Rain World

Rain World

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Watcher's abilities for everyone
   
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Game Mechanics
Compatible With: Watcher
File Size
Posted
Updated
326.999 KB
Sep 12 @ 4:06am
Oct 3 @ 3:13am
8 Change Notes ( view )
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Watcher's abilities for everyone

Description
Abilities should work same way as Watcher's. (At least those before Watcher 1.5)
Also, mod affects Watcher slugcat as well.

So, I really loved how one funny feature allowed us to play Watcher&MSC campaings with any Slugcat via Jolly Coop, but Watcher's campaign just doesn't really feel same to me when playing with other Slugcats without dynamic warps&camo.
This mod is my attempt to give those abilities to other Slugcats in some way.
It should in theory work with any modded slugcat and Jolly Coop.

Another Note: (Watcher Spoiler ->) Weaver abilities should work with other slugcats as well (in theory. But not visually)

Remix options:
Main
Disable vanilla option that makes Watcher's abilities static? — Vanilla gives Watcher specific set of abilities outside of their campaign and you can't unlock more stuff with higher Ripple level. This option disables it.
Make Ripple level depend on what your Karma level is? — Makes Ripple level equal to your Karma level.
Disable check for Slugcats's animation/body index. — Disables check that could be problematic for some slugcats that try to use warp creation. (The Rot from not slugcat playables as example)
Don't hide MSC Slugcats additional sprites when in camo? — Artificer's scar, Spearmaster's tail dots, Rivulet's gills. Only works with players that don't have Ripple trail.
What player should get ripple trail and entering/exiting camo effect?
Allow to change first player in any campaign? — MSC&Watcher campaigns now don't allow changing first player's Slugcat so this could be usefull if you don't have any other mod that does similar thing.
Allow karma gates to open when player has Ripple level? — Vanilla doesn't allow player to use Karma Gates when they have more than 1 Ripple.
Should Player 1/2/3/4 get Watcher's abilities?

Keybinds
Camo keybinds for each player — If Camo keybind isn't set, then Special is used.
Warp keybinds for each player — If Warp keybind isn't set, then Up+Special or Up+Camo is used.
Dial/Egg Warp keybinds for each player — If Dial/Egg Warp keybind isn't set, then Down+Special or Down+Camo is used.
Return to vanilla regions — If this keybind is held while dynamic warp is being created, changes its destination to vanilla regions (Exists to prevent Slugcats from getting stuck in Watcher's regions)

If you wonder what Karma level unlocks what ability:
Karma 1: Camo&Glow.
Karma 4: Dynamic warp points&Ripple trail (By default Dynamic warp points are technically always unlocked because most slugcats always have Karma cap 5)
Karma 6: Levitation when entering camo.
Karma 10: You can enter Ripple space.
Popular Discussions View All (1)
0
Oct 2 @ 11:19am
Bugs, Exceptions & Suggestions
RainstormPilgrim
25 Comments
BluePari Oct 5 @ 9:29am 
i love this mod and i finished watcher campaign as riv. it makes the process more enjoyable. weaver abilities works well, but i failed to trigger the final ending(can be resolved by switching back to the watcher)
RainstormPilgrim  [author] Oct 3 @ 8:29am 
@apyrrex It seems that Player just doesn't exist in room when you control creature with Parasitic slugcat so game just can't continue checking for your input/updating abilities. (No clue how you even managed to create warp when controlling creature)
This is also probably reason why opened warp points don't work (because there is no player to look for, at least near that creature)

Oh and also I forgot to specify in previous messages that it's only camo that doesn't really work with not slugcat playables, like creatures see you even when you're technically in camo. Warps should work with those.
apyrrex Oct 3 @ 4:51am 
@RainstormPilgrim oh, I was not talking about that parasite, I was talking about the other parasite mod made by the same author, the parasitic slugcat mod.
At first I could create portals while inhabiting a Lizard but after the first warp I couldn't anymore, so I have to pop in and out from the creatures I decide to live as everytime I want to travel and it's a bit tedious. I also have to pop out of my hosts to cross open portals because I can't cross while inhabiting a creature, idk why.
With the artificial (the lizard character from not slugcat playables) it works fine from what I saw, so it should be the same thing, I hope..
RainstormPilgrim  [author] Oct 3 @ 2:09am 
@Screen Lady I'm thinking about adding Remix toggle for each player (like if player 1/2/3/4 can have watcher abilities)
@apyrrex Parasite from not slugcat playables I assume? It probably won't work atm because Player can get invisible but not creature you control. This also includes other not slugcat playables with exception of The Rot (only extra cysts are visible, maybe tentacles as well I'm not sure). I'll see if I can make it work.
Screen Lady Oct 2 @ 8:13pm 
Any plan to ever return it to making a toggle on what Slugcats can use Watcher's abilities? Or will the mod forever be everyone having it the moment it is enabled now?
apyrrex Oct 2 @ 3:26pm 
I tried that but it won't work for some reason, I'll just use the warp menu and wait for an update in the meantime.
Also, does this work with the parasite mod while you are controlling a creature?
Because for a while it managed to work, but stopped for some reason..
Could you check on that too and make it work if possible, please?
RainstormPilgrim  [author] Oct 2 @ 2:46pm 
@apyrrex No, I assume that Ripple disables karma gates for some reason. I'll need to look at how to fix this bit later.
There was also mod called "ripple doesn't disable karma gates" maybe it can work for now.
apyrrex Oct 2 @ 2:42pm 
Is it normal that I cannot use karma gates? I am playing outside of watcher's campaign with a custom slugcat
RainstormPilgrim  [author] Sep 28 @ 1:21pm 
@eidolous.oxide Yeah... It's just that whole mod got broken after Watcher 1.5 update it seems.
So now I need to fix old stuff and add other new stuff from 1.5 as well.
eidolous.oxide Sep 27 @ 4:22pm 
fyi the remix menu no longer appears