For anyone who wants to Mass edit this Magic param EquipParamWeapon: name (.*)\[Magic]: wepmotionCategory: = 41; param EquipParamWeapon: name (.*)\[Magic]: weaponCategory: = 8; param EquipParamWeapon: name (.*)\[Magic]: enableMagic: = 1; param EquipParamWeapon: name (.*)\[Magic]: spAtkcategory: = 20;
Sacred param EquipParamWeapon: name (.*)\[Sacred]: wepmotionCategory: = 41; param EquipParamWeapon: name (.*)\[Sacred]: weaponCategory: = 8; param EquipParamWeapon: name (.*)\[Sacred]: enableMiracle: = 1; param EquipParamWeapon: name (.*)\[Sacred]: spAtkcategory: = 20; (some may not go in do the rest manually)
Some(most) weapons' charged R2 causes guard break to the player, any idea why? was hoping this can be fix just changing regulation.bin but haven't gotten anywhere so far.
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Magic
param EquipParamWeapon: name (.*)\[Magic]: wepmotionCategory: = 41;
param EquipParamWeapon: name (.*)\[Magic]: weaponCategory: = 8;
param EquipParamWeapon: name (.*)\[Magic]: enableMagic: = 1;
param EquipParamWeapon: name (.*)\[Magic]: spAtkcategory: = 20;
Sacred
param EquipParamWeapon: name (.*)\[Sacred]: wepmotionCategory: = 41;
param EquipParamWeapon: name (.*)\[Sacred]: weaponCategory: = 8;
param EquipParamWeapon: name (.*)\[Sacred]: enableMiracle: = 1;
param EquipParamWeapon: name (.*)\[Sacred]: spAtkcategory: = 20;
(some may not go in do the rest manually)
Modding the heavier core mechanics are out of my depth sadly.