#Battle Rewards Modifier
1 messages · Page 2 of 1
I'll try being more active, work been hell
Thank Nova.
i feel like an idiot. I don't see the mods in the mod menu. I downloaded the latest devbuild and am using battle rewards mod 1.4. I also copied the mods folder in several ways but I don't see any mods in the mod menu. can someone help me?
Can you send a screenshot of your mods folder?
i tried it with 2 different ways. one with the 3 folders, "battlerewardsmod" etc. in modsfolder and one with the files of the "battlerewardmod" in modsfolder. everytime the same result.
That's the source code, you need to download the release
Releases tab on the right side, and download the zip from Ink's screenshot
have fun
Happy to help
I've played through LoD maybe 4 times but playing SC is like playing it the first time. thanks guys!!
Glad you're enjoying it
Is there anywhere this was archived or anything? It's unavailable when I click on it
Hi there, i am a bit new here so would like to thanks all the people working on mod or the game as it's literally awesome job! 🙂
qq: Like @mighty sentinel few months ago i have difficulties to access the BRM mode within the game.
I have the latest version of sc (stable) and latest version of the mod (1.4).
I have the .jar file of the mod within the mods folder of the game as i could saw on screenshot provided by @narrow tide.
Still no chance, pretty sure i am missing something but not sure what...could you help? 🙂
Thanks,
Which version of Severed Chains did you download? 2.1 or devbuild?
2.1
I think the battle rewards modifier only works on the devbuild
Devbuild is much better than 2.1 anyway
trying with devbuild then 🙂
confirmed, only for devbuild.
Cool, let us know if you have any other questions
Idk why that link isn’t working. Try this one
can confirm this one works, sorry just realized I never responded lol darn adhd will be the death of me xD
do i just DL and drop the unzipped content into the mods folder?
Yes
aaaah. thanks. I had foun it on website but forgot to delete my post here. xD
anyway you can add the option to modify drop rate?
I just pushed an update to the devbuild last night that requires a minor change to mods. Denny will be updating the battle rewards modifier to work with the new build ASAP
LMAO that explains it
I was like "wtf I'm pretty sure I got the devbuild"
Sorted by using the QoLBuild funnily enough
That's based off an older version of SC so that'll work for now til the mod is updated
Yeah I got a new PC and apparently I don't have Intellij anymore, even though it was on my external? So I have no clue what's needed anymore 😭
redownloaded the community edition, what is needed to be changed inside the scdk?
oo! what's in the new update?
The part that requires a mod update is just because I made it so mods now need tell SC what version they work with so it can handle outdated mods instead of letting them crash. But we've also closed over 40 issues in the past week
There are often multiple new builds of SC per day
I'm gonna have to figure this out after I've woken up for a bit 🤣 I'm looking at it and it looks alien to me. I'm sure it's an easy thing to do, but it's just not clicking.
it'd be inside the build.gradle.kts right? Apologies, I know you've basically held my hand through this whole mod's life lmfao
also
You need to clone the SC project
Open it and then run the gradle task publishToMavenLocal
"Your @Mod annotation will become something like @Mod(id = CoreMod.MOD_ID, version = "^3.0.0")" where does this take place?
oh okay, I'll try that now
You should only have one @Mod annotation, it'd be at the top of your mod class
^3.0.0 is what you should use for your version constraint
that's what I was gonna do lol seemed the wisest!
I'm not seeing a publishToMavenLocal option in the gradle tasks? Do I need to update anything, or download anything for it to appear? I hope I didn't botch this by getting a "new" pc 🤣
Should be here
That's the SCDK, you need to publish SC so the SCDK can access it
Roger that,I'm gonna go make coffee while I try and figure this out lol.
Updated, should be set, I have uploaded it to git, though I am currently attempting to test it just to be sure. Just gotta wait for this thing to stop loading lol. I used the auto-updater thing to keep the devbuild up-to-date
Cool, you can make sure it's working by going to the new campaign screen -> mods screen
That's my first goal! I'll let you know
I just tested it, working fine now
@thorn narwhal you're in luck, mod is updated now
Also @winged forum
YAY!!!!
Still wouldn't really be feasible to add enemy drops to the mod, would it?
What exactly do you wanna do?
My main goal in asking would be to set increased item drops (or even equip if possible I guess? Enemy reward drops if you will) Though if it would be possible to set a slider for drop chance enhancer I wouldn't be opposed
Enemy "drops" healing breeze, it gets doubled or whatever setting it's set to
Thank you most kindly
lemme know what you think ♥ also, it isn't mentioned on the website, but the mod can be set to 0x for both gold and exp, we've had someone legit beat the game on 0x exp! Which is nuts lol
I am almost at the end of the game hehe, but I'll still follow the project for future updates, I've seen a few videos of what it is possible
Got me excited
You can use EnemyRewardsEvent to do whatever you want to the enemy drops
I don't think it's possible to use the mod on a pre-made campaign, but I could be wrong! Have fun with it lol. at 10x exp you almost level twice off the first battle xD
You're already using that event to adjust XP/gold
You can change mods for existing campaigns now
Ahh, I hadn't known it could affect drops! Thank you, I'll probably dabble and see what I can come up with. Thanks Monoxide!
