While creating a mod, SRML has a function which allows to detect if a mod is present and take ids from it. So It works like: If "twinklslime" is present, key = blalbalabalabaTWINKLE_SLIME, createlargo (key, LUCKY_SLIME, blabalabalaba)
And don't forget to add the twinkle slime appearance to the largo individually. The line SlimeDefinition slimeByIdentifiableId = SRSingleton<GameContext>.Instance.SlimeDefinitions.GetSlimeByIdentifiableId(Identifiable.Id.PINK_SLIME) in TwinkleSlime.Main.Load() has shown that twinkle slime is in fact just a pink slime with some shiny effect. Instead, you would got a pink largo if you use the CreateLargo() in the LargoLibrary only :P
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SlimeDefinition slimeByIdentifiableId = SRSingleton<GameContext>.Instance.SlimeDefinitions.GetSlimeByIdentifiableId(Identifiable.Id.PINK_SLIME)
in TwinkleSlime.Main.Load()
has shown that twinkle slime is in fact just a pink slime with some shiny effect.
Instead, you would got a pink largo if you use the CreateLargo() in the LargoLibrary only :P