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View Code? Open in Web Editor NEWGradius Mod in Risk of Rain 2.
Home Page: https://cheeeeeeeeeen.github.io/RoR2-ChensGradiusMod/
License: GNU General Public License v3.0
Gradius Mod in Risk of Rain 2.
Home Page: https://cheeeeeeeeeen.github.io/RoR2-ChensGradiusMod/
License: GNU General Public License v3.0
The turrets do hit themselves from seeds positioning. Adjust?
Drones will never attack anymore once it happens. It only happens when Gradius Mod is installed alongside Tinkerer's Satchel.
A clear and concise description of what you expected to happen. All drones should still be able to behave as what RC Controller should described.
I am not going to work on this issue as it looks like a major incompatibility, but other maintainers can work on this issue just in case.
Title says it all.
Allow Gradius' Options to include allied Solus Probes to have Options as well.
There seems to be a new way to do InterractableActions... Find out how to re-implement them in the new R2API.
Document it properly. Update readme and stuffs
dont forget to integrate the new helpers from chens helpers
They do not appear when they spawn, but they exist in the world.
I'll probably not fix this, but I will leave this issue for someone else interested.
The game crashes when the mod is installed along any survivor-related* mod. Crash occurs on game exit or on starting a run with a modded survivor.
LogOutput.log (with crash after starting a run with Classic Bandit)
* not sure if any survivor-related mod, tested and occurs with (separately):
Although this might be hard to implement due to lack of basis of where movement speed should be computed
Hi, I've added "PsyDroneMaster" and "DronePsyMaster" to the master whitelist for the Dronemeld config file in an attempt to configure Psy drone's to stack with the Dronemeld mod, but I was unable to get it to work for Psy drones from the ChensGradiusMod. It works properly with all other drones from Chen's mods. Is it under a different code name? Please help, thanks.
Option Seed duplicates player attacks, effectively tripling the occurrence of on-hit effects. When used with a survivor that has a Proc Coefficient of 1, such as Commando, and combined with a high attack speed, on-hit effects like bleed and healing can be abused to instantly melt enemies and maintain full health in the face of high damage.
When Option Seed duplicates player attacks for a fraction of the damage, this should also be for a fraction of the original Proc Coefficient. When stacking Option Seed, the Proc Coefficient should increase just as the percent damage does.
I think making the Proc Coefficient be a fraction of the original attacks' should be sufficient. Other alternatives would be to not have the extra attacks proc on-hit effects.
Using Gradius' Option Seed with Engineer's TR58 Carbonizer Turrets (mobile turrets) will cause the duplicated attacks to give around 25x more health when using Leeching Seed (screenshot 1) or Harvester's Scythe (screenshot 2) and the explosion from Brilliant Behemoth is significantly larger (screenshot 3 & 4) at an estimated 60m. This does not occur with the TR12 Gauss Auto-Turret (stationary turrets).
Steps to reproduce the behavior:
Leeching Seed should only heal 0.6 HP (rounded to 1 HP in display). Harvester's Scythe should only heal 4.8 HP (rounded to 5 HP in display). Brilliant Behemoth explosions should only be around 4m in radius.
Other mods are active but they are mostly QoL. Has been replicated with only the Gradius and DebugToolkit (for testing) mods being enabled.
Screenshots showing the issues:
Harvester's Scythe
Leeching Seed
Brilliant Behemoth
Brilliant Behemoth. HitboxViewerMod (by TheTimesweeper) enabled and taken with PhotoMode (by CWMlolzlz) with 40 Bustling Fungus (~62m radius) to estimate size
There's a null reference exception when deleting the GameObject mdlDrone1
. This is easily solved by deleting the parent BaseModel
or adding the path to it.
Someone else can probably fix this.
Seems like after the update that came out today removed the items from being selected being the Gradius red item and the new green item. Just thought I'd let you know
A clear and concise description of what the bug is.
Steps to reproduce the behavior:
A clear and concise description of what you expected to happen.
Please include a link or embed of a FULL console log file from a run of the game where the bug happened. This will provide a versioned mod list, and possibly other important information about the bug.
To retrieve console logs: A log from the most recent run of the game will be stored in .../Risk of Rain 2/BepInEx/LogOutput.log
. If using r2modman, go to Settings > Browse profile folder > Profile Folder/BepInEx/LogOutput.log
instead.
If the bug only happens in multiplayer: try to provide console logs from both client and server.
If the log file is too big to post: this may be because of a once-per-frame error message. In this case, immediately close the game once the bug occurs to reduce log file size.
Add any other context about the problem here (screenshots, etc.).
