Lee Hyperreal
Simulation complete... Commandant, we're going to win this fight. -> v1.1.9 Fixed self damage when Artifact of Chaos is enabled.
Date uploaded | 2 months ago |
Version | 1.1.9 |
Download link | PopcornFactory-Lee_Hyperreal-1.1.9.zip |
Downloads | 3258 |
Dependency string | PopcornFactory-Lee_Hyperreal-1.1.9 |
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_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.2RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.1RiskofThunder-R2API_Unlockable
API for adding custom achievements and unlockables
Preferred version: 1.0.2RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.0.4Rune580-Risk_Of_Options
A convenient API for adding BepInEx ConfigEntry's to a option menu
Preferred version: 2.8.1README
Lee: Hyperreal - A Character Mod for Risk of Rain 2
Lee: Hyperreal is a highly technical, mobile-grounded survivor that relies on parries and resource management to cut through hoards of enemies. Utilizing your damage and timed invincibility is crucial to success.
- Setup your Orbs to do 4 times the damage by performing 3-pings.
- Any successful parry resets the Armament Barrage combo chain, allowing you to parry consistently and in succession.
- Snipe stance is a powerful tool in your arsenal, but in return leaves you vulnerable as you are locked in place.
- End of Time can decimate enemies within a huge radius, but be mindful of its long cooldown.
Network Compatible! (Unless otherwise found not to be, but it should work pretty well.) For any issues or bug reports, Contact the following:
- violetchaolan
- ethanol10
On either the RoR2 modding discord, or in the Lee Hyperreal RoR2 discord.
Use of Risk Of Options is highly recommended! If some options don't exist even after an update, please wipe your config and try check again.
Mod Interoperability List:
- EmoteAPI / CustomEmotesAPI
- RiskOfOptions
- RiskUI / Betterhudlite
- NOTE: We've only made it such that it doesn't crash the main functionality, we recommend sticking to the default UI for this mod.
- ExtraSkillSlots -> Limited Controller Support
- This is to facilitate controller inputs for Orbs, which is currently mapped to the following actions.
- Blue -> Extra Skill 1
- Red -> Extra Skill 2
- Yellow -> Extra Skill 3
- This can be changed in the in game controller settings menu option.
- This is to facilitate controller inputs for Orbs, which is currently mapped to the following actions.
Latest Update
-
1.1.9
- Fixed Lee hitting himself when doing a blast attack with Artifact of Chaos enabled.
-
1.0.0
- Initial Release!
Video
Screenshots
Click to expand for more screenshots:
Skills
Primary: Armament Barrage
Launch a 5-hit-combo attack. On hit 1 and 3, perform a [Parry] active for a short time. In the air, slam down, dealing 400% damage, increasing up to 3x times dependant on vertical distance travelled. Hold down at anytime with a full [Power Gauge] to enter the [Hypermatrix].
Primary - Snipe Stance: Snipe
Shoot a bullet for 400% damage.
Secondary: Snipe Stance
Enter [Snipe Stance], locking you in place, allowing you to Snipe using Primary for 400% damage.
Utility: Reality Travel
Dodge, turning invincible for a short time.
Special: End of Time
Turn invincible, pulling out a cannon that blasts enemies in a wide radius for 5000% damage after a short windup. This move changes while in the [Hypermatrix.]
Special - Hypermatrix: Collapsing Realm:
Collapse the [Hypermatrix], turning invincible for a short time and dealing 1500% damage in your wake.
Orb Ability - Blue: Falling Blast
Throw your firearm case forward and unleash a blast where you last stood, dealing 225% damage on blast, and 300% damage on the Rifle shot. Movement can be modified by holding back or forward.
Orb Ability - Red: Bullet Raid
Perform a slide, shooting 3 times for 125% damage. On [3-ping], an additional back-step will be performed, followed by a bullet spray dealing 500% damage.
Orb Ability - Yellow: Glimpse Maneuver
Glide around an enemy while firing a torrent of bullets, hitting 3 times, 75% damage each time. On [3-ping], perform a wide upwards kick dealing 800% damage while also performing a [Parry].
