Whether or not you think it's okay to use this in PvP against unwilling participants is between you and your conscience but keep in mind that not everything will sync when playing against people who aren't using the mod. Changes to damage and the like are fine. Changes to spells, like the new firestorm or sped up emit force, and movesets, like the new Farron Greatsword weapon art, won't sync and you'll just look like a shitty hacker so refrain from doing that. I'm not exactly sure what does or doesn't sync but that's the general idea.
I've tried looking for some but can't find any better alternatives. All I really want is the debuff with no armour removed and the no forced fat rolling in deep water really. Makes the swamp actually fun.
The table is commented so you could easily look at it to make those change with yapped. Beware that modding regulations with yapped will get your account banned however.
Very cool changes to Luck with regard to the crit increase. I've been looking over the scripts (total Assembly noob) and I'm trying to create a new Luck effect where elemental damage increases with Luck as well. I tried this, but it doesn't seem to do anything:
--More elemental damage per luck local effect = SpEffectParam:new("attributes", 41) local currentLuckPointer = "[[BaseA]+10]+60" local currentLuck = readInteger(currentLuckPointer) effect:fireAttackRate(0.9+( currentLuck*0.01)) effect:thunderAttackRate(0.9+( currentLuck*0.01)) effect:darkAttackRate(0.9+( currentLuck*0.01)) effect:effectEndurance(-1)
So what about this mod requires CE and active game modification, as opposed to just changing the Data0.bdt? Not that it's much more of a hassle, but the other option, while not being compatible with other mods that alter the same file seems a bit cleaner, doesn't it? :)
New luck and new hornet wouldn't be possible without CE (at least I don't know how to do it without it).
Compatibility and inability to play online are also concerns. I'll probably get around to making an alternate yapped version at some point but it's not a priority.
Roger that. Well, I mean, as far as online goes, I really try not to play online with any game balance altering mods anyway. I do love the changes to luck, tho, it seems that a hollow build can now truly be a high skill "feels good, man" deadly graceful dex build, I'm gonna have to try that :D
Yeah it's not so much about playing online with the changes, which I also try not do, but I like the convenience of being able to just toggle the scripts before invading or whatever.
The changes made so far in this are pretty fair. If there was one thing I would gladly like to see fucked off to the edge of oblivion in this game ( and by extension, alot of games frankly) is having enemies NOT attack through each other without so much as a scratch. I've been killed more times by arrows flying through some Hollow's urethra than any major boss in this game.
I'll hazard a guess and say that it's just a vanilla property that never comes into play since bosses are a solo affair. It could likely be changed but would trivialize much of the game so I won't look into that.
Can you increase the length of certain projectiles? Like increasing the gs of judgement's WA, or the length of the frayed blade's WA? (the one that goes on the ground) I know it's possible, just don't know how hard it would be. If you can find out how to do it let me know because I have some suggestions. I also haven't created a new character yet, is the calamity ring bug fixed yet? NVM calamity ring is fixed.
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https://discord.gg/xvHuqUc
Whether or not you think it's okay to use this in PvP against unwilling participants is between you and your conscience but keep in mind that not everything will sync when playing against people who aren't using the mod. Changes to damage and the like are fine. Changes to spells, like the new firestorm or sped up emit force, and movesets, like the new Farron Greatsword weapon art, won't sync and you'll just look like a shitty hacker so refrain from doing that. I'm not exactly sure what does or doesn't sync but that's the general idea.
Does it work perfectly with version 1.15?Sorry. It works fine.
--More elemental damage per luck
local effect = SpEffectParam:new("attributes", 41)
local currentLuckPointer = "[[BaseA]+10]+60"
local currentLuck = readInteger(currentLuckPointer)
effect:fireAttackRate(0.9+( currentLuck*0.01))
effect:thunderAttackRate(0.9+( currentLuck*0.01))
effect:darkAttackRate(0.9+( currentLuck*0.01))
effect:effectEndurance(-1)
Any guidance would be greatly appreciated.
So what about this mod requires CE and active game modification, as opposed to just changing the Data0.bdt? Not that it's much more of a hassle, but the other option, while not being compatible with other mods that alter the same file seems a bit cleaner, doesn't it? :)
Compatibility and inability to play online are also concerns. I'll probably get around to making an alternate yapped version at some point but it's not a priority.
What's a CE ? Where do I have to drop the file ?
https://www.cheatengine.org/
une fois installé ouvre mon script avec, appuie sur f6 et voilà.