Some mods may be broken due to the recent Alloyed Collective update.
Brynza API
Brynzananas API mod adding features for developers usage
| Date uploaded | 3 days ago |
| Version | 1.5.1 |
| Download link | Brynzananas-Brynza_API-1.5.1.zip |
| Downloads | 3118 |
| Dependency string | Brynzananas-Brynza_API-1.5.1 |
This mod requires the following mods to function
RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.4RiskofThunder-R2API_CharacterBody
API for adding various stuff to Character Body such as: Modded Body Flags
Preferred version: 1.1.0README
BIG DISCLAIMER
IF YOU A MOD DEVELOPER IS PLANNING TO UNIRONICALLY USE THIS API FOR YOUR NEEDS THEN PLEASE CONTANCT ME IN RISK OF RAIN 2 MODDING DISCORD SERVER OR DIRECTLY @brynzananas. YOU WILL BE THE FIRST TO USE IT BESIDES ME. I WILL THEN TRY TO UPDATE THIS API TO BE MORE FRIENDLIER FOR OTHERS PEOPLE USAGE
ClientBuffs
- Similar to regular buffs field, you can add non networked buffs. Use
AddClientBuff(this CharacterBody characterBody, BuffDef buffDef, int count = 1)to add client buffs and useRemoveClientBuff(this CharacterBody characterBody, BuffDef buffDef, int count = 1)to remove them. You can set client buff count withSetClientBuffCount(this CharacterBody characterBody, BuffDef buffDef, int count)and get client buff count withGetClientBuffCount(this CharacterBody characterBody, BuffDef buffDef)
defaultConfigValues
- Dictionary<ConfigFile, Dictionary<ConfigDefinition, string>> that will be populated on config read with default values from a config file. Similar to ConfigFile.OrphanedEntries
DontFadeWhenNearCamera
- Use
SetDontFadeWhenNearCamera(this ref CharacterModel.RendererInfo rendererInfo, bool flag)to set rendererinfo to not fade on camera proximity
BulletAttack BonusForce
- Use
SetBonusForce(this BulletAttack bulletAttack, Vector3 bonusForce)to set bonus force to bullet attack like with blast attack
LastJumpTime
- Use
GetLastJumpTime(this CharacterBody characterBody)to getRun.FixedTimeStampthat has been set on last jump
Loadout Sections
-
Adds sections selection for Loadouts tab
-
Use
SetSection(string section)GenericSkillextension to move it to new section selection.GenericSkills with unset section and skin choice will be in Main section -
Section string will be used as language token, so add language tokens for new section names for your desired languages
BulletAttack IgnoredHealthComponents implementation
BulletAttacks withignoreHitTargetsbool value set to true (UseSetIgnoredHealthComponents(bool flag)BulletAttackextension) will not be able to hit bodies more than once until theignoredHealthComponentListlist has been reset (UseResetIgnoredHealthComponents()BulletAttackextension)
Language tokens addition method
-
Custom language tokens addition method, that adds tokens directly to base game language dictionaries. Adding the same token will update existing one with new string output
-
Use
AddLanguageToken(string token, string output, string language = "en")method to add language tokens
IOnProjectileExplosionDetonate interface
- Gives a method that runs on ProjectileExplosion Detonate method.
Wall Jumping
- Bodies with non zero
baseWallJumpCountint value (UseSetBaseWallJumpCount(int count)CharacterBodyextension) will be able to jump set amount of times while sticking to walls
Strafing
- Bodies with Strafing buff or
strafingbool set to true (UseSetStrafe(bool flag)CharacterMotorextension) in Character Motor would be able to make sharp turns midair if move direction is perpendicular enough to horizontal velocity
Air Control From Velocity Add
- Bodies with AirControlFromVelocityAddBuff buff or
airControlFromVelocityAddfloat set (UseSetAirControlFromVelocityAdd(float value)CharacterMotorextension) in Character Motor its air control will be increased by velocity magnitude
BunnyHop
- Bodies with BunnyHop buff or
bunnyHopbool set to true (UseSetBunnyHop(bool flag)CharacterMotorextension) inCharacterMotorwill be able to keep horizontal velocity on jumping
Velocity Override
-
Character Motor will always move using Velocity Override vector if it is not zero
-
Use
SetVelocityOverride(Vector3 vector3)CharacterMotorextension
Linked Skill
-
Generic Skill with set
linkedSkillGeneric Skill value will take itscooldownScale,bonusStockFromBodyandflatCooldownReductionvalues -
Use
LinkSkill(GenericSkill linkSkill)GenericSkillextension
IOnGroundHitServer
- Runs OnGroundHitServer(CharacterBody characterBody, CharacterMotor.HitGroundInfo hitGroundInfo) on server ground hit
IOnGroundServer
- Runs OnGroundHit(CharacterMotor characterMotor, CharacterMotor.HitGroundInfo hitGroundInfo) on global ground hit
OnHitGroundServer event
-
Similar to OnHitGroundAuthorty event but runs on server
-
Use
AddOnHitGroundServerDelegate(OnHitGroundServerDelegate hitGroundServerDelegate)CharacterMotorextension to add an event and useRemoveOnHitGroundServerDelegate(OnHitGroundServerDelegate hitGroundServerDelegate)CharacterMotorextension to remove it
RocketJumpComponent component
-
Applies velocity to filtered targets on projectile explosion using force
-
force: float value that controls the explosion push force -
verticalForceReduction: AnimationCurve that reduces force the more angle between the explosion and the target -
radiusMultiplier: float value that multiplies the explosion radius for rocketjump knockback -
physForceInfo: PhysForceInfo to set force flags for rocket jump force -
buffsWhileMidair: List<BuffDef> that will add added buffs on rocketjump and then remove them on landing -
rocketJumpFiltering: enum that filters who are elgible for rocketjumping-
Everyone: Everyone can rocketjumping -
OnlyTeammates: Only characters with the same team index as the owner of projectile can rocketjumping -
OnlySelf: Only the owner of projectile can rocketjumping
-
GuidedProjectilecomponent
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Projectile rotates towards owner point of view or view direction if there is no point
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rigidBody: set RigidBody of the projectile -
projectileController: set RigidBody of the projectile -
guidingPower: float value that controls how much degrees per second the projectile rotates
Sprint All Time body flag
-
Character will sprint all time
