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EnemySpeedUp

【Host Only MOD】Enemy speed multiplier mod.敵の移動速度を倍率で変更するMOD

By REPO_JP
Date uploaded 7 months ago
Version 2.0.0
Download link REPO_JP-EnemySpeedUp-2.0.0.zip
Downloads 1936
Dependency string REPO_JP-EnemySpeedUp-2.0.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2304 icon
BepInEx-BepInExPack

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

Preferred version: 5.4.2304

README

EnemySpeedUp

  • Increase enemy movement speed and all visual motion with one speed setting

Overview

This mod expands the original enemy speed concept into a broader speed overhaul.

It still accelerates actual enemy gameplay movement on the host, but it also speeds up enemy visual motion more uniformly. Instead of managing separate walk, attack, or other animation state multipliers, this version is designed around a simpler idea: make the enemy's full motion feel faster or slower as one package.

For enemies that use Animator.speed, the mod reapplies the chosen speed scaling continuously so vanilla per-frame animation writes do not cancel the effect. For enemies that do not rely on Animator.speed, the mod also supports Spring-based or custom visual update paths so their visible motion can be sped up together as well.

Features

  • Host-authoritative gameplay movement scaling

    • Scales EnemyNavMeshAgent default movement values
    • Scales EnemyNavMeshAgent.OverrideAgent temporary movement values
    • Scales EnemyRigidbody follow movement values
    • Scales EnemyRigidbody override follow movement values
  • Unified full-motion visual scaling

    • Uses one visual speed setting for all animation states instead of separate walk or attack animation settings
    • Applies to Animator.speed driven enemies
    • Also targets supported non-Animator.speed visual systems such as Spring or custom visual updates
  • Damage rage support

    • Enemies can become faster as their HP drops
    • Rage can be applied to gameplay movement and/or visual motion depending on config
  • Enemy exclusion support

    • Specific enemies can be excluded from all mod effects
  • Safety and maintenance behavior

    • Prevents same-frame double application for override movement methods
    • Automatically reloads and reapplies settings when config values are changed

Config

Main configurable areas:

  • Enable switch
  • NavMesh normal movement speed
  • NavMesh attack movement speed
  • Rigidbody normal movement speed
  • Rigidbody attack movement speed
  • Global visual speed
  • Excluded enemy list
  • Damage rage mode, max multiplier, and target areas
  • Log level and applied multiplier logging

Behavior Notes

  • Host installation is enough for actual enemy movement gameplay changes because those are host-authoritative
  • Installed clients benefit from the mod's visual sync behavior for supported enemy visuals
  • Extreme values can heavily change balance and readability

Contact


EnemySpeedUp

  • 一つの速度設定で敵の移動速度と全体見た目速度を上げるMOD

概要

このMODは、元の敵速度変更MODをより広い速度強化MODへ拡張したものです。

ホスト側で実際の敵移動速度を加速するだけでなく、敵の見た目の動きもより統一的に高速化します。歩き、攻撃、その他の状態ごとに別々のアニメ速度を調整するのではなく、この版では「敵全体の動きのテンポをまとめて速くする、または遅くする」という考え方に整理しています。

Animator.speed を使う敵には、バニラ側の毎フレーム書き込みで効果が戻らないよう、継続的に速度補正を再適用します。さらに、Animator.speed に依存しない敵についても、Spring系や独自の見た目更新処理に対応することで、見た目全体を一括で速くできるようにしています。

特徴

  • ホスト権限での実移動速度変更

    • EnemyNavMeshAgent の通常移動値を倍率変更
    • EnemyNavMeshAgent.OverrideAgent の一時移動値を倍率変更
    • EnemyRigidbody の追従移動値を倍率変更
    • EnemyRigidbody の一時追従移動値を倍率変更
  • 全体見た目速度の一括変更

    • 歩きや攻撃ごとの個別設定ではなく、一つの見た目速度設定で全状態を変更
    • Animator.speed ベースの敵に対応
    • Spring系や独自更新など、Animator.speed 非依存の見た目要素にも対応
  • 被ダメ加速

