SneakyMasks
Comedy and Tragedy hold the use key for you, crawl out of your pocket on their own, and get faster every time they do. They only attack once climbed all the way onto your face - but carry one long eno
About this mod Author’s original text
SNEAKY MASKS
Language / Язык: English · Русский
SNEAKY MASKS
Author: Solo00n
Comedy and Tragedy stop waiting to be used: the mask holds the button for you, and it only kills once it has climbed all the way onto your face.
WHAT IT DOES
- A mask in your hand arms itself after a hidden delay of 1 to 5 seconds. Nothing is drawn, nothing is played, nothing moves while that delay runs.
- When it expires the mask takes the use key and holds it down, exactly as if you had decided to raise the mask yourself. Your character lifts it, and the people around you can see that.
- A protection window of 2 seconds follows, during which the mask is not allowed to start climbing. Putting it away here is always safe.
- After that the base game takes over untouched: a 65% roll every 5 seconds, and on a hit the mask starts climbing.
- It can only kill you from your face. The mask latches on about half a second into the climb, and only then does the suffocation that kills start counting. A mask that never latched on cannot attack you at all, however long it was trying.
- Interrupting a climb before it latches — dropping the mask, or stowing it — cancels it outright, and nothing carries over to the next time. Once it has latched, it is too late; the item is already gone from your hand.
- Tragedy and Comedy attack at different speeds, so which one you picked up decides how long the suffocation lasts.
- Every pickup rolls a new delay, so a mask you have carried before tells you nothing about the next one.
- A mask in a pocket does not stay there. Every 20 to 90 seconds it pulls itself back into your hand, switching away whatever you were holding, and the whole sequence starts from the top. Carrying one becomes a game of noticing.
- A two-handed item is no protection. If the mask's moment comes while you are carrying one, the heavy thing is knocked to the floor first, and the mask takes the hand after.
- Half the time it arrives already climbing. A coin flip on every takeover decides whether you get the usual run-up — hidden delay, protection window, rolls — or nothing but the climb itself. Dropping or stowing it still cancels the climb either way.
- And it gets faster every time. Each takeover makes the next climb quicker than the last. Carry a mask long enough and the climb is over before you have registered that it started — which is the mask killing you outright, by having nothing left for you to react to.
- Stowing it does not calm it down. Only throwing the mask on the floor puts the escalation back to zero.
HOW IT WORKS
The base game already contains nearly all of this. HauntedMaskItem.Update rolls 65% every 5 seconds while a flag called maskOn is set, and on a hit calls BeginAttachment, which starts the climb. Vanilla only ever sets that flag from ItemActivate — the use key. This mod calls UseItemOnClient, the same entry point your own input uses, so the press is a real press with the animation and networking that come with it, not a flag flipped behind the game's back.
An attack has two parts, and it is worth being clear about which is which. MaskClampToHeadAnimationEvent fires about four tenths of a second in: that is the mask latching on — the head mask is spawned and the item in your hand is destroyed, so this is the moment past which throwing it away is no longer an option. What follows is the attachTimer countdown, five seconds of suffocation, and that is what actually kills you.
The one thing taken from vanilla is a condition. The base game runs that countdown and kills when it expires without ever checking whether the mask got onto your face, so a climb interrupted early still kills once the clock runs out. Here FinishAttaching is refused unless clampedToHead is set, which is what makes "if it is not on your face, it cannot attack you" true. The countdown itself is left as the timer.
Both halves scale together. The mask's speed figure, multiplied by how many times it has had to fetch itself out of your pocket, sets maskAnimator.s
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: