ChillRework
Adds a new 'Chill' damage type for the 2R4R family of mods. Try ArtificerExtended!
Last updated | 3 months ago |
Total downloads | 71685 |
Total rating | 3 |
Categories | |
Dependency string | RiskOfBrainrot-ChillRework-1.3.3 |
Dependants | 13 other packages depend on this package |
This mod requires the following mods to function
RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.1bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2116README
https://github.com/bbborbo/RiskierRain/tree/master/ChillRework
Overview
This mod reworks Slow80 to be have its own DamageType and unique mechanics. Mainly for use by ArtificerExtended and the 2R4R family.
https://thunderstore.io/package/duckduckgreyduck/ArtificerExtended/
What does it do?
The "Chill" damage type gives attacks a chance (based on proc coefficient) to slow enemies by 80% for 8 seconds on hit. Chill can stack up to 10 times, increasing the enemy's slow coefficient by 16% per stack. This means that at 5 stacks of Chill, enemies are slowed by as much as they would be in vanilla - and at 9 stacks of Chill, enemies are slowed almost twice as much.
At 10 stacks, enemies clear all Chill stacks, and become frozen for two seconds.
When icicles die...
The Chill rework also gives Freezing attacks the ability to proc Chill. Non-AOE Freezing attacks proc 3 stacks, while Freezing AOE attacks proc 2 stacks.
Why is this even a thing?
ChillRework was pulled right out of ArtificerExtended. After some feature removal (specifically the alternate passive), the Chill rework was sort of gutted, but it really just shows how much the Chill rework was lacking in the first place. The intention of making this a standalone mod is to give Chill more functionality, through synergy by other mods and through its own means which are yet to come.
CHANGELOG
1.3.3
- Oopsies
1.3.2
- Networking fix
1.3.1
- Max Chill now freezes enemies
- Applying Chill will now always trigger max chill events regardless of source
- Actually properly implemented the multi-chill damage type
1.3.0
- Updated to SOTS
1.2.1
- :3
1.2.0
- Chill slow strength now scales with chill stacks (up to double at 10 stacks)
- Added CalculateChillSlowCoefficient for calculating chill slow strength (good luck finding a use for this)
- Added ApplyChillSphere for applying multiple stacks of chill in a radius
1.1.0
- Improved usability
- Runalds Band now applies three stacks of Chill instead of one
1.0.2
- now behaves as intended
1.0.1
- fixed NRE
1.0.0
- Release ver.