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HammerThrow
Great hammers can be thrown like Mjolnir: middle mouse hurls the spinning hammer toward the crosshair, it damages everything on the way out and back, then returns to your hand. Movement stays free while it flies, but attacks are blocked until it is caught.
By Aquark
| Date uploaded | 3 days ago |
| Version | 1.11.0 |
| Download link | Aquark-HammerThrow-1.11.0.zip |
| Downloads | 56 |
| Dependency string | Aquark-HammerThrow-1.11.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351README
HammerThrow
Throw your great hammer like Mjolnir.
Two-handed clubs (great hammers, TwoHandedWeapon + Clubs) get a middle-mouse heavy attack:
the character plays the one-handed mace heavy swing, the hammer leaves the hand a moment later, spins
out toward your crosshair up to 25 m, damages everything it passes through on the way out and on
the way back, then returns to your hand.
Behaviour
- Trigger: middle mouse button (
ExtraKeyadds a keyboard alternative). - Animation: the one-handed mace heavy attack (
mace_secondary), so the throw reads as an underhand sweep rather than the two-handed ground slam. - Release timing:
LaunchDelaySeconds(1.3 s) after the animation starts. - Flight: outbound up to
MaxRange, then it turns around; a ray along the path stops the outbound leg early when it meets terrain or a structure. - Damage: 75% of the weapon's blunt damage (
DamageMultiplier), once per target per leg, no knockback, with the hammer's ground-slam dust on every hit. - While it is away: movement and jumping work normally, attacking is blocked
(
BlockAttackWhileFlying). - Stamina: the same cost as a normal swing (scaled by
StaminaMultiplier); the throw is refused when stamina is too low. - Birds: ambient birds (
RandomFlyingBird) are hit through theirIDestructible.
Configuration
| Key | Default | Meaning |
|---|---|---|
Enabled |
true | Master switch |
ReloadConfigKey |
F10 | Reload the config in game |
MaxRange |
25 | Flight distance in meters |
OutSpeed / ReturnSpeed |
26 / 34 | Flight speeds |
LaunchAtPeak |
false | Throw at the top of the motion instead of using the delay |
LaunchDelaySeconds |
1.3 | Seconds after the animation starts |
LaunchAtAnimationFraction |
1.0 | Used only when LaunchAtPeak is on |
SpinAxis |
Tumble | Tumble / Roll / Yaw |
SpinDirection |
-1 | 1 or -1 |
SpinSpeed |
720 | Degrees per second |
ModelRoll |
90 | Roll around the flight direction |
ModelYaw |
0 | Yaw of the model |
DamageMultiplier |
0.75 | Blunt damage fraction |
HitRadius |
1.2 | Path hit radius |
StaminaMultiplier |
1.0 | Multiplier on the normal swing stamina |
Cooldown |
0.6 | Delay after catching |
BlockAttackWhileFlying |
true | No attacks while the hammer is away |
Verbose |
false | Diagnostics |
Notes
- Client-side damage goes through the vanilla
Character.Damagepath, so a dedicated server does not need the mod for the damage itself; only the flying model is local to the thrower. - Works together with RainbowGear: the flying copy is registered so it keeps its rainbow colours.
CHANGELOG
Changelog
1.11.0
- Final tuning after in-game testing: the hammer leaves the hand a fixed
LaunchDelaySeconds(1.3 s) after the throw animation starts, the model is oriented deterministically from its own grip→head axis withModelRoll = 90, and it tumbles forward withSpinDirection = -1. - Removed the peak-detection path from the defaults;
LaunchAtPeakremains available for experiments. Verbosedefaults to off, so the animation/item dumps no longer spam the log.
1.10.x
- Launch timing reworked (
LaunchDelaySeconds, then a deterministic orientation): the roll used to depend on the pose at the moment the model was cloned, which moved when the launch was delayed.
1.9.x
- Peak-based launch, configurable spin axis (
Tumble/Roll/Yaw),ModelRoll,F10config reload, geometry logging.
1.8.0
- Head-aligned flight orientation, launch at the end of the animation.
1.7.0
- Uses the one-handed mace heavy attack (
mace_secondary) instead of the two-handed slam. - Stamina cost equal to a normal swing.
1.6.0
- Launch delay, model yaw offset.
1.5.0
- Real mace heavy-attack trigger (
mace_secondary), world-space tumble axis.
1.4.0
- Diagnostics for club-class item attack triggers and animator parameters.
1.3.0
- One-handed mace animation, normal-swing stamina cost.
1.2.0
- Animation clip dump.
1.1.1
- RainbowGear integration (the flying copy keeps its colours).
1.1.0
- Fixed the phantom swing after catching the hammer.
- Hit dust effect, 25 m range, birds can be hit.
1.0.0
- First release: middle mouse throws a two-handed club like Mjolnir.