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Summary: A simple class mod! By equipping different tribal charms, other charms are amplified and powered up, as well as setting different effects. Very much work in progress, feel free to make suggestions for things you'd like to see.

Dependencies: Modcommon SFcore

Currently working: Names. Descs. Player starts with them on new game. Images for 4/6, 2 placeholders. When 2+ class charms are equipped, player is considered overloaded.

TBA: Increasing costs of certain charms for different tribes. Fixing the charm notch bug. Assorted 'in progress' for each tribe.

Known bugs: When equipping a class charm and adding/removing charms that are altered by said class charm, the costs can get messed up. Please ensure that class charms are equipped before adding/removing any charms that have their costs altered by them. Equipping multiple charms may break things. I'm not sure, it wasn't really designed for that.

Special thanks to: Someone, 56, SFgrenade for answering so many of my questions. The makers of the exaltation mod, better charms mod and the lightbringer mod who I used to figure out how to do different effects half the time.

Current working effects:

Snail shaman: Gives 3 soul a second. Reduces nail damage by half. Sets shaman stone to 3. Sets Grubberfly's elegy to 2. Sets shape of unn to 1.

In progress: Quick focus speedup. Amplify spell cost with bonus damage.

Beetle warrior: Deals 80% base damage. When you successfully parry, gain .5 second of invulnerability and 1 second of dealing triple base damage. Sets steady body to 0. Sets stalwart shell to 0. Sets Baldur shell to 1. Every 3 nail hits will recover 1 rank of baldur shell, if below 4. Sets dream shield to 1. Sets defender's crest to 0. Sets thorns of agony to 0. Sets Grubberfly's elegy to 2. Baldur shell makes your super dash deal quadruple base nail damage so long as it has at least 1 charge left. Also gives .3 of a second of invincibility after hitting an enemy.

In progress: Setup baldur shell to protect you when slamming into something.

Mantis lord: Increases nail damage by 33%. Reduces spell damage by half. Reduces base soul gain from attacks to 0. For every 10 hits that would regain soul, regain 1 health. Sets dashmaster's cost to 1. Sets sprint master's cost to 0. Sets sharp shadow to 1. Sets nailmaster's glory to 0. Sets heavy blow to 1. Sets steady body to 0. Sets fury of the fallen to 1, it reduces required hits to heal by 5.

In progress: Journal effect. Mantis lord gotta hunt. Quick slash benefit.

Bee knight: Deals 80% damage, but gains +10% damage whenever it hits a target in the air, to a max of +100% damage. This resets if they land on the ground. Resets doublejump/air dash after casting a spell. Sets Dashmaster's cost to 1. Sets gathering swarm to 0. Sets glowing womb to 1. Sets flukenest to 2. Sets heavy blow to 1. Sets sharp shadow to 1. Sets hiveblood to 3.

In progress: Setting up a readable 'counter' to measure what your bee level is.

Moth seer: TBA Sets dream shield to 1.

In progress: Dream shield Dream wielder

========================== Spider Weaver: TBA

In progress: Weaversong

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