God of War Orb Emitter Mod

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  • เผยแพร่เมื่อ 18 มิ.ย. 2024
  • This is not intended as an introduction to the tool or terminology. For that, refer to the enemy swap mod tutorial which covers the basics of navigating the tool.
    Links to relevant software:
    God of War Browser: github.com/mogaika/god_of_war...
    VS Code: code.visualstudio.com/
    Special thanks to the developer of the God of War Browser, mogaika. This mod largely exists because of his efforts on reverse engineering the game.
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ความคิดเห็น • 5

  • @BigVEE
    @BigVEE 10 วันที่ผ่านมา

    >.VAG
    >this in tandem with .WAD
    Kek.
    1:12 >1EXP
    Going up to...?
    >5 and 10
    Shall we adjust any of this this time around?
    1:30 Remains to be seen.
    1:42 >Cheating Death
    What's all this now?
    2:40 Per case basis, I suppose.
    3:58 Odd.
    4:25 >SKS Death
    >SKS
    Skeleton something or other's DMG kill, presumably.
    4:38 This when you fail to do their dizzy (resulting in HP regain)? I suppose we could make them full heal if being dicks with design. Disabling normal kills to force throw finishes all over would be a silly gimmick.
    4:45 >Decap
    Mutilation?
    5:13 >weapon only
    Disappearing into a poof?
    5:58 >CS impale
    >SKF
    Got nothin'.
    NOTE: Being able to bust shields to have them generate orbs, open them to breaking with more things, letting things work around them, etc. would be swell.
    6:49 Clearly the tummy taps.
    6:58 >rope
    The toss, then.
    >stab
    ...? I was expecting the wall next.
    7:18 >shatter
    >air shatter
    Crystal clear. Potentially the case we could dictate different orb drops not just for EXP, but maybe HP from grounded or MP from the air. These sorts of silly things.
    7:58 >1 red
    Not the specific type (l/m/s)?
    8:45 Thus we can set a chance below 1 to make it a dice roll to get payment with this instance if wanting to RPG it up.
    9:30 >3
    I'm a little unclear here.
    >low HP prob
    >even low MP prob
    The latter is very unexpected. Would be a big boon for limping along with Zf lvl3.
    10:58 With EXP not mattering like that and MP covered, HP for DB doing "Milking" would have been a neat costume specific thing. Same for wall slams.
    11:38 1 punch per 1 orb. If adjusted then what? 1 punch for 2 orbs? 2 punches for 1 orb?
    12:49 Mommy milkers truly sustain life? Was Zester right all along?
    13:20 >option enabled
    I see.
    14:11 So the chance it happens. 1 being 1.0 for 100%, presumably.
    14:28 >0.2 for 20%
    Right.
    14:44 >1-3 orbs with 3 different rolls
    Ah, I see. Potentially 3 orbs for each punch (could be huge returns from just slapping the stomach of some UL at full HP).
    15:45 Thus a range of 0-30HP per punch. Think you can get something like 5 from the start, which suggests full HP recovery from critical is well within the realm of possibility of base bar.
    >SKS Death
    Whoops. Thought we were doing the gut jab. My bad.
    16:42 >E
    I forget what hits in throws scale with P%. I know wraith ground OS does.
    NOTE: Could use cutscene skipping.
    17:24 >this payout for this little effort
    Good Lord.
    17:41 >Krate lost his SPIRIT
    Curious. Uneven surface?
    19:06 Here we go.
    19:20 >10% for chance at 1 per gut buster
    Alright.
    21:24 D20, I beseech thee!
    >3 pops on regular UL
    Maybe it was 5 for SUL.
    >third dropped an orb
    10HP incoming.
    >doesn't get a case of two or three payouts in the same session
    Bah. This man doesn't level LCK.
    NOTE: Let me know when you want to talk ideas for projects (as with simple, quicker to set-up things).