You're welcome
Yeah, a slider that merely adjusts rates globally would be rad. 150%, 200% (double chance), 50% (half), none, etc.
globally? Not just enemy-drop-based? Wouldn't that affect chests too?
I meant globally for enemy drops in battle.
I promise I am on-topic and my braincells are working (for the moment).
Felt that, I got out of work at like 7:30am, and jumped right into this when I got home lol
Its working!! Thank y'all for this. 🥹
Would it be event.EnemyDrop or event.EnemyRewards08?
event.EnemyRewards08 doesn't exist
Where are you seeing that?
But I am realizing it's a class, not a function 😄
Yeah, that's a different thing
that whole red underlined(squiggled?) section stays like that, it also says in the problems tab "Operator '*' cannot be applied to 'lava.lang.Float', 'void'"?
ahh, that makes sense lol. So I take it I'll have to go about it differently than the gold and xp?
Definitely, first you need to decide what you want to change about the drops
The amount gained first and foremost, but I do wanna add in a Drop Chance modifier
The drops are just a list of items
So you'll have to count how many of each item there is and decide how many more you'd want to add to the list
Alright so there isn't a way to state "if enemy drops item, double amount gained"?
I think I'll just modify drop chance instead! If possible lol
Work on the drop amount later on
Create a new list, add everything in the current list to it twice, clear the first list, then add all the items from your duplicate list to the original
Don't think we have a drop rate event?
Might be able ot modify it in a monster event
And this would make it so any item an enemy drops due to battle is doubled if toggled?
Yes because you're adding each item to your new list twice
Gotcha, I guess I'm just not grasping how that works, but then again, science is magic lol
You have one list that contains the enemy drops
You make another list and put the drops in it twice
Now you have a list with 2x drops
Clear the first list and put everything from the second list into it
Oh I get what you're saying, I'm just not understanding the functionality of it, but that's okay lol! Is the list in the SCDK anywhere, or am I just adding them by hand?
The list is part of the drops event
roger that, apologies for the slowness on my end ♥
No worries
Would there be a way to toggle 2x drops, or is this a 2x or nothing kinda setup?
Ah, you're going for unit increase as well as rate?
unit increase was my first plan of action 🙂
And as monoxide stated there probably isn't a drop rate at this moment in time! And I'm definitely not savvy enough to modify one
You can add an option for it like you did with the other options
Okay, I didn't know if it would work the same since I'd be modifying the list of items!
wait so this doesn't work?:
import java.util.function.Supplier;
import javax.annotation.Nullable;
import legend.game.inventory.InventoryEntry;
public class EnemyRewards08 {
public int xp_00;
public int gold_02;
public int itemChance_04;
public Supplier<? extends InventoryEntry> itemDrop_05;
public int _06;
public EnemyRewards08(int xp, int gold, int itemChance, @Nullable Supplier<? extends InventoryEntry> itemDrop, int _06) {
this.xp_00 = xp;
this.gold_02 = gold;
this.itemChance_04 = itemChance;
this.itemDrop_05 = itemDrop;
this._06 = _06;
}
}
just found it while rooting around for the drop list 🤣 Not that it wasn't there perse
It works fine but it's not something you can access
I'm certain there's a reason the EnemyRewards08 is read-only, but it really seems like this would be easier with access to it 😂 what with there being events labeled itemChance and itemDrop, heck even gold and xp, almost like I could use it all for the mod lol
||can't figure out how to find that dang list||
I'll try and figure it out more tomorrow though. I'm sure I'll find it with a more fresh mind 😄
That's not an event, it's an internal class that's part of the game engine
Look at the EnemyRewardsEvent, it has methods to add drops and clear the drop list
I did just notice there is no way to read the drops though so what I said earlier won't work
I thought I was looking for a legit list lol
You would only be able to add drops, but unfortunately you can't see what's in there atm
So not very useful
I just dug through the code a bit and atm there's no good way to do what you want
Dang it D:
Hey @shy nexus ! Someone accidentally grabbed an old version of your mod from the OP of this thread. Please edit it at your convenience. You can link to the current latest release directly (as you did before), or link to "releases" agnostically so they always see the latest version at the top of the list.
Thank you, I totally forgot to update that when I updated the mod!
That should do it, thanks again Drew~🧡
is there plans to extend this to loot drop rates?
It was brought up. I don't remember where we left off.
Uh I believe it was back burnered until RB4 or 5, whichever is the "mod kit"
I love that we are doing this.
It would make sense to incorporate loot drops into the BRM
If it is a reward, it should be modified? xD
Stardust multiplier for casuals who only want to collect half as much, or a quarter as much, could be interesting (so long as the 50x cap is maintained I guess, though other mods may add extra stardust and more reward tiers).
The "5x the normal prize" prize in Furni, minigame prizes in Lohan and Queen Fury (multiplier won't do shit for QF though, when the base is 1g).
Sure it will, 1x5=5!
Also, not just if reward, if BATTLE reward! So, loot drops lol. I plan to eventually incorporate not only loot drop chance modifier, but a loot amount modifier alongside it~♥
Darn, I was hoping to subconsciously shift your mentality to "any reward" hehe.
