From 7cb1b9f5b66b6def53edf79ddd6c5531b9e0b047 Mon Sep 17 00:00:00 2001 From: krypek Date: Thu, 28 May 2026 17:52:17 +0200 Subject: [PATCH 1/2] CCBot stable: ccbot/0 --- input-locations.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/input-locations.json b/input-locations.json index 3d9add0f..8ce0b47e 100644 --- a/input-locations.json +++ b/input-locations.json @@ -74,7 +74,7 @@ { "url": "https://github.com/XenonA7/xpc-hexacast-litter/archive/refs/tags/2.1.8.zip", "source": "" }, { "url": "https://github.com/XenonA7/player-clone/archive/refs/tags/1.1.2.zip", "source": "" }, { "url": "https://github.com/XenonA7/al-skill-hotkeys/archive/refs/tags/1.0.1.zip" }, - { "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/download/0.6.0/lubkuluks-playable-classes.zip", "source": "" }, + { "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/download/0.6.2/lubkuluks-playable-classes.zip", "source": "" }, { "url": "https://github.com/TigerYasou/parrot-pet/releases/download/v1.0.0/parrot-pet.zip", "source": "" }, { "url": "https://github.com/RookieBr-2/vermillion-training-facility/releases/download/Version-2/vermillion-training-facility.ccmod", "source": "" }, { "url": "https://github.com/RookieBr-2/CrossCode-Brasil-CCloader/releases/download/v1.4.2/CrossCode-Brasil.ccmod", "source": "" }, From c7288af447a2fdc325e344dece45b35c5056955f Mon Sep 17 00:00:00 2001 From: krypciak <115574014+krypciak@users.noreply.github.com> Date: Thu, 28 May 2026 15:52:47 +0000 Subject: [PATCH 2/2] CCBot: Fill 'lqm-joern-mod' info --- input-locations.old.json | 2 +- npDatabase.json | 23 +++++++++++++++++------ npDatabase.min.json | 23 +++++++++++++++++------ 3 files changed, 35 insertions(+), 13 deletions(-) diff --git a/input-locations.old.json b/input-locations.old.json index 3d9add0f..8ce0b47e 100644 --- a/input-locations.old.json +++ b/input-locations.old.json @@ -74,7 +74,7 @@ { "url": "https://github.com/XenonA7/xpc-hexacast-litter/archive/refs/tags/2.1.8.zip", "source": "" }, { "url": "https://github.com/XenonA7/player-clone/archive/refs/tags/1.1.2.zip", "source": "" }, { "url": "https://github.com/XenonA7/al-skill-hotkeys/archive/refs/tags/1.0.1.zip" }, - { "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/download/0.6.0/lubkuluks-playable-classes.zip", "source": "" }, + { "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/download/0.6.2/lubkuluks-playable-classes.zip", "source": "" }, { "url": "https://github.com/TigerYasou/parrot-pet/releases/download/v1.0.0/parrot-pet.zip", "source": "" }, { "url": "https://github.com/RookieBr-2/vermillion-training-facility/releases/download/Version-2/vermillion-training-facility.ccmod", "source": "" }, { "url": "https://github.com/RookieBr-2/CrossCode-Brasil-CCloader/releases/download/v1.4.2/CrossCode-Brasil.ccmod", "source": "" }, diff --git a/npDatabase.json b/npDatabase.json index 43441d5b..d61b9a7d 100644 --- a/npDatabase.json +++ b/npDatabase.json @@ -5323,7 +5323,7 @@ "lqm-joern-mod": { "metadataCCMod": { "id": "lqm-joern-mod", - "version": "0.6.0", + "version": "0.6.2", "title": { "en_US": "Lubkuluk's Playable Classes \\i[class-quadro] \\c[1](WIP)" }, @@ -5354,9 +5354,8 @@ "extendable-severed-heads": ">=1.1.0", "xenons-playable-classes": ">=2.0.0", "cc-alybox": ">=1.0.0", - "lub-summoner-frame": ">=0.0.2", "font-utils": ">=1.2.0", - "lub-barrier-gui": ">=0.0.3", + "lub-summoner-frame": ">=0.0.5", "extension-asset-preloader": ">=1.0.0", "crosscode": ">=1.4.0", "post-game": ">=1.4.0" @@ -5365,16 +5364,28 @@ "installation": [ { "type": "zip", - "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/download/0.6.0/lubkuluks-playable-classes.zip", + "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/download/0.6.2/lubkuluks-playable-classes.zip", "source": "lubkuluks-playable-classes", "hash": { - "sha256": "1382cd9fc0f7b40edef0e0c0f06b3f8de87036db8971969f16f7c4c0aefa6744" + "sha256": "02b4774f75ae76a2dbc9d79be1468d9ddc70416769c132a32b513eca31af18bf" } } ], - "stars": 