One Step From Eden

One Step From Eden

Megumin
38 Comments
Solaire de Laprida 28 May, 2024 @ 8:19pm 
This is the stupidest mod I saw for this game... And that's why it's the only one I added.
The concept is so absurd that I like it. Thanks for the character fidelity
tedshaw606 15 May, 2024 @ 5:40am 
how do you get megumin
Razzmi 24 Apr, 2023 @ 6:03am 
OH, my bad, been awhile since i played megumin, yeah, you're right, adds 1 spell power every time you get a spell.
TheTrueFinalBoss  [author] 21 Apr, 2023 @ 7:14pm 
Oh no, she doesn't gain any attack in the Advanced Magic loadout, only Path of Explosions.

In fact, gaining Attack won't doing anything for you in Advanced Magic because she uses the Spirit Sword spell card directly which is Spellpower based. But it does go up in power with her base artifact that increases your Spellpower, so it can get a +1 every combat if you add a spell every combat.
Razzmi 20 Apr, 2023 @ 11:39pm 
oh!! thanks for updating her!! XD
I play with the Advanced Magic Loadout a lot because of the 5 atk dmg at the end of each battle.
Thank you for bringing her to this game ^^
TheTrueFinalBoss  [author] 20 Apr, 2023 @ 6:33pm 
Ah geez, I was reminded of this issue a long time ago too XD. Finally fixed though!
TheTrueFinalBoss  [author] 20 Apr, 2023 @ 6:32pm 
Sorry missed the comment a while back. But, its fixed now and she has a Channeling spell. I also handed one to her Advanced Magic loadout, EarthWyrm. Should work well with her Spellpower growth.
Razzmi 27 Jan, 2023 @ 5:13am 
Hey, I know I'm abit late to the party... but channeling spells seems to make megumin invisible.
You don't have to fix it because chanelling spells are not that great(I think?).

I will, however, beg for Super Archmage, where explosion is not anchored.
Bonus points if we can upgrade explosion/able to use other explosion type spells
TheTrueFinalBoss  [author] 22 Aug, 2022 @ 1:02pm 
@EndF

It wasn't intentional but not something I wanted to fix after discovering it. Basically there is a gap in time between charging the spell and the forced downtime afterwards. This small time frame let's you recast your weapon.

Weapons can be spammed and your weapon input can be queued pretty early. So if you tap the button a couple times it will do the double cast as you see. If you want to not do it, either have less mana regen or be more careful with your inputs.
EndF 29 Jul, 2022 @ 7:16am 
when i have enough mana to cast explosion again whilst casting an explosion, megumin auto casts explosion. Is this intentional or a glitch?
TheTrueFinalBoss  [author] 9 Nov, 2021 @ 7:09am 
@Darken Vision Join the official discord, it has a modding channel.

It breaks Explosion gaining power over time, but you could use a Remove on the Artifact she starts with.That will prevent her weapon from changing.
Darken Vision 31 Oct, 2021 @ 6:41pm 
also, if there is any way posiable, can you teach me how to make my own, id like to make a "nine the phantom" from BB into this game
Darken Vision 31 Oct, 2021 @ 6:29pm 
i love the fact that you added her explosions into the game, it just sucks that it goes to slow time after one use, are you planning on or looking for a way to fix this?
TheTrueFinalBoss  [author] 21 Aug, 2021 @ 10:11pm 
Oh sorry I didn't notice the comment for some reason. Hmm, that is strange I might to investigate it. Megumin has all of her cast animations but maybe there is something I missed that is used exclusively for channeled spells
Cake Of T-rex 6 Jun, 2021 @ 4:08am 
Congratulations on making such a fantastic character for this fantastic game! But I wanted to let you know that doing a small bug hunt for a couple of mods that I want in my game I noticed that doing a infinite cast animation (for example, on the acid rain spell) Megumin turns invisible, maybe it's an issue with the AnimInfo xml?
TheTrueFinalBoss  [author] 23 May, 2021 @ 9:41pm 
You could if that is how you'd like to play though I would consider that unintentional. The weapon replacement is bound to the artifact so removing it will prevent that. It would also stop your attack from growing in combat. I'm not sure if it removes the passive every combat attack damage, I don't remember offhand how I implemented that.
Shiro 23 May, 2021 @ 1:12am 
can I pick Archmage build, get spells then delete that artifact in order to not gen my attack replaced?
kooplion 22 Apr, 2021 @ 12:05am 
ok im just a bit stupid, i thought the "install mod" button was the tab i was on and never pressed it. thank you its working now.
TheTrueFinalBoss  [author] 20 Apr, 2021 @ 7:07am 
It works for me, did you add in the dependency Enable Custom Lua Effects?

