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egpimp-EggsSkills-2.4.6 icon

EggsSkills

Adds new skills to survivors

Date uploaded 2 weeks ago
Version 2.4.6
Download link egpimp-EggsSkills-2.4.6.zip
Downloads 9485
Dependency string egpimp-EggsSkills-2.4.6

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2117 icon
bbepis-BepInExPack

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

Preferred version: 5.4.2117
tristanmcpherson-R2API-5.0.5 icon
tristanmcpherson-R2API

A modding API for Risk of Rain 2

Preferred version: 5.0.5
RiskofThunder-R2API_ContentManagement-1.0.6 icon
RiskofThunder-R2API_ContentManagement

API for adding content to the game

Preferred version: 1.0.6
RiskofThunder-R2API_Core-5.1.2 icon
RiskofThunder-R2API_Core

Core R2API module

Preferred version: 5.1.2
egpimp-EggsUtils-1.2.8 icon
egpimp-EggsUtils

Helpers and Utils for EggsMods

Preferred version: 1.2.8

README

Eggs Skills: Vanilla-Flavored Skill Mod

Hello, EggsSkills Guy here. Are you sick and tired of only having a few skills in the game? Would you like to add some fresh new skills to the game, but you prefer a very vanilla experience? EggsSkills is perfect for you! All skills are custom tailored using existing sound and visual effects to give the feeling that they were made by the RoR2 devs themselves and NOT by some guy that is too lazy to make his own assets!
Enjoy the occasional silly references and slightly ambiguously-described achievements as you try to unlock new skills while occasionally getting confused by which ones are modded!

Credits

Code - Egpimp (AKA Egg, AKA EggsSkills Guy, AKA Me)
Logo - BM, check out her other work HERE!!!
Skill Icons -

  • Som: All icons before 2.4.0
  • yarrowyeen: Void Fiend: Consume icon. Can be found in the modding discord @yarrowyeen
  • Synodii: All other post 2.4.0 icons. Can be found in the modding discord @synodii

Todo

Translators needed for any and all languages that are not English. If you want to help, feel free to DM @egpimp on discord.
Any and all help with this will be greatly appreciated.

Skills

    Acrid:
  • Caustic Spray: Acrid sprays a poisonous mist in front of him, constantly applying poison or blight stacks at a fast rate, but at low damage
  • See Details
    • Proc Coefficient: 0.7
    • Damage Coefficient: 0.5 (0.25 twice per second) *2 if poisoned
    • Misc: Requires LOS
  • Expunge: Deal a large chunk of damage to all enemies within a very large radius as long as they are inflicted with poison or blight in the form of a short range blast
  • See Details
    • Proc Coefficient: 1
    • Damage Coefficient: 2 + 10% enemy max hp for poison / 3 per stack for blight
    • Misc: Does not require LOS. Enemies can be hit by eachothers explosions (2 enemies on top of eachother would functionally take double damage)

    Artificer:

  • Quantum Transposition: Charge up for 2 seconds to hold and release a powerful blast, teleporting you to the location of the blast. Additional charges (For example from Hardlight Afterburner) instead consumes all charges to increase the base power of the skill when used
  • See Details
    • Proc Coefficient: 1
    • Damage Coefficient: 2.5 -> 10 based on charge and *1.5 per charge consumed
    • Misc: Damage and range scales linearly with charge time. Radius is *1.2 per charge consumed

    Bandit:

  • Bounce: Fire a bullet that upon impact with an enemy or a surface automatically seeks out the next nearest enemy, dealing a fraction of the bullet's base damage
  • See Details
    • Proc Coefficient: 1 for bullet and bounces
    • 2 *0.6 for each ricochet
    • Misc: Damage does not account for increases or decreases to actuall hit damage and goes off base values. Does not need LOS to ricochet
  • Kinetic Refractor: Passively become invisible while you are sprinting, gaining some movement speed. Once you exit this stealth, gain a boost to all of your damage briefly plus a move speed boost
  • See Details
    • Proc Coefficient: NA
    • Damage Coefficient: NA
    • Misc: Post invisibility buff is *1.75 to ALL damage output and *1.25 to speed. Unlock does not require one consecutive duration of invisiblity, can be spread out in the run

    Captain:

