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Author Topic: [0.97a] Ship Mastery System (+Miscellaneous Features) (4/20/24)  (Read 2775 times)

float

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Re: [0.97a] Ship Mastery System (4/4/24)
« Reply #15 on: April 11, 2024, 08:18:53 AM »

Looks like a blade breakers plus issue with whatever the “catastrophe core” hullmod is. No source code is provided for the bootleg of that mod so that’s as far as I can help you.
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KarlPh1sher

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Re: [0.97a] Ship Mastery System (4/4/24)
« Reply #16 on: April 11, 2024, 08:23:49 AM »

thanks, I think I know what's the issue.
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float

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Re: [0.97a] Ship Mastery System (4/4/24)
« Reply #17 on: April 11, 2024, 08:33:49 AM »

I think the author of BBPlus should be using getMemoryWithoutUpdate() instead of getMemory(), but again, I don’t have access to the source code, so it’s just a guess.
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rogerbacon

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Re: [0.97a] Ship Mastery System (4/4/24)
« Reply #18 on: April 11, 2024, 11:21:03 AM »

I'm quite happy with Progressive S mods but I'd love to haev the ship recovery system from this mod. Many times I've known a battle is lost but don't want to retreat because I know I won't be able to recover lost ships. How hard would it be to have just this feature of this mod?
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float

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Re: [0.97a] Ship Mastery System (4/4/24)
« Reply #19 on: April 17, 2024, 02:57:12 PM »

I'm quite happy with Progressive S mods but I'd love to haev the ship recovery system from this mod. Many times I've known a battle is lost but don't want to retreat because I know I won't be able to recover lost ships. How hard would it be to have just this feature of this mod?

Ok, added a (partial) setting to disable the mastery system from this mod if you'd just like the miscellaneous stuff. You'll still have to manually disable the skill changes, though, as trying to programmatically do that would just be a pain considering how little of skill stuff isn't obfuscated. Instructions can be found in LunaLib settings.

On that note, full 0.9 changelog:
Spoiler

- Added "Replay Battle" feature
- Added option to disable mod's main features
- Removed VariantLookup stuff from save file
- Improved consistency of post-inflation sequence, everything is now seeded based on the commander's id
- Refactored LunaLib settings, this will reset them if you modified them
- Reduced the effectiveness of the "less DP if only ship of that type in fleet" mastery effect for frigates, destroyers, and cruisers
- Greatly increased the chance that a mastered ship with lots of MP will still gain MP when competing with other ship types for MP
- Mastery effect that grants range if no other bonuses are affecting range now works with ballistic mastery and gunnery implants
- Mastery effect that grants additional ammo if EMR and expanded magazines are both installed is now multiplicative
- Fixed minimum CR mastery effect causing auto-retreat when deployed
- Fixed converted hangar effects being randomly selected for phase ships
- Fixed adding S-mods to modules not subtracting MP
- Fixed issue where recovered ships would maintain enemy commander's mastery levels and selections until game load
- Minor optimizations
[close]


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CV514

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (4/4/24)
« Reply #20 on: April 18, 2024, 02:56:43 AM »

It would be great to have console command to add MP for all hull types at the same time (testing purposes). Adding them manually is a bit tedious.
Also, config to set credits cost to install stuff would be cool too.
For now, I like it more than Progressive S-Mods, mainly because it's native outfit button! But also it feels like more balanced approach. Need some time to actually play with it.
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Talkie Toaster

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (4/4/24)
« Reply #21 on: April 18, 2024, 06:25:24 AM »

Oh wow, this is amazing! I imagine there's no way to switch from Progressive S-Mods to this, but just disabling the Progressive S-Mods features and enabling this won't have any odd interactions, right? Any more so than adding Ship Mastery to a save with existing S-Modded ships in your fleet?
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Xhaldor

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (4/4/24)
« Reply #22 on: April 18, 2024, 07:39:00 AM »

It's a great mod but sometimes the hullmod costs are too stupidly high. My brave blade, a 2m superfrigate, has to pay 300k (early game) to 500k credits PER hullmod. Now imagine the endgame superdreadnought at 150-200m worth, each hullmod would be 40m. I suggest you change the prices to be based on the hullmod itself, between OP and original hullmod cost.

HeavyHelmud

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (4/4/24)
« Reply #23 on: April 20, 2024, 07:22:50 AM »

I would like to try this mod but unfortunately I always get an error:

Spoiler
22756 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source) ~[port_obf.jar:?]
   ... 9 more
[close]

In this example I had MagicLib, LunaLib, LazyLib and GraphicsLib and the required Particle Engine enabled, nothing else. But I get the error even without any mods (except this one and Particle Engine). I tried reinstalling StarSector as well. I also tried different Java Versions, the default JRE7, JRE8 and JDK23 from mikohime, always the same issue.
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float

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (4/4/24)
« Reply #24 on: April 20, 2024, 09:31:19 AM »

