Myst
Adds new Survivor ''Myst'' who wields mystical power to unleash otherworldly abilities
Date uploaded | 2 years ago |
Version | 0.6.5 |
Download link | JavAngle-Myst-0.6.5.zip |
Downloads | 45842 |
Dependency string | JavAngle-Myst-0.6.5 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2103README
#Myst
- Adds Myst, a high utility survivor that uses a unique resource called 'Magic Power' to use a wide range of otherworldly abilities, and another resource called 'Limit' to unleash powerful super-moves.
- Magic Power only starts to regenerate when fully depleted, where it cannot be used again until filled. - This recharge time can be sped up with items and effects that reduce cooldown time.
- Limit generates very slowly as you block attacks and deal damage, and once you have enough, you can unleash extremely powerful Limit Breaks, but be aware that Limit is limited.
#To Do
Well, a lot:
- Allow the Magicite Menu to be exited with the Escape key
- Make Magicites shift-clickable to make setting up magicites easier
- Solve the issue of time for sorting out Magicites
- Add EmoteAPI support so the lot of you can have fun doing Fortnite dances, while I pretend to be very unimpressed and snobby :P
- Add sounds for navigating the Magicite Menu
- Add a propper in-game indicator to guide players through the Magicite system
- Fix networking for Magicite EXP
- Fix bugs, I'm sure I've missed some
#Showcase
Myst makes use of two nested menus to utilise his equipped "Magicites" and unleash the abilities stored within them
Primary
Icon | Name | Description | Cooldown |
---|---|---|---|
Vorpal Slice | Slice at enemies before you dealing damage | none |
Secondary
Icon | Name | Description | Cooldown |
---|---|---|---|
Parry | Block all frontal damage for a short while, gaining Limit based on damage blocked. | 3 seconds | |
Dash | Dash a short distance in any horizontal direction. | 3 seconds |
Utility
Icon | Name | Description | Cooldown |
---|---|---|---|
Magic Menu | Open the Magic Menu, allowing you to use equipped spells. | none |
Special
Icon | Name | Description | Cooldown |
---|---|---|---|
Limit Menu | Open the Limit Menu, allowing you to use equipped Limit Breaks. | none |
Myst starts each run with 7 equiped Magicites
Icon | Name | Description | Type |
---|---|---|---|
Fireball | Shoots a homing fireball at the target that explodes on impact, damaging and burning enemies in the AoE. | Spell | |
Cone of Frost | Summon a cone of Icy Wind to damage and freeze enemies before you. | Spell | |
Call Lightning | Call down a bolt of lightning onto your target, dealing damage and knocking airborne targets to the ground. | Spell | |
Magnet | Summon a magnetic field to pull in enemies in a wide area around the target. | Spell | |
Explosion | Stand your ground and summon Orbs of Light to orbit you, damaging and stunning nearby enemies. | Finisher | |
Fated Circle | A Spinning Attack that stuns and pulls in enemies, followed by fiery explosions that knock them away, dealing heavy damage. | Finisher | |
Blasting Zone | Summon a giant pillar of force to envelop the Vorpal Sword, before swinging the blade to send it crashing down onto foes before you, dealing incredible damage across a wide area. | Limit |
[ [IMPORTANT NOTE:] This system, while largely complete is still being worked on, and might receive signifigant changes.]
[ [Additionally:] I'm aware that there isn't really much time afforded to the player throughout a run to be able to use this system to its fullest, various solutions to this problem are being considered, so please be patient with me, I'm trying my best!]
[ [Lastly:] It should also be noted that none of this needs to be touched at all if it seems too complex or clunky, Myst starts with everything he needs to complete a run, and this is just a side-system that can be used to create custom builds or otherwise just play around, so if you don't want to use this system, just don't, and continue to enjoy Mysts base kit. ]
Throughout each run, Myst can use an assortment of methods to create new Magicites through "Synthesis", which he can then equip into his Vorpal Sword in order gain access to new Spells, Finishers, and Limits.
