MonsterVariantsPlus
- An Addon for Rob's MonsterVariants
- Adds Custom Variants on top of Rob's Existing Variants
- Killing a Variant now Gives rewards Depending on their Tier (Common, Uncommon & Rare)
- (Note, Tiers are not mentioned in Rob's page, each Variant has a Tier assigned to it which cannot be changed via configuration.)
- Rewards include Extra gold based off a Multiplier, Extra XP based off a Multiplier, & a Chance for an item to drop from the Variant (As if the Artifact of Sacrifice was Active).
- Rewards Configurable, including the Gold Multiplier, the XP Multiplier, & the Item drop chances.
Features
Gold Bonus
Receive extra gold when killing a Variant, based off a Multiplier. Values Configurable, and the default values are:
- 1.3 for Common Variants
- 1.6 for Uncommon Variants
- 2.0 for Rare Variants
XP Bonus
Receive extra XP when killing a Variant, based off a Multiplier. Values Configurable, and the default values are:
- 1.3 for Common Variants
- 1.6 for Uncommon Variants
- 2.0 for Rare Variants
Item Drops
Each time you kill a Variant, there's a small chance for it to drop an Item which's tier can be White, Green or Red.
Chances are highly configurable, and each Tier has it's own chances, by default, Common tier variants can only drop white items, while a rare variant might give you a red item if you're lucky enough! (Note: not actually affected by the Luck stat)
The default values for the Item drops are right below (It is recommended to check out the "Configuring the Mod" section for an explanation of how the Item drop mechanic works.
Common Variants:
- 3% for a White item
- 0% for a Green item
- 0% for a Red item
Uncommon Variants:
- 5% for a White item
- 1% for a Green item
- 0% for a Red Item
Rare Variants:
- 10% for a White Item
- 5% for a Green Item
- 1% for a Red Item
New Variants
Version 1.2.0 introduces new Variants to the game designed by Nebby.
The end goal is to have at least one variant per type of enemy.
Just Like in the Original Monster Variants, their spawn chance can be changed in the config file.
If you don't want any new variants, you can also disable the entire section in the config file.
Mosquito Wisp (7% Chance):
- 50% Size
- 50% Health
- 500% Movement Speed
- 500% Attack Speed
- 110% Damage
- Has 4 Alien Heads
Steel Contraption (7% Chance):
- 100% Size
- 150% Health
- 50% Movement Speed
- 75% Attack Speed
- 150% Damage
Mortar Crab (5% Chance):
- 150% Size
- 150% Health
- 80% Movement Speed
- 80% Attack Speed
- 125% Damage
- Has a Brilliant Behemoth
Vampiric Templar (5% Chance):
- 125% Size
- 125% Attack Speed
- 150% Health
- 50% Damage
- Has 10 Lensmarker Glasses
- Has 20 Harvester Scythes
Configuring the Mod.
This section is for explaining how the Item drop chance mechanic works, since it's not based off the normal % chance ROR2 has.
- The Chance is determined via first rolling a D100, the result of this roll is a Float (a number with decimals).
- It then begins checking if the result from the D100 is LOWER than the reward, in the example below, if the D100 rolled a 1 or lower, then the monster will drop a Red item.
- It First checks for the Red chance, then the Green Chance and then the White chance, so, for example, if the D100 rolled a number that's greater than 6 but less than 10, then it will only drop a white item.

Installation
To install the addon, simply drag the MonsterVariantsPlus.dll onto your plugins folder. Make sure Rob's DLL is also there, or else the plugin will not activate.
Future Plans
- Have Boss variants drop their Boss item based off Chance.
- Move the Custom Variants code to it's own class instead of being in the main class.
Contacting
In case you need to contact me regarding a Bug, please create an issue in the Github's Issue Tracker found Here
I also hang out in the Official Risk of Rain 2 Modding Discord server under the name of "Nebby" in case you want to contact me for other purposes, such as suggestions or feedback. I Always appreciate any kind of feedback.
Changelog
'1.2.4' Variant Rebalance Update
- Changed the Mosquito Wisp.
-- Common Tier -> Uncommon Tier
-- 30% Spawn Chance -> 7% Spawn Chance
-- 1000% Attack Speed -> 500% Attack Speed
-- Now Spawns with 5 Alien Heads, causing it's Attack cooldown to be 1 second instead of 4.
- Changed the Steel Contraption.
-- 150% Size -> 100% Size
-- 150% Health -> 175% Health
-- 50% Attack Speed -> 75% Attack Speed
-- Removal of Size was because it caused problems with the Contraption's Aiming, Expect another easy way to differentiate them in the future.
- Changed the Vampiric Templar
-- 90% Damage -> 50% Damage
-- Replaced 5 Tri-Tip Daggers with 10 Lensmarker Glasses (Effective Damage is the same as a regular Templar.)
-- Replaced 10 Leeching Seeds with 20 Harvester Scythes (4.4HP+ per hit)
'1.2.3'
- Now Ships with this version instead of 1.2.1.
- Added a missing Semi-Colon in Config Loader that caused the mod to not compile, whoops.
'1.2.2' Vampiric Templar Update
- Increased the spawn chance of a mosquito wisp to 30%
- Added Vampiric Templar Variant
- Slightly Buffed Mosquito Wisps, so theyre more annoying (as a mosquito should be)
-- 200% Movement Speed -> 500% Movement Speed
-- 200% Attack Speed -> 1000% Attack Speed
-- 100% Damage -> 110% Damage
'1.2.1'
- Added spawn chances to the Readme file.
'1.2.0' Custom Variants Update
- Added 3 New Variants.
- Steel Contraption.
- Mosquito Wisp.
- Mortar Crab.
'1.1.1'
- Added an option for item rewards to spawn based off the player who killed the variant.
'1.1.0' Anniversary Update
- Updated for the Anniversary Update.
- Added the XP Multiplier System.
'1.0.5'
- Added the Github Repository.
- Hopefully fixed a Small formatting error in the readme.md file.
'1.0.4'
- I swear to god if this doesnt fix the error i'll kms.
'1.0.3'
-Actually ACTUALLY fixed the Error.
'1.0.2'
- Actually fixed the damn error.
'1.0.1'
- Fixed formatting error inside the README.md file.
'1.0.0'