Due to update 2.4.3, some mods may no longer function. FixedConfig may be necessary.
InvisibilityDecoy
Adds a visible, passive decoy to Bopl Battle's native Invisibility ability. Decoys use native physics, can be attacked, moved by wind and black holes, duplicated independently, etc.
By cheddar
| Last updated | 4 hours ago |
| Total downloads | 5 |
| Total rating | 0 |
| Categories | Mods |
| Dependency string | cheddar-InvisibilityDecoy-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Invisibility Decoy
Invisibility Decoy is a Bopl Battle BepInEx plugin written by GPT-6 Astra.
Adds a decoy to the existing invisibility ability.
Installation
Drop InvisibilityDecoy.dll into Bopl Battle/BepInEx/plugins/.
Intended behavior
- Activating invisibility leaves a visible slime at your position, with your color, size, facing direction, and ability icons. It loops the native idle animation.
- Your invisibility, fading, duration, cooldown, and normal reveal rules still run through the original game code.
- The decoy has no movement input and cannot use abilities, eat opponents, nor collect ability pickups. It starts with zero inherited velocity. Gravity, moving platforms, wind, ropes, and other physical forces can still move it.
- Attacks and hazards destroy the decoy independently. Black holes attract and absorb its native player body. Water and blast zones use the native prefab's boundary handling.
- The duplicator makes another passive decoy, with the usual outward launch. Growth and shrink effects change that decoy's size independently.
- Destroying or copying a decoy does not change the real player's life count, invisibility, size, or revive state. Decoys cannot keep an eliminated team in the round.
- A decoy remains until destroyed or the round changes, including after your invisibility expires. The limit is 16 active decoys per original player. At the limit, a new invisibility activation replaces that player's oldest decoy; duplication stops producing additional copies.
Ability icons are visual snapshots, not usable abilities or live cooldown indicators. Native eating and environmental side effects still apply to a decoy; it is a physical distraction rather than a hologram.
Building from source in VS Code
Requirements: a .NET SDK supporting C# 10 or later, your installed game's managed DLLs, and BepInEx 5 with Harmony. Open this folder itself as your VS Code workspace.
- Copy
Local.Build.props.exampletoLocal.Build.props. - Set
ManagedDirto the game'sBoplBattle\_Data/Manageddirectory. - Set
BepInExDirto theBepInEx/coredirectory containingBepInEx.dlland0Harmony.dll. With a mod manager, this is usually inside the selected mod profile. - Run the included Build Invisibility Decoy task, or:
dotnet build InvisibilityDecoy.csproj -c Release
- Copy
bin/Release/netstandard2.1/InvisibilityDecoy.dllto your active profile'sBepInEx/plugins/directory and restart the game.