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Hippo-Rifter-0.3.0 icon

Rifter

Adds Rifter, a positional-based survivor. Reworked Specials. Needs model, animations, vfx polish, sfx.

By Hippo
Date uploaded 6 months ago
Version 0.3.0
Download link Hippo-Rifter-0.3.0.zip
Downloads 12473
Dependency string Hippo-Rifter-0.3.0

This mod requires the following mods to function

RiskofThunder-R2API_Language-1.0.1 icon
RiskofThunder-R2API_Language

API for modifying the language localisation of the game

Preferred version: 1.0.1
RiskofThunder-R2API_Deployable-1.0.1 icon
RiskofThunder-R2API_Deployable

API for adding custom deployables

Preferred version: 1.0.1
RiskofThunder-R2API_Core-5.1.1 icon
RiskofThunder-R2API_Core

Core R2API module

Preferred version: 5.1.1
RiskofThunder-R2API_Sound-1.0.3 icon
RiskofThunder-R2API_Sound

API for adding custom sounds or musics

Preferred version: 1.0.3
RiskofThunder-R2API_Prefab-1.0.4 icon
RiskofThunder-R2API_Prefab

API for Prefab creation, networking and duplication

Preferred version: 1.0.4
bbepis-BepInExPack-5.4.2117 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2117
RiskofThunder-R2API_RecalculateStats-1.4.0 icon
RiskofThunder-R2API_RecalculateStats

API for manipulating Character Stats

Preferred version: 1.4.0
RiskofThunder-R2API_DamageType-1.1.1 icon
RiskofThunder-R2API_DamageType

API for registering damage types

Preferred version: 1.1.1

README

Rifter v0.3.0

Adds Rifter, a positional-based character that utilizes sweet-spots and teleportation to deal massive damage. This is an alpha build, mostly for playtesting.

So what's the build?

Passives:

Shatter

Rifts shatter armor and total health, up to 60 armor, and 50% health.

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 80% 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 420% damage.

Secondaries:

Rift Gauntlet

Shoot a mid-range rift for 300% damage. Incurs no cooldown.

Rapidfire Gauntlet

Shoot a mid-range rift for 300% damage. Hold up to 3. Last shot is overcharged.

Refraction

Shoot a spread of 3 mid-range rifts for 300% 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

Position 5 stacked rifts, dealing 2200% total damage. note: the first rift starts at 300% damage and a radius of 10m. Subsequent rifts are 20% stronger and larger than the last.

Chained Worlds

Charge and shoot 5 rifts in a line, dealing 500% damage per rift. Each rift teleports enemies to the next.

Ending Notes

Discord exists! link is https://discord.gg/5ckGhPy5nJ. If it ain't Hippo Mods, I have lied and let me know in the RoR2 Modding discord (@Hippo).

Special thanks to a lot of people. Tsuyoikenko, S***ter, TRYAGAIN211, TimeSweeper, Chinchi, MotherEgg, Wavy, Randomly Awesome, and other people I forgot. Thanks a bunch!

CHANGELOG

ChangeLog

ver 0.5.8

  • wip icons. Anartoast is goated.
  • that's it, I think. Small update.

ver 0.5.7

  • double heh. Unlockable should display correctly now (thanks Mightysmallfy for the fix!)
  • portal input adjustments
  • PORTAL IS NOT MULTIPLAYER FRIENDLY. LIFE WILL BE TERRIBLE IF TWO PEOPLE PLAY RIFTER AND HAVE PORTALS. THERE CAN ONLY BE ONE. I'm gonna fix that.

ver 0.5.6

  • portals should not proc on use. Blast around portal still procs.
  • fixed spelling error that TryAgain pointed out, but I couldn't find it again until now.
  • log has minor revisions.

ver 0.5.5

  • New Utility: Quantum Portals. Have fun with it. If it's a hit, I might phase out slipstream

  • Complete rework of teleportation mechanic (totally did not steal Kenko Seamstress code without permission. Thx tho lol)

  • Back vent display mesh removed. It looks much cleaner now.

  • roadmap for those interested:

  • Alt abilities, unlock abilities

  • hit effects (and sfx???)