  • Mercury Repeater: Start off firing shotgun blasts slowly, ramping up to a faster fire rate over time the longer fire is held. Not firing reduces this fire rate back to base value over time
  • See Details
    • Proc Coefficient: 0.7 per bullet *8 bullets
    • Damage Coefficient: 1 per bullet *8 bullets
    • Misc: Fire rate multiplier goes from 1 -> 2.5 over time
  • MK-4 Tracking Grenade: Fire a grenade, inflicting enemies in a large radius with a debuff that decreases their movement speed and increases the damage they take from all sources
  • See Details
    • Proc Coefficient: 1
    • Damage Coefficient: 2.5
    • Misc: Damage vulnerability debuff increases damage enemies take by 1.5* and halves their movement speed

    Commando:

  • Flechette Rounds: Fire a rapid-fire burst of shrapnel instead of precision shots that become more accurate on critical strikes
  • See Details
    • Proc Coefficient: 0.6 per bullet *6 bullets
    • Damage Coefficient: 0.6 per bullet *6 bullets
    • Misc: Both minimum and maximum spread are decreased no critical strikes
  • Tactical Pursuit: Perform a short roll forward, briefly becoming immune to all damage but with low maneuverability and speed during the roll
  • See Details
    • Proc Coefficient: NA
    • Damage Coefficient: NA
    • Misc: Invulnerability prevents ALL forms of damage for 1s but does not cleanse any debuffs or DOTs

    Engineer:

  • Guided Salvo: Fire out a tracking dart. After a short delay, you and all nearby turrets fire out a burst of seeking missiles that travel towards the tracker, dealing low damage in an area when they arrive or strike an enemy
  • See Details
    • Proc Coefficient: 1 for tracker, 0.7 for micromissiles *4 micromissiles + 2 per turret
    • Damage Coefficient: 0.2 for tracker, 0.15 for micromissiles *4 micromissiles + 2 per turret
    • Misc: Tracker is slightly homing in front of it. Micromissiles pass through the world
  • T-3514 Shock Mines: Launch out mines that upon being activated, pulse 5 times over 5 seconds, stunning enemies near them
  • See Details
    • Proc Coefficient: 1 per pulse *5 pulses
    • Damage Coefficient: 1.25 per pulse *5 pulses
    • Misc: Crit is determined once fired. Electric items for unlock includes: Ukulele or Polylute, Unsable Tesla Coil, Electric Boomerang, Charged Perforator, Genesis Loop, Preon Accumulator, Silence Between Two Strikes, and Royal Capacitor

    Huntress:

  • Explosive Arrow: Fire an explosive arrow that on impact deals damage in an area, and releases several smaller scattered bombs that also deal damage after a short delay
  • See Details
    • Proc Coefficient: 1 for arrow explosion, 0.6 per bomblet *8 bomblets
    • Damage Coefficient: 5 for arrow explosion, 0.8 per bomblet *8 bomblets
    • Misc: Bomblets do not explode on impact with enemy, instead exploding after a slightly random delay averaging 0.8 seconds

    Loader:

  • Barrier Buster: Sacrifice all of your current barrier to deal massive damage in an area around you, both scaling with the amount of barrier consumed by the skill
  • See Details
    • Proc Coefficient: 1
    • Damage Coefficient: 6 -> 60 based on barrier sacrificed
    • Misc: Cannot be cast and barrier is not consumed if used under 10% barrier. Damage and radius scales linearly, up to *3 radius from base

    Mercenary:

  • Execute: Target an enemy, stunning them and other nearby enemies before teleporting to them and striking them for massive damage, increased based on enemy health missing
  • See Details
    • Proc Coefficient: 1
    • Damage Coefficient: 7 -> 21 based on health + 3.5 from expose
    • Misc: Expose is applied before the actual strike from the skill, no expose is left afterwards to proc

    MUL-T:

  • Nanobot Swarm: Fire a beacon that inflicts a debuff on direct hit. After a short delay on impact, release swarms of nanobots that seek out all enemies in a large radius around the beacon, dealing light damage and healing you per target hit
  • See Details
    • Proc Coefficient: 1 for tracker, 0.4 per nanobot swarm *3 swarms per enemy
    • Damage Coefficient: 1 for tracker, 0.8 per nanobot swarm *3 swarms per enemy
    • Misc: Uses the same debuff as Captain's MK-4 Tracking Grenade on direct impact. Can be held before firing to aim. Heals 1.5% max hp per swarm