Support us on Ko-fi!
There's no need for payment for mods, but a coffee would be nice once in awhile!
Known Issues
- In networked situations, if you emote, everyone playing Lee will have their weapons removed, this does not affect how he functions, purely visual.
- In very rare cases, Lee: Hyperreal can move even after dying. This is usually the case in networked situations where you perform a move and die in the same frame.
- When enemies are frozen during an ultimate, Some enemies may have bugged animators and their legs may go up into their torso, this effect is temporary and mostly just looks goofy that's all.
Credits
- Game assets (VFX/SFX/Models)
- Kuro games (All credits)
- Asset Ripping + Shader porting + Reverse Engineering scripts to port to unity
- dgosling
- Commissioner / Wwise setup / UI design / Extra Custom Animations / Trailer Creation
- violetchaolan
- VFX
- violetchaolan
- ethanol10 (Minor VFX creation)
- Programming - Popcorn Factory team:
- ethanol10 (Most of the mod programming and networking)
- teal5571 (Ultimate, Yellow/Red orb base functionality)
- Miscellaneous
- Rob
- Character template
- Notification style for bonus effects
- nunchuk - Helping with Emotes
- groove_salad - Shader Swapper
- UnsavedTrash
- Helping with model and vfx
- Icons
- SockpuppetSalesman (orien85) - Lore
- iDeathHD (xiaoxiao921) - Fixing some bugs with snipe aim
- .score - Finding input bug edgecase
- Those on the RoR2 Modding discord having to put up with my cryptic programming issues, thanks for helping!
- Whoever tested during development and found issues, Thanks!
- Rob
CHANGELOG
Lee: Hyperreal - A Character Mod for Risk of Rain 2
Changelog
- 1.1.11
- Fixed an issue regarding Non-simple control inputs where orb groupings greater than 3 would not trigger 3-ping effects
- 3-ping effects include:
- Stronger orb effects
- Coloured Bullet retrieval
- These should now run properly if using Non-simple control inputs.
- Simple mode was not affected in anyway.
- 3-ping effects include:
- Fixed an issue regarding Non-simple control inputs where orb groupings greater than 3 would not trigger 3-ping effects
- 1.1.10
- Added more fallbacks to prevent lockups on orb inputs.
- Changed Armament Barrage 4 to deal uniform damage regardless of distance.
- Updated dependencies to reduce incompatibilities.
- 1.1.9
- Fixed Lee hitting himself when doing a blast attack with Artifact of Chaos enabled.
- 1.1.8
- Added input reset on yellow orb skill to prevent lockups.
- Thanks to .score for finding this bug.
- Added input reset on yellow orb skill to prevent lockups.
- 1.1.7
- Added Stun on hit for the following moves:
- Armament Barrage 3
- Armament Barrage 5
- Armament Barrage Aerial Slam
- Armament Barrage Hypermatrix Aerial Slam
- Added some logic to allow the character to be played even if the UI doesn't display.
- Added Stun on hit for the following moves:
- 1.1.6
- Added the option to remove Alt orb trigger and opt for 8 separate orb buttons in non-simple mode.
- If you wish to use this mode, Uncheck simple mode, Uncheck Orb Alt trigger and setup the buttons for 1-8.
- Added a failsafe for Orbs when unable to be triggered for longer than 3 seconds.
- Removed log spam on first stage from Lee's pod.
- Added the option to remove Alt orb trigger and opt for 8 separate orb buttons in non-simple mode.
- 1.1.5
- Added a list of states that prevent freeze from occurring on some enemies
- An example of this: Mithrix Item steal was being cancelled and the items would not be applied to either you or Mithrix. This state should be played out entirely.
- Added a list of states that prevent freeze from occurring on some enemies
- 1.1.4
- Added the ability to cancel Snipe stance by sprinting
- RTAutoSprint should not affect this, however if it does, let me know!
- Added the ability to cancel Snipe stance by jumping.
- If you don't have any more jumps, you will simply cancel and not jump.
