One Step From Eden

One Step From Eden

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DMCrew - Beatrix, the Clover Witch
   
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4.163 MB
8 Mar, 2021 @ 3:22pm
2 Mar @ 12:49am
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DMCrew - Beatrix, the Clover Witch

In 1 collection by Knight of Round
DMCrew Collection - The Hunters
10 items
Description
From one Devil May Cry Tabletop RP Group's party, We have the first member of the Devil May Cry Agency. A Fledgling Witch who has lost her family time and time again... "Beatrix, the Clover Witch" wishes to return to happier times, to find Happiness, and a family that can give her that.

In this mod are two separate Skins for the new Character "Beatrix, the Clover Witch". One based on the Young Circus Act runaway from Dangan Virtual 2, and the other, the forgotten Umbra Witch, taken in by the Devil May Cry Agency, their Team Mom of the group.

This Mod also includes Eight New Spells (with a number of behind the scenes additional spell components.) Listed Above.

IMPORTANT - THIS MOD REQUIRES MORELUAPOWER TO USE


NEW SPELLS

Flourish - Weapon
Spotlight - Glimmer
Hexy Sak - Convergence
Sword Guardian - Slashfik

Witch Time - Weapon
Silver Bound - Slashfik
Silk Hats - Convergence
Iron Maiden - Miseri

--

Hurray for a Year (And Change) since release, to Celebrate, a brief detour from char 4 was taken, and we Brought Bea up to the quality of the other three, give or take.

Added new Spells and Artifacts

Brandish - Return of Step Spin, with a brand-based variation gimmick
Storm Swords - a Chrono-powered Storm spell that fires flurries of swords on the enemy field.

Jelly Donut - On Jamcast, Gain Trinity, the X Upgrade just got a *big* power up.
Onigiri - Spells Pierce through enemies while Chrono is active, like a Donut.
Swords Dance - Occasionally cast BladeRain on enemy hit.
Lifestream - Keep Mana recharging at a constant pace while Chrono is active.

Artwork of DMC/Skullgirls Beatrix redrawn from Kim Hana (https://www.artstation.com/zaban).
Artwork of DanganVirtual Beatrix redrawn from a Commission from YaiYaiChan.
Code for "Witch Time" Courtesy of Moon Burst.
Code for "Silver Bound" Courtesy of Golden Epsilon

26 Comments
definitelynotvictini 12 May, 2022 @ 12:30am 
I have seen it proc itself, but this isn't that. When it procs itself it spits out more blades everywhere, and they come from my character. What's happening here is that twice as many blades return as I threw in the first place, without other blades flying out from me when it connects. I throw one blade, and if I stand in the same spot when the blade returns I throw 2 blades, keep standing there and I throw 4, etc. It's not consistent, which is quite strange, but when it does start happening it does absolutely stupid damage (and causes the entire game to freeze for a moment while it resolves the projectile generation for like 16 simultaneous blades).
Knight of Round  [author] 11 May, 2022 @ 10:45pm 
I'm not sure I'd seen that one. It does however proc itself, meaning it can spit out more blades, is that possibly what you're seeing?
definitelynotvictini 11 May, 2022 @ 5:16pm 
Other weird thing I'm noticing: Swords Dance artifact's version of Blade Rain sometimes duplicates the blade when it's thrown (or maybe when it returns?), eventually resulting in stupid damage and lag from like 10+ blades being fired at once.
definitelynotvictini 8 May, 2022 @ 6:04pm 
Okay, tried Flourish again and didn't run into the glitch from before. Found a new one, though: It ignores Atk Dmg (permanent or temporary), despite having "7+AtkDmg" and "9+AtkDmg" as its damage values.
definitelynotvictini 7 May, 2022 @ 5:55pm 
Is it possible that since target is unspecified it defaults to what was last affected, thus making it hardware-dependent? Since the damage and the spellpower to self are resolving at the same time. It would be either hit by default (because you just hit a foe with the spell), or self by default (because you just put spellpower on yourself)
Knight of Round  [author] 7 May, 2022 @ 3:36pm 
maybe, it seems to work on the version I was using a few minutes ago, uncertain.
definitelynotvictini 7 May, 2022 @ 1:08am 
As a guess: Neither the initial Flourish shot nor the 5 mortars have target="Hit" in their on-hit damage. Maybe that's causing weirdness?
Knight of Round  [author] 7 May, 2022 @ 12:27am 
I think WitchtimeSuccess was a dummied out visual, Scrubbing that.

Miseri and Anima had capitalized Amount and Target. which is different from amount and target, fixed.

As for Flourish, The attack should fire six shots, the first one dealing 7 damage and the following five at 9 dmg. I haven't seen behavior of it causing player damage for the 9 damage, and the mortars still hit. I'll ask around. that's a curious one though.
Knight of Round  [author] 7 May, 2022 @ 12:26am 
I think WitchtimeSuccess was a dummied out visual, Scrubbing that.

As for Flourish, The attack should fire six shots, the first one dealing 7 damage and the following five at 9 dmg. I haven't seen behavior of it causing player damage for the 9 damage, and the mortars still hit. I'll ask around. that's a curious one though.
definitelynotvictini 6 May, 2022 @ 10:39pm 
Oh yeah also Miseri augmented Brandish occasionally seems to not poison the target? The GFX appears at the hit target's location but they don't get poisoned. Not sure what's up with that.