Monster Hunter Rise
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lingsamuel

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lingsamuel

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About this mod

LongSword tweaks for Sunbreak. Also support back to rise. Lua version.

Requirements
Permissions and credits
Changelogs
Installation
• If you want attack buff from aura level revert (from 1.04/1.08/1.12 back to 1.05/1.1/1.2) and helm breaker MV revert (1.5x/2.5x/4x back to 2x/3x/5x base on aura level), download and install "UserDataEdit TU4" via Fluffy Manager.
    • Attack buff revert is file PlayerUserDataLongSword.user.2
    Helm breaker MV revert is file kabutowari_move.user.2
• Any other tweaks, including motion value edit, download "LongSwordTweaks" and install like any other REFramework mods.


Support features (everything is optional)
Features with * mark means enable/disable it requires change weapon-exit menu-change weapon back or a loading screen to enable, a restart to disable.
Others take effect at runtime.
• * Instant "ding" sound when Foresight successfully counter
• Helm breaker cooldown back to 20s
• Full gauge gives a 1.13x sharpness adjust for 30s. During the powerup, your gauge will no auto inc or dec, the powerup cannot be overwritten by IAI slash and the duration timer can't be reset
• * Speedup Spirit Reckoning to 1.3x faster
• * Limit Dividing Slash stick angle. Push the stick "forward" to make it move forward, instead of any stick direction.
• * Allow a Rising Slash (X or A) after Dividing Slash to leave Spirit Blade combo. (you can only use fade slash in base Sunbreak)
• * Allow 3 types Fade Slash after front escape (you can't in base Sunbreak)
• * Allow left/right Fade Slash when you are waiting/running like MHXX valor LS (you can't in base Sunbreak)
• * Allow press A to Rising Slash after Thrust after SB1 or TSB (you can only use X to rising slash in base Sunbreak)
• * Allow press A to Thrust after Rising Slash after SB2 (you can only use X to overhead slash and you can't combo to thrust in base Sunbreak. But you can combo to thrust in World)

• Motion Value Edit, three presets:
    • Back to Rise
    • Keep buffs, revert nerfs only
    • My personal tweaked version
• Tempered Spirit Blade buffs
    • Double motion value (34 to 68)
    • * Combo to Dividing Slash or SpiritBalde 3 (replace Spirit Blade 1 and 2). Bug: the Dividing Slash or SB3 won't cost any spirit gauge.
    • * Combo to SpiritBalde 2 when failed (replace Spirit Blade 1).
    • * Speed up, from 1.3 to 1.4
    • * Allow Sheath when success (65 or 60 frames like other combos)
    • * Allow Sheath when failed (80 frames like other combos)
    • * Make combo 5 frames earlier (65 frames -> 60 frames)



Motion value preset detail
Make your own version is very simple. Just read the code directly.

Unnerf
Nerfs reverted:
    • Spirit Reckoning (2nd Hit), 56 back to 60
    • Plunging Thrust, 19 back to 25

    • Iai failed, 28 back to 50
    • Iai success (1st hit), 35 back to 55
    • Iai success (follow up), 17 back to 35


Back To Rise (Default)
Includes everything in Unnerf preset.
Buffs reverted:
    • Thrust (after Spirit Blade I), 15 back to 14
    • Rising Slash (after Spirit Blade II), 20 back to 18
    • Spirit Blade I, 31 back to 28
    • Spirit blade II, 33 back to 30
    • Spirit Blade III, 13+15+37=65 back to 12+14+34=60
    • Jumping Slash, 30 back to 26
    • Jumping Spirit Blade I, 33 back to 30
    • Jumping Spirit Blade II/III, 18+20 back to 16+18
    • Jumping Spirit Blade III, 20 back to 18

I am not sure if I have covered all jumping cases, but I think nobody mainly uses this actions, it's okay, huh?

Rebalance 
My personal version. Aims to make basic actions and spirit blade combos less "useless" than Wirebug skills and Sacred Sheath.
Recommend to use without aura buff revert and helm breaker cooldown, but with helm break MV revert. It's also great for TSB-focused play.