    REX:

  • DIRECTIVE: Respire: Hunker down, gaining immunity to knockback and taking no more than 20% of your max hp per hit while releasing pulses that damage and pull in nearby enemies over 8 seconds, granting you barrier per enemy hit
  • See Details
    • Proc Coefficient: 0.7 per pulse
    • Damage Coefficient: 2.5 per pulse
    • Misc: Number of pulses increases with attack speed. Jumping, sprinting, and using other skills cancels it. 3% max hp gained as barrier per hit

    Railgunner:

  • G2 Lancer Rounds: Fire a powerful, piercing shot from your rifle that deals large damage to all enemies in the line of fire
  • See Details
    • Proc Coefficient: 1
    • Damage Coefficient: 3
    • Misc: Half of attack speed bonus is instead used as a damage multiplier. Bullet width and recoil effects scale with this bonus

    Void Fiend:

  • Consume / Expel: In normal form, deal a blast of damage to nearby enemies, gaining corruption but losing health. In corrupted form, repel nearby enemies, losing corruption but gaining health
  • See Details
    • Proc Coefficient: 1 in normal form only
    • Damage Coefficient: 10 in normal form only
    • Misc: Both use the same radius. Corruption and health changes are all 25%

Mod Compatibilites

NOTE: Some of these other mods may not be updated / compatibilities are very outdated, if you are playing with one of these mods with EggsSkills and run into an issue, @egpimp in the tech-support but only after verifying that the other mod you're using is up-to-date

Autosprint Rex root is not canceled instantly by autosprint
(Likely outdated) Skills++
    Acrid:
  • Caustic Spray: +15% hitbox size and +10% damage
  • Expunge: +20% radius and +10% damage
  • Artificer:
  • Quantum Transposition: +10% distance and +20% damage
  • Bandit:
  • Bounce: +5% damage per bounce and +1 bounce every 2 levels
  • Kinetic Refractor: +10% movement speed and +4m radius stun on exiting stealth
  • Captain:
  • Mercury Repeater: +0.05 proc coefficient per bullet and +1 bullet per 2 levels
  • MK-4 Tracking Grenade: +20% damage and +1 stock every 2 levels
  • Commando:
  • Flechette Rounds: +0.1 proc coefficient per bullet and +1 bullet every 2 levels
  • Tactical Pursuit: +10% damage buff for 2 seconds after dashing
  • Engineer:
  • Guided Salvo: +10% total damage and +10% explosion radius
  • T-3514 Shock Mines: +10% damage, +10% radius, and +1 pulse every 2 levels
  • Huntress:
  • Explosive Arrow: +10% explosion and bomblet damage and +1 bomblet
  • Loader:
  • Barrier Buster: +10% radius and +5% max hp barrier returned
  • Mercenary:
  • Execute: +20% damage and +0.1 proc coefficient
  • MUL-T:
  • Nanobot Swarm: +20% healing, +10% damage, and +1 swarm per enemy every 2 levels
  • REX:
  • DIRECTIVE: Respire: +4m radius and +10% barrier gained per hit
  • Railgunner:
  • G2 Lancer Rounds: +15% damage and +0.1 proc coefficient
  • Void Fiend:
  • Consume / Expel: +15% damage and +4m radius
(Likely outdated) ClassicItems (Ancient Scepter)
    Acrid
  • Expunge -> Liquidate: 1.5x damage and reapplies selected passive to enemies hit
  • Rex
  • DIRECTIVE: Root -> DIRECTIVE: Bloom: Build up damage for every pulse that hits enemies, releasing it as an explosion afterwards
  • Mercenary
  • Execute -> Terminus
  • 2x damage and larger aoe stun

CHANGELOG

Eggs Skills: Vanilla-Flavored Skill Mod

Changelog

2.4.7 (Current)

  • Increased range and knockback force of Void Fiend's Consume skill
  • Increased time before Bandit's Kinetic Refractor invisiblity kicked in

2.4.6

View
  • Fixed error with not null checking attacker body in damage hook for Flechette Rounds achievement

