Rain World

Rain World

Sword Mod
160 Comments
Kat_With_Internet_Access 10 Jul @ 1:08pm 
@TheLazyCowboy1 Alright, thank you!
TheLazyCowboy1  [author] 10 Jul @ 12:47pm 
@Kat_With_Internet_Access, People have posted it in the comments before, but strangely I cannot find it. I think it's something like... "spawn AbstractPhysicalObject Sword" but I'm not sure.
For myself, I just use the spawn every cycle option; I'm too lazy to figure out dev console.
Kat_With_Internet_Access 10 Jul @ 9:13am 
Does anyone know the exact command to spawn in the sword?
ERROR2401 7 Jun @ 7:04pm 
I just had a couple of ideas which should be really easy
idea 1: a configurable cooldown between swings (an alternative to exhaustion), Maybe the default (if enabled) would be the same as a normal spear unless it's 0.0 by default
idea 2: when omnidirectional swings are on, maybe swinging repeatedly would randomly switch between normal, lunge, down and upswings (could maybe be toggled)
fun fact, I actually had a (kind of absurd) dream about rain world last night, with a sword that looked like the murasama from terraria's calamity mod but looking like a reskin of the sword (but not just a recolor), where spamming it did almost no damage and just did little stabs, but spacing out swings caused it to perform different kinds of swings with more damage (and area of effect), it also inexplicably had a "special attack" bound to... pick up? that was basically link's up-special from smash bros. It's not relevant (aside from it partially inspiring the cooldowns idea) but I wanted to share it.
Omega 4 Jun @ 12:56am 
En guarde!
TheLazyCowboy1  [author] 25 May @ 4:12pm 
Watcher wasn't as bad as I expected.... I've just been behind in fixing stuff because I've made so many mods and I have a little less time to work on them and I'm trying to finish like 3 big modding projects lol. Hopefully I'll get around to polishing this up again in a few weeks. It's on my to-do list.
carfood_ultraHD 25 May @ 12:11pm 
alright! watcher kinda broke many mods, idk how haven't i considered that TvT
ERROR2401 25 May @ 9:01am 
yeah, devconsole works, but it's not only sandbox spawning that doesn't work, beastmaster doesn't work for spawning swords either
TheLazyCowboy1  [author] 25 May @ 8:15am 
@carfood_ultraHD, Yeah, apparently the Watcher release broke spawning swords in sandbox mode, and I haven't fixed it yet. Supposedly it's possible to spawn it with dev console as a temporary measure, but I understand that'd be annoying.
carfood_ultraHD 25 May @ 4:57am 
i tried playing around in arena with this(awesome) thang, but everytime i try to spawn it in it kinda just doesnt? idk how to fix it T_T
ERROR2401 23 May @ 7:25pm 
thanks!
for some reason, your mention of swords acting like boomerangs made me think of the master sword from the legend of zelda (or any zelda game that let you shoot beams at full health)
TheLazyCowboy1  [author] 23 May @ 7:05pm 
@ERROR2401, Yes, that would all be possible (and not too difficult) to implement. The only difficult part would be keeping the throw animation for sideways swings. As it currently stands, in the code, the sword is actually a type of rock that gets thrown then is continuously teleported in front of you. It would require a significant (but definitely possible) rewrite of the code to instead make it a non-throwable object with a custom behavior.
I find the sword acting like a boomerang quite comical, and I'm lazy, so I won't change it. Good ideas, though!
ERROR2401 23 May @ 5:22pm 
I kind of wonder, since I recently found that mods can utilize pointing and control pointing direction,would it be possible to combine that with making the sword have an active hitbox during the forced "pointing" animation to basically make a swing animation? If it's possible (and easy), maybe that could be uses for the up/down swing animation (or all swings if the omnidirectional aiming swing option is on)
riley_ 13 May @ 7:34am 
new idea to balance the swords: give them durability and they break after a certain number of hits so you can't rely on them indefinitely
TheLazyCowboy1  [author] 30 Apr @ 12:55pm 
No problem at all. I'm glad to hear it's working!
