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Aquark-HammerThrow-1.11.0 icon

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-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351

README

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 (ExtraKey adds 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 their IDestructible.

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.Damage path, 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 with ModelRoll = 90, and it tumbles forward with SpinDirection = -1.
  • Removed the peak-detection path from the defaults; LaunchAtPeak remains available for experiments.
  • Verbose defaults 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, F10 config 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.