Iai
    • Counter failed, 28 to 35
    • Counter success (1st hit), 35 to 45
    • Counter success (follow up), 17 to 25
Total Motion value is 120.
Rise is 160, which is too high. Rise helm breaker is 245, 2 Iai better than helm breaker? Ridiculous.
Sunbreak is 86, which is too low.
Sunbreak Helm Breaker is 196, ~= 2*Sunbreak Iai, so I think the best Iai MV is 120, ~= half Rise Helm breaker.

Basic Actions
    • Step Slash, 26 to 34. Giving him a bit of competitiveness compared to Drawn Double Slash. Also encourage players to use powerful action but with longer animation times (instead of thrust-rising slash-thrust-rising slash ......)
    • Thrust, 14 to 15. Same as Thrust after Spirit Blade I.
    • Rising Slash, 18 to 20. Same as Rising Slash after Spirit Blade II.
    • Fade Slash. 24 to 26. Same as Overhead Slash.

These changes slightly increase the ability of the basic actions so that they are not too far behind the times.

Spirit Blade I & II
    • Spirit Blade II, 33 to 34.
Total MV from 64 to 65.

Spirit Roundslash Combo
    • Spirit Blade III, 13+15+37=65 to 15+18+44=77. This will give it some love.
    • Spirit Roundslash, 42 to 48.
Total MV from 107 to 125.
Total MV of Spirit Blade I + II + III + Roundslash = 190.

Spirit Reckoning Combo
    • Dividing Slash, 30 to 34.
    • Spirit Reckoning, from 30+56 to 37+64. Make it more powerful and worth using, not just a provider of Dividing Slash.
Total MV from 116 to 135.
Total MV of Spirit Blade I + II + Dividing Slash + Reckoning = 200.

Tempered Spirit Blade Buffs
Make Valor Longsword Great Again!
Most options listed below require GP success.
    • Double MV (from 34 to 68).
    • Motion speed faster, 1.4x now (was 1.3x)
    • Change Spirit Blade I & II combo to Spirit Blade III or Dividing Slash. This makes Tempered Spirit Blade the fastest aura provider. Better match its cost (replaces Helm Breaker and Silkbind Sakura)
    • Combo to SpiritBalde 2 when failed (replace Spirit Blade 1).
    • Allow sheath if counter success.

    • Allow sheath if counter failed.
    • Make combo 5 frames earlier. In the original version, any action after a success TSB would only be executed after 65 frames (different action may have different value). Now it is allowed to be executed 5 frames earlier.



Core Design Concept
The baseline of MV is Helm Breaker, 245.
Spirit Blade Combos is 190 and 200, doing a very long animation is worth getting such damage.
Double Tempered Spirit Blade MV makes its MV 68 slightly larger than Spirit Blade I & II 65. Making it more useful.

Iai counter is the core of Rise Longsword, and I like it too. But everyone should admit that it's overpowered, just makes the spirit combo (and red aura buff) useless.

Helm Breaker. In theory, if you always have a red aura when your Wirebug cools down, and you always use it quick and success, Sunbreak nerfs it to 50% damage, the same as Iai in Sunbreak.
It's just in theory, huh? No. Things are very different from that, but the conclusion might be right.
You may not have a red aura on a 20-second cooldown, but most likely you will have it on a 32 second. In real life, you may not have a chance to use a Helm Breaker and you'll have to use basic moves and Spirit Blade combos to pass the time you don't have such chance.
The cooldown nerf will greatly increase the time you have to use basic moves and Spirit Blade Combo.
I can't say it's totally bad without any benefits. Maybe that wasn't the designer's intention, but I like the end result. It gives many moves more chances to be used. The problem, however, is that these moves are damage-less. You'll lose more than just the helm breaker.


Sacred Sheath has total 463 MV, but it has 1x aura level buff. So it equals a 386 MV with 1.2x buff, or 413 with 1.12x in Sunbreak. It's so ridiculous since it equals 2 Helm Breaker in Sunbreak (196 with 1.08x buff).
The problem is, although this is (and should be) a high-risk combo, but the risk is forced to be accepted compared to other damage-less moves. As the basic actions and Spirit Blade combos are buffed, the Sacred Sheath becomes a truly optional high-risk choice, rather than the only choice.