Every 10 minutes, an imp overlord(potentially renamed to "Imp Vanguard") and three regular imps will enter the map. The Vengeance screen effect will occur as well until they are defeated. The Overlord has a red item and uses it. The regular imps have green items(one each) that they also make use of. These items are dropped when their respective holder is slain. The Overlord counts as a boss and will have its health bar displayed prominently on the screen. Armor piercing rounds will deal bonus damage, as is the case normally for bosses.
There are no more custom sounds anymore!
Visions of heresy do not work with seeds.
This is so that mod creators who use the API only need to access the behavior instead of adding a component to the option game object.
Title says it all.
All vanilla drones have this.
When playing MUL-T on obtaining a Gradius' Option Seed and firing Blast Canister the ability is rapid fired endlessly.
Steps to reproduce the behavior:
From my understanding, based on the item description, 2 extra versions of the projectile fired from the ability should spawn.
Remove the dependency of TILER2 from the mod.
Add config option to make the seeds static and not rotate around.
I've played around with this mod a bit and from what I've found Gradius's Option is actually worse than Gradius's Option Seed, due to the latter being so overpowered. The sheer fact of firing triple projectiles on many characters leads to ridiculous gimmick such that taking the item has become a no-brainer whenever I see it, and it destroys all challenge the run had up until that point. The only vanilla class where this isn't the case is Mercenary/Acrid without Visions of Heresy, but "useless items" are par for the course with this game. (Leeching Seed, looking at you here.)
I'd like to see the rarity of Gradius's Option be brought up to red. That way, the Option Seed could remain as a very powerful item, but still be appropriately rare, and competing with such powerful peers as the Unstable Tesla Coil might make it into a decision that requires (some) thought.
Looking at Aetherium, the Inspiring Robot is another item which buffs drones/turrets, and it is a red item. It offers an all-around 50% bonus to their stats, which is still somewhat equal to firing triple projectiles (especially with the added drones in this mod). I'd still take Option Seed over either of these in its current state, but at least I'd be losing out on something more significant by doing so.
Raising the rarity to red might also make it fair for it to be givable to AI in Void Fields/Evolution/etc. I see that in the config it is disabled by default, but it might be worthwhile seeing if it would be more balanced with it as a red.
See below for the list of vanilla classes I tested with Option Seed to experiment with what felt like too much etc.
Option seed appears to immediately offer a x2 or x3 proc rate, which is comparable to 6~12 syringes on an auto-aim auto-fire character. Acknowledging this won't stop certain situations like REX getting triple plant specials (yes, full triple heal rate), having the damage and proc chance scale would better reward players for picking up more than one, and let the item scale into later game better. It might still be too powerful even with this change, though, and modded characters might find their own ways to make absolutely ridiculous combos with.
Given
I personally play the most with Engineer, so the absurdity of proc stacking is what's really getting me to disable Option Seed. I have played other characters and gotten Option Seed in the past, though, and some of them have their own ways they can mess with it beyond turret proc stacking.
REX's triple Tangling Growth offers way too much HP for what it should, it's incredibly overpowered in this case.
Artificer's secondaries have the downside of being hard to aim, but if you have three plasma spheres it's pretty hard to miss your target.
Captain's Orbital Probes also get duplicated by Option Seed, along with most of his attacks.
Huntress gets her primary and secondary duplicated by this, it's likely that Ballista gets duplicated as well (didn't test with it). Glaive becomes particularly broken once you add in backup magazines.
Bandit gets the expected bonuses and frankly feels quite tame. Extra shotgun is nice, though.
MUL-T cluster bomb seems to get out of hand really quickly in terms of proc chance.
Mercenary Slicing Winds gets completely overdone, with the exposes triggering each other and leading to huge automatic cooldown reductions.
Loader has no projectile attacks, and therefore isn't relevant.
Acrid gains the ability to use apply blight/poison 3x as quickly, which should tell you all you need to know.
Laser effects of aurelionite's options do not get destroyed.
Effects should be cleared when the laser is done.
Allow the control of spawn weights of each vanilla drone.
Does not seem to work with Skills Plus Plus. When in game, it makes it so the "buy" option is always showing and you are unable to buy skill upgrades.
Steps to reproduce the behavior:
Would normally expect you to be able to purchase skills with Skills Plus Plus, but Gradius does not allow it
[Message: BepInEx] BepInEx 5.4.19.0 - Risk of Rain 2 (3/1/2022 4:36:31 PM)
[Info : BepInEx] Running under Unity v2019.4.26.14694700
[Info : BepInEx] CLR runtime version: 4.0.30319.17020
[Info : BepInEx] Supports SRE: False
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.19.0]
[Info : BepInEx] 3 patcher plugins loaded
[Message:BepInEx.GUI.Patcher] Finding and launching GUI
[Info : Console] [MonoMod]
[Info : Console] Reading input file into module.
