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things like edding effects in battle - too
working: stats addon, HP, movement and ets + AP parameters. And really noizy thing that that randomization set just close to allways put in things one thing of each type... but many times it is not so usefull.
mean so variety wothout traders refresh mod - is reall pain x2
even with it - its needed to make 3-5 sorts to find something valuable and adequate...
Fixed potions costing 2 AP.
Removed Ruptured Tendons weapon mod. Existing weapons with this mod replaced with Marked on hit.
Fixed some existing mods not showing up properly (like Guardian Angel on Hit.)
Minor chance increases to some weaker on-hit effects, especially vanilla ones, like bleeding on hit from 10% for 1 turn to 15% for 2, etc.
Reduced +crit chance amounts from vanilla mods. +20% on a two-hander is just too good to pass up so much of the time.
Tweaked some of the talent bonus mods to have harsher and/or simplified penalties.
The +1 AP Recovery, -1 Max/Start AP mod will no longer appear, though existing items will still have it. It's simply too much of a gamechanger to balance.
Staff +skill legendary modifiers now also grant relevant touch-spells.
Various minor tweaks, mostly buffs.
I have confirmed by removing all other mods and having only Greed in the load order, and I have tried moving Greed up/down my normal mod load order as well, and it appears this problem is isolated to this mod. Please fix if possible :)
Set Slowed for 2 turn(s). 30% chance to succeed.
Set Weak for 2 turn(s). 30% chance to succeed.
Set Deaf for 2 turn(s). 30% chance to succeed.
Set Decay for 2 turn(s). 30% chance to succeed.
At first I thought this would be so strong, but I didn't realize that these status effects were going to affect the user, and not the target.
I noticed that there had also been a bunch of items that had these "positive" attributes too, which also included set burning, set acid, set blind, etc.
I think you meant to make it so that the targets gain these negative buffs, and not the user.
Otherwise, this would be such an awesome mod.
I hope you get to fix it soon. Cheers!
Unfortunately, I can't speak on negative statuses proc'ing on the wielder since I haven't noticed that in game, but maybe I've just gotten unknowingly lucky in choosing which weapons to buy/use and haven't had the chance to run across it. Course, now I'm curious, so I'll hafta keep an eye out to see if it happens in my game.
I tried following Xeniferos tip but I'm having trouble getting it to work.
I hope I'm not asking for too much and I'll be wainting for your response.
File /public/greedmod/stats/generated/data/itemskills.txt line 141
data "Damage" "SourceShieldPhysicalArmor
is missing a closing "
should be
data "Damage" "SourceShieldPhysicalArmor"
(I think)
I just compiled all of the text from both duplicate sides into singular .txts and gave the files to my partner. Haven't had a problem since.