Risk of Rain 2 Extra Fireworks
Created by Physics System and Smxrez
Adds 7 new fully-configurable firework-related items (only for the most hardcore firework enthusiasts)
The creators of this mod assume no responsibility for any injuries sustained while playing with fireworks
Items
| Icon |
Item |
Description |
Tier |
 |
Firework Dagger |
Gain a 10% (+10% per stack) chance on hit to fire a firework for 300% base damage. |
White |
 |
Fungus |
After standing still for 1 second, shoot fireworks at 9% (+8 per stack) speed (hyperbolic up to 100%) that deal 300% base damage. |
White |
|
|
|
|
 |
Firework Daisy |
Releases a barrage of fireworks during the Teleporter event, dealing 40x300% base damage. Occurs 2 (+1 per stack) times. |
Green |
 |
Firework-Stuffed Head |
Using a non-primary skill fires 1 (+1 per stack) firework for 300% base damage. |
Green |
 |
Will-o'-the-Firework |
On killing an enemy, release a barrage of 2 (+1 per stack) fireworks for 300% base damage each. |
Green |
|
|
|
|
 |
Spare Fireworks |
Non-player allies gain an automatic firework launcher that propels 4 (+2 per stack) fireworks every 4 seconds for 300% base damage each. |
Red |
|
|
|
|
 |
Power Works |
Taking damage to below 25% consumes this item, releasing a barrage of fireworks dealing 20x300% (+20 per stack) base damage. (Refreshes next stage). Corrupts all Power Elixirs. |
Void |
Known Issues
- Item rarity outlines appear broken on some of the models
Contact info
Discord: rainbowphysics (can be pinged in Risk of Rain 2 Modding server)
Changelog
1.4.1
- Updated some item descriptions to be more in-line with vanilla
- Updated readme to include images and descriptions for all items
1.4.0
- New void item: Power 'Works
- Some very minor fixes
1.3.0
- Addition of proper 3D models (created by Smxrez!)
- Update for SotS DLC
- Various tweaks and fixes
1.2.6
- Fixed funny scaling issues with lunar/equipment items
- Possibly fixed NPE when items are disabled
1.2.5
- Fixed firework-stuffed head triggering on non-primary no-cooldown abilities, such as Railgunner secondary
1.2.4
- Fixed rare bug with item scaling being wrong in trishops
- Fixed scaling of firework items that become command essences
- Fixed command essence NPE from firework items due to model scaling
1.2.3
- Fixed firework placement for firework dagger, so that it now works correctly for magma worms and other large enemies
1.2.2
- Hotfix: fix acrid not inflicting poison/blight
1.2.1
- Fixed Spare Fireworks item so it doesn't spam console and now fully works as intended
- Firework spawners now properly attach to character movement
- Buff item descriptions
- Added item tags, so firework-related items now show up in damage chests... and not on enemies
- Remove the while(true) I got mercilessly bullied for
1.2.0
- Add near-full config
- Nerf Firework-stuffed Head: primary no longer shoots fireworks
- Complete code refactor because Bubbet called me out (please don't decompile 1.0.0)
1.1.0
- Nerf fungus massively: now uses hyperbolic scaling with a = 0.10 and a max cap of 100% default/interactable firework speed
- Nerfed on-hit fireworks to 1x on hit, with the hit chance now depending on the proc coefficient
- Fixed conflict between Firework Daisy and ZetItemTweaks Lepton Daisy
- Fixed on-hit fireworks pushing up on enemies (especially greater wisps and wandering vagrants)
- Fixed tri-shops/multi-shops breaking (RIP free executive card)
- Fixed fungus effect persisting when CharacterBody dies
1.0.0