[Info :HookGenPatcher] Starting HookGenerator
[Info :HookGenPatcher] Done.
[Info : BepInEx] Patching [RoR2] with [BepInEx.Chainloader]
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[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 6 plugins to load
[Info : BepInEx] Loading [RoR2BepInExPack 1.0.1]
[Info : BepInEx] Loading [R2API 4.3.5]
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[Info : BepInEx] Loading [TILER2 6.1.3]
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[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.CostTypeCatalog+LunarItemOrEquipmentCostTypeHelper.IsAffordable
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[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.Inventory.HasAtLeastXTotalItemsOfTier
[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.Inventory.GetTotalItemCountOfTier
[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.ItemStealController+StolenInventoryInfo.StealItem
[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.RunReport.Generate
[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.ScrapperController.BeginScrapping
[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.ShrineCleanseBehavior.CleanseInventoryServer
[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.ShrineCleanseBehavior.InventoryIsCleansable
[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.Util.GetItemCountForTeam
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[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.Items.ContagiousItemManager.StepInventoryInfection
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[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.UI.ItemInventoryDisplay.OnInventoryChanged
[Debug : R2API] Hook added by assembly: TILER2.dll for: RoR2.CostTypeCatalog+<>c.g__PayCostItems|5_1
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[Info : BepInEx] Loading [ChensHelpers 1.1.1]
[Info : BepInEx] Loading [ChensGradiusMod 3.5.2]
[Debug :ChensGradiusMod] Loading assets...
[Debug :ChensGradiusMod] Loading global configs...
[Debug :ChensGradiusMod] Modifying vanilla drone behavior...
[Debug :ChensGradiusMod] Instantiating item classes...
[Info : R2API] Created a SerializableContentPack for mod com.ThinkInvisible.TILER2
[Debug :ChensGradiusMod] Successfully initialized Option Seed prefab.
[Debug :ChensGradiusMod] Successfully initialized Gradius Option prefab.
[Debug :ChensGradiusMod] Registering custom network messages needed for GradiusOption...
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: RoR2.CharacterBody.OnInventoryChanged
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Engi.EngiWeapon.FireGrenades.FireGrenade
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Commando.CommandoWeapon.FirePistol2.FireBullet
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.GenericBulletBaseState.FireBullet
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Commando.CommandoWeapon.FireBarrage.FireBullet
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.GenericProjectileBaseState.FireProjectile
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Engi.EngiMissilePainter.Fire.FireMissile
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.EngiTurret.EngiTurretWeapon.FireGauss.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.EngiTurret.EngiTurretWeapon.FireBeam.FixedUpdate
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.EngiTurret.EngiTurretWeapon.FireBeam.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.EngiTurret.EngiTurretWeapon.FireBeam.OnExit
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Huntress.HuntressWeapon.FireSeekingArrow.FireOrbArrow
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Huntress.HuntressWeapon.ThrowGlaive.FireOrbGlaive
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.BasicMeleeAttack.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.BasicMeleeAttack.AuthorityFireAttack
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Merc.Evis.FixedUpdate
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Merc.WhirlwindBase.OnEnter
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[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Merc.FocusedAssaultDash.OnMeleeHitAuthority
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Merc.Uppercut.OnEnter
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[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Bandit2.Weapon.FireShotgun2.FireBullet
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Bandit2.Weapon.BaseFireSidearmRevolverState.OnEnter
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[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Toolbot.BaseNailgunState.FireBullet
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[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Huntress.ArrowRain.DoFireArrowRain
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Loader.ThrowPylon.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Loader.SwingZapFist.OnMeleeHitAuthority
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Loader.GroundSlam.DetonateAuthority
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Croco.BaseLeap.DetonateAuthority
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[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Croco.FireSpit.OnEnter
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[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: RoR2.CharacterBody.OnInventoryChanged
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Drone.DroneWeapon.FireGatling.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Drone.DroneWeapon.FireTurret.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Drone.DroneWeapon.FireMegaTurret.FireBullet
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Drone.DroneWeapon.FireMissileBarrage.FireMissile
