Mouse Posting

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stuff I've made
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RCG Mouse Mod

RCG1 Mouse Mod Info/Download



This mod is the result of a series of "can I do ... with the basically 0 knowledge I have of game modding?" questions followed by me hyperfixating on figuring out and implementing whatever it is, starting with "can I fix Riki's stupid ass jab that literally whiffs at random?"

I'm leaving this up while saying "don't have any expectations of support" as my hyperfixation is over and after completing this the modding info will pour out of my ears and I will not be thinking about it outside of going "I should replay RCG1" every few months. In the pursuit of driving this message home I have made the link to the mod the word download in this sentence to be sure whoever downloads it has actually read the page. The password is in the disclaimer way below.

Tools used: dnSpy, Unity Asset Bundle Extractor, grepWin, a basic ass text editor

Installation: Download the entire 7z file, extract the contents into the base "River City Girls" folder (which should have a "RiverCityGirls_Data" folder in it just like the one in the archive) and overwrite the files when asked to, if it does not ask you overwrite anything (especially sharedassets0 and assembly-csharp) you have either have done something wrong or had the game lacking critical files (which would be weird)

Changes that I can remember making:

- Increased SP costs for most specials
- Parries give some SP (full SP for Riki, as much as guard canceling costs for everyone else)
- Added higher SP recovery on Kyoko Gut Punch, Misako Stomp, and Kunio Eat
- Made it so player can change facing while blocking
- Successful blocks (not parries) reduce SP very slightly
- Added Ground Bounce, Restand, and Wallbounce Restore hit reactions for some moves
- Added Guard and Jump Cancels which can be done on hit and cost SP (as much as a parry gives)
- Air jump cancel can only be done once during an air move until the next time you touch the ground

- if you've played the previous mod I uploaded you'll notice I'm not mentioning run cancel and that's because it's Gone. it was amusing and sometimes cool but too janky imo

- Made item effects visible without having to consume them on at least one character first
- Made air grab SP cost happen only at the start instead of costing more again at each stage of the grab
- Changed SP bar animation speed to be faster
- Enemies can be juggled after losing all their HP (excluding certain quest enemies, specifically One Hit Tommy and the snitches)

- fixing bugs resulting from this was such a large part of the work on this mod jesus christ

- Made it so grabs have to be manually done by tapping Block as you walk into an enemy at about the range you'd automatically grab them before

- Grabbing this way works on blocking enemies (not on bosses though)

- Made certain throw moves always throw the enemy in the proper direction (human weapon is still fucked up and goes the wrong way sometimes and is waaay more of a hassle than I felt like dealing with)
- Very minor buffs to percentages on some accessories (not reflected in their descriptions)
- Changed Air Throw button to the block button (you're not doing anything else with it in the air so...)
- Reduced max effect of gravity on juggled enemies to prevent them falling through well timed jabs
- Made it so extra spawns (after a room is cleared) that fell through the ground when getting hit by certain moves would be teleported back onto the map (I don't know if this is a me only issue but this has always happened to me in certain areas even before modding the game when I'd do shit like 5L finisher -> 5H on a standing enemy and it would prevent me from recruiting rare enemies as whoever fell would stay offscreen in the void)

Movelist changes including
(I'm not even going to try to get everything I don't even remember half the shit I did):

L: Light(I know it's actually called "quick" I don't care)
H: Heavy
S: Special
j.: Jumping/Air
g.: Grab
Reference for people not familiar with numpad notation:
5: Neutral
8: Up
6: Forward
2: Down

"Mouse Why Are You Using Numpad Notation" you ask
Well here's my answer:



- Riki 5H (non chained ver.) is now Mongolian Stop
- Riki j.L chains into 66S (j.S input) which chains into other specials even in air
- Riki 5S can hit an airborne enemy (which IMO it should have been able to do originally tbh) and restand them
- MADE RIKI'S 5L STOP WHIFFING SO GOD DAMN MUCH



