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viliger-ExtradimensionalItems-0.5.1 icon

ExtradimensionalItems

They are coming through the portal!

Date uploaded a year ago
Version 0.5.1
Download link viliger-ExtradimensionalItems-0.5.1.zip
Downloads 5335
Dependency string viliger-ExtradimensionalItems-0.5.1

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2113 icon
bbepis-BepInExPack

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

Preferred version: 5.4.2113
RiskofThunder-R2API_Items-1.0.3 icon
RiskofThunder-R2API_Items

API for adding custom items

Preferred version: 1.0.3
RiskofThunder-R2API_RecalculateStats-1.2.0 icon
RiskofThunder-R2API_RecalculateStats

API for manipulating Character Stats

Preferred version: 1.2.0
RiskofThunder-R2API_Networking-1.0.2 icon
RiskofThunder-R2API_Networking

Networking API around the Unity UNet Low Level API (LLAPI)

Preferred version: 1.0.2
RiskofThunder-R2API_TempVisualEffect-1.0.2 icon
RiskofThunder-R2API_TempVisualEffect

API for adding custom temporary visual effects for characters.

Preferred version: 1.0.2
RiskofThunder-R2API_Sound-1.0.2 icon
RiskofThunder-R2API_Sound

API for adding custom sounds or musics

Preferred version: 1.0.2
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_Prefab-1.0.3 icon
RiskofThunder-R2API_Prefab

API for Prefab creation, networking and duplication

Preferred version: 1.0.3
RiskofThunder-HookGenPatcher-1.2.3 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.3

README

Extradimensional Items

A mod that aims to add ideas from another games, while extending the playstyles of existing characters\roles. Currently mod has 5 new items and 3 new equipment.

Icon (more text so icons are bigger) Name Decription Type
Sheen Sheen After using non-primary ability gain one stack of buff. Dealing damage with primary ability while having said buff will cause target take additional 250% base damage (+250% per stack) and consume one stack of buff. Buff can be stacked up to 2 (+2 per stack) times. Uncommon
Checkpoint Checkpoint Place a checkpoint on the ground. Upon death respawn at checkpoint's location, destroying it in the process. Unused checkpoint can be picked back up. Only one checkpoint can exist per player at a time. Picking up different equipment results in checkpoint being disabled and transformed back into equipment. If Fuel Cells are present, one will be consumed in place of checkpoint.
No cooldown.
Equipment
Skull of Impending Doom Skull of Impending Doom Gain 100% movement speed, while taking 10% max health as damage every 3 seconds. Use again to disable the effect. If Fuel Cells are present, gain additional 15% movement speed and reduce damage by 15% per stack.
No cooldown.
Lunar Equipment
Pizza Box Pizza Box Replace your Utility Skill with Block. Block allows you to enter a defensive stance for 0.5 (+0.1 per stack) seconds, deflecting first non-periodic hit. Depending for how long you were in the stance gain 3 to 1 damage buff(s). If you have damage buffs when using Block, your Primary Skill gets replaced with Release. Using Release will consume all damage buffs and deal 1000% (+1000% per stack) base damage per buff stack to everyone in 15m radius. Release has increased proc coefficient. You can have up to 8 stacks of damage buff. Lunar/Legendary
Sorcerer's Pills Sorcerer's Pills Gain 10% (+10% per stack) cooldown reduction. Stacks hyperbolically, like Haste in WoW or Ability Haste in LoL, as in 100% will reduce cooldown by half, 200% by 3/4, etc. Corrupts all Soldier's Syringes. Void Common
Fueling Bellows Fueling Bellows For each ability and equipment on cooldown gain 10% (+5% per stack) bonus damage. Uncommon
Chronoshift Chronoshift Move 10 seconds back in time. Restores position, money, items, health, barrier, shield and skill cooldowns to the state they were. Snapshots are taken every 0.25 seconds.
120 second cooldown.
Equipment
Atma's Impaler Atma's Impaler Gain additional base damage equal to 0.5% (+0.5% per stack) maximum health. Uncommon

Things marked in bold can be edited via config. Mod supports in-game config setup via RiskOfOptions and has full BetterUI support for every item.

