Even Faster Boss Wait: Tokyo Drift
"Void reavers that appear at the end, literally what is their purpose. I can just hide in the spaceship and wait for the ending to trigger lmfao what"
This is a rewrite/continuation of FasterBossWait by ChrisStevensonGit, made to be highly configurable.
By default, when you kill an enemy after the boss has been defeated, every kill will reduce the teleporter duration by a second.
Features
- Enhanced FasterBossWait features
- Whether saved time should be re-added to run timer
- Whether to use % values or seconds
- Bonus charge given per HP, Elite status, Variant status, Miniboss/Champion status
- Reduction before the boss is killed / outside the teleporter range
- Holdout Zone Time Multiplier per person, stage count and loop count
- Holdout Zone Area Multiplier per person
- Configurable time/area per holdout zone
- Kills effect multiplier per holdout zone
- General Multiplier (person, stage, loop) effect multiplier per holdout zone
- Charge rate increase after boss kill per holdout zone
- Area increase after boss kill per holdout zone
- Extra Holdout Related Tweaks
- Focused Convergence rate/range limit (vanilla limits both to 3 stacks)
- Unlock interactables (after boss kill)
- Unlock interactables inside void seeds
- Time Pauses when every player is near the charged teleporter (radius configurable)
Changelog
- 1.1.9: tweaked math some more (general scaling multiplier fix)
- 1.1.8: fixed a lot of the math
- 1.1.7: fixed multiplier per loop, focused convergence tweaks, non-teleporter non-boss check
- 1.1.6: made to work in SotS, fixed bosskill multiplier being applied without killing the boss
- 1.1.5: WRB compat, fixed log spam with teleporter
- 1.1.4: VariantAPI compat, charged time pause radius
- 1.1.3: Bugfix
- 1.1.2: Fixed logspam on simulacrum
- 1.1.1: Bugfix, Kill Compensation General Scaling Multiplier
- 1.1.0: Added Kill Compensation (per Smxrez's request)
- 1.0.0: Initial Commit