HatterTeam-HatterMeleeWeaponsPack icon

HatterMeleeWeaponsPack

Hatter's melee weapons for R.E.P.O. A physics Nunchuck that hits harder the faster it swings, and a Scythe you hook behind enemies and pull to cut.

Last updated 2 hours ago
Total downloads 34
Total rating 0 
Categories AI Generated Weapons
Dependency string HatterTeam-HatterMeleeWeaponsPack-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
Zehs-REPOLib-4.3.0 icon
Zehs-REPOLib

Library for adding content to R.E.P.O.

Preferred version: 4.3.0

README

Hatter Melee Weapons Pack

Melee weapons for R.E.P.O.: a physics Nunchuck and a pull-to-cut Scythe.

Nunchuck

Two 50 cm hardwood handles joined by a 40 cm steel chain. You hold one handle. The other handle is real physics: gravity pulls it, and the chain keeps it within 40 cm of your hand, so it flops, swings and whips round however you move.

Pick it up by either end: aim at whichever handle you want and grab. One player holds it at a time.

The faster the free handle is moving when it hits, the harder it hits. Damage follows a logarithmic curve: it climbs quickly at first, and the top end takes a really fast swing.

Hit speed Damage
under 8 m/s doesn't count
8 m/s 80
12 m/s 117
16 m/s 143, plus a 1.5 s stun
20 m/s 163
24 m/s 180
30 m/s or more 200 (the cap)

The free handle doesn't have to connect squarely: anything within 10 cm of it as it swings past counts as hit.

Only hits that count use the nunchuck's charge (durability), the same amount as a bat hit. Bumping things doesn't.

  • Knockback: fast hits also push enemies back.
  • Friendly fire: the free handle hurts other players it hits, never the one holding it.
  • Price: the same as the baseball bat.

All of these numbers can be changed in BepInEx/config/HatterMeleeWeaponsPack.cfg (section Nunchuck): MinDamage and SpeedForMinDamage (where the curve starts), MaxDamage and SpeedForMaxDamage (where it tops out), HitReach, KnockbackPerSpeed, StunSpeed, StunTime, HitCooldown, FriendlyFire, PriceMultiplier, plus FreeHandleMass and ChainPullOnHand for how the chain feels.

Scythe

A long, thin, crooked scythe: a 2 m shaft and a 1 m blade, with room to hook even the big enemies. You hold the end of the shaft; it reaches out towards your crosshair, and the blade at the far end sticks out to one side, its edge facing back towards you. It stays on that side however you move it; press E (Interact) while holding it to flip the blade to the other side.

Only a pull cuts. Reach past an enemy so the blade is behind them, then pull the scythe back towards you, or back away while it's hooked. Pushing it, swinging it sideways or bumping into things does nothing.

Scrolling it further out is smooth; scrolling it back in gives it a sharp tug towards you, with a sword swing sound. A cut that lands plays a sword slice.

Every cut does 150 damage, as long as the pull is at least 2 m/s. The scythe has 12 uses per charge: each cut that counts uses one battery bar. Recharge it like any other item.

  • Each cut drags the enemy towards you a little.
  • Cutting through another player hurts them, never the one holding the scythe.
  • Price: the same as the baseball bat.

Settings are in the Scythe section: Damage, MinPullSpeed, Uses, HookPull, HitCooldown, FriendlyFire, PriceMultiplier, plus BalancePoint (how easy it is to hold level) and BladeRoll (only if the blade ends up pointing up or down instead of to the side).

Multiplayer

Every player needs the mod. Each player's game swings its own copy of the chain from the held handle, and the host decides the damage.

Works with

TargetDummy: its training dummies show the nunchuck's hits.

Credits

Scythe cut sound: "Sword Slice 2" by Dragon Studio (Pixabay). Scythe retract sound: "Sword Swing SFX" by oxidvideos (Pixabay).