2, + "stars": 3, "lastUpdateTimestamp": 1740389979000, "releasePages": [ + { + "body": "0.6.2\r\n\r\n### Fixes\r\n\r\n- Lubkuluk's Summoner Frame is now a dependancy\r\n- Fixed many typos", + "version": "0.6.2", + "timestamp": 1740389979000, + "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/tag/0.6.2" + }, + { + "body": "0.6.1 Beta\r\n\r\n## Important Change\r\n\r\n- Lubkuluk's Barrier GUI mod has been discontinued (now it's a part of LPC instead)\r\n- Power Up now has a different calculation if you had an aggressive build, instead of punishing you for trying to convert your low defence into high attack while gutting your attack stats, it now works in reverse if your build is attack oriented, granting you massive increase in defensive stats in trade of aggressive stats\r\n- Joern2 can no longer benefit from Pin Body (aka spike damage) that originate from equipment while guarding.\r\n- Shelfed Alternating Strike combat art (Shock Throw Lv 1) which now has a replacement\r\n\r\n\r\n### New Combat Arts\r\n\r\n- Calamity Burst (Heat Guard Lv 2a) (replaced Di'aro's Might from the cold tree)\r\n\r\n\r\n### Buffs\r\n\r\n- Joern2 basic attack fly strength changed from HEAVY to MEDIUM (should be easier to combo enemies since they will be knocked back less)\r\n- Iron Spike buffed and reworked, now deals multi hit to target which is increased significantly if they are already rooted\r\n- Explosion Salvo projectiles' explosion fly strength increased from LIGHT to MEDIUM and now hit enemies are pulled in instead of pushed away (reverse knockback)\r\n- Armor Cleaver debuff can now be applied to more than one target\r\n- Armor Cleaver has a new functionality when used in Power Up mode\r\n- During Power Up, non-charged ranged attacks are significantly stronger and faster, charged shots unaffected\r\n- Chains of Frost now grants 25 energy per enemy hit by its chain explosions\r\n- Knockback Bros now grants 20 energy if the combo is inputted correctly\r\n- Charged melee attacks (can be done by holding the melee input (currently excludes mouse buttons)) now grant 10 energy per hit\r\n- Charged melee attack require less time to charge when in power up mode\r\n- Infernal Firestorm can now be empowered by being in power up mode as well as guarding\r\n- Spirit Combustion explosion now causes status effects\r\n- Shattering Hammer now ticks faster and deals less damage to compensate (almost no change in damage, overall buff for breaking)\r\n- Shattering Hammer minimum pull radius decreased, meaning enemies will be pulled more towards the center\r\n- Shattering Hammer explosion now inflicts status effects\r\n- Plasma Cage initiator projectile travel speed increased\r\n- Plasma Cage borders now have reverse and increased knockback which should keep enemies in more\r\n- Plasma Cage lightnings now pull enemies inwards with reverse knockback\r\n- Plasma Cage lightnings now have a slightly larger hitbox\r\n- Plasma Cage now spawns slightly more lightnings\r\n- Lightning Crash hammer initiator projectile size increased, it should feel more accurate to the visuals now\r\n- Armor Cleaver now has guardable NEVER, so it should now be true to its description and go through guards (if this turns out to be too op I'll hotifx it)\r\n- While in power up mode, Ramping Strikes' attacks are performed 50% faster\r\n\r\n### Nerfs\r\n\r\n- Offensive Power Up mode defensive stat to offensive stat conversion efficiency reduced by %25 in all levels\r\n- Focus gained by the result of offensive Power Up mode is now lesser compared the attack gained (no more almost 100% crit chance)\r\n- Joern2 now gains 20 energy from blocking with the met conditions instead of 25 (either blocking a melee attack, blocking 4 attacks or blocking enough damage)\r\n- This value is reduced further for blocked ranged attacks, gaining only 10 energy when blocking enough of them\r\n- Joern2's guard can now be broken again, unbreakable guard was something I tested