AviY2K 29 Apr @ 8:55pm 
oh, it was fixed by reinstalling, sorry for clogging that up
TheLazyCowboy1  [author] 23 Apr @ 12:57pm 
@AviY2K, Would you care to explain what isn't working? I haven't had much time to playtest.
AviY2K 23 Apr @ 12:32pm 
fuck it's not working
StaticSwordsman 14 Apr @ 5:18pm 
Sword no stay in shelter when resting?
TheLazyCowboy1  [author] 13 Apr @ 9:20am 
@Wayward @ERROR2401 Hopefully the sword should work with inventory mod now. Apparently the Watcher altered an obscure piece of code that I didn't see. I'm surprised it didn't break loading swords entirely...
Wayward 12 Apr @ 8:06pm 
trouble when used in conjunction with inventory... attempting to pull a sword from inventory despawns it.
{F.S.L} jaxchambliss2014 8 Apr @ 8:15pm 
okay thanks
TheLazyCowboy1  [author] 8 Apr @ 8:00pm 
@jaxchambliss2014 No: last I tested, it worked without Downpour. However, sword fights between players won't really work without Downpour; but fighting creatures should still work fine.
{F.S.L} jaxchambliss2014 8 Apr @ 5:53pm 
does this need down pour DLC?
TheLazyCowboy1  [author] 6 Apr @ 4:26pm 
@ERROR2401 @Buic Try Dino's patch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3458701923
Apparently Watcher just broke all custom textures. I'll try to find a proper workaround later. Sorry I've just been really lazy lately. I should put it in my name as a disclaimer or something... ;)
Buic 6 Apr @ 3:47pm 
Could this be patched to work with the blood mod? Would be neat.
I'm also having the white texture issue, but with swords spawned in shelters or at moon using the remix options. Swords are also failing to spawn in sandbox.
TheLazyCowboy1  [author] 5 Apr @ 7:11am 
I don't really know how dev console works, but I'll try to examine the sword code to see if I can forcibly avoid the issue,
ERROR2401 4 Apr @ 9:17pm 
well, texture ID 0 is ALSO the pure-white sword. Is there a specific command format to properly spawn the sword with dev console with its intended texture and everything?
ERROR2401 4 Apr @ 7:31pm 
aahh, makes sense!
Maybe a sword with the texture id 0 won't vanish?
TheLazyCowboy1  [author] 4 Apr @ 7:21pm 
@ERROR2401 Yes, texture 0 is the correct (and hopefully automatic) one, unless you're using texture mods. I'm shocked that A. it was visible at all and B. it was visible yet not of the correct texture. I guess I should add a few more checks.
...I've been getting way too lazy about testing my own mods, sorry.
ERROR2401 4 Apr @ 6:57pm 
I don't have any mods that add sword textures
but it's weird how just trying to take it out of my inventory deletes it from existence. also weird is that when I spawned it with devconsole, it did have a seemingly non-glitch, yet placeholder-y(?) texture that had a unique design.
Maybe I was supposed to use texture 0?
TheLazyCowboy1  [author] 4 Apr @ 11:02am 
@ERROR2401 I assume you have some sort of cosmetic mod for the sword that has multiple sword textures?
It is an ancient bug with this mod that sometimes swords just don't spawn in when starting the game... I have no clue how to fix it, but immediately exiting to menu and re-entering the save has always fixed it for me. Is this the bug you are encountering, or something more severe?
ERROR2401 3 Apr @ 5:05pm 
I have to spawn swords with devconsole, tho doing so (at least with texture id 1 or 2) seems to give them a unique texture and makes preserving of them (either sleeping or taking them out of your inventory from inventory mod) impossible, as doing either action listed in the parenthesis just makes them disappear. Is there some kind of specific way I have to spawn them with devconsole or is it a new mod conflict?
