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RiskOfBrainrot-ProcSolver-1.1.0
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MAY RUN INTO ISSUES WITH MODDED PROCS - USE AT YOUR OWN RISK

Github: https://github.com/bbborbo/RoR2ProcSolver

Discord: https://discord.gg/yFRx3E6Yep

Changes:

  • (Configurable) Caps proc chain length at 3 for chains initiated by a skill or equipment.
  • (Configurable) Caps proc chain length at 1 for chains initiated by an item (autoplay).
  • (Configurable) Reduces proc chain rate in proc chains initiated by a skill or equipment to 100%.
  • (Configurable) Reduces proc chain rate in proc chains initiated by an item (autoplay) to 40%.

How Do I Make My Mod Compatible?

Proc Solver uses a new "proc rate" parameter to control proc chains. If your proc chain item doesn't incorporate it, then it can potentially extend proc chains past when ProcSolver would have ended it. Here's how you can make it compatible:

Step 1: Add the ProcSolver DLL to your libs/references/dependencies

Step 2: Add this piece of code to somewhere in your project

public static float GetProcRate(DamageInfo damageInfo)
{
    if (!BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey(ProcSolverPlugin.guid))
    {
        return 1;
    }
    return _GetProcRate(damageInfo);
}
[MethodImpl(MethodImplOptions.NoInlining | MethodImplOptions.NoOptimization)]
private static float _GetProcRate(DamageInfo damageInfo)
{
    return ProcSolverPlugin.GetProcRateMod(damageInfo);
}

Step 3: Multiply your proc chain items' proc chances by GetProcRate(damageInfo)

This will not affect your items' proc chances if ProcSolver is not installed!

Made by Orange and Kiwi

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