before the power up mechanic but now it makes fishing for energy too easy, you can still invest into the respective modifiers to improve your guard\r\n- Chains of Frost chain explosion no longer benefits from melee modifiers\r\n- Reduced the overall damage of Calamity Burst (formerly Di'aro's Might)\r\n- Cinder Orbiters hammers and slam damage slightly reduced\r\n- Plasma Cage initiator projectile no longer grants sp (this was an oversight)\r\n- Plasma Cage initiator projectile now bounces for 2 times instead of 3, deals less damage and its lifespan is slightly decreased\r\n- Plasma Cage lightning knockback type changed from HEAVY to MEDIUM meaning they're less likely to interrupt some enemies\r\n\r\n\r\n### Misc Changes\r\n\r\n- Added new VFX and SFX to the combat art Iron Spike\r\n- Toxic Synchronization waveGun proxies position offset changed (combat power or effect unaffected)\r\n- Added SET_FACE_TO_DIR with dashDir to the following arts for QoL, they should feel better to aim now\r\n\t-Fae Rush\r\n\t-Indigo Advance\r\n- Chains of Frost chain explosion's Z knockback reduced (combat power unaffected)\r\n- Chains of Frost now uses a different cast animation\r\n- The text label shown when using Power Up mode has been altered slightly\r\n- Changed groundDashPulse effect of melee charge and Whirlwind combat art to have a fixed face\r\n- Removed cold effects that were carry over from its earlier versions in hammer slam VFXs\r\n- Added new SFX to axe swinging effects\r\n- Added new SFX to hammer slam effects\r\n- Added timers to some buffs and debuffs added by LPC\r\n- Added the Power Up mode mechanic to Arcane Lab quadroguard guard for hexacasts\r\n- Nerfed Lightning Crash's damage and status while changing it into a level 1 combat art\r\n- Improved the camera during pvp spectate in rookie harbor pvp\r\n\r\n### Fixes\r\n\r\n- Moved summoner frame mod's alternate item consume sound code to LPC, this way the summoner frame shouldn't cause a crash when it isn't used with LPC", + "version": "0.6.1", + "timestamp": 1740389979000, + "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/tag/0.6.1" + }, { "body": "0.6.0\r\n\r\n## Important Change\r\n\r\n- Added a new arena cup featuring a much harder Apollo fight, and a new cup that is enabled if you beat him while having triblader cup unlocked\r\n\r\n- Added a dev room that can be accessed via Maroon Valley - Vivid Path which features a very customizable pvp combat simulator\r\n\r\n- Joern2 has been reworked (again), the previous prototype where you guard attacks to gain power has been fully turned into a central mechanic, introducing \"Power Up!\"\r\nBy Guarding attacks and using some arts, Joern2 can gain Energy which is a new resource unique to him. By double-tapping the guard button, you can go into Power Up mode, consuming previously gathered energy and sacrificing some durability for a great increase in Attack and Focus, the Attack and Focus gained this way ties to how much defence and hp (as a stat) you sacrificed and how much energy you gathered, meaning the buff is significantly stronger for defensive builds\r\n\r\nAfter 10 seconds the buff ends and Joern2 reverts to normal stats he had, alternatively you can end the effect early if you think you need the hp and defence more than the Attack and Focus by double tapping guard again\r\n\r\nJoern can always go into Power Up mode and it doesn't cost SP to do so, however doing so with no energy will cause a greater sacrifice in durability and not so great increase in offense, gather lots of energy (up to 100) to make the best out of this\r\n\r\nGuarding Melee attacks, guarding enough damage or hit (as in hit count) generates energy\r\n\r\n### New Combat Arts\r\n\r\n- Alternating Strike (Shock Throw Lv1.B)\r\n\r\n### Buffs\r\n\r\n- Flame Hammer overall damage increased, slightly decreased dash damage and significantly increased hammer damage, the hammer now also lingers more to deal damage\r\n- Chilling Slash