This can be done by first opening the Character Sheet (bound to "4" by default, but can be rebound in the config) and then selecting one of the three buttons under Synthesis, which are as follows:
Equipment: - Removes Mysts current equipment to gain a random new Magicite.
Latent Magicite: - Myst loses 5 "Latent Magicites" to gain a random new Magicite (Latent Magicites are obtained through Desynthesis, which will be explained shortly).
Common Item: - Removes 5 random common items (prioritising scrap) to gain a random new Magicite from the rare pool.
New Magicites then need to be equipped into the Vorpal Sword, which can be done by clicking and dragging it into one of the available slots, Myst only has access to the Spells Limits and Finishers that are currently equipped, so be mindful what you remove, and what you replace.
The slots in the Vorpal Swords are "Linked" into pairs, if a "Support" Magicite is in one slot, its effect will be applied to the ability of the magicite in the paired Slot (Assuming they are compatible)
Magicites in the inventory will have a Latent Magicite icon next to them, clicking on this icon will destroy the Magicite permanently, and grant you up to 8 "Latent Magicites" based on the Magicites level (Max level grants 8, lower levels grant you an amount based on how close they are to max) which can then be used to synthesise new Magicites.
Each enemy Myst kills will provide 1 "Experience" to each equipped Magicite, and once they reach a certain amount of "Experience" they will gain a level, which on it's own doesn't do much, but as mentioned before, can be used for more Latent Magicites when Desynthesising.
Myst can craft an assortment of Magicites throughout the run, which can be seen here (A whole lot more is yet to come)
Icon | Name | Description | Type |
---|---|---|---|
Fireball | Shoots a homing fireball at the target that explodes on impact, damaging and burning enemies in the AoE. | Spell | |
Cone of Frost | Summon a cone of Icy Wind to damage and freeze enemies before you. | Spell | |
Call Lightning | Call down a bolt of lightning onto your target, dealing damage and knocking airborne targets to the ground. | Spell | |
Magnet | Summon a magnetic field to pull in enemies in a wide area around the target. | Spell | |
Fortify | After a brief Channel: Provides a powerful armor buff to yourself and an Ally Target. | Spell | |
Haste | After a brief Channel: Provides Movement and Attack Speed to yourself and an Ally Target. | Spell | |
Mend Wounds | After a brief Channel: Heals yourself and an Ally Target for 100% of their Max Health. | Spell | |
Acid Splash | Shoots a homing ball of acid at the Target, dealing minor damage, and applying Poison, Blight, Slow, and Weak. | Spell | |
Ultima | After a brief Channel: Creates a large vortex of pure energy that deals incredible damage after a long delay. | Spell | |
Pot | Summons a pot at the crosshair's position. | Spell | |
Gust | Pushes all enemies before you away. | Spell | |
Explosion | Stand your ground and summon Orbs of Light to orbit you, damaging and stunning nearby enemies. | Finisher | |
Fated Circle | A Spinning Attack that stuns and pulls in enemies, followed by fiery explosions that knock them away, dealing heavy damage. | Finisher | |
Dark Passenger | Unleash blasts of dark energy in a line before you, Damaging and Blinding enemies hit. | Finisher | |
Ripple Drive | Summon a surge of energy in a giant radius around you, Damaging and Shocking enemies hit. | Finisher | |
Blasting Zone | Summon a giant pillar of force to envelop the Vorpal Sword, before swinging the blade to send it crashing down onto foes before you, dealing incredible damage across a wide area. | Limit | |
Wild Magic | Does something entirely Random, and almost completely Unpredictable | Limit | |
All | [Rare] Attached Spell fires on extra targets or over a wider area. | Support | |
Multi | [Rare] Attached Spell fires multiple times. | Support | |
MP Turbo | [Rare] Attached Spell deals more damage, and costs more MP. | Support | |
