#LethalMon + CodeRebirth Compatibility

12 messages · Page 1 of 1 (latest)

wise thorn
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LethalMon is a fun mod to mess around with, and while simple in concept, it does add a fun twist to enemies and how you'd normally deal with them. Plus, it's just fun to mess around with friendly versions of each monster.

I need not explain CodeRebirth, and need not explain it adds a lot of new monsters to the game.

The idea is simple, just make CodeRebirth enemies catchable and have their own unique abilities (also make the gals not attack friendly monsters, since that's a big issue).

Admittedly, I'm not a coder, and I have a bad computer. More or less this is just somewhere to show off concepts I have for this niche compatibility thing. However if someone actually feels inspired to try to make it, I'd be more than glad to help in any way I can.

Of course, beware of Spoilers ahead for both CodeRebirth enemies and LethalMon abilities.

wise thorn
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For example of stuff included, the Puppeteer/Manor Lord (granted, they're a bit strong, but they're on the rarer side to encounter casually)

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||Puppeteer (Manor Lord):
Catch Difficulty: 10
Abilities: 3

Unique: Deflects balls thrown during their Reflect state.

On Catch Fail: Automatically triggers the Manor Lord's enraged chase state.

On Catch Succeed: All voodoo puppets attached will stop moving and turn into scrap (same as if the Manor Lord was killed).

Absorbing Voodoo (Automatic): Manor Lord will grab their summoner and attach a Voodoo to them.

This Voodoo will be colored like the Manor Lord, and will not make the player take damage. If the player takes damage at any point while the Voodoo is out, 50% of that damage will be negated and delt to the Voodoo. This does not save the player from any instant kills (Barbers, Brackens, Masked, etc.)

The Voodoo has 100 health, and cannot take damage individually. If the Voodoo runs out of health, then they collapse and "die". If the Manor Lord is dismissed the Voodoo will instantly "die".

If the Voodoo dies, the ability will go on cooldown for 120 seconds.

Ghostly Servants (Active): Manor Lord will use one of their masks to give form to a ghostly Masked (same as the Masked's special attack). These ghosts will follow the Manor Lord and disappear automatically after 2 minutes.

You can interact with these ghosts to give them an item to hold. They will simply hold this item until they disappear. It can be taken from them at any time.

If a ghost is idle for 10 seconds without being given an item, they will begin wandering around the facility (or outside if summoned there). If they get close enough to an item, they will pick it up and begin running to the player. Once they reach the player, they will drop the item and disappear instantly.

If they get close to any (non-tamed) enemy, they will sacrifice themselves and run into it, dealing one shovel hit of damage.

This ability has a cooldown of 30 seconds. The Manor Lord may only have 3 ghosts Active at once. If the Manor Lord is dismissed, all ghosts will instantly disappear.||

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||Masked Revival (Automatic): If the Manor Lord's summoner is killed in a way that leaves the body in-tact, and there is more than one player remaining, a mask will be placed on the player's face (similar to the Masked's Active ability) and the Manor Lord will be dismissed automatically.

The player will revive with 20 HP after a 3 second delay, but their face will be partially obscured by a mask (no special ability alongside it). This will last until the day ends.

The Manor Lord can only do this once per day.

Defense: Will charge with its tools out, and stab with its pin needle. Every time they hit an enemy successfully, they will shrink and teleport back to their summoner.

Dex Entry: "Once Befriended, the Puppeteer uses its expertise of Voodoo to protect rather than harm. With their near limitless supply of masks, they can bring forth servants from beyond. No one will betray you on their watch."||

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I apologize if "dismissed" is the wrong terminology, I just thought it was more clear than "returned".

wise thorn
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I think it goes without saying, the Manor Lord would definitely be the most complicated of any monster, given that they are also a quite complicated foe

I specify this now just so that things aren't disappointing down the road if people actually become interested in this

iron grotto
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does lethalmon still work?

rigid plover
iron grotto
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yeah

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that was my concern

wise thorn
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I haven't seemed to have a problem with it, though admittedly I've only been playing with one other person

I didn't realize that was an issue. That may complicate matters