lingering damage area is half as long and it's total damage is slightly increased\r\n- Chilling Slash lingering damage area now inflicts status effects\r\n- Lightning Crash stun now lasts longer so that pvp enemies don't evade the actual hit anymore\r\n- Rookie Harbour C'tron duel now uses the updated Meteor Flare which comes out faster\r\n- Rookie Harbour C'tron duel now uses the updated Spell Tag (dash speed increased from 300 to 350)\r\n- Indigo Advance damageFactor increased from 12 to 14\r\n- The following combat arts now grant energy when their special conditions are met:\r\n\t- Charge!\r\n\t- Armor Cleaver\r\n\t- Sure Strike\r\n\t- Ashen Mark\r\n- Buffed Bergen Trail Emilie (unused in the story) to match more with the other bergen trail enemies added by LPC\r\n- Buffed (Or fixed) Maroon Valley Joern's aim which sometimes made him shoot unintendedly due to a lack of instant rotation\r\n- Buffed Maroon Valley Emilie to be more likely to use her level 2 neutral arts\r\n- Buffed Maroon Valley Apollo, Gaia's Garden Apollo and Shizuka to utilieze their assault modifiers properly\r\n- Apollo5 is now more likely to use higher level arts if he has the sp for it, instead of sticking to lower level arts and hoarding sp\r\n- Apollo5 guarding logic enhanced\r\n- Increased Apollo5's brawler and shooter modifiers\r\n- Apollo5 will now use ranged combat arts more frequently while firing charged shot\r\n- Bergen Trail Joern can now try to trap his enemies to his hammer earlier to the fight\r\n\r\n### Nerfs\r\n\r\n- Amber Slash hammer final lightning damage slightly nerfed\r\n- Bergen Trail Joern no longer notifies apollo to use ball of steel when an enemy is damaged by his gravity explosion (hammer version gravity pull)\r\n\r\n### Misc Changes\r\n\r\n- New dependency mod: Font Utils, extension-assets-preloader\r\n- Electro-Charged Fortress lightnings now have a collideCancel value of 1, making them no longer linger on walls upon miss\r\n- Added missing empowered throw vfx for shock and wave\r\n- Fixed Gaia's Garden Hexacast NPC falling down at map start due to incorrect Z positioning\r\n- Increased hammer slam screen shake intensity and added new sounds\r\n- Chronobreak now has proper camera movement during its use\r\n- Chronobreak now has some new visual effects\r\n- Double Bolt and Chronobreak moved to B tree from A tree in the skilltree\r\n- Maroon Valley Joern can now use his protective spells on any pvp ally and not just apollo-2 (lpc)\r\n- Created ally versions of pvp enemies added by lpc by checking for an attribute to decide whether to take the player's or the enemy's points for changing strategy\r\n- Vanguard's Resolve and Protective Storm now function for enemies from the player party during pvp if lub-summoner-frame supported variable tmp.teamPvp is active\r\n- Added a new tag \"arena\" into the ccmod.json\r\n- Added a number of new bgm entries\r\n\r\n### Fixes\r\n\r\n- Fixed PvP fights added by LPC crashing due to an incorrect formatting of the custom SHOW_COMBAT_MSG entry now SHOW_COMBAT_MSG_CUSTOM is used instead\r\n- Joern and Joern2 now have itemEatSlow and itemEatFastest to properly display fast or slow consumed items\r\n- Vanguard's Resolve shield now doesn't persist infinitely and fixed up the code a little\r\n- Apollo5 will no longer stack Burning Pulse on top of each other (hopefully)", "version": "0.6.0", diff --git a/npDatabase.min.json b/npDatabase.min.json index 43441d5b..d61b9a7d 100644 --- a/npDatabase.min.json +++ b/npDatabase.min.json @@ -5323,7 +5323,7 @@ "lqm-joern-mod": { "metadataCCMod": { "id": "lqm-joern-mod", - "version": "0.6.0", + "version": "0.6.2", "title": { "en_US": "Lubkuluk's Playable Classes \\i[class-quadro] \\c[1](WIP)" }, @@ -5354,9 +5354,8 @@ "extendable-severed-heads": ">=1.1.0", "xenons-playable-classes": ">=2.0.0", "cc-alybox": ">=1.0.0", - "lub-summoner-frame": ">=0.0.2", "font-utils": ">=1.2.0", - "lub-barrier-gui": ">=0.0.3", + "lub-summoner-frame": ">=0.0.5", "extension-asset-preloader": ">=1.0.0", "crosscode": ">=1.4.0", "post-game": ">=1.4.0" @@ -5365,16 +5364,28 @@ "installation": [ { "type": "zip", - "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/download/0.6.0/lubkuluks-playable-classes.zip", + "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/download/0.6.2/lubkuluks-playable-classes.zip", "source": "lubkuluks-playable-classes", "hash": { - "sha256": "1382cd9fc0f7b40edef0e0c0f06b3f8de87036db8971969f16f7c4c0aefa6744" + "sha256": "02b4774f75ae76a2dbc9d79be1468d9ddc70416769c132a32b513eca31af18bf" } } ], - "stars": 2, + "stars": 3, "lastUpdateTimestamp": 1740389979000, "releasePages": [ + { + "body": "0.6.2\r\n\r\n### Fixes\r\n\r\n- Lubkuluk's Summoner Frame is now a dependancy\r\n- Fixed many typos", + "version": "0.6.2", + "timestamp": 1740389979000, + "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/tag/0.6.2" + }, + { + "body": "0.6.1 Beta\r\n\r\n## Important Change\r\n\r\n- Lubkuluk's Barrier GUI mod has been discontinued (now it's a part of LPC instead)\r\n- Power Up now has a different calculation if you had an aggressive build, instead of punishing you for trying to convert your low defence into high attack while gutting your attack stats, it now works in reverse if your build is attack oriented, granting you massive increase in defensive stats in trade of aggressive stats\r\n- Joern2 can no longer benefit from Pin Body (aka spike damage) that originate from equipment while guarding.\r\n- Shelfed Alternating Strike combat art (Shock Throw Lv 1) which now has a replacement\r\n\r\n\r\n### New Combat Arts\r\n\r\n- Calamity Burst (Heat Guard Lv 2a) (replaced Di'aro's Might from the cold tree)\r\n\r\n\r\n### Buffs\r\n\r\n- Joern2 basic attack fly strength changed from HEAVY to MEDIUM (should be easier to combo enemies since they will be knocked back less)\r\n- Iron Spike buffed and reworked, now deals multi hit to target which is increased significantly if they are already rooted\r\n- Explosion Salvo projectiles' explosion fly strength increased from LIGHT to MEDIUM and now hit enemies are pulled in instead of pushed away (reverse knockback)\r\n- Armor Cleaver debuff can now be applied to more than one target\r\n- Armor Cleaver has a new functionality when used in Power Up mode\r\n- During Power Up, non-charged ranged attacks are significantly stronger and faster, charged shots unaffected\r\n- Chains of Frost now grants 25 energy per enemy hit by its chain explosions\r\n- Knockback Bros now grants 20 energy if the combo is inputted correctly\r\n- Charged melee attacks (can be done by holding the melee input (currently excludes mouse buttons)) now grant 10 energy per hit\r\n- Charged melee attack require less time to charge when in power up mode\r\n- Infernal Firestorm can now be empowered by being in power up mode as well as guarding\r\n- Spirit Combustion explosion now causes status effects\r\n- Shattering Hammer now ticks faster and deals less damage to compensate (almost no change in damage, overall buff for breaking)\r\n- Shattering Hammer minimum pull radius decreased, meaning enemies will be pulled more towards the center\r\n- Shattering Hammer explosion now inflicts status effects\r\n- Plasma Cage initiator projectile travel speed increased\r\n- Plasma Cage borders now have reverse and increased knockback which should keep enemies in more\r\n- Plasma Cage lightnings now pull enemies inwards with reverse knockback\r\n- Plasma Cage lightnings now have a slightly larger hitbox\r\n- Plasma Cage now spawns slightly more lightnings\r\n- Lightning Crash hammer initiator projectile size increased, it should feel more accurate to the visuals now\r\n- Armor Cleaver now has guardable NEVER, so it should now be true to its description and go through guards (if this turns out to be too op I'll hotifx it)\r\n- While in power up mode, Ramping Strikes' attacks are performed 50% faster\r\n\r\n### Nerfs\r\n\r\n- Offensive Power Up mode