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XDTM

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XDTM

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About this mod

Adds a fight against the Magical Girls, reworked to have greater strategic depth. All the key and combat pages can be obtained by the player.

Requirements
Permissions and credits
Changelogs
Book Combination for the fight: Book of Yan + Book of Myo (not Complete)

Not compatible with the Magical Girl of Happiness' page mod. Its contents are included here and might cause conflicts if both are installed.

This mod adds the four Magical Girls as playable Key Pages, obtainable by burning their books after the fight.

Each Key Page has their own gimmicks, but they have a few things in common:
- They feature a stance change between their good form and their fallen form
- They have exclusive cards that change effects based on their current mode
- They have two attributable passives that relate to winning/losing clashes

Aestethic Polish:
I've added attack and movement frames and sounds to the Magical Girl of Justice's page, since her original model did not have any.
Some pages and attacks have custom motions and animations (for example, selecting Arcana Slave opens her portal behind the team, Happiness pages use the punch effect used in her EGO, dice donated by Justice actually shoot a sword, and other tweaks)
I only mention this stuff because it probably took half the time i spent to make this mod.

Balancing Feedback:
I've done my best to make the fight somewhat fair, but it is the first reception i ever made, so let me know if it's overpowered, underpowered, or just broken.
Likewise for the key pages themselves: i've done some personal testing, but it's easy to miss unbalanced stuff, so i'd appreciate any feedback if they feel too strong, too weak, or simply not fun to use.

Magical Girl of Happiness:
Few changes from my previous mod, if you've already used it.

Can freely change stance between Happiness Mode and Greed Mode, at the cost of 1 Light and with a 1 scene cooldown.
Happiness Mode gains extra Endurance and Light each scene, and her exclusive cards incentivize hitting enemies and winning clashes to buff herself.
Greed Mode gains extra Strength, and restores life on hit. Its cards can destroy enemy dice and incentivize going all in.

Her Obstinacy passive is a double edged sword: it can make sure that a powerful attack connects no matter what, but it can also make her keep using a weak die against multiple defense dice, or worse, counter dice.

Passive 1: [3] Euphoria: when winning a clash by 4 or more, restore 3-5 stagger resist.
Passive 2: [4] Obstinacy: when losing a clash with a non-counter offensive die, reroll the die up to two times.

Magical Girl of Love:

At the start of the battle, marks the enemy with the highest HP as the Villain; if they die, the status moves to the next highest HP enemy, so there will always be a Villain. Her speed rolls will be increased to be higher than the Villain, up to a maximum of 15.

The Magical Girl of Love gains stacks of Hysteria (up to 15) when:
  • The Villain targets this character in a one-sided attack (1)
  • Losing a clash against the Villain (2)
  • Not damaging the Villain for a scene (3)
  • The Villain is killed by someone else (4)
Each stack of Hysteria increases both damage/stagger damage dealt to the Villain and stagger damage taken by the user.

If she has at least 6 Hysteria stacks, the Magical Girl of Love can enter her Hatred snek form.
The Hatred form gains +3 Dice Power, increased damage to everyone based on Hysteria stacks, and more powerful cards, but consumes 3 Hysteria each scene and cannot gain any until she transforms back.
When she runs out of Hysteria stacks, she is automatically staggered at the start of the scene.

If the Magical Girl of Love is staggered while having 6 or more Hysteria stacks, she recovers from stagger and forcefully transforms into her Hatred Mode.

A big part of her kit is her Arcana Slave card, a powerful summation mass attack: on Love Mode, it starts at cost 9, and can reduce it by winning clashes against the Villain or killing it, while on Hatred Mode it only costs 3 Light and gains power for each Hysteria stack remaining, but immediately consumes all Hysteria stacks, guaranteeing a self-stagger next scene and ending the Hatred Mode.

Passive 1: [4] Inspiring Victory: when winning a clash, all allies recover 1-2 stagger resist.
Passive 2: [3] Frustration: when losing a clash, gain an additional Negative Emotion Point.

Magical Girl of Justice:

Can freely change stance between Justice Mode and Despair Mode, at the cost of 1 Light and with a 1 scene cooldown, unless she is the last one remaining on her team.

On Justice Mode, the Magical Girl of Justice is untargetable, but all her speed dice roll 1, making her unable to take over clashes. Her exclusive cards allow her to donate counter dice or extra attack dice to her allies, which will grant her emotion if they clash.

On Despair Mode, she becomes targetable, and gains up to 3 counter dice each scene, which get used up if they lose a clash and must be replenished by using the Despair version of her exclusive cards, which now are direct attacks which deal %HP damage. She additionally gains Strength for each dead ally, but loses some Max Stagger Resist as well.

If the Magical Girl of Justice remains alone, she is forced into Despair Mode and loses her ability to switch.

Passive 1: [4] Faith: when winning a clash, reduce the power of remaining enemy dice by 1.
Passive 2: [4] Hardship: when losing a clash, gain 1 Protection and Stagger Protection this and next scene.

Magical Girl of Courage:

Starts with a Boiling Anger counter at 0. The Magical Girl of Courage gains Anger stacks by losing clashes or being hit at a random chance, which increases as her emotion level rises.

Boiling Anger grants progressively more powerful buffs as it approaches its maximum (10), granting extra Strength, Haste, light gain, and page draw.

During her turn, the Magical Girl of Courage can choose to enter Wrath Mode for three scenes, which makes her uncontrollable, using a special set of pages against random enemies, and a Mass Attack on the third scene. She cannot gain Anger during her rage, and all Anger Stacks are reset to 0 once she returns to normal. She can be returned to Courage Mode early by staggering her.
Using her exclusive pages while in Courage Mode unlocks their counterpart for Wrath Mode, allowing them to be picked randomly from the selection.

If Boiling Anger reaches 10 before the Magical Girl of Courage manually enters Wrath Mode, she instead enters a Blind Wrath state, causing her to target allies along with enemies while uncontrollable. Using her page rewards playing chicken with her Anger counter, making sure to not set her off against yourself with maximum anger stacks.

Passive 1: [5] Bravery: On Clash, if the opposing die's maximum roll is higher than the user's die's maximum roll, the user's die gains maximum 
value up to the opposing die's + 1 (max +5).
Passive 2: [4] Revenge: when losing a clash, the next offensive die gains 2-4 Power.