- Kyoko j.S can be chained into j.L and 8S
- Kyoko 8S chains (even on whiff) into j.S instead of 6S (allowing it to chain into j.S again)
- Kyoko airthrow has a small ground bounce
- Kyoko 5S is a restand on juggled enemies



- Misako 2S can allow an enemy that's been wallbounced to be wallbounced again (by itself or any other move)
- Misako 66S has a knockback effect on airborne enemies that is basically the inverse of 6S/j.S's knockback (knocks enemies in front behind and enemies behind forward)
- Misako j.L chains into 8S, j.S and 66S(2S input)
- Misako 8S chains into itself



- Kunio g.S now significantly shortens the charge of 5[S] until a medium or heavy 5[S] has been used, heavy 5[S] has been given the Bounce Back To Attacker On Wallbounce property (like misako's vanilla 6S/j.S)
- Kunio j.L chains into j.H which chains into j.S
- Kunio j.S has a strong knockback toward himself
- Kunio 8S is completely untouched (just thought you should know)



- Misako and Kunio have a secret way to combo into a grab on an enemy that has a pending stun with certain moves (requires approaching enemy during your walking animation the same way that a normal grounded grab on a stunned or blocking enemy does at some point before the chain of moves leading up to the grab and also not moving too far to not break the "tether" the walkup creates)
- Changed input priority and fixed some combo conditions to allow more specials to chain from 5L and 66L when they should have been (but weren't because of mismatched move unlock conditions or input conditions) especially on Kunio

Disclaimer:

I MAKE NO PROMISES THAT THIS WON'T CRASH THE GAME

VERY VERY RARELY IT HAS CRASHED FOR REASONS I DO NOT KNOW

IF YOU GET TOO WACKY GOING HIGH IN THE AIR (ESPECIALLY DURING SCREEN LOCK FIGHTS) YOU OR AN ENEMY COULD GET STUCK OFFSCREEN AND HAVE TO QUIT/RELOAD

SOMETIMES SHIT JUST HAPPENS

I DO NOT INTEND TO MAKE ANY UPDATES AND I DO NOT PLAN TO MOD ANY OTHER GAMES

I DO NOT INTEND TO RUN TECH SUPPORT FOR OR ANSWER QUESTIONS ABOUT THIS, I HAVE TRIED IT FROM A FRESH INSTALL AND IT HAS FUNCTIONED AS INTENDED, IF YOU UNDERSTAND THIS THEN THE PASSWORD IS THE WORD UNSUPPORTED IN ALL CAPS

THIS INCLUDES USERXPMOD WITH IT SO IF YOU ALREADY HAVE SAID MOD, YOUR USERXPMOD SETTINGS WILL GET OVERWRITTEN/RESET UNLESS YOU AVOID COPYING THE INCLUDED MODDATA.JSON. I DON'T KNOW IF HAVING DIFFERENT SETTINGS WILL AFFECT ANYTHING AND I'M NOT SPENDING ANY MORE TIME TO TEST IT OUT


Bugs/weird things that happened to me I can remember:

Despite MUCH effort attempting to fix it, human weapon throws will sometimes throw the enemy in the wrong direction
Pawn shop cutscene caused both characters to get stuck for some reason afterward in co-op but was fixed by reloading the game and skipping the cutscene
***Juggling enemies too high on places or locked screens with roofs that go above the height of the locked screen's "wall" colliders can lead to them getting stuck offscreen, forcing the player to save/quit or restart the game to progress
VERY VERY rarely the wrong enemy can end up grabbed

I have done full playthroughs of the mod in both single player and co-op to make sure it works "well enough"





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random combo from my combo sandbox

video clip from my unity project I used to work on a lot testing out attack and combo ideas and practicing 3d modeling, I'm probably going to make a fishing game out of it eventually though lol

there's a very old version of this on itch.io from back when it was more god hand inspired than baldr sky inspired, though it also included some odd shit like a version of alchemist's cluster from dragon's dogma online


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Tales of Vesperia DE Judith Breakdown

3d render of a smiling emoji with shades and thumbs up

this is my big judith video I made for myself to reference after all the judith info inevitably flew out of my brain the moment I stopped labbing vesperia


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