defensive stat to offensive stat conversion efficiency reduced by %25 in all levels\r\n- Focus gained by the result of offensive Power Up mode is now lesser compared the attack gained (no more almost 100% crit chance)\r\n- Joern2 now gains 20 energy from blocking with the met conditions instead of 25 (either blocking a melee attack, blocking 4 attacks or blocking enough damage)\r\n- This value is reduced further for blocked ranged attacks, gaining only 10 energy when blocking enough of them\r\n- Joern2's guard can now be broken again, unbreakable guard was something I tested before the power up mechanic but now it makes fishing for energy too easy, you can still invest into the respective modifiers to improve your guard\r\n- Chains of Frost chain explosion no longer benefits from melee modifiers\r\n- Reduced the overall damage of Calamity Burst (formerly Di'aro's Might)\r\n- Cinder Orbiters hammers and slam damage slightly reduced\r\n- Plasma Cage initiator projectile no longer grants sp (this was an oversight)\r\n- Plasma Cage initiator projectile now bounces for 2 times instead of 3, deals less damage and its lifespan is slightly decreased\r\n- Plasma Cage lightning knockback type changed from HEAVY to MEDIUM meaning they're less likely to interrupt some enemies\r\n\r\n\r\n### Misc Changes\r\n\r\n- Added new VFX and SFX to the combat art Iron Spike\r\n- Toxic Synchronization waveGun proxies position offset changed (combat power or effect unaffected)\r\n- Added SET_FACE_TO_DIR with dashDir to the following arts for QoL, they should feel better to aim now\r\n\t-Fae Rush\r\n\t-Indigo Advance\r\n- Chains of Frost chain explosion's Z knockback reduced (combat power unaffected)\r\n- Chains of Frost now uses a different cast animation\r\n- The text label shown when using Power Up mode has been altered slightly\r\n- Changed groundDashPulse effect of melee charge and Whirlwind combat art to have a fixed face\r\n- Removed cold effects that were carry over from its earlier versions in hammer slam VFXs\r\n- Added new SFX to axe swinging effects\r\n- Added new SFX to hammer slam effects\r\n- Added timers to some buffs and debuffs added by LPC\r\n- Added the Power Up mode mechanic to Arcane Lab quadroguard guard for hexacasts\r\n- Nerfed Lightning Crash's damage and status while changing it into a level 1 combat art\r\n- Improved the camera during pvp spectate in rookie harbor pvp\r\n\r\n### Fixes\r\n\r\n- Moved summoner frame mod's alternate item consume sound code to LPC, this way the summoner frame shouldn't cause a crash when it isn't used with LPC", + "version": "0.6.1", + "timestamp": 1740389979000, + "url": "https://github.com/lubkuluk/lubkuluks-joern-mod/releases/tag/0.6.1" + }, { "body": "0.6.0\r\n\r\n## Important Change\r\n\r\n- Added a new arena cup featuring a much harder Apollo fight, and a new cup that is enabled if you beat him while having triblader cup unlocked\r\n\r\n- Added a dev room that can be accessed via Maroon Valley - Vivid Path which features a very customizable pvp combat simulator\r\n\r\n- Joern2 has been reworked (again), the previous prototype where you guard attacks to gain power has been fully turned into a central mechanic, introducing \"Power Up!\"\r\nBy Guarding attacks and using some arts, Joern2 can gain Energy which is a new resource unique to him. By double-tapping the guard button, you can go into Power Up mode, consuming previously gathered energy and sacrificing some durability for a great increase in Attack and Focus, the Attack and Focus gained this way ties to how much defence and hp (as a stat) you sacrificed and how much energy you gathered, meaning the buff is significantly stronger for defensive builds\r\n\r\nAfter 10 seconds the buff ends and Joern2 reverts to normal stats he had, alternatively you can end the effect early if you think you need the hp and defence more than the Attack and Focus by double tapping guard again\r\n\r\nJoern can always go into Power Up