Moffein-AssistManager icon

AssistManager

Allows certain on-kill effects to trigger off of kill assists. Server-side and Vanilla-compatible.

Last updated 2 months ago
Total downloads 15786
Total rating 5 
Categories Mods Libraries Tweaks Server-side
Dependency string Moffein-AssistManager-1.2.0
Dependants 9 other packages depend on this package

This mod requires the following mods to function

RiskofThunder-R2API_Core-5.1.1 icon
RiskofThunder-R2API_Core

Core R2API module

Preferred version: 5.1.1
bbepis-BepInExPack-5.4.2115 icon
bbepis-BepInExPack

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

Preferred version: 5.4.2115
RiskofThunder-R2API_DamageType-1.1.1 icon
RiskofThunder-R2API_DamageType

API for registering damage types

Preferred version: 1.1.1

README

Allows certain on-kill effects to trigger off of kill assists. Everything can be toggled in the config.

Affected Things

  • Bandit's Specials

  • Topaz Brooch

  • Chronic Expansion

  • Berzerker's Pauldron

  • Hunter's Harpoon

  • Infusion

  • Brainstalks

  • Frost Relic

  • Resonance Disk

  • Soulbound Catalyst

  • Wake of Vultures

For Devs

Changes from this mod can be toggled in-game by calling SetEnabled(false) on the change.

To add an assist, add to AssistManager.HandleAssistInventoryActions or AssistManager.HandleAssistActions depending on whether or not you need the inventory to run your code. Use AssistManager.HandleAssistInventoryCompatibleActions or AssistManager.HandleAssistCompatibleActions if you do not want to have the Assist class in your code (ex. code is using SearchableAttribute).

You will need to explicitly check to make sure killerBody is not the same as Assist.attackerBody. This is required since there are a few niche cases where you might not want to do this.

If you want an "on kill with slight grace period" effect, use AssistManager.instance.AddDirectAssist(), refer to Bandit's Specials to see how it's set up, and subscribe to the HandleDirectAssist delegates instead. This needs to be called BEFORE the damage is processed.