MP Thrift | [Rare] Attached Spell costs less MP. | Support | |
Use On Cast | [Rare] Activates 'Use Interactable' effects on cast. | Support | |
Kill On Cast | [Rare] Activates 'On Kill' effects on cast. | Support | |
Health Syphon | [Rare] Grants health based on Magic Cost. | Support | |
Limit Syphon | [Rare] Grants Limit based on Magic Cost. | Support |
#Credits
JavAngle - Director, Code-Person, Ideas-Man, VFX-Artist, and incredibly handsome and totally didn't write this himself
Dotflare - Modeler and Animator https://twitter.com/dotflare3
KateWelch - Character Designer and Concept Artist
Sky - Designer and Modeler of the Latent Magicite https://ko-fi.com/nsk41
#Concept Art Gallery
[Mysts Original Concept Art - by KateWelch]
[Vorpal Sword Concept Art - by KateWelch]
[Coloured Concept Art - by KateWelch]
[Latent Magicite Concept Arts - by Sky]
#Special Thanks to
Rob - For providing the community with a template character to make creating mods like this infinitely easier, he might not be making mods anymore, but his template is the backbone of this mod, so it warrants a mention
FireyIcy - My darling beloved, he helped me test Myst for multiplayer, and without him, Myst would probably be very broken
KingEnderBrine (UTC+7) - Helped me fix Item Displays being broken
TheTimesweeper - Helped me figure out how to control the game camera
Nunchuck - Helped me sort out Config stuffs
IDeathHD - Where do I even begin, this guy's great, he's extremely active in the RoR2 Modding Discord, and answers peoples development questions, including most of the questions I have asked, this guy has spent so much of his time helping people with mod making, he deserves the biggest pat on the back you could possibly imagine, thank you Former-Pretty-Sloth-Colours-Man :D
And of course, YOU! for not only checking out my mod, but caring enough to scroll through the README, and even check out the credits, it means a lot to me. :)
#Changlelog
-0.6.5
Added 2 new Finishers.
Added config options for scaling and re-colouring the Resource Gauges.
Added config options for re-colouring mMgicites.
Added Risk Of Options support.
Trippled the Area of Effect of Ultima.
'Multi' now doubles the mana cost of the paired spell, with an extra 50% increase per level.
Fixed 'MPThrift' not working with Haste.
-0.6.0
Added Synthesis and Desynthesis.
Added 7 new spells, and 1 new Limit Break.
Increased the downwards knockback of Call lightning, and buffed the damage of both Call Lightning and Cone of Frost.
Slightly increased the damage of Vorpal Slice.
Overhauled the target indicator, can now target things from twice as far, but you may only dash to the target if they are under a certain distance (which is the same length as the previous targeting distance) which is indicated by an orange addition to the targeter (effectively, all this means is that you can use targeted spells like Call Lightning from twice as far away, but you may not dash further than before).
Added additional target indicators for sub-targets for use with multi-target spells, as well as an ally target indicator for use with Ally Target spells.
Fixed Preon Accumulator breaking the equipment slot if it's the first equipment you picked up (this should also fix some modded equipment icons).
Replaced the placeholder icon for the Magicite menu in the hotbar cluster.
The custom HuD now correctly shows the keybinds of the player.
Limit Gauge now charges 3 times slower.
Limit Gauge now charges based on Proc Coefficient (less Proc Coefficient = less Limit Charge).
Blasting Zone now prevents the Limit Gauge charging for 20 seconds after its duration (preventing procced items from granting you most if not all of your spent Limit back).
-0.5.0
Released
CHANGELOG
1.2.8 Gears of the Box
- Updated for SotS, the Wwise soundbank is out of date, so there are no sounds.
- In my haste to push this, I uploaded the wrong DLL, so the mod wouldn't load, would help if I didn't do that I guess, should be fixed now.
