sighsorry-SecondaryAttacks icon

SecondaryAttacks

Adds secondary attacks for bows, staves, bombs, melee weapons, and Blood Magic, with auto presets, per-prefab overrides, summon tools, cooldown HUD, and localization. Preserves loaded weapons and improves Sneak and Blood Magic progression.

Last updated 5 hours ago
Total downloads 63
Total rating 0 
Categories Mods Tweaks Server-side Client-side AI Generated
Dependency string sighsorry-SecondaryAttacks-1.0.1
Dependants 1 other package depends on this package

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2333

README

SecondaryAttacks

Adds secondary attacks for bows, staves, bombs, melee weapons, and Blood Magic, with auto presets, per-prefab overrides, summon tools, cooldown HUD, and localization. Preserves loaded weapons and improves Sneak and Blood Magic progression.

Highlights

  • Adds new secondary attacks for ranged weapons, melee weapons, bombs, elemental staves, and Blood Magic staves.
  • Lets weapon groups use default presets from config while individual prefabs can be tuned through YAML.
  • Syncs YAML configuration through ServerSync for dedicated servers and multiplayer clients.
  • Supports cooldowns, durability cost, resource cost, ammo cost, skill gain, adrenaline gain, and HUD feedback.
  • Includes compatibility support for MagicPlugin summon projectiles and the companion WarfareTweaks mod.

Ranged Presets

SecondaryAttacks.Ranged.yml controls bows, crossbows, thrown bombs, and projectile staves. Weapon groups can be assigned a default preset in config, then individual prefabs can override that behavior in YAML.

Sentinel

Press the secondary attack key to spawn temporary sentinels that hover near you, search for targets, and fire on their own.

Sentinel count, lifetime, hover position, orbit speed, detection range, attack delay, and firing interval can all be tuned.

Ranged Tuning

Swap ranged presets by weapon group in config, or use SecondaryAttacks.Ranged.yml for per-prefab overrides.

Change spacing, interval, projectile speed, spread, damage, cost, and other preset values to build very different attacks from the same weapon.

Spiral

Spiral fires a configurable burst along a rotating pattern. Multi-projectile presets scale skill and adrenaline rewards so high projectile counts do not over-reward a single attack.

Piercing

Piercing lets projectiles pass through enemies, with damage reduced after each character hit.

Meteor

Meteor calls projectiles down from above. Count, interval, impact radius, spawn height, projectile scale, and area size are configurable.

Volley

Volley drops aimed projectiles around a target point and can be especially strong against large enemies.

Scatter

Scatter splits after the first non-character hit, creating ricocheting projectiles that can catch nearby enemies.

Scattered projectiles lose speed and damage on each bounce through the ricochetDecay setting.

Melee Presets

SecondaryAttacks.Melee.yml controls melee skills, copied throws, bombs, and utility-style secondaries. Several presets can use copyFrom, letting one weapon borrow another weapon's projectile or secondary attack pattern before applying its own preset behavior.

Cleaving Thrust

Greatswords can turn their secondary attack into a wider thrust with increased reach and push force.

Rift Trail

One-handed swords can leave a damaging rift trail that ticks against enemies inside it.

Launch Slam

Maces can launch enemies into the air. When they land, nearby enemies take impact damage based on the falling target.

Sneak Ambush

Knives can charge an ambush while sneaking. Higher charge improves the aggro reset radius, non-aggro duration, and the next backstab window. Higher Sneak skill charges the attack faster.

Aftershock

Sledges can create forward-moving aftershocks with reduced damage and radius.

Set the travel distance low and increase the delay to create a more stationary aftershock style.

Knockback Chain

Unarmed kicks can apply heavy push force, causing launched enemies to damage other nearby enemies on collision.

Boomerang

One-handed axes can fly out in an arc, cut enemies or trees, then return to your hand.

Impact Burst

Battleaxes can be thrown into an area burst that damages and pushes enemies near the impact point.

Impact Burst can also be configured to affect destructibles such as trees.

Spear Rain

Mark a target with your spear throw, then call additional spears down from above.

Fracture Line

Pickaxe-style weapons can create a forward fracture that deals repeated damage to ore, rocks, and enemies along the line.

Spinning Sweep

Atgeirs can keep sweeping as long as you have enough stamina and durability to maintain the attack.

Harvest Sweep

Scythes can use a steerable harvesting sweep for faster crop gathering.

Sticky Detonator

Throw sticky bombs with the secondary attack key, then detonate active charges later with the block key.

Blob bombs can be set up as delayed traps and detonated when enemies move into position.

Overcharged Bomb

Overcharged Bomb greatly increases bomb damage and area size, at the cost of consuming multiple bombs at once.

Blood Magic

SecondaryAttacks.BloodMagic.yml adds special support for Blood Magic staves.

Shield Convert

Shield Convert reads the active shield amount on you and nearby allies, then converts remaining shield into healing.

Summon Empower

Summon Empower buffs nearby summons with configurable duration, movement speed factor, and attack speed factor. The remaining empowered time is shown in the HUD.

Blood Magic summon quality can scale in two ways: levelByQuality increases summon level by staff quality, while countByQuality increases the number of active summons.

Configuration

The mod creates these files in BepInEx/config/SecondaryAttacks/:

  • SecondaryAttacks.Ranged.yml
  • SecondaryAttacks.Melee.yml
  • SecondaryAttacks.BloodMagic.yml
  • SecondaryAttacks_AnimationReferences.txt

Use SecondaryAttacks_AnimationReferences.txt when choosing values for YAML animation fields.

Ranged automatic assignment is controlled by the 2 - Ranged config options. Select Off for a weapon group to disable its automatic preset. Ranged Global blocks only define preset default values; prefab entries are used for exact per-prefab overrides.

Melee and Blood Magic presets use Global blocks for shared defaults and prefab entries for overrides. Use preset: none to opt out a specific prefab and keep its original secondary behavior. Disabled examples can remain in the YAML with enabled: false, so you can enable one sample at a time without rebuilding the whole entry.

Misc

  • Preserves loaded weapon state for crossbows and other reload-based weapons, so secondary handling does not unnecessarily lose a loaded shot.
  • Replaces heavier MagicPlugin projectile compatibility work with lighter runtime hooks for ElementalMagic projectile tuning.
  • Adds General config tweaks for Sneak scaling, including sneak movement speed, visibility reduction, and backstab skill gain tuning.
  • Adds General config tweaks for Blood Magic health-cost behavior, including max-health based costs and Blood Magic skill gain from health-cost abilities.

Github

https://github.com/sighsorry1029?tab=repositories