No, currently only fillers are available in easy, hard, and dynamic versions. But I think that can be implemented if it is desire But @ZeroScripts has to decide that
you’re right. i was sure that i had V4 but now that i think about it i dowloaded it when it was still in beta and then downgraded to V3. Thank you very much.
It should be easy enough to add, but it really depends on how well it would work with all the different weapon types and attack speeds.
You can set your preferred filler mode with Tab (or Tab + F1–F4), and it will be saved.
If ya need some help lemme know mate.
I had a look at the weapon interception and should have a good way to detect attacks now.
There are quite a few weapon types tho, each with a different attack speed and a “charge” attack that’s even slower. Using a single reaction script for everything would probably feel off.
Based on what I found, there are 9 main weapon types (that the game actually uses), so with charged variants that’s 18 short reaction scripts, if we want it to feel most accurate.
Weapons-List
| ID | Internal ID | Weapon Name | WeaponKind |
|---|---|---|---|
| 6 | wp_bone | Warped Bone Sword | 1 |
| 19 | wp_hakubi | Fine Crested Sword | 1 |
| 25 | wp_handaxe | Spring Axe | 1 |
| 49 | wp_ibara | Thorn Witch’s Sword | 1 |
| 37 | wp_inq | Inquisitor’s Sword | 1 |
| 61 | wp_mumei | Nameless Blade | 1 |
| 48 | wp_reimei | Maiden of Prayer | 1 |
| 72 | wp_suzune | Suzune, Blade of the End | 1 |
| 0 | wp_witch | Witch’s Sword | 1 |
| 145 | wp_bigknife | Meat Cleaver | 2 |
| 127 | wp_bigwitch | Witch’s Fine Greatsword | 2 |
| 157 | wp_crossspire | Crimson Maiden’s Cross Spear | 2 |
| 19 | wp_demon | Minotaur’s Greatclub | 2 |
| 151 | wp_love | Bundle of Love | 2 |
| 139 | wp_zwei | Zweihander | 2 |
| 91 | wp_ccn1 | Cocoon Impact Pile | 3 |
| 109 | wp_karasuageha | Karasuageha | 3 |
| 85 | wp_long | Decayed Shortsword | 3 |
| 103 | wp_nightingale | Nightingale | 3 |
| 235 | wp_blood | Bloody Lance | 4 |
| 223 | wp_chinpierce | Rapier | 4 |
| 229 | wp_sinsever | Judgement | 4 |
| 211 | wp_sophisticate | Elegance | 4 |
| 259 | wp_admonitionwand | Inquisitor’s Staff | 5 |
| 247 | wp_darkknight | Black-Devouring Greatsword | 5 |
| 25 | wp_fireash | Incense Staff | 5 |
| 265 | wp_shroud | Burial Shroud | 5 |
| 253 | wp_thunder | Charged Crystal Blade | 5 |
| 133 | wp_stone | Tombstone Sledgehammer | 6 |
| 187 | wp_churchknight | Crusader’s Straight Sword | 9 |
| 175 | wp_decisive | Hero’s Halberd | 9 |
| 49 | wp_flamberge | Flickering Greatsword | 9 |
| 181 | wp_yatude | Mad Greatsword | 9 |
| 115 | wp_white | Pure White Maiden | 10 |
| 241 | wp_broad | Defender’s Broadsword | 11 |
Same for the Magic attacks, but I would group them based on power/charge-up, which makes around 4 reactions (or 8 if we split off guns as well).
@DarkkSkull @Dragonslayer22 If either of you are interested in scripting, let me know and I’ll send you the test build.
If there’s anything to script, I’m always happy to help ![]()
Im currently on vacation. I can start working on this on friday the 9th.
It works fine on V3 firmware in bluetooth mode. Only on Wifi mode will you run into that issue from too large script files.
That said, a few of the scripts that have really small movements really fast do go a bit too fast for the Handy to fully keep up with.
When I met ‘touzoku’ on the first stage, the connection of the script was not smooth.
and I think the 2nd death scene script is missing.
What version of the game is used, as I cant get the scripts to work at all. When the game launches the handys ready is always crossed out instead of checked off once you get to the menus. Is this because the wifi is unable to handle the scripts and they need to be grouped like Drain Mansion?
The integration was tested with the latest game version (v1.0.7).
Sounds like your device isn’t connecting to EDI at all. As mentioned earlier, only Handy firmware v4 is supported at the moment, since the bundles are too large for older firmware versions.
You can try updating the device firmware, or alternatively connect via Bluetooth.