ERROR2401 2 Apr @ 3:57pm 
About your head-canon, now I'm thinking it'd be used like a letter opener for its size, like how there are irl letter openers that look like swords
TheLazyCowboy1  [author] 2 Apr @ 2:12pm 
@sanwie It should be fixed now, hopefully. I haven't had time to playtest it much.
sanwie 30 Mar @ 11:10am 
nooooooooooo, this new game update broke this mod too nooooooo
Sock Man 27 Mar @ 12:13am 
I keep trying to spawn it in sandbox, but whenever I press play it just dissapears
riley_ 22 Mar @ 11:58am 
i just think it'd look cool if it was made of scrap metal
TheLazyCowboy1  [author] 22 Mar @ 11:57am 
My kind of "head-canon" for the sword is that it's an ancient artifact, perhaps made by the ancients themselves for ceremonial use or something. Though I haven't really thought it through seriously; it's just a funny sword.
@riley_ I'm just bad at art, lol. Yeah, it would probably be nice if it fit in more with the game's style.
riley_ 22 Mar @ 8:15am 
can you make a skin for the mod that makes them look more like scarp metal? that way it actually looks like the scavengers made them. would be cool i think
мразь 12 Mar @ 11:06pm 
@TheLazyCowboy1 thanks!
TheLazyCowboy1  [author] 12 Mar @ 1:14pm 
@охотник, Just increase the lunge modifier. If you raise it high enough, you can literally fly.
мразь 12 Mar @ 6:07am 
that would be fun if you can i think rocket jump with sword like in dragon slayer trailer (did someone aslo fooled what this mod will release?)
TheLazyCowboy1  [author] 28 Feb @ 11:57am 
@ERROR2401, That's actually quite a good idea, especially if it has a bonus for parries! I could see that being a cool PvP element.
...but... I'm called TheLazyCowboy for a reason, lol.
ERROR2401 28 Feb @ 9:33am 
yeah, maybe it could be triggered by holding no directions when swinging, while the stab would be triggered by holding forward, kind of like when you're z-targetting in ocarina of time
TheLazyCowboy1  [author] 28 Feb @ 5:42am 
@ERROR2401, I don't really have any special animations: The animations you see by the slugcat are just the default throwing animations, because the slugcat is literally throwing the sword (and then it returns like a boomerang). And the sword's motion is literally just the sword floating through space; it is where it appears (well, I extend its hitbox slightly, but whatever).
So basically, you're suggesting a weaker vertical swing but with a larger arc? (How would that be triggered?)
ERROR2401 27 Feb @ 8:55pm 
I wonder, could you somehow use the upswing and downswing animations for a basis for a "neutral" swing, like for a sort of weaker but larger (vertical) range swing?
like, the animation could use an edited down/up swing animation that's sped up, starts higher/lower and ends lower/higher.
just an idea, though.
A.M GAMING 27 Feb @ 4:04am 
well i mean spears where good for both melee and ranged combat i think its just the scugs prefer to hit enemies from afar where their safe then too try and throw hands with a lizard up close
Liamsworlds 25 Feb @ 9:26pm 
Yeah I saw the melee combat mod, should really be a feature in the base game though...

But tbh, they would probably be better at stabbing with a spear than throwing them, since they get to use both hands.
TheLazyCowboy1  [author] 24 Feb @ 4:57pm 
@ivebeenstabbed, Do you expect their tiny little arms to be able to throw a spear so fast/far? But yeah slugcats probably ought to be weaker.

@Liamsworlds, Shortly after this mod released, someone made some sort of "melee spear" (or maybe "melee combat"?) mod that simply adds a dedicated weapon to stab using spears. I haven't tested it myself, but I assume it's a cool mod you should try! (There's also Lancer and some sort of Silksong mod that have melee combat.)