thinkinvis / ror2-hypercrit Goto Github PK
View Code? Open in Web Editor NEWA mod for Risk of Rain 2.
License: GNU General Public License v3.0
A mod for Risk of Rain 2.
License: GNU General Public License v3.0
As the title says, it would be nice to have something to show that you've gotten a higher crit damage. I know you can see it on the damage, but it's not that clear in the early game that its working. It would be nice if normal crits where completely Yellow, and the higher crit % damage you get, the more red it turns, and at like 500% cri chance, the number is crimson red. This would help with clearity since crit sounds haven't changed, and it sounds easier to add this than sound.
When using the laser scope item, the damage of critical hits does not seem to be changed.
Steps to reproduce the behavior:
Damage should be increased by 100%
https://docs.google.com/document/d/1y2PZvgGm8P3H6UoWzSNBJt7xWpo9C1Eq8W9JMX3RzS4/edit?usp=sharing
If I had a dev environment built up for R2API, I'd just do it myself and just PR, but I'm short on time and also don't want to boot up a Windows VM just for Visual Studio.
So you know how Huntress' new Primary - Flurry - does that thing where it fires 6 arrows instead of 3 on any shot that rolls a critical hit? What if you made that scale with hyper crits, too?
Just think about how face-meltingly, computer-crashingly fun a 200-arrow burst would be. It'd make for a really fun Huntress meme build.
Looks like the vanilla crit number outline is on numbers which would be crit damage originally without the mod. The mod's recolor is on actual modded crits. On 100%+ crit chance, the outline is on all damage numbers.
Screenshot took with 5 glasses (51% crit chance), there are 4 damage numbers visible, each with different visuals:
As the title, I see a lot of mods being updated(classitem,chenclassitem and tiler2);
I like this mod(crit),I hope it will be updated
when REX uses his 4th ability instead of doing 25% health self damage, 2x damage (50%) is done instead. it seems like he is criting himself. i don't know the cause but it only happens when this mod is enabled.
Attempted to use PlayScaledSound
to do so, which didn't work (timescale of "Play_UI_crit" isn't affected). May require creation of a custom sound asset?
When huntress is using flurry, and her crit reaches above 100%, her flurry does 1 dmg per arrow.
I can replicate this with only hypercrit and StartingItemsGUI (That way I can start the game off with 200% crit), and she'll always deal 1 dmg on her flurry. Her other abilites are unaffected by this.
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