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Activating skills will not prevent sprinitng
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Entity states that can be cancelled by sprinitng will not be cancelled
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Sprint crosshair will not replace standard crosshair
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FOV will not increase while sprinting
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Look sensitivity will not be lowered while sprinting
-
Sprint button will receive raw input
Immune To Void Fog body flag
- Body will not receive Fog damage. Fog bonus damage will still increase
CHANGELOG
1.5.1
- Fixed incompatibilities with SkinTuner, ChaoticSkills and PassiveAggression
1.5.0
-
Added ClientBuffs feature for CharacterBody
-
Added proper events for KeepVelocityOnMoving, Strafe, BunnyHop and AirControlFromVelocityAdd
-
Fixed RocketJumpComponent rocketjump for clients
-
Added IOnGroundHit interface
-
Added PhysForceFlags for RocketJumpComponent
1.4.0
-
Added IOnGroundHitServer interface
-
Added RemoveBuffsOnGroundHitServer component
-
Added defaultConfigValues Dictionary<ConfigFile, Dictionary<ConfigDefinition, string>>
-
Added NoWeaponIfOwner feature for BulletAttack
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Added AirControlFromVelocityAdd feature for CharacterMotor
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Added DontFadeWhenNearCamera feature for RendererInfo. Since DLC3 it works half time
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Added BonusForce force feature for BulletAttack
-
Added LastJumpTime for CharacterBody
-
Added ForceIsOne force feature for DamageInfo (this has been done before official way of doing this so it probably no longer works, please use PhysForceFlags)
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Added ForceIsOne force feature for BulletAttack (this has been done before official way of doing this so it probably no longer works, please use PhysForceFlags)
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Added ForceIsOne force feature for BlastAttack (this has been done before official way of doing this so it probably no longer works, please use PhysForceFlags)
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Added ForceDisableAiControl force feature for DamageInfo (this has been done before official way of doing this so it probably no longer works, please use PhysForceFlags)
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Added ForceDisableAiControl force feature for BulletAttack (this has been done before official way of doing this so it probably no longer works, please use PhysForceFlags)
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Added ForceDisableAiControl force feature for BlastAttack (this has been done before official way of doing this so it probably no longer works, please use PhysForceFlags)
-
Added PitchClipCycleStart and YawClipCycleStart for AimAnimator
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Added List<BuffDef> buffsWhileMidair field for RocketJump component
-
Added and Removed Overheal Proctype feature (lol)
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Added static float strafeMultiplier for strafe coefficient instead of hardcoded value
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Made sprint button to take raw input if body has SprintAllTime body flag
-
Removed Sniper Hurtbox Tracker feature
-
Remade onHitGroundServerDictionary from Dictionary to FixedConditionalWeakTable
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Remade RocketJump component to use RemoveBuffsOnGroundHitServer component instead of onHitGroundServerDictionary
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Removed RocketJump applyStrafing field
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Network RocketJump zero vertical velocity
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Added default layer filter for RocketJump sphere search
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Replaced all Unity Debug logs with Bepinex Debug logs
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Made all hooks static
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Fixed Loadout Section Selector flexible vertical scaling
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Fixed buffs not properly registering in time
1.3.0
-
Added BulletAttack IgnoredHealthComponents feature
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Added Sniper Hurtbox Tracker feature
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Added Loadout Sections feature
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Added Language Token addition method
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Added Walljump feature
-
Updated and deprecated Network Configs feature (trying to setwork configs without affecting client config values is such a pain in the ass)
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Guided Projectile component will get needed components on Awake if they are not set
1.2.0
-
Added Network Configs feature
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Added ImmuneToVoidFog body flag
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Added ChangeTimescaleForAllClients util
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Added AddOrRemoveBuffAuthority extensions
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Character Motor removes itself from OnHitGroundServer event on Disable
1.1.0
-
Added Strafing feature
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Added Bunnyhop feature
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Added Velocity Override feature
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Added Linked Skill feature
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Added IOnProjectileExplosionDetonate interface
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Added Rocketjump component
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Added Guided Projectile component
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Added OnHitGroundServer event
1.0.0
-
Added SprintAllTime body flag
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Added AddEntityStateMachine util
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Added Generic Skill Awake fix