mode and it doesn't cost SP to do so, however doing so with no energy will cause a greater sacrifice in durability and not so great increase in offense, gather lots of energy (up to 100) to make the best out of this\r\n\r\nGuarding Melee attacks, guarding enough damage or hit (as in hit count) generates energy\r\n\r\n### New Combat Arts\r\n\r\n- Alternating Strike (Shock Throw Lv1.B)\r\n\r\n### Buffs\r\n\r\n- Flame Hammer overall damage increased, slightly decreased dash damage and significantly increased hammer damage, the hammer now also lingers more to deal damage\r\n- Chilling Slash lingering damage area is half as long and it's total damage is slightly increased\r\n- Chilling Slash lingering damage area now inflicts status effects\r\n- Lightning Crash stun now lasts longer so that pvp enemies don't evade the actual hit anymore\r\n- Rookie Harbour C'tron duel now uses the updated Meteor Flare which comes out faster\r\n- Rookie Harbour C'tron duel now uses the updated Spell Tag (dash speed increased from 300 to 350)\r\n- Indigo Advance damageFactor increased from 12 to 14\r\n- The following combat arts now grant energy when their special conditions are met:\r\n\t- Charge!\r\n\t- Armor Cleaver\r\n\t- Sure Strike\r\n\t- Ashen Mark\r\n- Buffed Bergen Trail Emilie (unused in the story) to match more with the other bergen trail enemies added by LPC\r\n- Buffed (Or fixed) Maroon Valley Joern's aim which sometimes made him shoot unintendedly due to a lack of instant rotation\r\n- Buffed Maroon Valley Emilie to be more likely to use her level 2 neutral arts\r\n- Buffed Maroon Valley Apollo, Gaia's Garden Apollo and Shizuka to utilieze their assault modifiers properly\r\n- Apollo5 is now more likely to use higher level arts if he has the sp for it, instead of sticking to lower level arts and hoarding sp\r\n- Apollo5 guarding logic enhanced\r\n- Increased Apollo5's brawler and shooter modifiers\r\n- Apollo5 will now use ranged combat arts more frequently while firing charged shot\r\n- Bergen Trail Joern can now try to trap his enemies to his hammer earlier to the fight\r\n\r\n### Nerfs\r\n\r\n- Amber Slash hammer final lightning damage slightly nerfed\r\n- Bergen Trail Joern no longer notifies apollo to use ball of steel when an enemy is damaged by his gravity explosion (hammer version gravity pull)\r\n\r\n### Misc Changes\r\n\r\n- New dependency mod: Font Utils, extension-assets-preloader\r\n- Electro-Charged Fortress lightnings now have a collideCancel value of 1, making them no longer linger on walls upon miss\r\n- Added missing empowered throw vfx for shock and wave\r\n- Fixed Gaia's Garden Hexacast NPC falling down at map start due to incorrect Z positioning\r\n- Increased hammer slam screen shake intensity and added new sounds\r\n- Chronobreak now has proper camera movement during its use\r\n- Chronobreak now has some new visual effects\r\n- Double Bolt and Chronobreak moved to B tree from A tree in the skilltree\r\n- Maroon Valley Joern can now use his protective spells on any pvp ally and not just apollo-2 (lpc)\r\n- Created ally versions of pvp enemies added by lpc by checking for an attribute to decide whether to take the player's or the enemy's points for changing strategy\r\n- Vanguard's Resolve and Protective Storm now function for enemies from the player party during pvp if lub-summoner-frame supported variable tmp.teamPvp is active\r\n- Added a new tag \"arena\" into the ccmod.json\r\n- Added a number of new bgm entries\r\n\r\n### Fixes\r\n\r\n- Fixed PvP fights added by LPC crashing due to an incorrect formatting of the custom SHOW_COMBAT_MSG entry now SHOW_COMBAT_MSG_CUSTOM is used instead\r\n- Joern and Joern2 now have itemEatSlow and itemEatFastest to properly display fast or slow consumed items\r\n- Vanguard's Resolve shield now doesn't persist infinitely and fixed up the code a little\r\n- Apollo5 will no longer stack Burning Pulse on top of each other (hopefully)", "version": "0.6.0",