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Nebby-MonsterVariantsPlus-1.2.9 icon

MonsterVariantsPlus

An Add-On for Rob's Monster Variants mod, Variants now have a chance to drop items, give extra gold and experience! Also comes with new Variants! Configurable! Now on Github!

Date uploaded 5 years ago
Version 1.2.9
Download link Nebby-MonsterVariantsPlus-1.2.9.zip
Downloads 646
Dependency string Nebby-MonsterVariantsPlus-1.2.9

This mod requires the following mods to function

bbepis-BepInExPack-5.3.1 icon
bbepis-BepInExPack

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

Preferred version: 5.3.1
rob-MonsterVariants-1.3.8 icon
rob-MonsterVariants

Adds rare, powerful monster variants to make runs more difficult. Now properly networked.

Preferred version: 1.3.8

README

MonsterVariantsPlus

  • An Addon for Rob's MonsterVariants
  • Adds Custom Variants on top of Rob's Existing Variants
  • Killing a Variant now Gives rewards Depending on their Tier (Common, Uncommon & Rare)
  • (Note, Tiers are not mentioned in Rob's page, each Variant has a Tier assigned to it which cannot be changed via configuration.)
  • Rewards include Extra gold based off a Multiplier, Extra XP based off a Multiplier, & a Chance for an item to drop from the Variant (As if the Artifact of Sacrifice was Active).
  • Rewards Configurable, including the Gold Multiplier, the XP Multiplier, & the Item drop chances.

Features

Gold Bonus

Receive extra gold when killing a Variant, based off a Multiplier. Values Configurable, and the default values are:

- 1.3 for Common Variants
- 1.6 for Uncommon Variants
- 2.0 for Rare Variants

XP Bonus

Receive extra XP when killing a Variant, based off a Multiplier. Values Configurable, and the default values are:

- 1.3 for Common Variants
- 1.6 for Uncommon Variants
- 2.0 for Rare Variants

Item Drops

Each time you kill a Variant, there's a small chance for it to drop an Item which's tier can be White, Green or Red. Chances are highly configurable, and each Tier has it's own chances, by default, Common tier variants can only drop white items, while a rare variant might give you a red item if you're lucky enough! (Note: not actually affected by the Luck stat) The default values for the Item drops are right below (It is recommended to check out the "Configuring the Mod" section for an explanation of how the Item drop mechanic works.

Common Variants:
- 3% for a White item
- 0% for a Green item
- 0% for a Red item

Uncommon Variants:
- 5% for a White item
- 1% for a Green item
- 0% for a Red Item

Rare Variants:
- 10% for a White Item
- 5% for a Green Item
- 1% for a Red Item

New Variants

Steel Contraption AD-Shroom Version 1.2.0 introduces new Variants to the game designed by Nebby. The end goal is to have at least one variant per type of enemy. Just Like in the Original Monster Variants, their spawn chance can be changed in the config file. If you don't want any new variants, you can also disable the entire section in the config file.

Since Version 1.3.7 of MonsterVariants, modded variants are now possible to create. Currently it only supports Moffein's Claymen Since Version 1.3.9 of MonsterVariants, Modded Variant's now have custom names to showcase their abilities.

Mosquito Wisp (Lesser Wisp)(7% Chance):
- 50% Size
- 50% Health
- 500% Movement Speed
- 500% Attack Speed
- 110% Damage
- Has 4 Alien Heads

Steel Contraption (Brass Contraption)(7% Chance):
- 100% Size
- 150% Health
- 50% Movement Speed
- 75% Attack Speed
- 150% Damage

Aluminum Contraption (Brass Contraption)(7% Chance):
- 50% Size
- 50% Health
- 200% Movement Speed
- 200% Attack Speed
- 50% Damage
- Has 1 Alien Head

Mortar Crab (Hermit Crab)(5% Chance):
- 150% Size
- 150% Health
- 80% Movement Speed
- 80% Attack Speed
- Has a Brilliant Behemoth

Vampiric Templar (Clay Templar)(5% Chance):
- 125% Size
- 125% Attack Speed
- 150% Health
- 50% Damage
- Has 10 Lensmarker Glasses
- Has 20 Harvester Scythes

