

IF YOU A MOD DEVELOPER IS PLANNING TO USE THIS API FOR YOUR NEEDS THEN PLEASE CONTANCT ME IN RISK OF RAIN 2 MODDING DISCORD SERVER OR DIRECTLY @brynzananas. YOU WILL BE THE FIRST TO USE IT BESIDES ME. I WILL THEN TRY TO UPDATE THIS API TO BE MORE FRIENDLIER FOR OTHERS PEOPLE USAGE
Use SetScale(this EffectData effectData, Vector3? scale) to set scale of your effect as a vector
Use EffectComponent GetEffectInstance(this EffectData effectData) to get effect object instance after spawning it. Works only if transmit is set to false
AddClientBuff(this CharacterBody characterBody, BuffDef buffDef, int count = 1) to add client buffs and use RemoveClientBuff(this CharacterBody characterBody, BuffDef buffDef, int count = 1) to remove them. You can set client buff count with SetClientBuffCount(this CharacterBody characterBody, BuffDef buffDef, int count) and get client buff count with GetClientBuffCount(this CharacterBody characterBody, BuffDef buffDef)SetDontFadeWhenNearCamera(this ref CharacterModel.RendererInfo rendererInfo, bool flag) to set rendererinfo to not fade on camera proximitySetBonusForce(this BulletAttack bulletAttack, Vector3 bonusForce) to set bonus force to bullet attack like with blast attackGetLastJumpTime(this CharacterBody characterBody) to get Run.FixedTimeStamp that has been set on last jumpAdds sections selection for Loadouts tab
Use SetSection(string section) GenericSkill extension to move it to new section selection. GenericSkills with unset section and skin choice will be in Main section
Section string will be used as language token, so add language tokens for new section names for your desired languages
BulletAttacks with ignoreHitTargets bool value set to true (Use SetIgnoredHealthComponents(bool flag) BulletAttack extension) will not be able to hit bodies more than once until the ignoredHealthComponentList list has been reset (Use ResetIgnoredHealthComponents() BulletAttack extension)Custom language tokens addition method, that adds tokens directly to base game language dictionaries. Adding the same token will update existing one with new string output
Use AddLanguageToken(string token, string output, string language = "en") method to add language tokens
baseWallJumpCount int value (Use SetBaseWallJumpCount(int count) CharacterBody extension) will be able to jump set amount of times while sticking to wallsstrafing bool set to true (Use SetStrafe(bool flag) CharacterMotor extension) in Character Motor would be able to make sharp turns midair if move direction is perpendicular enough to horizontal velocityairControlFromVelocityAdd float set (Use SetAirControlFromVelocityAdd(float value) CharacterMotor extension) in Character Motor its air control will be increased by velocity magnitudebunnyHop bool set to true (Use SetBunnyHop(bool flag) CharacterMotor extension) in CharacterMotor will be able to keep horizontal velocity on jumpingCharacter Motor will always move using Velocity Override vector if it is not zero
Use SetVelocityOverride(Vector3 vector3) CharacterMotor extension
Generic Skill with set linkedSkill Generic Skill value will take its cooldownScale, bonusStockFromBody and flatCooldownReduction values
Use LinkSkill(GenericSkill linkSkill) GenericSkill extension
Similar to OnHitGroundAuthorty event but runs on server
Use AddOnHitGroundServerDelegate(OnHitGroundServerDelegate hitGroundServerDelegate) CharacterMotor extension to add an event and use RemoveOnHitGroundServerDelegate(OnHitGroundServerDelegate hitGroundServerDelegate) CharacterMotor extension to remove it
Applies velocity to filtered targets on projectile explosion using force
force: float value that controls the explosion push force
verticalForceReduction: AnimationCurve that reduces force the more angle between the explosion and the target
resetNegativeVerticalVelocity: boolean value that resets vertical velocity for CharacetrMotor/RigidBody if it is below 0 before force application
radiusMultiplier: float value that multiplies the explosion radius for rocketjump knockback
physForceInfo: PhysForceInfo to set force flags for rocket jump force
buffsWhileMidair: List<BuffDef> that will add buffs on rocketjump and then remove them on landing
clientBuffsWhileMidair: List<BuffDef> that will add client buffs on rocketjump and then remove them on landing on authority
rocketJumpFiltering: enum that filters who are elgible for rocketjumping
Everyone: Everyone can rocketjumping
OnlyTeammates: Only characters with the same team index as the owner of projectile can rocketjumping
OnlySelf: Only the owner of projectile can rocketjumping
Projectile rotates towards owner point of view or view direction if there is no point
rigidBody: set RigidBody of the projectile
projectileController: set RigidBody of the projectile
guidingPower: float value that controls how much degrees per second the projectile rotates
Character will sprint all time
Activating skills will not prevent sprinitng
Entity states that can be cancelled by sprinitng will not be cancelled
Sprint crosshair will not replace standard crosshair
FOV will not increase while sprinting
Look sensitivity will not be lowered while sprinting
Sprint button will receive raw input