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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.

Date uploaded 5 days ago
Version 1.1.1
Download link sighsorry-SecondaryAttacks-1.1.1.zip
Downloads 302
Dependency string sighsorry-SecondaryAttacks-1.1.1

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, a factor for non-crouching movement, matching acceleration and turn speeds, and an 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

CHANGELOG

Changelog

1.1.2

  • Moved the embedded MagicPlugin projectile-burst, teleport, and Character-registry compatibility fixes into the standalone InteropFixes mod, removing duplicate patch ownership from SecondaryAttacks.
  • Kept MagicPlugin as a soft integration and Harmony ordering target, so SecondaryAttacks' summon features still cooperate with it without making MagicPlugin or InteropFixes a hard dependency.

1.1.1

  • Fixed Harvest Sweep missing valid crops and foraging targets on the Default and Default_small layers, and expanded its collider search capacity for unusually dense planting areas.
  • Updated Groundwork compatibility to use Groundwork's native scythe-harvest eligibility and farming hooks, so cultivated pickables and range-pickup suppression behave consistently.

1.1.0

  • Added a localized in-game Compendium guide with icons and detailed descriptions for every ranged, melee, Blood Magic, and summon-quality preset, including skill-scaled cooldowns and Sneak Ambush scaling.
  • Consolidated cooldown and charge feedback into a dedicated HUD that supports dynamic rows and a stable top anchor, fixed its scale at 2, set its default horizontal position to 0.615, and removed the scale configuration.
  • Expanded Summon Empower to scale walking, running, flying, swimming, acceleration, turning, attack animations, weapon attack intervals, and the AI minimum attack interval.
  • Reworked live .cfg and YAML reloads with stable-file reads, bounded retries, watcher recovery, strict validation, atomic world application, and stale cooldown/effect cleanup.
  • Fixed Sticky Detonator charges following moving targets, stale Magic Summon Quality state after rules stop matching, and summon health restoration when overrides are removed.

1.0.11

  • Restored near-immediate live application for the six ranged presets and Magic Summon Quality without waiting for long-lived projectiles, summons, or other asynchronous secondary-attack work to finish.
  • Replaced leading-edge config and YAML reload throttling with a 250 ms trailing debounce, so burst save events reliably reload .cfg and Ranged/Melee/BloodMagic YAML changes while the last valid YAML snapshot remains active if compilation fails.

1.0.10

  • Rebuilt dedicated-server Cleaving Thrust extended-trail synchronization as a single owner-authoritative visual session with sequence and stale-payload validation.
  • Observers now scale the trail only at its sampling point and reliably restore local state, so other players can see the full extended two-handed sword secondary attack without layered hit or animation workarounds.

1.0.9

  • Fixed a 1.0.8 projectile-impact cleanup regression in the overcharged-bomb Harmony patch that could throw NullReferenceException when postfix/finalizer cleanup ran twice, including immediately before leaving dedicated servers.

1.0.8

  • Hardened secondary attack state cleanup so projectile, reload, skill-scaling, crouch, and copied-throw overrides are restored even when patched methods fail.
  • Consolidated configuration compilation, world application, projectile cascades, boomerang behavior, and cooldown fallbacks while removing redundant runtime and debug layers.

1.0.7

  • Fixed dedicated-server cleavingThrust observer trail length by applying its range scale at the exact MeleeWeaponTrail sampling point, preventing remote animation or equipment refreshes from restoring the normal-length arc.

1.0.6

  • Improved dedicated-server cleavingThrust observer trail scaling by refreshing the visual scale at the trigger timing and reapplying it when remote weapon visuals are created late.
  • Added MagicPlugin summon cleanup compatibility to remove stale destroyed summon references before MagicPlugin update spam can repeat.

1.0.5

  • Improved dedicated-server observer visuals for riftTrail by sending sampled weapon trail ribbons instead of only a fallback fan.
  • Added observer trail scaling for cleavingThrust so other players can see the enlarged attack arc.

1.0.4

  • Added spinningSweep damageFactor and pushFactor options, defaulting to 0.75 damage and 0.5 push per loop attack.

1.0.3

  • Kept vanilla Blood Magic skill gain active while adding optional health-cost based bonus skill gain.
  • Added owner-safe Sneak Ambush smoke/awareness handling for multiplayer.
  • Added visual-only observer RPCs for spinning sweep, harvest sweep, and riftTrail on dedicated servers.

1.0.2

  • Improved preset cooldown timing precision so the HUD counts down smoothly on dedicated servers instead of stepping in large intervals.

1.0.1

  • Added a client-side admin option that lets host or server-admin players use presets without preset cooldowns.
  • Cooldown HUD/status cleanup now clears stale cooldown displays while admin cooldown bypass is active.

1.0.0

  • Initial Release.