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
| Date uploaded | 2 weeks ago |
| Version | 1.1.0 |
| Download link | cheddar-InvisibilityDecoy-1.1.0.zip |
| Downloads | 113 |
| Dependency string | cheddar-InvisibilityDecoy-1.1.0 |
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 mainly by GPT-6 Astra.
Adds a decoy to the existing invisibility ability. Decoys are indistinguishable from the player and are affected by physics (can be eaten, shot, blown up, sucked into a black hole, etc.)
Installation
Drop InvisibilityDecoy.dll into Bopl Battle/BepInEx/plugins/.
Config
After restarting the game, a configuration file will appear in Bopl Battle/BepInEx/config/. There you can change how long a decoy will stay before fading out from existence.
Intended behavior
- Activating invisibility is now instantaneous and leaves a visible decoy (your copy) standing where you stood. It loops the native idle animation.
- Like in the unmodded game, after 5 seconds, the player fades in. Similarly, using an ability makes you visible for a while.
- 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.
Building from source in VS Code
Requirements: a .NET SDK supporting C# 10 or later, an installed copy of the game, and BepInEx 5 with Harmony. Open the build folder as your VS Code workspace.
- 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. - In the project's terminal write:
dotnet build InvisibilityDecoy.csproj -c Release
- Copy
bin/Release/netstandard2.1/InvisibilityDecoy.dllto your active profile'sBepInEx/plugins/directory and restart the game.
CHANGELOG
v1.1.0
- Added a BepInEx config file so you can adjust how long decoys last before fading out and set a maximum decoy limit.
- Fixed an issue where the Black Hole ability displayed incorrectly on decoys, which previously made them too easy to tell apart from real players.
v1.0.0
- Full release