Mod features extensive logging of practically every in-game event related to new content, so it might spam the log a lot. There is an option to completely disable logging if you have performance issues or log sizes go out of control.

If you find any bugs send me a message on discord at viliger#9877 or submit an issue on github. I also need help with some of the assets (Atma needs a proper model, Pizza box needs good skill icons, etc), writing proper lore and models\animation extraction from game called Super Cloudbuilt. If you want to help, let me know.

Known issues\things

  • Some effects and sounds might not work on third client (as in not server and not client that sound comes from), but as far as functionality everything should be working.
  • Respawn Flag:
    • If MUL-T picks flag as first item, places it and then picks up item without using Retool flag converts back into the item, like if another equipment was picked up. It can be resolved by using Retool once with any equipment, at the start MUL-T has one equipment slot, until MUL-T uses Retool at least once with any equipment.
  • Chronoshift:
    • Oddly-shaped Opal doesn't reset.
    • Doesn't reset states, MUL-T won't swap back, Void Fiend won't get his energy\state, Railgunner will be scoped if she was scoped or still be overheated, etc.
    • Capitan does get his beacons back but he is hard capped to two beacons at the time in vanilla. Maybe with other mods it works I dunno.
    • Probably completely breaks custom characters that rely on buffs for states.
  • Sorcerer's Pills:
    • Cooldown reduction from Alien Head is applied after Sorcerer's Pills. For example, Commando's special has base cooldown of 9 seconds, 10 pills will bring it down to 4.5 and additional Alien Head will bring it down to 3.375. This is R2API behavior, not much I can do without not using it and even then, I think it is fine as it is.

Credits

  • Models come from https://thebasemesh.com/ unless stated otherwise.
  • Pizza Box - model comes from https://sketchfab.com/3d-models/pizza-box-7c982c66dade4967961f13e1fea6c07a, sound effects come from DMC4 and DMC5, property of Capcom, effects come from World of Warcraft, property of Blizzard
  • Checkpoint - model, sounds and textures come from Super Cloudbuilt, property of Coilworks
  • Chronoshift - cut out from Ekko model from League of Legends, property of Riot Games
  • Skull of Doom - model from Tales of Monkey Island, property of Telltale Games, sounds come from World of Warcraft, property of Blizzard

TODO\Future things

  • Implement item displays for modded characters.
  • Fix logbook item displays. Only Chronoshift currently has "display", as in it follows what I put in the code, but it needs a lot of fixing to look good.
  • Majority of items lack lore, you are free to submit a pull request or message me directly if you want to write it.
  • New model and icon for Atma, it looks terrible
  • Proper skill icons for Pizza Box
  • Code rewrite to Chronoshift at the very least, it is very janky at the moment
  • Quest system, where you pick quests in the lobby, for a price of course (0.6.0)
  • New Survivor (0.7.0)
  • New Stage (0.8.0)