It would be great to have console command to add MP for all hull types at the same time (testing purposes). Adding them manually is a bit tedious.
Also, config to set credits cost to install stuff would be cool too.
For now, I like it more than Progressive S-Mods, mainly because it's native outfit button! But also it feels like more balanced approach. Need some time to actually play with it.
It's a great mod but sometimes the hullmod costs are too stupidly high. My brave blade, a 2m superfrigate, has to pay 300k (early game) to 500k credits PER hullmod. Now imagine the endgame superdreadnought at 150-200m worth, each hullmod would be 40m. I suggest you change the prices to be based on the hullmod itself, between OP and original hullmod cost.
Ok, I added a bunch of settings that should allow people to fine-tune their gameplay experience, similar to PSM. FWIW, the build-in cost being proportional to ship value is intended, similar to restoration costs. I think, Xhaldor, your scenario is more hinged on the fact that the frigate is valued at 2m. That means you'd also have to spend something like 2.5m-3m to restore it, were it damaged.
v0.9.1 changelog
- Added setting to always enable clearing of S-Mods regardless of if it's been unlocked by a mastery effect.
- Added setting to enable clearing S-Mods to refund a fraction of credits and MP spent; default is still no refund.
- Added setting that multiplies all MP gain from actions that also grant XP.
- Added setting that multiplies the credits cost of building in hullmods.
- If dev mode is enabled, upgrading mastery level and building in hullmods no longer checks if you have the required resources.
- Fixed S-Mod autofit option not showing up for modules
[close]
Please note that the refund setting keeps track of what you actually paid at the time that you installed the S-mod, so you can't cheese it by e.g. setting cost multiplier to 0, building something in, setting it to 5, and then refunding it. This also means that it won't retroactively work for S-mods that you already installed prior to updating to 0.9.1.

Oh wow, this is amazing! I imagine there's no way to switch from Progressive S-Mods to this, but just disabling the Progressive S-Mods features and enabling this won't have any odd interactions, right? Any more so than adding Ship Mastery to a save with existing S-Modded ships in your fleet?
Yeah, that should work. I briefly tried both mods together and there's nothing really game-breaking about it -- PSM prevents the usage of this mod's refit interface and forces you, like normal, to go through the PSM dialog. Though it's a bit much (and maybe redundant) to have both ship SP and MP systems working at once.
There are plenty of fleets with S-mods already installed, e.g. Nexerelin special task forces. If you recover them with S-mods intact, they'll remain intact, but you won't be able to add any additional S-mods. You'd see something like "built-in: 3/0."
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float

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (4/4/24)
« Reply #25 on: April 20, 2024, 09:39:36 AM »

I would like to try this mod but unfortunately I always get an error:

Spoiler
22756 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source) ~[port_obf.jar:?]
   ... 9 more
[close]

In this example I had MagicLib, LunaLib, LazyLib and GraphicsLib and the required Particle Engine enabled, nothing else. But I get the error even without any mods (except this one and Particle Engine). I tried reinstalling StarSector as well. I also tried different Java Versions, the default JRE7, JRE8 and JDK23 from mikohime, always the same issue.
Hi, and welcome!

This generally means that a file is missing. I'd try the following steps, in order:
- First, try deleting the entire "Ship Mastery System" mod folder and downloading it again.
- If this doesn't work, make sure your anti-virus hasn't picked up the jar file, which should be located at "jars/ShipMasterySystem.jar." If the jars folder is empty, there's a chance that it was quarantined by an anti-virus, as anti-virus programs tend to place great weight on file obscurity and recency in their heuristic algorithms.
- If the jar file is intact, make sure you didn't also download the source code and extract it to the mods folder. The source code zip doesn't contain the jar file, and if you downloaded that and placed it in the mods folder, it would override the actual download.

Let me know if any (or none) of the steps worked for you.
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HeavyHelmud

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (4/20/24)
« Reply #26 on: April 21, 2024, 01:43:49 AM »

I would like to try this mod but unfortunately I always get an error:

Spoiler
22756 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source) ~[port_obf.jar:?]
   ... 9 more
[close]

In this example I had MagicLib, LunaLib, LazyLib and GraphicsLib and the required Particle Engine enabled, nothing else. But I get the error even without any mods (except this one and Particle Engine). I tried reinstalling StarSector as well. I also tried different Java Versions, the default JRE7, JRE8 and JDK23 from mikohime, always the same issue.
Hi, and welcome!

This generally means that a file is missing. I'd try the following steps, in order:
- First, try deleting the entire "Ship Mastery System" mod folder and downloading it again.
- If this doesn't work, make sure your anti-virus hasn't picked up the jar file, which should be located at "jars/ShipMasterySystem.jar." If the jars folder is empty, there's a chance that it was quarantined by an anti-virus, as anti-virus programs tend to place great weight on file obscurity and recency in their heuristic algorithms.
- If the jar file is intact, make sure you didn't also download the source code and extract it to the mods folder. The source code zip doesn't contain the jar file, and if you downloaded that and placed it in the mods folder, it would override the actual download.

Let me know if any (or none) of the steps worked for you.

Thanks! The new version from yesterday fixed the problem. As you mentioned, right now I think that my antivirus did something and I didn't realize it.
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ymfah

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (4/20/24)
« Reply #27 on: April 21, 2024, 02:16:00 AM »

Hello! Really enjoying the mod.

At the end game, unless I decide to S-modmaxx by going over the limit, most of my ships have tons of MP lying around.

So I've been thinking, would it be possible to implement a feature where you could re-roll certain columns effect using MP?
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xdeathdealerxd

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (4/20/24)
« Reply #28 on: April 22, 2024, 05:36:46 PM »

Any planned compatibility with Quality Captains skill rework mod?
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Phenir

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Hello! Really enjoying the mod.

At the end game, unless I decide to S-modmaxx by going over the limit, most of my ships have tons of MP lying around.

So I've been thinking, would it be possible to implement a feature where you could re-roll certain columns effect using MP?
Definitely would like this. I got max mastery on an Ixon from Interstellar Imperium and it rolled buildin safety overrides, which is almost useless since the ships from that mod have their own safety overrides-like hullmod, and a flagship bonus for beam weaponry, when I'm not planning to flagship it and its basically a missile boat. So basically a wasted final tier of mastery which feels especially bad since that's where the most effective bonuses are at. Could make the cost the same mp as the tier you want to reroll so 10 mp for the last tier but only 2 mp for the first tier.
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