Lol mayhaps some other time 🤣 I don't wanna bloat down the options menu, else I may have to create my own tab for it
Not at all, I'm just being goofy. Mostly.
Gwarsh.
how do you adjust the battle rewards modifier? i dragged it into mods folder, and have it enabled, but didnt exactly notice any changes
Once enabled you go to the XP and Gold multiplier sliders and set them however you wanna
In the options menu
ah beautiful, ty sirs, you are scholars and saints
Nah, Monoxide is the scholar, I'm the saint ❤️🔥
🧙♂️

magic rings for all.
Is it possible to enable this mod on an existing campaign?
Uh, I'm not too certain on that! That would be a question for those more code-savvy than I! As far as I know, no, but I could be wrong!
Yes, you can change active mods on the campaign selection screen
@bright lodge @shy nexus
Oh okay! That wasn't always a thing was it? I recall not being able to once upon a time
Yeah, though it has been a thing for quite a while now
Found a very niche bug with mod enabled, set to 10x exp, with entire party in party 100% backup party exp, in my test everyone was level 1 as well, not going to isolate the variables because #lazy but good to know.
What was the bug?
Crashed
Huh, weird. I have no clue what would cause that tbh lol. Only thing I can think is the backup party being set to level 1 or something. Because it works aside from that lol
Ah so the issue is potentially higher than 1x. Hmm, I'm not sure. Definitely niche lol you're not wrong
So did a bit more testing and crashing starts at 7.25x
I think this is once Shana and ??? Level up
such an odd place to crash lol. I truly have no clue 😅 I'm not super savvy when it comes to this stuff, like figuring out what would need to change to prevent it, if preventing it is even possible. I'm sure it is, but not at my knowledge-level.
Im going to see if i can replicate by doing a solo run of dart without mod in a boss fight that gives enough xp to level up party
might be a SC thing in that case
Let me know what you find! I'm invested even without being the creator of one of the factors lmfao
Found something neet, if you fight any fight outside the game before 1st save, it triggers like you bea the 2 guards
Yup crashed wih 1x exp
Lets remove 1 party mebmer
and works fine
So it seems to be if enough backup members level up
Huh that's really weird.
I can't see it being an overload of data or something along those lines
what i find odd is its sayuing index 10
there are not 10 members
9 total, 8 in backup
i tested both Albert and ??? not in party
once either is removd nothing crashes
So it is probably something in SC I'm guessing. But if it is related to leveling up too much, then my mod is acting as a way for it to happen easier. Hmm. Interesting lol
it would trigger if you had party unlocked, everyone unlocked, and only 1 person in main party while fighting a boss that levels everyone up
def not normal gameplay
I never had an issue when doing a 10x exp run, but I never set my side team to receive 100% exp either
Oh okay, yeah that's still a weird concept. Index 10. There's 7 members of the team right? Maybe they count the party as the first 3, then the side party each gets one, but normally the whole party can't be in the side party, so it doesn't have an index to assign or something? Just spit balling here lol
Want it as a git issue?
Yes please
kk will do
i installed this mod on the current dev build and so far no merchants have items (only have gotten to hellana so far)
It should, and I don't think this mod even does anything to shops?
maybe the options it adds to the options menu overwrites some other new options added to the menu and it breaks something idk
Nope, solely battle rewards
You should try it on the latest devbuild to verify if it's working or not
Alrighty, gotta download the latest
Can confirm first merchant has stuff on latest while using the mod
@snow niche do you have any other mods? And does it happen if you start a new campaign with the mod disabled?
i think it was somthing else, as i deleted this mod and started new game and had the same issue not sure what i broke , ill have to try again next weekend
how do i get this to work?
Alrighty, do you have the latest devbuild or at least a devbuild that's v3.X.X?
It only works on the devbuild at this moment in time! Once you get the devbuild if you don't have it yet, run it until main menu appears (or the intro video), exit out and then put the jar file inside the mods folder within the main directory. Should appear on making a campaign, it'll allow you to enable the mod if it isn't by default.
Then, the Gold and Exp modifier sliders are found within the options menu while playing! It can be set anywhere from 0x to 10x normal rates!
edit: fixed error, it is a jar, not a pak lol. I'm just waking up
@pulsar zenith totally forgot to reply or @ you lol
Lol thank you I figured it out
Can confirm, at least on my side, the mod works on latest dev build!
new tags are available for modding threads: SC version supported, special instructions, fork, and so on. I have added the Devbuild/3.0 tag to this pre-existing thread.
@shy nexus can you help me get this to work on my Steam Deck OLED. I downloaded the jar file and put it on the mods folder and still unable to view the battle rewards option
Here are the screenshots and I even extracted the jar file and still not working
I'm not sure if I did it differently
If you already started the campaign, you need to change your cmpaign's enabled mods on the campaign select screen
@astral beacon
Thank you guys for helping, I don't own a steam deck and cannot help with that 😅
not a Deck issue, just a matter of toggling mods.
Roger that! Still appreciate it, I'm down with the flu lol.
I hope you enjoy it!
Hope you feel better soon!