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Drone.DroneWeapon.FireTwinRocket.FireProjectile
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Mage.Weapon.Flamethrower.FireGauntlet
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Mage.Weapon.Flamethrower.OnExit
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Mage.Weapon.Flamethrower.FixedUpdate
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Drone.DroneWeapon.HealBeam.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Drone.DroneWeapon.HealBeam.OnExit
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Drone.DroneWeapon.StartHealBeam.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.TitanMonster.ChargeMegaLaser.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.TitanMonster.ChargeMegaLaser.OnExit
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.TitanMonster.FireMegaLaser.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.TitanMonster.FireMegaLaser.OnExit
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.TitanMonster.FireGoldMegaLaser.FixedUpdate
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.TitanMonster.FireGoldFist.PlacePredictedAttack
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.TitanMonster.FireFist.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.TitanMonster.FireFist.OnExit
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: RoR2.TitanRockController.Start
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Squid.SquidWeapon.FireSpine.FireOrbArrow
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.BeetleGuardMonster.FireSunder.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.BeetleGuardMonster.FireSunder.OnExit
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.BeetleGuardMonster.FireSunder.FixedUpdate
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.BeetleGuardMonster.GroundSlam.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: RoR2.EquipmentSlot.PerformEquipmentAction
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.EngiTurret.EngiTurretWeapon.FireBeam.FixedUpdate
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.EngiTurret.EngiTurretWeapon.FireBeam.OnEnter
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.EngiTurret.EngiTurretWeapon.FireBeam.OnExit
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: RoR2.CharacterMaster.OnBodyDeath
[Debug : R2API] Hook added by assembly: ChensGradiusMod.dll for: EntityStates.Drone.DeathState.OnImpactServer
[Debug :ChensGradiusMod] Instantiating custom drones...
[Info : R2API] Created a SerializableContentPack for mod com.Chen.ChensGradiusMod
[Error : Unity Log] MissingMethodException: void R2API.DirectorAPI.add_InteractableActions(System.Action3<RoR2.DccsPool, System.Collections.Generic.List
1<R2API.DirectorAPI/DirectorCardHolder>, R2API.DirectorAPI/StageInfo>)
Stack trace:
Chen.GradiusMod.Drones.Drone.SetupThirdPhase () (at :0)
Chen.GradiusMod.Drones.DroneCatalog.EfficientSetupAll (System.Collections.Generic.List`1[T] droneInfos) (at :0)
Chen.GradiusMod.GradiusModPlugin.Awake () (at :0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
FlashWindow:.cctor()
[Info : BepInEx] Loading [Skills 0.4.5]
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.Skills.SkillDef.CanExecute
[Info : R2API] Created a SerializableContentPack for mod com.cwmlolzlz.skills
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.HealthComponent.TakeDamage
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.HealthComponent.TakeDamage
[Debug : R2API] Hook added by assembly: Skills.dll for: EntityStates.AimThrowableBase.ModifyProjectile
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.HealthComponent.TakeDamage
[Debug : R2API] Hook added by assembly: Skills.dll for: EntityStates.Loader.GroundSlam.FixedUpdate
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.LunarDetonatorPassiveAttachment+DamageListener.OnDamageDealtServer
[Debug : R2API] Hook added by assembly: Skills.dll for: EntityStates.Railgunner.Reload.Boosted.ConsumeBoost
[Debug : R2API] Hook added by assembly: Skills.dll for: EntityStates.Railgunner.Reload.BoostConfirm.OnEnter
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.GlobalEventManager.OnCharacterDeath
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.CharacterBody.Update
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.HealthComponent.TakeDamage
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.CharacterBody.FixedUpdate
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.HealthComponent.TakeDamage
[Info : R2API] Custom Dot (Index: 9) that uses Buff : RailgunnerFrostfireBuff added
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.HealthComponent.TakeDamage
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.HealthComponent.TakeDamage
[Debug : R2API] Hook added by assembly: Skills.dll for: Rewired.Data.UserData.wVZZKoPFwEvodLvLcYNvVAPKpUj
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.UI.SettingsPanelController.Start
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.UI.SettingsPanelController.Start
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.UI.TooltipController.SetTooltipProvider
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.UI.LoadoutPanelController+Row.FromSkillSlot
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.UI.HUD.Awake
[Message: BepInEx] Chainloader startup complete
[Info : Console] Could not load file or assembly 'ItemStats, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
[Warning: Unity Log] Network message MsgType.Highest + 22 is unregistered.
[Info : Unity Log] buildId = 1.2.2.0
[Info : Unity Log] WwiseUnity: Wwise(R) SDK Version 2019.2.12 Build 7544.
[Info : Unity Log] WwiseUnity: Setting Plugin DLL path to: D:/SteamLibrary/steamapps/common/Risk of Rain 2/Risk of Rain 2_Data\Plugins\x86_64
[Info : Unity Log] WwiseUnity: Sound engine initialized successfully.