1.2.7
- Eclipse Gate damage from 300%/1500% -> 300%/1300%
- Ultima damage from 3000% -> 4000%.
- Ultima Proc Coefficient 0.25 -> 0.5.
- Shillelagh boosted damage from 800% -> 450%.
- Berserk Reave damage from 1400% -> 1000%.
- Berserk Impact damage from 1500% -> 1300%.
- Fixed Magic Missile having a proc coefficient of 1.5 instead of 1.
- Added balance config for Limit generation rate, and Berserk Fang, Reave, and Impact.
1.2.6
- Fixed magicites still using the the old Formula for desynth rewards (was causing Mass to only give 5 Latent Magicites at lv 30, and even less at lower levels)
1.2.5
- Added 1 new Spell(requires BadassEmotes), and 1 new Support.
- Added item displays for Starstorm 2, Mystics Items, and Tinkers Satchel items.
- Fixed Magicites in accessory slots staying equipped when you lost your last Key/Ancient Scepter.
- Changed the backend of how certain Limit Breaks fade the game sounds in and out to use the BaseMod implementation (the same way House's Russian Roulette does it).
- Power Word Kill no longer holds you hostage for 5 seconds after a successful cast as it waits for the sounds to fade back in.
- Fixed the Proc Coefficients of all Myst's projectiles being non-existant.
1.2.0
- Reworked Parry
- Parry now lasts for as long as the button is held, but reduces incoming damage by 85%.
- Parry limit gain from blocking has been increased by 25%
- Parry now has a "perfect" window for a very breif period when used, during this time: all damage from all sides is nullified, Limit gain is increased, Magic is restored based on damage blocked, and you reflect up to 3 times the damage taken to nearby enemies.
- Magic Missile now tracks targets harder, and should miss less.
- Wild Magic no longer refunds half a limit bar on use.
- Wild Magic has now been rigged in favour of doing something positive (there's still no guarantee though).
- Wild Magic now always casts a random Spell/Limit after use.
- Fixed a bug that caused UI elements to display incorrect information when reviving from sources like Dio's Best Friend.
- Some buffs and DamageTypes were moved to a basemod so that they can be used by other mods (Like House) without them depending on Myst (and vice versa).
- Fixed the item display for Shipping Request Form.
1.1.0 Sorcerer Rework
- Added 1 new Spell, and 1 new Finisher.
- Sorcerer now starts with Eclipse Gate instead of Reflect.
- Sorcerer now starts with Shillelagh instead of Ripple Drive.
- Ultima now takes 3 seconds to charge instead of 2.
- Ultima now has damage falloff, dealing less damage to enemies further from the blast.
- Ultima's damage has been reduced from 4500% to 3000%.
- Ultima's proc coefficient has been reduced from 1 to 0.25 (this reduces the amount of Limit it generates, and lowers the amount of damage items such as Runalds band deal when procced by it).
- ([Developer's Note] The above changes were to resolve an issue where, Ultima was such a good spell all on its own, that players could spam it and ignore the rest of the kit, with these Nerfs Ultima is still very strong, but no longer eclipses the rest of the kit)
- PowerWord:Kill is no longer effected by Attack Speed.
- PowerWord:Kill now takes 5 seconds to channel instead of 3.
- PowerWord:Kill can no longer instant kill final bosses, instead dealing 35% of their maxHP.
- PowerWord:Kill now inflicts Limit Lock on the caster for 60 seconds, preventing Limit generation.
- PowerWord:Kill now spends its Limit cost when the channel starts, and only refunds 80% of the cost if canceled.
- PowerWord:Kill can no longer be effected by 'All'.
- PowerWord:Kill now grants breif invincibility after a successful cast.
- PowerWord:Kill's sequence has been changed to build up more tension as the channel nears completion.
- ([Developer's Note] The Above changes were done because PowerWord:Kill was boring to use, and was a very anti-climactic way to end a run, with these changes it's more fun to use throughout the run, and can no longer single-handedly defeat the run's final foe.)
