's not just a visual trick: bigger is slower but hits harder, tankier, and has more health; smaller is faster but weaker and frailer. A real stat tradeoff, on every tab that summons a body - and on the Player tab, the same tradeoff applies to you.

How hard do you want this

Size is a tradeoff. Toughness is a straight dial: Paper, Soft, Normal, Sturdy, Tanky, controlling how much punishment a spawn soaks and how hard it hits back. It is independent of Size and stacks with it, so a Tanky Colossal enemy is a genuine wall and a Paper one is a pinata. And unlike Size, you can change it on something already alive - dial a fight up or down from the Settings tab and watch it take hold mid-swing. Set an enemy to Paper to study a mechanic without dying to it, or Tanky when you actually want to know whether your build closes the deal.

Tell them how to behave

Every ally, enemy, and survivor you spawn gets an Aggression setting - Passive, Normal, Aggressive, or Warpath. It rewrites the game's own AI skill drivers rather than faking a "difficulty" number the base game does not have, so a Warpath monster is genuinely more committed, not just numerically bigger. Passive ones hang back. Like Toughness, it is adjustable per unit while they are alive, so a quiet test dummy can become a problem without respawning it.

Call them back

Recall All gathers everything you have spawned and keeps it with you. Flip it on and your squad paths to you and follows until you flip it off - and it pulls hostiles too, because bringing an enemy to you is half the reason you spawned one. They still break off to fight whatever picks a fight with them; this is a leash, not a lobotomy.

Defend Zone is the same idea pointed somewhere else. Switch it on and, whenever a teleporter or other charging event is active, your spawns move to it and hold it - and keep holding it while you go do something else. When the charge completes they go back to their own business.

What it actually does

  • Items. Every real item in the game, searchable, no quantity limit. A Gold field lives on the same tab, because sometimes the item isn't the bottleneck.
  • Equipment. Every real equipment in the game, searchable. One click swaps whatever you're currently holding.
  • Allies. Drones, turrets, the Mercenary ally recruit, Best Buddy, and more - summon a whole squad (no quantity limit) and they'll follow you into the next stage like they were never optional. (Transport Drone sits this one out - its grab-and-carry AI doesn't know it isn't tethered to a Cargo, and neither do you until it's carrying you into the ceiling.) A drone never picks up your loot in vanilla either, and it still won't here - that's not a limitation, that's just what a drone is.
  • Enemies. Every spawnable monster, correctly scaled to how far into the run you actually are - not a flat level-1 pushover regardless of how deep you've gone. Pick a real Elite affix off the shelf (Fire, Ice, Lightning, and every other one the game has). Then flip Good/Bad and decide if it's coming for you or fighting beside you. Spawn one Good and you can hand it your build too, live - a separate toggle, since a hostile Lemurian has never earned that kind of trust. Killing one pays out real gold and experience, scaled to how tough it actually was - not a freebie, but not nothing either.
  • World. Jump anywhere in the game, two different ways. Explore drops you into a completely empty version of any location - no enemies, no objectives, not even a teleporter - so you can look around, take screenshots, or build an encounter entirely out of your own spawns. Advance jumps you forward like a real teleporter completion: same location, but populated with the game's own enemies at real difficulty scaling, like you'd actually gotten there.
  • Survivors. The game already builds AI-controlled doubles of its own playable cast for events like the Artifact of Vengeance - SpawnBox just lets you call them in on request, on your side by default or theirs if you're feeling generous toward the opposition. Not every survivor has one of these encounters in the base game, so the roster may not include all of them. This is the one tab where sharing your build actually makes sense - a doppelganger is canonically a copy of a playable character, so a Good one can carry a live copy of your current items and equipment, gaining whatever you pick up next exactly like a genuine second player would.
  • Interactables. Every chest, shrine, printer, and drone the game has, auto-discovered straight from its own resource catalog - not a hand-picked list that goes stale the next content patch.
  • Player. Grant yourself any real buff or debuff, organized into curated Buffs/Debuffs/Elite sections (with a "Show all" toggle for the full uncurated roster) - the first time SpawnBox lets the player wear a real elite affix, not just a spawned unit. Six named one-click presets combine buffs and debuffs into real risk/reward loadouts (Berserker trades healing for pure offense; Death Wish is a genuine stress test). A Size control resizes you with the same real stat tradeoff every other tab's sizing already has. Everything this tab grants - buffs, presets, size - survives a stage transition, reapplied automatically to your new body.
  • Settings. A live roster of everything you've spawned, one row each, where you can retune a unit's Aggression and Toughness on the fly or despawn just that one. Plus one despawn button per category (Allies/Enemies/Survivors/Interactables) with a live headcount, so testing a build doesn't mean living with your mistakes, and the Recall All and Defend Zone switches described above. Doesn't touch anything you gave yourself through Items or Equipment - those were never spawned as separate objects, so there's nothing there to clean up.

Built honestly

Nothing in SpawnBox pretends. Every icon is the game's own icon. Every stat, elite affix, and AI behavior comes from the game's own systems - the same summon call the game itself uses to grant allies, the same AI every monster already runs on, borrowed instead of faked. If a feature couldn't be built on something real, it didn't ship. Some monsters have never been asked to fight for you before and may not behave perfectly the first time you flip the switch - that's not a bug SpawnBox is hiding, it's the price of a feature it refused to fake.

By Dileppy.

Spawning large numbers of anything at once can impact your game's performance (RAM/CPU) - use at your own discretion.

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