[Info : R2API] Custom sound banks loaded.
[Info : Unity Log] Active scene changed from to loadingbasic
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Info : Unity Log] Loaded scene loadingbasic loadSceneMode=2
[Info : R2API] [NetworkCompatibility] Adding to the networkModList :
[Info : R2API] com.bepis.r2api;4.3.5
[Info : R2API] com.Chen.ChensGradiusMod;3.5.2
[Info : R2API] com.Chen.ChensHelpers;1.1.1
[Info : R2API] com.cwmlolzlz.skills;0.4.5
[Info : R2API] com.ThinkInvisible.TILER2;6.1.3
[Debug : TILER2] A config file tracked by AutoItemConfig has been changed: C:\Users\BuJiA\AppData\Roaming\r2modmanPlus-local\RiskOfRain2\profiles\SPP\BepInEx\config\com.Chen.ChensGradiusMod.cfg
[Info : Unity Log] application data path isD:/SteamLibrary/steamapps/common/Risk of Rain 2/Risk of Rain 2_Data
[Info : Console] Facepunch.Steamworks Unity: WindowsPlayer
[Info : Console] Facepunch.Steamworks Os: Windows
[Info : Console] Facepunch.Steamworks Arch: x64
[Info : Unity Log] PlatformSystems:InitNetworkManagerSystem
[Info : Unity Log] Launch Parameters:
arg[0]="D:\SteamLibrary\steamapps\common\Risk of Rain 2\Risk of Rain 2.exe"
arg[1]="--doorstop-enable"
arg[2]="true"
arg[3]="--doorstop-target"
arg[4]="C:\Users\BuJiA\AppData\Roaming\r2modmanPlus-local\RiskOfRain2\profiles\SPP\BepInEx\core\BepInEx.Preloader.dll"
[Info : Unity Log] "usesocialiconflag" is not a recognized ConCommand or ConVar.
[Info : Unity Log] "spp_disabled_survivors" = "[]"
The list of survivors excluded from Skills++ behaviour in a string form
[Info : Unity Log] Loaded archived convars.
[Info : Unity Log] Could not load config /Config/autoexec.cfg: Could not find file "D:\SteamLibrary\steamapps\common\Risk of Rain 2\Risk of Rain 2_Data\Config\autoexec.cfg"
[Info : R2API] Generating a total of 3 ContentPacks...
[Info : Unity Log] LoadContentPacks() start
[Warning: Unity Log] Failed to assign Buffs.Deafened: Asset "bdDeafened" not found.
[Warning: Unity Log] Failed to assign Items.SummonedEcho: Asset "SummonedEcho" not found.
[Warning: Unity Log] Failed to assign Equipment.AffixEcho: Asset "EliteEchoEquipment" not found.
[Warning: Unity Log] Failed to assign Buffs.AffixEcho: Asset "bdEliteEcho" not found.
[Warning: Unity Log] Failed to assign Elites.Echo: Asset "edEcho" not found.
[Debug : R2API] Content added from com.cwmlolzlz.skills:
BanditSpeedBuff (BuffDef)
CommandoSlideBuff (BuffDef)
RailgunnerFeatherFallBuff (BuffDef)
RailgunnerFrostfireBuff (BuffDef)
RailgunnerKillingSpreeBuff (BuffDef)
RailgunnerStrategicRetreatBuff (BuffDef)
RailgunnerTimePressureBuff (BuffDef)
[Debug : R2API] Content added from com.Chen.ChensGradiusMod:
Drone1BodyGun(Clone) (SkillDef)
Drone1BodyGun(Clone) (SkillDef)
Drone1BodyGun(Clone) (SkillDef)
Drone1BodyGun(Clone) (SkillDef)
Drone1BodyPrimaryFamily(Clone) (SkillFamily)
Drone1BodyPrimaryFamily(Clone) (SkillFamily)
Drone1BodyPrimaryFamily(Clone) (SkillFamily)
Drone1BodyPrimaryFamily(Clone) (SkillFamily)
Chen.GradiusMod.Drones.BeamDrone.FireBeam (RuntimeType)
Chen.GradiusMod.Drones.LaserDrone.FireLaser (RuntimeType)
Chen.GradiusMod.Drones.PsyDrone.MirrorLaser (RuntimeType)
Chen.GradiusMod.Drones.PsyDrone.SearchLaser (RuntimeType)
[Debug : R2API] Content added from com.ThinkInvisible.TILER2:
CGMGradiusOption (ItemDef)
CGMOptionSeed (ItemDef)
(ArtifactDef)
[Info : Unity Log] LoadContentPacks() end
[Warning: Unity Log] Could not find scene with name "loadingbasic".
