Allows you to gain spirit emblems during combat. Deflects, Mikiris, Jump Counters, Standard Attacks, Prosthetic Tool follow-ups, and Combat Arts that don't consume emblems all contribute to regaining your emblems.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.05
Fixed a bug that caused the player to gain three emblems instead of one after a certain amount of story progress was made
Fixed an issue where attacks that when deflected put the player in a special animation would not trigger properly
Fixed an issue where getting hit with lightning attacks mid-air would sometimes knock the player to the ground instead of being put in the reversal animation
Removed the map file to reduce file requirements. Sunken Valley no longer has 5 extra emblem objects in the Serpent Cave, however each one of those emblems is now worth two instead of one
Version 1.04
Dodging through enemy hitboxes and jumping over enemy sweeps such that your i-frames connect with the attack will contribute to getting emblems back. Getting hit during a dodge will negate the emblem regain even if you don't stagger.
Inflicting Burn or Poison on an enemy will increase the rate at which emblems are obtained. 40% faster for Burn and 15% faster for Poison.
Poison damage from the Sabimaru has had it's duration increased to 40 seconds instead of 20 due to the previous change but the damage has been adjusted to be the same total amount as before.
Stomp build-up has been fixed, you should now get regain back when you stomp on an enemy during a sweep and only during a sweep.
Increased the amount of regain from several sources: Thrust attacks, Airborne Mist Raven follow-up, Axe follow-up, Combat Arts, Mikiri Counters, and Stomps
Added emblem regain to Lightning reversals
Reduced the cost of the Flamethrower on Okinaga's Flame Vent and Lazulite Sacred Flame, the cost of the normal blast and charged blast is still the same.
Removed dark damage resistance from all enemies. Dark Damage attacks from the player include: Whirlwind Slash, Floating Passage, Descending slashes of Shadowfall, Ashina Cross, Spiral Cloud Passage, Sakura Dance, Dragon Flash, One Mind, Gouging Top, Lazulite Shuriken, Piercing Sabimaru, Umbrella follow-up and it's projectiles, and the Spiral Spear.
Nerfed the vitality and posture damage of Ichimonji slightly
Increased the burn buildup of the charged Leaping Flame by 50%
Slightly increased the hitbox size of the Great Feather Mist Raven fire pillars
Slightly boosted the vitality damage of the airborne Axe
Version 1.03
Ceremonial Tanto's health cost has been reduced to 25% instead of 50%
Reduced the cost of the following Prosthetics by one - Phantom Kunai, Great Feather Mist Raven, Sabimaru, Improved Sabimaru, Piercing Sabimaru, Lazulite Sabimaru, Leaping Flame, and Malcontent
Reduced the cost of the following Prosthetics by two - Golden Vortex
Fixed an issue with Dragon Flash, One Mind, Spiral Cloud Passage, Shadowrush, Shadowfall, Mortal Draw, and Empowered Mortal Draw where they would not transition to their emblemless version properly.
Added five additional emblems to the map near the monkey in the cave that must be Puppeteer'd in order to pass the Great Serpent to get the Dried Serpent Viscera, to accommodate the increased Puppeteer cost. These emblems will also respawn.
Version 1.02
Restored the base game emblem capacity (15 at the start with a max of 20)
Doubled the cost of everything that consumes emblems
Doubled the rate at which emblems are obtained
Reduced the cost of emblems in the "Purchase Spirit Emblems" menu at Sculptor's Idols
Version 1.01
Reduced the drop rate of emblems from enemies even further
Lowered the threshold for obtaining emblems in combat
Overflow build-up is now saved meaning that if you had build-up that went over the threshold the extra build-up will now be saved and will contribute to regaining the next emblem instead of being deleted upon reaching the threshold
Removed build-up on Prosthetics and Combat Arts that consume emblems (Prosthetic follow ups Chasing Slice, Fang and Blade, Projected Force, and Living Force still have build up on them this includes the unique R1 follow up of the Sabimaru)
Increased the build-up of Combat Arts that do not consume emblems to be more proportionate to their damage
What does the mod do? While you are in combat a meter is built up in the background that awards you an emblem when you reach the required threshold. (Any attack that consumes emblems does not contribute to getting emblems back)
Enemies drop less emblems overall, as most of your emblems will be gained through combat. The emblems enemies drop is just a little extra to top you off in between encounters.
IMPORTANT For version 1.01only - This mod does cut your maximum spirit emblem capacity in half, this is done to balance the new emblem mechanic by putting a cap on the amount of combat arts/prosthetics you can use before you have to return to combat. However emblem capacity cannot be changed after starting a new save file. If you want to play with the reduced capacity you will have to start a new game and will not be able to be changed after you have start the new save
For version 1.02 and beyond - Maximum emblem capacity is now the same as base game, but the cost of everything has been doubled and you will regain emblems twice as fast. This makes getting emblems back at the beginning of the game better while keeping the regain the same as 1.01 with max capacity.
For 1.04 only - This is likely to be the final version of the mod provided there are no major bugs or oversites, there was a significant amount of changes to make this update and there might be some issues mainly with hitboxes, if you notice any please report it.
Installation Make a folder called "mods" in you game directory if you haven't already, then extract the files then put the three files called "chr" "param" and "event" in your mods folder.