- Magic Missile has been reworked, and now fires up to 6 bolts at the target depending on how much Magic is left, more Magic results in more bolts, additionally, the Magic cost is per-bolt, so the more magic you have, the more bolts you fire, the more Magic you spend.
- ([Developer's Note] This results in Magic Missile starting as a burst spell, and then turning into more of a spam spell as you start to run out of Magic, becoming less potent, but never less Magic efficient, and is designed to work alongside Eclipse Gate, which deals more damage as you run out of Magic.)
- ([Developer's Note] The above changes all come together to turn the Sorcerer into a fresh new class that focuses around managing the Magic meter, and choosing what spell to use based on remaining Magic)
- Cone Of Frost now costs 10 Magic instead of 15.
- Judgement Cut END now mutes all sounds instead of just the music.
- Fixed a bug that prevented shift-clicking Magicites if you didn't have Ancient Scepter installed. (I've honestly no clue how I screwed that up.)
- Fixed some itemdisplays that were overlooked with the model update from the previous version.
- Gave Myst a CachedName so that his eclipse progress can be saved with ModdedCharEclipseFix.
- Added a new Config File to configure the damage values, Magic/Limits costs, and proc-coefficients of most of Myst's arsenal.
- Added a backend feature that allows other mods to add their own Magicites to Myst. (I intend to also add a feature to allow other mods to add their own Jobclasses.)
1.0.0 Full Release
- Myst's model has been updated, fixing UV and Bonerig issues. (this will break skins :-/)
- Myst's animations have been completely re-done.
- Added Berserk Form.
- Mystic and Warrior now start with Berserk Form.
- Overhauled the Magicite Menu.
- Myst now has "Accessory" Magicite Slots, which he can access if he is holding certain items. (this effect does not stack, and the item with the highest number of slots is prioritised) (See "Special Item Interactions" for more info)
- Added New Synthesis Options to spend more Latent Magicites to specify the type of Magicites obtained.
- Desynth now gives Latent Magicites equal to the level of the Magicite destroyed (before, it was 7 * CurrentLevel/MaxLevel).
- Synthesis costs have been adjusted to account for the above change.
- Lowered the number of kills required to level up Finisher Magicites.
- Ultima now has a max level of 5 instead of 2.
- The Mystic Jobclass set has been re-organised to make the class easier to play.
- A config option has been added to revert the above change.
- Changed various VFX.
- Changed how Limit is handled in the backend to make it more stable in Multiplayer.
0.8.2 Minor Patch 2
- Acid Splash's VFX has been redone.
- Fixed Pyroclasm only working for the Host in multiplayer. (I have NO clue how I ever let this be a thing)
- Fixed being able to glide by repeatedly using Blasting Zone or JCE whithout enough Limit.
- Fixed Doombolt and Frost Fangs not being registered as network states (this caused some issues).
- Changed the way that Magic and Limit menus work so that they will play nicer with Auto-Sprint mods.
- Fixed Limit Syphon and Health Syphon not working for non Host players.
- Made some changes that make Support magicites function more reliably in multiplayer.
- Potentially fixed a bug that caused Myst to sometimes break at the start of a run. (at the very least, it's much rarer now, I haven't been able to trigger it again anyways, but I don't feel confident enough to just declare it as fixed yet)
0.8.1 Minor Patch 1
- Stasis no longer fires more pulses than it's supposed to when players exit the radius in multiplayer.
- Reworked Judgement Cut so that it no longer disables Myst's hitbox, and instead just grants invincibility. (This was causing issues)
- Fixed Blasting Zone, Judgement Cut END, and Judgement Cut (Finisher) setting the player to terminal velocity when the move ended.
- Added some chat messages to help narrow down a multiplayer issue that completely breaks Myst for the duration of a run, as well as bandaiding a potential cause by making the Jobclass default to Mystic if something goes wrong.
