Rifter
Adds Rifter, a positional-based survivor. WIP, not networked, Now with basic VFX. Woo!
By Hippo
Date uploaded | a month ago |
Version | 0.0.5 |
Download link | Hippo-Rifter-0.0.5.zip |
Downloads | 2525 |
Dependency string | Hippo-Rifter-0.0.5 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.1905RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.0.1RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.1README
Rifter v0.0.4
Adds Rifter, a positional-based character that utilizes sweet-spots and teleportation to deal massive damage. This is a pre-alpha build, mostly for playtesting.
So what's the build?
Passives:
Rift/Fracture
Your shots consist of Rifts and Fracture Lines. Rift are sweet-spot damage at the end of your shot. Primary and Secondary shots are connected by weaker Fracture Lines that deal 100% damage that are unable to activate item effects. Rifts are weakened if they hit the ground before max distance.
Overcharge
Overcharge teleports enemies hit by a skill to your far-range rifts.
Primary:
Rift Gauntlet Ranged
Shoot a far-ranged rift for 600% damage.
Secondaries:
Rift Gauntlet
Shoot a mid-range rift for 375% damage. Incurs no cooldown.
Rapidfire Gauntlet
Shoot a mid-range rift for 375% damage. Hold up to 3. Last shot is overcharged.
Refraction
Shoot a spread of 3 mid-range rifts for 325% damage each. Always overcharged.
Utilities:
Slipstream
Teleport a short distance, briefly turning invulnerable. Your next shot is overcharged.
Rift Rider
Travel through your primary rift. Hit enemies are teleported to your previous location.
Special
Recursion
Charge up to 5 rifts centered on you, dealing 200% - 1500% damage. Last rift is overcharged. note: the first rift starts at 350% damage and a radius of 10m. Subsequent rifts are 20% stronger and larger than the last.
Chained Worlds
Charge up to 5 rifts stepped out for 400% damage, with each rift 20% stronger than the last. Each rift teleports enemies to the next rift.
Ending Notes
Discord is pending. If you have any issues, let me know in the Ideas - Rifter tab for now. That'll change in the future.
Special thanks to a lot of people. Tsuyoikenko, S***ter, TRYAGAIN211, TimeSweeper, Chinchi, MotherEgg, Wavy and other people I forgot. Thanks a bunch!
CHANGELOG
ChangeLog
ver 0.3.0
- Description changes
- Specials reworked! Recursion is now a ranged tool, and Chained Worlds acts as god intended (or so I hope).
- Enemy healthbar now shows the amount of health shattered.
- May or may not have fixed shatter being applied by non-rifter characters. This needs to be playtested.
ver 0.2.3
- forgot dll whoops
ver 0.2.2
- description fixes and changes. (Special thanks to TRYAGAIN211 for the constant help with this!)
- many a nerf, to compensate for shatter's strengths.
- secondaries are all at 300%. Changes to percentage will be based on which feels the weakest from here on out.
- specials were lowered to 280% base damage.
- this should be the last update for a hot minute. Will be working on VFX, getting a model, etc. Have fun, and let me know how the damage %s feel!
ver 0.2.1
- Networked!
- Some slight fixes, Rapidfire is reverted to base stocks of 3, not 4 (it was a mistake)
- Cooldown increases were made, this was from the last update, forgot to mention
- Chained Worlds logic is pretty screwy at times. I will work on this, but in the meantime, either avoid it or let me know what situations make it worse.
ver 0.2.0
- Bug Fix: Rift Rider teleports enemies again.
- Some Networking has been done. Yay! Not fully networked.
Major Changes
- Base damage has been increased from 12 to 14. This means ALL ability percentages have been tweaked.
- Rift radius has been reduced for primary and secondary.
- Added a new experimental passive: Shatter. Currently a hidden debuff (will not count toawrds Deathmark rn).
- Shatter reduces armor and total health of enemies. Stacks up to 20 times, for a max of 60 armor and 50% health reduction.
- Armor reduction for shatter is NOT linear; this is used to assist with bosses and spongy enemies.
- health reduction IS linear. Not that you needed to know either of these.
- Shatter is not networked currently
ver 0.1.0
- Bug Fix: Added R2API_DamageType as a dependency. LMK if this isn't working correctly still
- Bug Fix: Rifts no longer permanently Friendly Fire
- Bug Fix: All Refraction Rifts now teleport
- primary rift size slightly increased. Distance slightly decreased.
- overcharge now stacks (I actually tested it and it works now)
- Chained Worlds might be buggy, but I think I reverted it
- issues: Teleporting enemies does not activate if you are not the host player. Working on it.
- future changes: vfx overhaul, model, anims, you know, the pretty stuff.
- I only changed it to 0.1.0 cuz I felt like it.
ver 0.0.6
- slight change. Maybe it worked, maybe it didn't.
ver 0.0.5
- Yippee! Blacklisting works (lunar is not blacklisted as of currently - for research purposes)
- Slipstream stacks overcharges (I was lazy, I did not double check, let me know if I'm lying)
buffs/nerfs
- Refraction cooldown changed to 3s.
- Refraction damage reduced from 375% to 325%. It seems fairly balanced now.
- Refraction side rifts might not teleport enemies? This is a bug if so. Will change. Let me know.
ver 0.0.4 Eventual Changes:
- blacklisting of lunar enemies, void barnacles, and minor constructs from being teleported
- possible slipstream changes
Changes:
- Added another special: Chained Worlds
- Added basic vfx. Ideas or help welcome. I don't like it.
buffs/nerfs
- primary buffed from 550% to 600%
- refraction now always teleports
- recursion buffed to 350% base damage
ver 0.0.3
- Got rid of my lazy implementation of passives that aren't showing up anyways (they were breaking things, apparently (hopefully))
ver 0.0.2
- I intended to add basic vfx for visual clarity. I am leaving that for later (if you want to do this, let me know!)
- Made it so other skills cannot be used during Recursion.
- Fixed Rift Rider getting cancelled by everything.
buffs/nerfs
- primary buffed from 450% to 550%
- Refraction buffed from 375% to 475% (I'm too lazy to change the logic right now, so I'm testing this first)
- Recursion charge-up time has been increased from .5s to .8s.
ver 0.0.1
- Initial build