Search results for "782f31369c60b41331b79034d8e0dd1c" in md5 (2)

/vg/ - /mggg/ - Monster Girl Games General #1016
Anonymous No.533930847
https://files.catbox.moe/35w7ve.mp4

ok packing it up. Mod's ready.
>>533803180
Yeah, fair. But self-switches are a thing! And event ids can be fucking anything! For provided with the mod edits i went straight up with ids in 500+, so no matter how many events trtr would add on the maps in ng+ with Eva, edits won't clash with them (unless coordinates are the same, but that's easy to mitigate).
/vg/ - /mggg/ - Monster Girl Games General #1011
Anonymous No.529107542
https://files.catbox.moe/9237kk.zip

Mod is ready!

Dynamic_Skill_Mod and Actor_Feature_Modifier mods are OBSOLETE and incompatible, pls remove them.

Most powerful mod for dynamically applying changes/tweaks to the game via external text files.
Supported objects: Actor/Class/Skill/Item/Weapon/Armor/Enemy/Troop/State
Changes are applied through separate *_Patch*.rb files., e.g. Armor_Patches.rb or Weapon_PatchCHEAT.rb

Actors: everything supported, including Note and Features changes.
Classes: Features, Note, Skills (learnings), EXP Curve changes. Parameter Curves not supported.
Skills: Everything (except Repeats, perhaps) supported, including Effects and Note changes. Factually it's the Dynamic_Skills mod merged in with others.
Old Skill_Patches.rb is compatible, but there were new skill changes added with release of this merger.
Items: Same as Skills, everything supported.
Weapons: everything supported, including Features and Note changes.
Armors: Same as Weapons.
In Armor_PatchRC.rb there are some drastic changes to two "technical" armors for Double/Triple Racial Chain abilities. They are definitely overpowered. Take a look and remove it if that's too much.
Enemies: everything supported, including Features, Note and Action Patterns changes.
Troops: everything supported, including event pages. There's not much going for Troops, but its possible to easily add/remove enemies to them
States: everything supported.