



Adds secondary attacks for bows, staves, bombs, melee weapons, and Blood Magic, with auto presets, per-prefab overrides, summon tools, cooldown HUD, and localization. Preserves loaded weapons and improves Sneak and Blood Magic progression.
SecondaryAttacks.Ranged.yml controls bows, crossbows, thrown bombs, and projectile staves. Weapon groups can be assigned a default preset in config, then individual prefabs can override that behavior in YAML.

Press the secondary attack key to spawn temporary sentinels that hover near you, search for targets, and fire on their own.

Sentinel count, lifetime, hover position, orbit speed, detection range, attack delay, and firing interval can all be tuned.

Swap ranged presets by weapon group in config, or use SecondaryAttacks.Ranged.yml for per-prefab overrides.

Change spacing, interval, projectile speed, spread, damage, cost, and other preset values to build very different attacks from the same weapon.

Spiral fires a configurable burst along a rotating pattern. Multi-projectile presets scale skill and adrenaline rewards so high projectile counts do not over-reward a single attack.

Piercing lets projectiles pass through enemies, with damage reduced after each character hit.

Meteor calls projectiles down from above. Count, interval, impact radius, spawn height, projectile scale, and area size are configurable.

Volley drops aimed projectiles around a target point and can be especially strong against large enemies.

Scatter splits after the first non-character hit, creating ricocheting projectiles that can catch nearby enemies.

Scattered projectiles lose speed and damage on each bounce through the ricochetDecay setting.
SecondaryAttacks.Melee.yml controls melee skills, copied throws, bombs, and utility-style secondaries. Several presets can use copyFrom, letting one weapon borrow another weapon's projectile or secondary attack pattern before applying its own preset behavior.

Greatswords can turn their secondary attack into a wider thrust with increased reach and push force.

One-handed swords can leave a damaging rift trail that ticks against enemies inside it.

Maces can launch enemies into the air. When they land, nearby enemies take impact damage based on the falling target.

Knives can charge an ambush while sneaking. Higher charge improves the aggro reset radius, non-aggro duration, and the next backstab window. Higher Sneak skill charges the attack faster.

Sledges can create forward-moving aftershocks with reduced damage and radius.

Set the travel distance low and increase the delay to create a more stationary aftershock style.

Unarmed kicks can apply heavy push force, causing launched enemies to damage other nearby enemies on collision.

One-handed axes can fly out in an arc, cut enemies or trees, then return to your hand.

Battleaxes can be thrown into an area burst that damages and pushes enemies near the impact point.

Impact Burst can also be configured to affect destructibles such as trees.

Mark a target with your spear throw, then call additional spears down from above.

Pickaxe-style weapons can create a forward fracture that deals repeated damage to ore, rocks, and enemies along the line.

Atgeirs can keep sweeping as long as you have enough stamina and durability to maintain the attack.

Scythes can use a steerable harvesting sweep for faster crop gathering.

Throw sticky bombs with the secondary attack key, then detonate active charges later with the block key.

Blob bombs can be set up as delayed traps and detonated when enemies move into position.

Overcharged Bomb greatly increases bomb damage and area size, at the cost of consuming multiple bombs at once.
SecondaryAttacks.BloodMagic.yml adds special support for Blood Magic staves.

Shield Convert reads the active shield amount on you and nearby allies, then converts remaining shield into healing.

Summon Empower buffs nearby summons with configurable duration, movement speed factor, and attack speed factor. The remaining empowered time is shown in the HUD.

Blood Magic summon quality can scale in two ways: levelByQuality increases summon level by staff quality, while countByQuality increases the number of active summons.
The mod creates these files in BepInEx/config/SecondaryAttacks/:
SecondaryAttacks.Ranged.ymlSecondaryAttacks.Melee.ymlSecondaryAttacks.BloodMagic.ymlSecondaryAttacks_AnimationReferences.txtUse SecondaryAttacks_AnimationReferences.txt when choosing values for YAML animation fields.
Ranged automatic assignment is controlled by the 2 - Ranged config options. Select Off for a weapon group to disable its automatic preset. Ranged Global blocks only define preset default values; prefab entries are used for exact per-prefab overrides.
Melee and Blood Magic presets use Global blocks for shared defaults and prefab entries for overrides. Use preset: none to opt out a specific prefab and keep its original secondary behavior. Disabled examples can remain in the YAML with enabled: false, so you can enable one sample at a time without rebuilding the whole entry.