Also make sure after you checkmark the mod (ANY mod) that you exit back to the title and go back into mods, then hit install. OSFE is weird about that.
kooplion 20 Apr, 2021 @ 3:19am 
the mod doesnt seem to be working. It's not even showing up as a character but i may be doing something wrong
CARBOT_마린 15 Jan, 2021 @ 11:30pm 
waganawa meguming!
TheTrueFinalBoss  [author] 3 Jan, 2021 @ 1:12pm 
Also latest update! Megumin now has an alternate loadout! This is where she has forsaken explosion magic! She starts with an artifact that adds 1 spellpower every time you add a spell to your deck, has Spirit Sword as her weapon (chosen based on the movie and 'Light of Saber'), and has Saffron's default loadout deck.
TheTrueFinalBoss  [author] 3 Jan, 2021 @ 12:13pm 
Alright I fixed it, apparently in some recent patch OSFE added a Duration="Infinite" option to artifact effects. Before, infinite was the default duration but now the default duration is 0, so I had to add this to the mod.
TheTrueFinalBoss  [author] 3 Jan, 2021 @ 11:46am 
I'll test it today, perhaps a recent patch broke it.
pursuit_curve 3 Jan, 2021 @ 10:14am 
I have a problem: the attack power does not accumulate per second during the battle. Does anyone else faced that problem? And how can i fix it? Sorry for my bad english.
Protogen_Rhythm 4 Dec, 2020 @ 1:07pm 
Looks nice!
Only one word to say about this: EXPLOSION!
TheTrueFinalBoss  [author] 26 Oct, 2020 @ 10:54am 
Updated! Now has Megumin sprite and is separated from Saffron as her own character.
TheTrueFinalBoss  [author] 19 Jun, 2020 @ 11:01am 
Shiso adding a jam to your deck shouldn't affect you as long as you don't cast it. If you need to, I suggest un-binding the spell keys.

I did have an artist but that artist became busy and it appears if I want one, I'll have to find someone else or try to do it myself. I'm not sure I can quite pull it off myself but I'll see what I can come up with.
shamowow 19 Jun, 2020 @ 8:30am 
You should tweak the artifact, once Shiso applies a jam you cant cast explosion anymore...
Otherwise nice mod, making an actual archwizard sprite would be neat!
TheTrueFinalBoss  [author] 10 May, 2020 @ 7:53am 
Taking a spell card won't convert Explosion into Chrono but casting one would. The artifact Megumin has is what does it, its an OnCast effect which will trigger if you ever cast a spell, even outside of combat, (So if you really want to you could remove the artifact and you'll never lose Explosion but your Attack stops going up every battle)
mickomoo 9 May, 2020 @ 6:30pm 
Can you still use explosion if you take spell cards. I took some but I didn't use them in some battle but still couldn't cast it.
TheTrueFinalBoss  [author] 29 Apr, 2020 @ 7:23pm 
I do have an artist interested in making Megumin. If they do, this mod will be updated and changed to a new character, the Archmage herself! As a side note, its the same person as the author of the Shield Hero mod whose mod I've been coding while they do the pixel art. You can see the Naofumi mod in my workshop or look at it from this link. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2059107636
1,3,7-Trimethylpurine-2,6-dione 25 Apr, 2020 @ 11:21pm 
indeed, It's hard to find an opening sometimes if I am going for flawless fights.
TheTrueFinalBoss  [author] 17 Apr, 2020 @ 10:01pm 
Its harder than it looks isn't it? Despite the overwhelming power, the fact that you can't dodge and its harder to heal since you can't save most hostages hurts a lot.
1,3,7-Trimethylpurine-2,6-dione 17 Apr, 2020 @ 9:04pm 
Yo! first, and just almost won a run with this mod :steamhappy: EXPLOSTION!
TheTrueFinalBoss  [author] 13 Apr, 2020 @ 2:49am 
Update! There are now 12 different lines randomly chosen to be spoken while casting Explosion! I also changed all the data IDs adding _AM to the end to hopefully avoid any compatibility issues later with other mods adding similar things.
TheTrueFinalBoss  [author] 13 Apr, 2020 @ 1:14am 
I might also release a side mod that will add the Text I added to explosion to the normal game without the additional loadout. (Archmage isn't actually using the vanilla spell, so you could have both mods without conflict.). Probably add some other text, like ZA WARUDO! While casting Time Stop.
TheTrueFinalBoss  [author] 13 Apr, 2020 @ 1:13am 
If someone has a good set of sprites or can make them, I would gladly convert this loadout into a Megumin character. I'm just not a great artist. If anyone has some ideas on balance or something I'm all ears. i was thinking of adding an additional artifact to add Chomusuke as a pet with 666 health that totally doesn't breathe fire because she is a cat. Cats don't do that.