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girthy_mods-MoreSpellSlots-1.0.0 icon

MoreSpellSlots

Equip more than 4 spells. Extra spell shops appear after the last normal one, and the spell bar grows to fit. The host's settings apply to everyone.

Date uploaded 3 days ago
Version 1.0.0
Download link girthy_mods-MoreSpellSlots-1.0.0.zip
Downloads 13
Dependency string girthy_mods-MoreSpellSlots-1.0.0

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.788 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.788

README

MoreSpellSlots

Equip more spells than the game normally allows.

  • Extra spell shops. After the last normal spell shop, you get another "pick a new spell" shop every few party levels, once for each extra slot.
  • A bigger spell bar. The bar at the bottom of the screen gets the extra slots, re-centred and shrunk a little if the row gets wide. Each empty slot shows the level its spell shop arrives at, the same way the normal slots do.
  • Multiplayer. The host's settings apply to everyone for that run. Every player should have the mod, because each player's own game decides which shop they get.

Extra spells cast like any other spell. They can be upgraded and infused too.

Config (girthy_mods.MoreSpellSlots.cfg)

Setting Default What it does
Enabled true Turns the extra slots on or off.
ExtraSlots 2 How many spells you can have on top of the normal 4 (0–6).
LevelsBetweenExtraSpells 6 Party levels between each extra spell shop.
FirstExtraSpellLevel 0 The party level of the first extra spell shop. 0 means the last normal spell level plus LevelsBetweenExtraSpells.

Notes

  • With the defaults, the extra shops arrive 6 and 12 levels after the last normal spell shop.
  • Runs with a modifier that removes spell slots are left as the game makes them (no extra slots), so that challenge stays intact.
  • Works with RunSaves: a restored run puts back all of your spells.

CHANGELOG

1.1.6

  • Fixed: the owed-spell shop (for players short of spells after a resumed save) closed the moment it opened. The game was told those players had already picked. It now lists everyone else as done, so the shop waits for the players who are owed a spell.

1.1.5

  • The spell shop for players missing spells (after a resumed save) only waits for those players. Everyone else passes automatically.

1.1.4

  • Fixed the 5th spell getting stuck. After you pick a new spell, the game gives your next upgrade shop a better minimum rarity for that spell, and it threw "More than 4 spells aren't supported" for a 5th spell. The pick didn't go through, so the shop kept waiting for you. Every spell past the 4th now gets the same bonus as the 4th (Legendary).

1.1.3

  • The spell shop for spells nobody got now only runs after a resumed save (the party level jumps several levels at once). In normal play it could open next to a normal level-up shop and leave someone stuck on an empty "New Spell" screen. Normal and extra spell shops are unchanged.

1.1.2

  • Everyone uses the host's settings. While you're in someone's game, this mod reads the host's config instead of yours, from the lobby on. Your config file isn't changed, and your own values are back when you leave. If the host doesn't have the mod, it stays off for you in that game.

1.1.1

  • Fixed owed spell shops never opening: the check failed every time (error 'GetPinnableReference' in the log).

1.1.0

  • Spell shops you skipped past are now given. When the party level is already past a spell level (a restored save, or someone joining a restored run with only their starting spell), anyone with fewer spells than their level has earned gets a spell shop. Only they pick, everyone else waits, and it repeats until they're caught up. This covers the normal spell levels as well as the extra ones.

1.0.0

  • First release: extra spell shops after the last normal one, and extra slots on the spell bar. The host's settings apply to everyone.