CHANGELOG

0.5.7
  • Joke has been joked.
0.5.6 (a.k.a. Give me all your money)
  • Added donate button that you should totally click and give me money.
  • Witch Hunter's Tools
    • Removed unneeded SphereCollider so it should no longer have collision.
  • Adrenaline Core
    • Added Transcendence check so if player has it, item checks for shield damage instead of health damage. This can be disabled in the config.
    • Added additional checks to health, so when player loses health from scrapping items and other things that modify max health, delevel won't trigger.
  • Fixed sound attenuation for all items and equipment, it should now be 100m for everything instead of being 30m for some and infinite for others.
  • Added missing R2API Language and Prefab dependency.
0.5.5 (Also known as "Guess who came back to the game instead of using it as a way to study Unity")
  • Witch Hunter's Tools
    • New item
  • Fixed error on start up if BetterUI was not present, for real this time.
  • Fixed error on start up if ShrineOfRepair was not present.
  • Fixed modded items having small icons when scrapping\printing.
  • Rewrote how text strings are filled. Now also dynamically updates with in-game config changes (this feature requires RiskOfOptions version 2.6.0 or higher, will probably throw errors if below).
    • Thanks to Faby for telling me that my current implementation is shit, new implementation should lead to better performance overall.
  • Added missing "restartRequired" flag to some options in RiskOfOptions, mainly those that are used in catalog initialization.
  • Made all equipment Enigma incompatible.
    • I've finally played with Enigma, for the first time in 200 hours, and as it turns out none of my equipment are Enigma-compatible. Skull instantly stops working, dealing damage once, Chronoshift does nothing (while potentially throwing errors in network play) and Checkpoint instantly transforms back into equipment. This is all due to how I made them and how there are checks for what equipment player has. While I can fix it, I honestly don't want to, especially with Chronoshift, maybe on code rewrite.
  • Sheen
    • Lowered per stack scaling to 150% (was 250%).
    • Proc coefficient is now 0 (was 1.0).
    • Buff application now has 1.5 second cooldown (can be adjusted in the config).
    • Max buff stacks for the first item is now 3 (was 2).
      • Original intent for Sheen was to give caster type of character (Loader, Artificer, Acrid to some extend) something to do while their main damaging ability is recharging. However, due to how game is designed, characters that benefit the most from Sheen are those that actively spam abilities together with using primaries, so Huntress, Mercenary and the likes. And those lads obviously don't need more damage. Buff application is now also on a short cooldown and now stacks up to 3 by default, so the intent of stacking the buff and then discharging it after you did your primary "rotation" is there.
    • Added config entries for per stack damage and per stack buff amount.
  • Atma's Impaler
    • Changed how item works. Now instead of giving percentage of health as damage, now it gives one level worth of base damage per 250HP (-25% per stack, stacks hyperbolically). Always gives at least one level worth of base damage.
      • Base damage is a tricky thing to balance to be honest, there is a reason why base game doesn't really do that outside of a single, very rare item. Original Atma had very bad scaling, post loop you would be lucky to get 10 base damage out of it which is nothing. I'll play a bit more with new version to see if it needs additional balancing.
  • Adrenaline Core
    • Fixed pick up not rotating.
  • Fuelling Bellows
    • Added some additional logging, can be disabled in the config as usual.
  • Skull of Impending Doom
    • Fixed damage, but not speed, buff appearing sometimes on clients when using different equipment.
0.5.4
  • Fixed error on start up if BetterUI was not present.
  • Implemented item displays for Sniper and Rocket.
  • Chronoshift
    • "Fixed" compatibility issue with NetworkedTimedBuffs
      • Technically the issue is fixed from NetworkedTimedBuffs side, but since I got the bug report might as well put it here.
  • Sorcerer's Pills
    • Added information about what it corrupts to pickup text.
  • Updated dependencies.
0.5.3
  • Adrenaline Core
    • Fixed errors and UI disappearing when using RiskUI
      • Currently the UI portion of the item just disables itself when it can't find some things that RiskUI removes. I might add actual UI with appropriate style to support RiskUI, but for now, we just disable the leveling bar. It also opens another can of worms of supporting each UI that comes out (which I doubt more will happen but still) and I really don't wanna do that. In the meantime, you can check you current Adrenaline level by looking at the color of the item display's glow.
    • Fixed an issue when disabling UI in RiskOfOptions didn't actually disable it.
0.5.2
  • Adrenaline Core
    • New item.
  • New console command "give_item_ai"
    • It can be used to give AI team items when either Artifact of Evolution is enabled or if players are in Void Fields. Won't work otherwise.
  • Skull of Impending Doom
    • DamageType now also inculdes DoT.
  • Atma's Impaler
    • BetterUI now shows actual bonus damage from the item instead of percent value.
0.5.1
  • Pizza Box
    • Tier replaced with Lunar
      • After some thinking and suggestions, I decided to move Pizza Box into Lunar tier from Legendary. Simply put, the item is way too playstyle changing to be red, unless you deliberately want to play with it, finding it inside Stage 4 chest can lead to frustration, if you pick it up it can end your run and if you don't you just wasted gold on something that you can't even pick up. It doesn't suit Lunar tier stylistically, maybe something for later.
    • Removed unneeded after parry grace buff, replaced it with in-game invincibility.
  • Added item displays for Miner, Enforcer, Nemforcer and Paladin.
0.5.0
  • Initial release