  • skill icons... eventually. Soon or late idk

  • expect at least 3 months for animations to even start

ver 0.5.4

  • heh

ver 0.5.3

  • updated unlockable token

ver 0.5.2

  • Bug fixes
  • Overlays scale correctly
  • Distance assist logic should be improved, with a midrange color swap
  • Updated skill texts (TryAgain being a goat once again)
  • Added lore
  • Scattered Rift should be an unlcockable now
  • Teleportation is still buggy. Working on it
  • Back vent display improvement

ver 0.5.1

  • Bug fix: rifts now teleport enemies to Timelock if there is one out.
  • Fracture shots recharging if all shots connected was a silly idea. Too silly, even.
  • Removing Chained Worlds for now -- too buggy right now. I want to look at it and fix it in my own time.
  • Figured out why Buckshot wasn't working. It's now working.
  • Some text adjustments.

ver 0.5.0

  • Major Rework!
  • SOTS Compatible!
  • Primary now has a long-range and mid-range distance. Hold Primary and Secondary for the mid-range distance.
  • All New Secondaries!!!
  • Secondary: Fracture Shot - shoot 3 consecutive fracture lines that teleport hit enemies.
  • Secondary Alt: Chained Worlds - shoot up to 5 rifts that teleport enemies to the next. You may recall this used to be a special.
  • All New Special!
  • Special: Timelock - create a space which nullifies all enemies within. If present, enemies will be teleported to the Timelock instead of primary distance. Shooting the Timelock with a Rift will cause it to explode!
  • Should be networked. Though it might be finicky.
  • Teleports are inconsistent. I will wait to see if Gearbox update will help with this.
  • I have removed a lot of alts and abilities for this build. If it seems like it's working better, I'll start adding some alts back in and new alts.
  • There is no longer ancient scepter items :(
  • Cripple chance is removed for the time being.

ver 0.4.6

  • RiskOfOptions Support!
  • AncientScepter Support!
  • Shatter reworked. Cripple is our friend now.
  • Updated descriptions.
  • Slipstream and Rift Rider now cleanse debuffs. I kept forgetting to do this. I also didn't test if this works.
  • Gauntlet 25, Scattering has a new mechanic. I will not elaborate.
  • Rifts and Fractures vfx changed once again. This is a neverending story.
  • Distance assist beam should no longer spawn at world 0,0,0 if not in use
  • I should really make this a 0.5.0 update. But I'm reserving that for bigger changes, aka, animations or sfx.

ToDo/Next update, expect:

  • adjust model to be more accurate to vision (the backlight is still being mean to me)
  • unlockables!
  • hitEffects

ver 0.4.5

  • MODEL

ver 0.4.4

  • HUD should work only when you're Rifter now.

ver 0.4.3

  • rift redesign #3.
  • all rifts have been shrunken a little bit.
  • tracer redesign #2.
  • Experimental HUD overlay added to keep track of overcharge stacks. I have not tested if it is multiplayer compatible. You can disable it in the config (HUD).

ver 0.4.2

  • Small rifts in Buckshot Rift do not apply shatter.
  • No longer destroys tracer is an enemy is teleported or teleporting with Rift Rider.
  • Shatter Icon added
  • small fixes here and there. Hopefully some major fixes... got fixed this time.

ver 0.4.1

  • CONFIG OPTIONS. I have not fully tested if they work entirely, but they exist now.
  • Added "Distance Assist" laser to help visualize primary distance.
  • Buckshot Rift logic improved on small rifts.
  • Buckshot Rift adds more rifts if overcharged.
  • Slipstream angle in air reduced.
  • Temp VFX for Tracer (Woo! Could look terrible)
  • Rift Rider now can stack overcharge if hits enemies.
  • Recursion damage increased from 2200% to 2600%
  • Mild fixes here and there

ver 0.4.0

  • New Primary! Buckshot Rifts
  • Slipstream now moves at an upwards angle if airborne
  • Color scheme on loadout screen
  • bug fixes that I don't remember what they were before
  • Beginning of VFX rework

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