[Warning: Unity Log] Could not find scene with name "intro".
[Info : Unity Log] Command "set_scene" failed: "intro" is not a valid scene.
[Info : Unity Log] Game content load completed in 19692ms.
[Info : Unity Log] Setting current language to "en"
[Info : Unity Log] [RoR2.Stats.StatSheet] init stat sheet
[Error : Unity Log] [RoR2.Items.BaseItemBodyBehavior] RoR2.Items.SummonedEchoBodyBehavior.GetItemDef returned null.
[Info : Unity Log] SystemInitializerAttribute infinite loop detected. currentMethod=R2API.ContentManagement.CatalogBlockersBlockNetworkedPrefabs
[Info : Unity Log] Attempting to load user profile /UserProfiles/a661955d-5c71-4919-817c-d3f86a92560f.xml
[Info : Unity Log] stream.Length=270419
[Info : Unity Log] Could not find variant index for elementSkillFamilyName=CaptainSupplyDrop1SkillFamily elementSkillName=
[Info : Unity Log] Could not find variant index for elementSkillFamilyName=CaptainSupplyDrop2SkillFamily elementSkillName=
[Info : Unity Log] Could not find body index for bodyName=AurelionSolBody
[Info : Unity Log] Could not find variant index for elementSkillFamilyName=MageBodyUtilityFamily elementSkillName=
[Info : Unity Log] Unloaded scene loadingbasic
[Info : Unity Log] Active scene changed from to splash
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Info : Unity Log] Loaded scene splash loadSceneMode=Single
[Info : Unity Log] Setting current language to "en"
[Info : Unity Log] Setting offline scene to intro
[Info : Unity Log] Unloaded scene splash
[Info : Unity Log] Active scene changed from to intro
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Info : Unity Log] Loaded scene intro loadSceneMode=Single
[Info : Unity Log] Setting offline scene to title
[Info : Unity Log] Unloaded scene intro
[Info : Unity Log] Active scene changed from to title
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Info : Unity Log] Loaded scene title loadSceneMode=Single
[Info : Unity Log] BaseMainMenuScreen: OnEnter()
[Info : Unity Log] NetworkManagerSystem.desiredHost={ hostType=Self listen=False maxPlayers=4 }
[Info : R2API] Server Handlers registered
[Warning: Unity Log] The prefab 'ArenaMissionController' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.
[Warning: Unity Log] The prefab 'Moon2DropshipZone' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.
[Warning: Unity Log] The prefab 'HOLDER_ Gauntlets' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.
[Warning: Unity Log] The prefab 'VoidCamp' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.
[Info : R2API] Client Handlers registered
[Info : Unity Log] Unloaded scene title
[Info : Unity Log] Active scene changed from to lobby
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Info : Unity Log] Loaded scene lobby loadSceneMode=Single
[Info : Unity Log] Adding local player controller 0 on connection hostId: -1 connectionId: 0 isReady: False channel count: 0
[Info : Unity Log] NetworkManagerSystem.AddPlayerInternal(conn=hostId: -1 connectionId: 0 isReady: False channel count: 0, playerControllerId=0, extraMessageReader=NetBuf sz:259 pos:259
[Info : Unity Log] OnClientSceneChanged networkSceneName=lobby loadedScenes=lobby
[Error : Unity Log] A connection has already been set as ready. There can only be one.
[Info : Unity Log] Player 0 already added, aborting.
[Info : Unity Log] SetSurvivorPreferenceClient survivorIndex=2, bodyIndex=32
[Info : Unity Log] Changinging body preference for Buji (RoR2.NetworkUserId) from None to 32
[Info : Unity Log] Changinging body preference for Buji (RoR2.NetworkUserId) from None to 32
[Info : Unity Log] Could not load config /Config/server_pregame.cfg: Could not find file "D:\SteamLibrary\steamapps\common\Risk of Rain 2\Risk of Rain 2_Data\Config\server_pregame.cfg"
[Info : Unity Log] Attempting to generate PreGameVoteController for Buji
[Info : Unity Log] PreGameRuleVoteController.ClientTransmitVotesToServer()
[Info : Unity Log] Received vote from Buji
[Info : Unity Log] Accepting vote from Buji
[Info : Unity Log] <style=cEvent>Buji connected.