AD-Shroom (MiniMushroom)(6% Chance):
- 75% Size
- 500% Attack Speed
- 6.2% Damage
- Has 5 Alien Heads

-Healer-Shroom (MiniMushroom)(10% Chance):
- 50% Size
- 200% Movement Speed
- 50% Attack Speed
- 50% Damage
- Has 2 Bustling Fungus

Adolescent (Parent)(8% Chance):
- 75% Size
- 75% Health
- 120% Attack Speed
- Has 1 Medkit
- Has 1 Planula
- Has 1 Hardlight Afterburner
- Has 3 Alien Heads

Child (Parent)(6% Chance):
- 50% Size
- 300% Movement Speed
- 600% Attack Speed
- 50% Damage
- Has 1 Alien Head
- Cannot Teleport

Bruiser Imp (Imp)(10% Chance):
- 125% Size
- 80% Health
- 200% Movement Speed
- 200% Attack Speed
- Has 5 Alien Heads
- Has 2 Crowbars
- Cannot Teleport

Alpha Bison (Bighorn Bison)(5% Chance):
- 125% Size
- 75% Health
- 200% Movement Speed
- 200% Attack Speed
- 70% Damage
- Has 2 Brilliant Behemoths

Wisp Amalgamate (Greater Wisp)(10% Chance)
- 75% Size
- Attacks with a hitscan attack, much like the regular wisp
- Spawns Wisps upon Death

Sun Priest (GrandParent)(3% Chance):
- Can use Solar Flare at any point in time.
- -50 Armor

Hoarder (Scavenger)(8% Chance):
- 75% Size
- 75% Health
- 125% Movement Speed
- 125% Attack Speed
- 90% Damage
- Its skill to obtain an item from his backpack has a cooldown of 10 seconds instead of the usual 20.

Starving Dunestrider (Clay Dunestrider)(4% Chance):
- Can use Life Draining Tendrils at any point in time.
- -50 Armor

Devourer Dunestrider (Clay Dunestrider)(2% Chance):
- 125% Size
- 120% Movement Speed
- 110% Attack Speed
- Has 2 Rejuvination Racks
- Has 2 Aegis
- Life Draining Tendrils has Twice the Cooldown, Lasts Twice as Long, the Tethers are Twice as Long, and the Dunestrider no longer gains Armor.

Clay Soldier (ClayMen)(Requires Moffein's ClayMen)(15% Spawn Chance)
- 112.5% Size
- 125% Health
- 90% Movement Speed
- 150% Attack Speed
- 50% Damage
- Has 1 Alien Head

Enraged Wisp (Ancient Wisp)(Requires Moffein's Ancient Wisp') (2% Chance)
-Can use it's enrage ability at any point in time
- -50 Armor

Configuring the Mod.

This section is for explaining how the Item drop chance mechanic works, since it's not based off the normal % chance ROR2 has.

  • The Chance is determined via first rolling a D100, the result of this roll is a Float (a number with decimals).
  • It then begins checking if the result from the D100 is LOWER than the reward, in the example below, if the D100 rolled a 1 or lower, then the monster will drop a Red item.
  • It First checks for the Red chance, then the Green Chance and then the White chance, so, for example, if the D100 rolled a number that's greater than 6 but less than 10, then it will only drop a white item.

Installation

To install the addon, simply drag the MonsterVariantsPlus.dll onto your plugins folder. Make sure Rob's DLL is also there, or else the plugin will not activate.

Future Plans

  • Have Boss variants drop their Boss item based off Chance.
  • Polish up the code because rn it's becoming spaghetti code
  • Create actually pleasing to the eyes textures for the variants instead of the awful look of some of them cough cough Alpha Bison cough cough
  • Wait for Rob to implement DeathState replacers to replace the Wisp Amalgamate's death behavior instead of using a hook, which would increase performance overall.
  • Make some wizardry to improve the Wisp Amalgamate's Death explosion & it's light emmiting properties so they arent green.

Contacting

In case you need to contact me regarding a Bug, please create an issue in the Github's Issue Tracker found Here I also hang out in the Official Risk of Rain 2 Modding Discord server under the name of "Nebby" in case you want to contact me for other purposes, such as suggestions or feedback. I Always appreciate any kind of feedback.