2.4.5

View
  • Fixed everything for the SOTS update
  • Fixed captain Mercury Repeater achievement unlocking whoever you were playing
  • Fixed Acrid Poison Breath not showing poisonous description when hovered
  • Electric boomerang also counts as an electric item for Tesla Mines unlock
  • All skills now give you 10 lunar tokens for unlocking them, thanks SOTS not my idea
  • All new skills now finally have icons!!!
  • Removed a bunch of unneccesary dependancies. Don't know if it helps anything but simplifies things overall
  • Made my markup less trash

2.4.4

View
  • Fixed issue with mobile turrets only checking their spawn-position for distance from micromissile tracker
  • Fixed issue where lance rounds would not be disabled after supercharge
  • Added some recoil and spread bloom to a few skills that did not have it already
  • Slightly reduced damage of mercury repeater
  • Slapped on a spicy new set of icons for consume / expel

2.4.3

View
  • I finally identified and fixed language token issue

2.4.2

View
  • Put correct file in the
  • Removed unused dependancy from manifest

2.4.1

View
  • Appropriately credited bm for making new logos
  • Fixed wrong string issue completely breaking huntress cluster bomb arrow
  • Changed file structure slightly, hopefully fixes language token issue

2.4.0

View
  • Added 5 new skills, go crazy
  • Hopefully fixed things for new update
  • Acrid compat with spikestrip (Deeprot)
  • Cool new logo
  • Now using actual language folder, if you speak not english feel free to start translating!
  • Probably more stuff, this was heavily overdue so I don't remember all the changes I made

2.3.1

View
  • Fixed for new R2API Update

2.3.0

View
  • Classicitems Scepter now upgrades appropriate skills, still need to add standalone scepter

  • Less damage on shock mines, but lower cooldown to be more in-line with base-game mines

  • No more broken Skills++, at least until it changes again

  • Uses better logging and error handling for debugging

  • Some innacurate numbers between skill descriptions and actual numbers fixed

2.2.0

View
  • New cross compatibilities with other mods

  • All skills are now Skills++ upgradeable if you have that mod.

  • Autosprint now doesn't cuck / isn't cucked by any skills

  • Fixed achievements

  • Merc utility is now a special, no more % based damage but is slayer

  • 0.4 proc coefficient on commando primary to 0.6

2.1.3

View
  • New artificer keyword actually functions now

  • No longer can m2 while invis as bandit

2.1.2

View
  • Skills no longer break over network

  • Kinetic Refractor works again

  • Merc achievement no longer breaks health cost interactables

  • Note: MUL-T projectile bug still exists, I have no idea why it behaves the way it does but fortunately it is just a visual bug. Will be fixed as soon as I figure out wtf is going on

2.1.1

View
  • Loads of code refactors and comments added for clarity

  • Tesla mines no longer have the aoe indicator, cant haunt me if you dont exist

  • Projectiles hopefully now network properly

  • Lots of typos fixed in skill descriptions

  • Slight nerf to Fatal Assault, will keep an eye on its shredding potential but should still work more than fine as a boss melting tool. Also slight animation fixes

  • Artificer can now hold the full charge of quantum transposition, several range and aoe buffs, much harder to place yourself in objects now

  • Commando dash now properly has animations, slight changes to speed and cast times

  • MUL-T indicator just got logarithmic

  • Bandit magic bullet richochet fixed

  • Some other changes I mightve forgotten Im tired

2.1.0

View
  • Fixed for SotV update

  • No other changes. Yet.

  • Seriously, this update has no real content. Loads of bugfixes, rebalances, and QOL changes will be arriving asap, but for the moment I wanted to get a functioning version out for this update.

2.0.10

View
  • Hopefully fixed networking bugs with dash, bomb arrow, and magic bullet

2.0.9

View
  • Remembered to add token for Lucky keyword

  • Fixed Bandit primary bug causing crashes

2.0.8

View
  • New Bandit primary and Commando utility

  • Moved some stuff around

2.0.7

View
  • Lots of new fun configs to use

  • Forgot to mention alt MUL-T secondary getting an indicator in last update, as well as being able to hold it and aim before firing.