[Info : Unity Log] SetSurvivorPreferenceClient survivorIndex=6, bodyIndex=64
[Info : Unity Log] Changinging body preference for Buji (RoR2.NetworkUserId) from 32 to 64
[Info : Unity Log] Changinging body preference for Buji (RoR2.NetworkUserId) from 32 to 64
[Info : Unity Log] Run seed: 18249660137187163149
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.CharacterMaster.GetDeployableSameSlotLimit
[Debug : R2API] Hook added by assembly: Skills.dll for: EntityStates.GenericCharacterMain.CanExecuteSkill
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.CharacterBody.RecalculateStats
[Info : Unity Log] PickupDropTable 'dtDoppelganger' has been loaded after the Run started. This might be an issue with asset duplication across bundles, or it might be fine. Regenerating...
[Info : Unity Log] Unloaded scene lobby
[Warning: Unity Log] Couldn't create a Convex Mesh from source mesh "Rock Formations 5" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
[Info : Unity Log] Active scene changed from to snowyforest
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Info : Unity Log] Loaded scene snowyforest loadSceneMode=Single
[Info : Unity Log] OnClientSceneChanged networkSceneName=snowyforest loadedScenes=snowyforest
[Info : Unity Log] Client ready.
[Info : Unity Log] Player 0 already added, aborting.
[Info : Unity Log] Spending 300 credits on interactables...
[Info : Unity Log] reorder list
[Info : Unity Log] Position not free or not found.
[Info : Unity Log] NetworkManagerSystem.desiredHost={ hostType=None }
[Info : Unity Log] Network shutting down...
[Info : Unity Log] Server shutting down...
[Info : Unity Log] Issued kick message to all remote clients.
[Info : Unity Log] Finished waiting for clients to disconnect.
[Info : Unity Log] StopHost()
[Debug : R2API] Hook removed by assembly: Skills.dll for: RoR2.CharacterMaster.GetDeployableSameSlotLimit
[Debug : R2API] Hook removed by assembly: Skills.dll for: EntityStates.GenericCharacterMain.CanExecuteSkill
[Debug : R2API] Hook removed by assembly: Skills.dll for: RoR2.CharacterBody.RecalculateStats
[Warning: Unity Log] [Server] function 'System.Void RoR2.CharacterBody::RemoveBuff(RoR2.BuffDef)' called on client
[Info : Unity Log] Server shutdown complete.
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Debug : TILER2] Run ended; applying 0 deferred config changes...
[Info : Unity Log] Unloaded scene snowyforest
[Info : Unity Log] Active scene changed from to title
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Info : Unity Log] Loaded scene title loadSceneMode=Single
[Info : Unity Log] BaseMainMenuScreen: OnEnter()
[Info : Unity Log] BaseMainMenuScreen: OnEnter()
[Info : Unity Log] BaseMainMenuScreen: OnEnter()
[Info : Unity Log] NetworkManagerSystem.desiredHost={ hostType=Self listen=False maxPlayers=4 }
[Info : R2API] Server Handlers registered
[Warning: Unity Log] The prefab 'ArenaMissionController' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.
[Warning: Unity Log] The prefab 'Moon2DropshipZone' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.
[Warning: Unity Log] The prefab 'HOLDER_ Gauntlets' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.
[Warning: Unity Log] The prefab 'VoidCamp' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.
[Info : R2API] Client Handlers registered
[Info : Unity Log] Unloaded scene title
[Info : Unity Log] Active scene changed from to lobby
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Info : Unity Log] Loaded scene lobby loadSceneMode=Single
[Info : Unity Log] Adding local player controller 0 on connection hostId: -1 connectionId: 0 isReady: False channel count: 0
[Info : Unity Log] NetworkManagerSystem.AddPlayerInternal(conn=hostId: -1 connectionId: 0 isReady: False channel count: 0, playerControllerId=0, extraMessageReader=NetBuf sz:259 pos:259
[Info : Unity Log] OnClientSceneChanged networkSceneName=lobby loadedScenes=lobby
[Error : Unity Log] A connection has already been set as ready. There can only be one.
[Info : Unity Log] Player 0 already added, aborting.
[Info : Unity Log] SetSurvivorPreferenceClient survivorIndex=6, bodyIndex=64
[Info : Unity Log] Changinging body preference for Buji (RoR2.NetworkUserId) from None to 64
[Info : Unity Log] Changinging body preference for Buji (RoR2.NetworkUserId) from None to 64
[Info : Unity Log] Could not load config /Config/server_pregame.cfg: Could not find file "D:\SteamLibrary\steamapps\common\Risk of Rain 2\Risk of Rain 2_Data\Config\server_pregame.cfg"
[Info : Unity Log] Attempting to generate PreGameVoteController for Buji
[Info : Unity Log] Applying persistent ballot of votes for LocalUser Buji.