If you upgrade a Weapon and use the second path, the whole move set changes
At the moment, i use “Pure White Virgia” from Candore, what seems to have a unique moveset
And then there are Boss Weapons that may also have unique movesets, can’t check on this yet, cause somehow i missed the npc that unlocks crafting them ![]()
What i am saying is, there might be more different movesets per weapon, then expected ![]()
Also played through about 2/3 of the Game now with the NoREroMod_Rebalanced, here are a few things i noticed:
-
Not sure if Mod related or random, but very rarely the handy goes all the way up on getting out on a struggle, but it’s so rare (happened like 2 times in Hours playing) that i wasn’t able to really reproduce it on will, last time i had it happen was on a Slime trap in the Underground Laboratory
-
Some Scripts aren’t exactly accurate, best example would be the the Female Enemy in the Underground Church Prison,first part of her animation works fine, but by the time her animation loops and she uses the toys on you again, the script starts around 2-3 before the actual animation happens, tested this with and without the mod, result was the same, so the mod isn’t the issue here
And that’s really all, aside from this two things, it worked just fine so far ![]()
P.S: There are two Mods, that add custom Levels with new Enemies and have either new Animations or reuse some, both would need extra scripts though, not sure if it’s worth or if anyone would be willing to make them, but they do look like a nice addition, kinda like a dlc
Thanks for the feedback.
Which touzoku-enemy specifically (Sword/Axe/Boss), as I didn’t find any issues there.
This has been fixed now.
Interesting. From the game code, weapons are grouped into 11 different types. So far, I’ve only seen types 1–9 actually being used, so it’s possible the remaining two are tied to specific upgrade paths or special weapons.
In practice, the reaction logic itself is fairly simple and based on attack timing rather than exact animations. Even if a moveset differs slightly, timing is what matters most, and the weapon type should still be sufficient to determine that.
I’ll take a look at that. The scripts were mainly built using gallery animations, and some animations do play or load slightly differently in-game. I’ve already adjusted most of those cases, but a few might have slipped through. If you notice any other animations with timing issues, feel free to point them out.
I do plan to integrate some of the more popular custom-level mods in the future. I already have a way to detect certain mods and can load alternative scripts when they’re present. That said, a few of those mods are still actively being developed.
There’s also a mod that replaces all fatalities with ero animations, which would be interesting as well.
True, one think i forgot though, if you use a mod that adds in struggle, you do struggle by mashing attack or the “give up button”, would this cause any issues? Like if you struggle using attack would the attack script play, if so it would be really annoying xD
Not sure if you mentioned it, but would you also consider scripts for Dash/Jump/Heal/Just Guard/Block/Stance Break? All of them seem to be a nice addition as well ![]()
i may run into a few more, could test every enemy i have access to and take notes, when i do this depends on if the preview tool is accurate enough, if it is i can do this slowly over the week, if i actually have to use the handy for it to be accurate, this will have to wait til next weekend
That’s amazing to hear, i saw you posted on the mod discord and was curious if you are thinking about it ![]()
Some of the mods do use the same stuff though, hope they can be compiled in a way they work together, at least the bigger ones
Tried that one briefly, generally i liked the idea, but there was one big issue i had with this, it still results in you losing instantly, so even so the animation is changed, you still want to get out immediatly, if it would remove the insta lose it would be way better in my opinion, that said, first time i let myself hit by an Sextality/Fatality, i had not leveled HP at all, so it might not be an Insta lose if you got a bigger Health Pool, since i always struggled out immediatly after the first one oneshot me, i never learned if it’s truly an insta lose or not
Oh and this is such an unimportant detail to me, that i totally forgot to mention it, Player Hit 5 is missing, not sure if this is mod related or not
I’m intercepting the actual attack functions in the game, not just the raw input. So unless the player is truly performing an attack, no attack script will trigger.
Those would be easy to detect. At this point I know the game code a bit too well ![]()
That said, I’m not sure if it would end up being too much feedback overall, with something triggering on almost every action. If enough people are interested, I can definitely add them.
For now, I’ve also included detection for successful parries.
I actually haven’t encountered any enemy attacks that trigger Hit 5 yet, so I didn’t add a script for it. How do you manage to receive those? Specific enemy?
Maybe not all of them yeah, but in addition to Attack and Parry, Stance Break would fit well, i am talking about if an Enemy does an Unblockable Attack and you block it anyway, this results in your stance getting broken, unless you time it right and actually parry, but generally this Attacks are rare enough to not be annoying and it would be like an extra punishment for messing it up
If you would start a New Game, very first Enemy, if he charges his Sword to swing down (result in you getting knocked down) it calls for Player Hit 5, also his normal Sword swings seem to not call for anything if you let yourself get hit
lol I see
. Strange I never ran into that. Will include it.
Normal hits don’t trigger a reaction, only the heavier “knock-down” types.
Makes Sense and yeah, like i said, to me this is really not that important, cause thanks to the Eromod and the Elite Enemys, that can grab you without being downed, there really is no reason to ever get hit by attacks like this intentionally and without doing it intentionally it’s very unlikely to ever get hit by this type of Attacks
“Hit 5” actually comes from the NoREroMod_Rebalanced mod. That explains why I never ran into it here. I’ve mostly been testing with vanilla and the standard NoREroMod.
Guess I could also add support for the struggle / escape mechanic of this mod and trigger a script there as well.