    • 敵のHPが減るほど速度を上げることが可能
    • 実移動や見た目のどこへ加速を適用するかをConfigで設定可能
  • 敵除外機能

    • 特定の敵をMODの全効果から除外可能
  • 安全性と運用性

    • Override系移動メソッドの同フレーム二重適用を防止
    • Config変更時に自動で再読込と再適用を実施

Config

主な設定項目:

  • MOD有効無効
  • NavMesh通常移動速度
  • NavMesh攻撃中移動速度
  • Rigidbody通常移動速度
  • Rigidbody攻撃中移動速度
  • 全体見た目速度
  • 除外敵リスト
  • 被ダメ加速の方式、最大倍率、適用先
  • ログレベル、倍率適用ログ

動作メモ

  • 実際の敵移動のゲームプレイ変更はホスト権限で処理されるため、ホスト導入で成立します
  • 対応済みの見た目同期を活かすには、クライアント側にも導入されている方が効果を確認しやすいです
  • 極端な倍率設定は、難易度や見やすさを大きく変えます

連絡先

CHANGELOG

Changelog

[4.0.0] - Update

Added

  • REPO v0.4.1 compatibility

  • Late-spawn enemy support

    • Applies speed settings to enemies spawned after level start
    • Re-syncs player awareness for late-spawned enemies where possible
  • Optional attack interval acceleration

    • Adds optional wait/cooldown/delay-style timer acceleration
    • Disabled by default
    • Avoids stun, freeze, invincibility, death, and disable timers
  • Runtime configuration

    • Added late-spawn support settings
    • Added attack interval acceleration settings

Changed

  • Default movement multipliers are now 2
  • Attack interval multiplier default is 2
  • Attack interval acceleration is disabled by default
  • Reduced unsafe per-frame speed overwrites so enemy attack states are less likely to break
  • Reworked dynamic method patching to avoid noisy Harmony missing-method warnings

Fixed

  • Fixed invalid EnemyRigidbody.OnEnable patch
  • Fixed EnemyRigidbody.OverrideFollowPosition argument mismatch
  • Fixed EnemyRigidbody.OverrideFollowRotation argument mismatch
  • Fixed excessive Harmony warning output from missing Update / FixedUpdate lookups
  • Fixed late-spawn support not being applied consistently after level start

Notes

  • This version is intended as the stable REPO v0.4.1-compatible release
  • Host installation is enough for gameplay movement speed changes
  • Client installation can help visual-speed behavior appear more consistent on clients

[2.0.0] - Major Update

Changed

  • Reworked the mod from simple enemy movement scaling into a broader enemy speed overhaul
  • Renamed the release package target to EnemySpeedUp
  • Replaced separate animation-state speed handling with one global visual speed approach
  • Kept gameplay-side movement changes host-authoritative while supporting visual sync logic for installed clients

Added

  • Unified enemy movement speed scaling for NavMesh-based enemies
  • Unified enemy movement speed scaling for Rigidbody-follow enemies
  • Unified all-visual speed scaling with a single animation speed setting
  • Support for non-Animator.speed visual systems such as Spring-based or custom visual updates
  • Damage rage system that increases speed as enemy HP decreases
  • Exclusion list for specific enemies
  • Automatic config reload and reapplication when config values change
  • VFX speed sync for supported particle and trail style visuals
  • Built-in same-frame double-apply prevention for override movement methods

Notes

  • This version is designed so players can speed up or slow down an enemy's full motion more uniformly with fewer separate settings
  • Host installation is sufficient for gameplay movement changes, while visual sync behavior benefits from installation on clients as well

[1.0.0] - Initial Release

Added

  • Enemy movement speed multiplier

    • Scales EnemyNavMeshAgent.DefaultSpeed and DefaultAcceleration on EnemyNavMeshAgent.Awake
    • Scales override speed and acceleration on EnemyNavMeshAgent.OverrideAgent
    • Enforces a minimum NavMeshAgent.speed on EnemyNavMeshAgent.Update while not overriding
  • Config

    • General.Enable enable or disable the mod
    • Speed.SpeedMultiplier range 0.1 to 100 default 5.0
  • Logging

    • Logs patched default speed in EnemyNavMeshAgent.Awake