[Info : Unity Log] PreGameRuleVoteController.ClientTransmitVotesToServer()
[Info : Unity Log] Received vote from Buji
[Info : Unity Log] Accepting vote from Buji
[Info : Unity Log] <style=cEvent>Buji connected.
[Info : Unity Log] NetworkUser(Clone) (RoR2.NetworkUser)
[Info : Unity Log] maxRuleCount=11, currentChoiceIndex=0
[Info : Unity Log] Run seed: 17844876855188471189
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.CharacterMaster.GetDeployableSameSlotLimit
[Debug : R2API] Hook added by assembly: Skills.dll for: EntityStates.GenericCharacterMain.CanExecuteSkill
[Debug : R2API] Hook added by assembly: Skills.dll for: RoR2.CharacterBody.RecalculateStats
[Info : Unity Log] Unloaded scene lobby
[Info : Unity Log] Active scene changed from to blackbeach2
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Info : Unity Log] Loaded scene blackbeach2 loadSceneMode=Single
[Info : R2API] Current scene is using old monster dccs system, porting to new one
[Info : R2API] Current scene is using old interactable dccs system, porting to new one
[Info : Unity Log] OnClientSceneChanged networkSceneName=blackbeach2 loadedScenes=blackbeach2
[Info : Unity Log] Client ready.
[Info : Unity Log] Player 0 already added, aborting.
[Info : Unity Log] Spending 220 credits on interactables...
[Info : Unity Log] reorder list
[Info : Unity Log] Position not free or not found.
[Error : Unity Log] Object PodGroundImpact(Clone) (UnityEngine.GameObject) should not be instantiated by means other than EffectManager.SpawnEffect. This WILL result in an NRE!!! Use EffectManager.SpawnEffect or don't use EffectComponent!!!!!
[Warning: Unity Log] Animator.GotoState: State could not be found
[Warning: Unity Log] Invalid Layer Index '-1'
[Warning: Unity Log] Animator.GotoState: State could not be found
[Warning: Unity Log] Invalid Layer Index '-1'
[Info : Unity Log] Position not free or not found.
[Warning: Unity Log] Animator.GotoState: State could not be found
[Warning: Unity Log] Invalid Layer Index '-1'
[Info : Unity Log] Position not free or not found.
[Info : Unity Log] NetworkManagerSystem.desiredHost={ hostType=None }
[Info : Unity Log] Network shutting down...
[Info : Unity Log] Server shutting down...
[Info : Unity Log] Issued kick message to all remote clients.
[Info : Unity Log] Finished waiting for clients to disconnect.
[Info : Unity Log] StopHost()
[Debug : R2API] Hook removed by assembly: Skills.dll for: RoR2.CharacterMaster.GetDeployableSameSlotLimit
[Debug : R2API] Hook removed by assembly: Skills.dll for: EntityStates.GenericCharacterMain.CanExecuteSkill
[Debug : R2API] Hook removed by assembly: Skills.dll for: RoR2.CharacterBody.RecalculateStats
[Info : Unity Log] Server shutdown complete.
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Debug : TILER2] Run ended; applying 0 deferred config changes...
[Info : Unity Log] Unloaded scene blackbeach2
[Info : Unity Log] Active scene changed from to title
[Debug : TILER2] Stage ended; applying 0 deferred config changes...
[Info : Unity Log] Loaded scene title loadSceneMode=Single
[Info : Unity Log] BaseMainMenuScreen: OnEnter()
[Info : Unity Log] in save archive convars
[Info : Unity Log] Saved file "a661955d-5c71-4919-817c-d3f86a92560f.xml" (249499 bytes)
[Info : Unity Log] Shutting down Steamworks...
[Info : Unity Log] Shut down Steamworks.
[Error :BepInEx.GUI.Patcher] System.Threading.ThreadAbortException
at (wrapper managed-to-native) System.Threading.Thread.YieldInternal()
at System.Threading.Thread.Yield () [0x00000] in <44afb4564e9347cf99a1865351ea8f4a>:0
at BepInEx.GUI.Patcher.LogSocketServer.SendLogsToClient () [0x000c0] in :0
at BepInEx.GUI.Patcher.LogSocketServer.ServerThread () [0x0000c] in :0
None
Beetle Guards and Aurelionite should have their attacks copied as well. Leave the ghosts out.
It could be related to R2API's DirectorAPI not working.
Integrate all queue implementations with ChensHelpers
Add a config, will you?
Fix the namespaces of the files in this mod. They're globally namespaced into one.
The target kind of serves little purpose to some implementations.
Maybe add a direction parameter.
characterBody.inputBank.GetAimRay().direction
this exists btw
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