Special Thanks

Rob, for making his MonsterVariants mod and helping me a lot with questions i've had KomradeSpectre, for helping me a ton with making the variants have custom skins.

Changelog

'1.2.9' Wispception update

  • Added the Wisp Amalgamate
  • Added the Aluminum Contraption
  • Added the Enraged Wisp

'1.2.8'

  • Nerfed the Adolescent, no longer has nkhunna's opinion -- 10% Health -> 75% Health -- Changed it's inventory to now have 1 Medkit and 1 Planula instead of nkhunna's opinion.
  • The Devourer Dunestrider now properly has it's inventory, which adds 2 Aegis alongside the 2 Rejuvination Racks.
  • Added Healershroom
  • Added Sun Worshipper
  • Added Starving Dunestrider
  • Added nameOverride strings so Variants now are properly named in-game
  • A bunch of internal code changes.

'1.2.7' Whoops, All Variants! Update

  • Added Adolescent, Child, Bruiser Imp, Alpha Bison, Hoarder, Devourer Dunestrider & Clay Soldier Variants.
  • Probably forgot about something, feedback is greatly appreciated when confronting these new monsters.

'1.2.6' Public Methods baybeeee Update

  • Updated MonsterVariants Dependency to version 1.3.7
  • Removed a lot of now unecesary methods since Rob made a lot of his methods public instead of internal (Thanks rob, very cool <3)

'1.2.5' Variant Identification Update

  • A Lot of internal changes, too many to write down, lol.
  • Nerfed the Mortar Crab, shouldnt one-shot players now (i hope) -- 125% Damage -> 100% Damage
  • Added AD-Shroom Variant
  • Added Unique skins for custom variants.
  • Added a new Skin for Steel Contraption
  • Added a new Skin for AD-Shroom Variant

'1.2.4' Variant Rebalance Update

  • Changed the Mosquito Wisp. -- Common Tier -> Uncommon Tier -- 30% Spawn Chance -> 7% Spawn Chance -- 1000% Attack Speed -> 500% Attack Speed -- Now Spawns with 5 Alien Heads, causing it's Attack cooldown to be 1 second instead of 4.
  • Changed the Steel Contraption. -- 150% Size -> 100% Size -- 150% Health -> 175% Health -- 50% Attack Speed -> 75% Attack Speed -- Removal of Size was because it caused problems with the Contraption's Aiming, Expect another easy way to differentiate them in the future.
  • Changed the Vampiric Templar -- 90% Damage -> 50% Damage -- Replaced 5 Tri-Tip Daggers with 10 Lensmarker Glasses (Effective Damage is the same as a regular Templar.) -- Replaced 10 Leeching Seeds with 20 Harvester Scythes (4.4HP+ per hit)

'1.2.3'

  • Now Ships with this version instead of 1.2.1.
  • Added a missing Semi-Colon in Config Loader that caused the mod to not compile, whoops.

'1.2.2' Vampiric Templar Update

  • Increased the spawn chance of a mosquito wisp to 30%
  • Added Vampiric Templar Variant
  • Slightly Buffed Mosquito Wisps, so theyre more annoying (as a mosquito should be) -- 200% Movement Speed -> 500% Movement Speed -- 200% Attack Speed -> 1000% Attack Speed -- 100% Damage -> 110% Damage

'1.2.1'

  • Added spawn chances to the Readme file.

'1.2.0' Custom Variants Update

  • Added 3 New Variants.
  • Steel Contraption.
  • Mosquito Wisp.
  • Mortar Crab.

'1.1.1'

  • Added an option for item rewards to spawn based off the player who killed the variant.

'1.1.0' Anniversary Update

  • Updated for the Anniversary Update.
  • Added the XP Multiplier System.

'1.0.5'

  • Added the Github Repository.
  • Hopefully fixed a Small formatting error in the readme.md file.

'1.0.4'

  • I swear to god if this doesnt fix the error i'll kms.

'1.0.3' -Actually ACTUALLY fixed the Error.

'1.0.2'

  • Actually fixed the damn error.

'1.0.1'

  • Fixed formatting error inside the README.md file.

'1.0.0'

  • Initial Release.