    • @kiraqueen0
      @kiraqueen0  7 วันที่ผ่านมา

      >.VAG
      These are the cutscenes I believe
      >Cheating death
      I need to check to see what that means
      >3:58
      Exactly. There are template placeholders for hp, mp, and red orbs. But you can use any of them you like. You can use all 3 for only red orbs for example.
      >Decap
      It is presumably mutilation. Will have to test this or ask Wright to see if this is the case
      >Weapon only
      No clue what this one is. Other enemies have this too. It is not damage kill.
      >Expecting wall stuff
      The wall guy has a separate AI if I am correct. This is the ground version
      >7:58
      The orb type is specified by the template. Here, it means 1 orb of type 50. And 50 is 1 small red orb. If 50 was 5 large red orbs. Then in that case, 1 would mean "one 5 large red orbs." Sounds idiotic. But it is what it is.
      >9:30
      Min/Max mean the min/max amount the said emitter can yield. It first uses the probability to decide if there is going to be an orb or not. Then, it uniformly decides how many orbs in the range [min, max] to give.
      >Chat about projects
      Lets go. I will be on an overseas trip this week. But let's chat about things.

    • @BigVEE
      @BigVEE 6 วันที่ผ่านมา

      @@kiraqueen0 >cutscenes
      More just focused on the immature aspect.
      >need to check
      Good in general to know what does what.
      >presumably
      Definitely the case. Probably early into the cycle they were focused on just that (as with Minotaurs). Just did it differently for various foes. Also, easier to grasp than other shorthand from different terms as with bisect.
      >it is what it is
      A mess. So long as it gets understood.
      >on a trip
      I see.
      >let's go
      With only GoW1 being looked at presently, the first and simplest thing is importing GoWII style VH (vice versa for GoWII and beyond with GoW1 style). That's the simplest and most obvious to set-up. What if GoW1 had those same balance adjustments? How would that play with NOTHING else changed? Done on vanilla VH otherwise. Suddenly we hit harder in Clone War, but our recovery is significantly worse.
      No such thing as RP orbs, mind you. Can't be helped. Still, EXP orbs can take the L (down to 0.75). GoWII with GoW1 rules can also be interesting as it would be halved (rather than quartered) P%, but our orb worth is like on N. Just way easier to work other tools offsetting this. Costume changes require some more knowledge of limitations before proceeding.

    • @kiraqueen0
      @kiraqueen0  3 ชั่วโมงที่ผ่านมา

      @@BigVEE I am back from the trip. With a fresh mind. Lets see.
      >Import GoW II VH
      You mean:
      1. Nerf orb values to 0.25x
      2. Nerf red orbs to 0.75x
      3. Nerf P% to 0.25x from 0.5x
      4. Not sure how EP% is changed
      Am I correct? I am most probably missing something. Otherwise, count me in. I haven't done Vanilla GoW I in a while.
      >GoW II in GoW I style
      With regards to orbs it can be arranged via the SAINT Mod. Just like how we already did for the SAINT run. P and EP% need to be changes via some other means. Perhaps some CE cheat is there for that.
      Note: I am interested in a NUR+ NCR of GoW II but orb values set just like GoW I. I wonder how much side weapon orbs can help with the NCR stuff.

    • @BigVEE
      @BigVEE 3 ชั่วโมงที่ผ่านมา

      @@kiraqueen0 >fresh mind
      Refreshed, are you?
      >mean
      0.25 for MP/HP, 0.75EXP, 0.75P% and EP% unchanged. As such, we take the same DMG (same collisions), do more DMG for scaling attacks, but EXP is worth less and orbs crap. This without getting into the murkier waters of aggro/recovery meddling.
      >SAINT mod for the orbs
      Ayyy.
      >some other means
      Costume?
      >CE
      Sure.
      >NUR+ NCR of GoWII
      >GoW1 VH
      Cute.
      >how much sub RNG orbs can help at true N value
      Quite a lot more than they do in the version we contend with. Fourfold. Spells ain't costing less, but it still counts for plenty so you're free to work things more often (just not relying on them as with having E Ath on VH). The number of SEM waves with Theseus will drop as a consequence.