- To re-iterate, if you see one of these chat messages, let me know, and send me the console log in the RoR2 Modding Discord.
0.8.0 Emotes Update :)
- Added EmoteAPI support.
- Added 'Jobclasses', selectable starting Magicite sets.
- Added 4 new Finishers, 1 new Limit Break, and 1 new Spell.
- Dark Passenger now has double the range, and no longer roots you in place.
- Ripple Drive now has 50% more AoE.
- Blasting Zone's damage increased.
- Magic Missile's damage increased.
- Fortify's duration decreased from 60s to 30s.
- Haste's duration decreased from 20s to 15s.
- Haste's channel time reduced from ~2s to ~1s.
- Reflect mana cost increased.
- Reflect now detonates imediately after 20 blocked hits.
- Ultima's damage reduced from 5000% to 4000%.
- Bandolier now restores 15 Magic when picked up.
- Added footstep sounds.
- Added menu navigation sounds.
- Magicite Menu can now be closed with escape.
- Gave Myst custom AI for Umbra and Goobo. (it's a bit buggy, but at least he's no longer a potato)
- Changed the VFX for Blasting Zone.
- Fixed a bug that caused the UI text for Limit and Magic bars to not load.
- Fixed Myst's dash being wonky if the target died before you reached them.
- Fixed Myst not working in KingKombatArena.
- Fixed Magicites not updating their effects when they level up.
- Massively reduced the File Size.
0.7.1 Oops
- Fixed 'Stasis' Appearing regardless of survivor picked.
- Added config option to enable Stasis appearing regardless of survivor picked.
- Fixed 'Zoom' having a max level of 2.
0.7.0 Stasis Update
- Added 'Stasis', a mechanic that freezes the game timer after clearing a stage, as long as nobody leaves the teleporter zone for more than 4 seconds.
- The Magicite Menu now has a sort button.
- Massively reduced MP recharge time, from 50 seconds to 20 seconds.
- Added 3 new Spells, and 3 new Limit Breaks.
- Fixed Magicite EXP not being awarded to non-host players in multiplayer.
- Fixed Ally targeted spells not working in multiplayer.
- Probably something else that I missed, I've been working on this update on and off for a while, so it's hard to remember.
0.6.5 Config Update
- Added 2 new Finishers.
- Added config options for scaling and re-colouring the Resource Gauges.
- Added config options for re-colouring Magicites.
- Added Risk Of Options support.
- Trippled the Area of Effect of Ultima.
- 'Multi' now doubles the mana cost of the paired spell, with an extra 50% increase per level.
- Fixed 'MPThrift' not working with Haste.
0.6.0 Synthesis Update
- Added Synthesis and Desynthesis.
- Added 7 new Spells, and 1 new Limit Break.
- Increased the downwards knockback of Call lightning, and buffed the damage of both Call Lightning and Cone of Frost.
- Slightly increased the damage of Vorpal Slice.
- Overhauled the target indicator, can now target things from twice as far, but you may only dash to the target if they are under a certain distance (which is the same length as the previous targeting distance) which is indicated by an orange addition to the targeter (effectively, all this means is that you can use targeted spells like Call Lightning from twice as far away, but you may not dash further than before).
- Added additional target indicators for sub-targets for use with multi-target spells, as well as an ally target indicator for use with Ally Target spells.
- Fixed Preon Accumulator breaking the equipment slot if it's the first equipment you picked up (this should also fix some modded equipment icons).
- Replaced the placeholder icon for the Magicite menu in the hotbar cluster.
- The custom HuD now correctly shows the keybinds of the player.
- Limit Gauge now charges 3 times slower.
- Limit Gauge now charges based on Proc Coefficient (less Proc Coefficient = less Limit Charge).
- Blasting Zone now prevents the Limit Gauge charging for 20 seconds after its duration (preventing procced items from granting you most if not all of your spent Limit back).
0.5.0 Early Release
- Released