  • You can now unlockall achievements via config as well

  • 2 new console commands to help share config with friends to avoid possible conflicts: es_getconfig && es_setconfig (Requires game restart to apply)

  • Eggsmods discord now exists

2.0.6

View
  • Added config to enable / disable skills by survivor

2.0.4

View
  • Fixed artificer alt utility not working

  • Fixed alt MUL-T secondary sound bug

2.0.3

View
  • Forgot to mention last notes that Rex alt R now scales with attack speed, this patch it was given a cap

2.0.2

View
  • Misc fixes and organization

  • Fixed Bandit sound bug on alt utility

  • Commando alt primary now functions more like standard primary skills; no charges, and also has recoil effect added.

2.0.1

View
  • Forgot to credit SOM for icon work, fixed

2.0.0

View
  • Every survivor now has at least one new skill!

  • Lots of misc bug fixes and organization

  • DIRECTIVE: Respire uses new keyword instead of armor

  • Seriously I think I fixed that engi mine bug and if I didnt spam ping me please this thing has haunted me for multiple updates now

  • New secondary for MUL-T and Huntress

  • New utility for bandit

  • New achievements for every skill (may be buggy over network)

  • Known bugs : Slight jank on animation on new MUL-T skill, otherwise works fine
  • 1.0.7

    View
    • Fixed wrong files

    1.0.6

    View
    • Actually for real fixed the engi mine bug

    • Reverted back to R2API

    1.0.5

    View
    • Fixed for recent update

    • Fixed my readme to have a less obnoxious changelog

    • Maybe fixed engi mine bug? To be honest I dont know if I did, someone with friends test this.

    1.0.4

    View
    • Added dependancy on Eggs Buffs

    • Misc code organization / optimization

    • Artificer teleport no longer puts you inside walls even on wonky terrain

    • Various skill renamings and description updates

    • Artificer utility split into two distinct entity states for charging and releasing

    • New captain secondary Tracking Grenade : Throw a grenade that inflicts new "Tracked" debuff on enemies that slows and increases damage taken by 50%

    1.0.3

    View
    • Fixed for anniversary update!

    • Damage & added move speed buffs for Shield Buster, renamed to Barrier Buster

    • More optimization, consistency, and damage for Fatal Teleport, hopefully feels even nicer to use than before. Short hop added to provide airtime. Tracker disabled when skill is on cooldown.

    • New engineer secondary Tesla Mine : Deploy up to 4 mines that upon triggering pulse 5 times over 5 seconds where they are triggered. Each pulse deals damage and stuns.

    • Created a Github

    • Known bugs : Directive PULL animation only plays after you have landed from a fall at least once in the run; Artificer teleport can drop you out of bounds if used into weird geometry; Merc teleport may also be able to do this, but is much rarer

    1.0.2

    View
    • Finally new skills!!!

    • New Acrid special Expunge : "Purges" poison from afflicted targets, causing them to explode in a radius with damage based on the type of poison afflicted but removing the poisoned status effect

    • New Loader special Shield Buster : Expend all of your current barrier to deal massive damage in a radius around you!

    • New Rex special Directive PULL : Root yourself in place, slowing your speed and gaining armor for the duration. Additionally deal damage and pull nearby enemies closer, gaining barrier for each affected enemy.

    • Fixed even more spaghetti. Hopefully no more nullrefs. Merc fatal teleport now has permanent tracker, and is a conditional skill (Can only be used if there is a target)

    1.0.1

    View
    • Changed mercs "Fatal Teleport" into an execute ability instead of anti-air and now utilizes the new "exposed" keyword; in all, feels more fun and less clunky to use. Hopefully.

    • Removed the spaghetti that was overflowing inside of the Artificers "Surge Teleport" skills code.

    • New, but secret and ultimately useless (For now) code for making a new engineer mine skill. Does nothing gameplay-wise yet.

    • Known bugs : Spamming fatal teleport without a target resets attack speed (Potentially infinite attack speed), Both teleport abilities can put you out of bounds in the right situation, but are unlikely to come up in normal play.

    • Updated for 1.0 release of RoR2

    1.0.0

    View
    • Created the mod and put it on thunderstore

    • 3 Skills, Artificer utility, Merc utility, and commando primary

    • Fatal Teleport : Teleport to an enemy and strike them for execute based damage

    • Surge Teleport : Charge up to teleport a distance scaling with charge time. Additionally deal damage around your start and ending locations, radius and damage also scaling with charge time

    • Combat Shotgun : Holds 8 charges, rapid fire shotgun for commando. Spread becomes tighter during crits in addition to normal crit damage.