- Snipe Entry and Exit animations now scale with attack speed.
- Fixed using Reality Travel from not running when Sniping.
- Armament Barrage now scales with attack speed up to 135%.
- This max attack speed is achieved when reaching 250% attack speed.
- The timing for Parry is not changed even when attacking faster.
- Reality Travel now scales with movement speed up to 250%
- This max movement speed is achieved when reaching 2500% movement speed.
- Timing for invincibility should not be affected.
- Reality Travel now scales with attack speed
- Armament Barrage 4 scales with move speed
- Each pulse allows Lee to travel further with more move speed.
- Scaling is capped similar to Reality Travel.
- Added the ability to cancel Snipe stance by sprinting
- 1.1.3
- Removing warning on README. (LITERAL README UPDATE AAAGH)
- 1.1.2
- Fixed an issue making enemies become invincible if they were frozen during their death animation.
- Added support for Betterhudlite.
- 1.1.1
- Fixed the item notification popup from duplicating.
- Removed Extra skill slots as a Hard dependency, can be now included optionally if needed
- Renamed skill families appropriately.
- 1.1.0
- Updated Dependencies to support SotS
- Unfortunately, controller players will not be able to use orbs as we have removed the dependency on ExtraSkillSlots until further notice.
- Removed dependency on R2API.Sound, was not being used.
- Fixed an edge case where Hypermatrix Aerial Attacks play the particle stream infinitely due to Hypermatrix ending while in an aerial dive.
- Fixed the pod from blowing out your eyes on some maps.
- P2 now behaves more closely to source material
- 3 -> 5 hits
- 125% -> 70% damage
- Updated Dependencies to support SotS
- 1.0.4
- Fixed the pod from not being registered on the Network properly.
- Fixed an issue regarding client's getting spawned in without a pod, causing the server and clients to desync from what would be expected.
- Fixed the wrong dependency from being compiled in the mod, should now work with the suggest mods in the Thunderstore manifest.
- Changed the UI Instantiation to use Find when navigating the RoR HUD, instead of indexes. Should be more compatible with mods that modify the UI.
- Changed the values on the following moves:
- End of Time cooldown -> 4s to 6s per stack. (Total 60s for 10 stacks)
- End of Time damage -> 5000% to 6500%
- End of Time enemy freeze duration -> 8s to 6.9s (This should allow the enemies to start moving 0.2s after the move has ended.)
- Red Orb Hypermatrix damage -> 175% to 155%
- 1.0.3
- Removing Debug Chat output that was left in accidentally.
- 1.0.2
- Following changes have been added to Invincibility and Parry:
- Invincibility granted from Utility and Orbs now do not allow you to bypass shrines that cost health.
- Parrying a shrine that costs health now inflicts half the damage it would normally do.
- Parrying now returns 25% of the damage that would've been inflicted if you didn't parry.
- Changed the values on the following moves:
- Armament Barrage 1 damage -> 150% to 100%
- Armament Barrage 2 damage -> 200% to 125%
- Armament Barrage 3 damage -> 300% to 225%
- Armament Barrage 4 damage -> 100% to 70% per tick
- Armament Barrage 4 Hit Radius -> 20m to 25m
- Armament Barrage 5 damage -> 1000% to 600%
- Armament Barrage Aerial (Non-Hypermatrix) damage -> 500% to 400%
- Blue Orb Blast damage -> 300% to 225%
- Blue Orb Shot damage -> 400% to 300%
- Yellow Orb damage -> 100% to 45%
- Yellow Orb 3-ping damage -> 1000% to 800%
- Yellow Orb Hypermatrix damage -> 50% to 45% per hit
- Red Orb damage -> 150% to 125% per shot
- Red Orb 3-ping damage -> 600% to 500%
- Red Orb Hypermatrix damage -> 200% to 175%
- End of time damage -> 6000% to 5000%
- Collapsing Realm damage -> 2000% to 1500%
- Following changes have been added to Invincibility and Parry:
- 1.0.1
- Fixing soundbank from not loading.
- 1.0.0
- Initial Release!