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OnimushaScripts

REFramework Lua mods for Onimusha: Way of the Sword (Steam). Everything here is stable and consolidated at v1.0. Full history lives in the commit log.

⚠️ 100% vibe-coded, for personal use. Every script in this repo was written by AI as a learning exercise in AI coding — not by a human modder, not reviewed for quality, and not maintained as a product. Use at your own risk, expect quirks, and don't treat anything here as a reference implementation.

Requirements

  • Onimusha: Way of the Sword (Steam version recommended)
  • REFramework (see setup below — includes an Onimusha-specific build on Nexus Mods)
  • A text editor for configs (Notepad++, VS Code, or plain Notepad)

Install

1. Install REFramework (once)

  1. Download REFramework — either the GitHub release or the Onimusha build from Nexus Mods.
  2. Extract dinput8.dll from the zip into your Onimusha game install folder (the one containing the game .exe).
  3. Launch the game via Steam, then press Insert — the REFramework menu should appear. This also creates the reframework/ folder (including reframework/autorun/) on first run.

2. Install these scripts

Option A — release zip (easiest):

  1. Go to Releases and download OnimushaScripts-v1.0.zip.
  2. Find your game folder: in Steam, right-click Onimusha → ManageBrowse local files.
  3. Extract the zip into the game folder (the same folder holding the game .exe and dinput8.dll). The scripts land in reframework/autorun/. Your folder should now contain paths like reframework/autorun/movement_speed_v1.0.lua.
  4. (Optional) If you added the files while the game was already running, open the REFramework menu (Insert), go to ScriptRunner, and click Reset Scripts to load them without restarting. Files placed before launch load automatically.
  5. Each mod shows up as its own entry in the REFramework menu (DamageMult, AtkSpeed, MoveSpeed, Invincibility, ItemGiver, ItemCatalog, FOVSlider). Open one, set your options — a config .json is auto-created in reframework/data/ so settings persist.

Option B — pick individual scripts:

Same as above, but instead of the zip, copy only the .lua files you want from reframework/autorun/ in this repo into the game's reframework/autorun/ folder, then Reset Scripts in-game.

If something doesn't show up:

  • Menu entry missing → the file must end in .lua (not .lua.txt — turn on file extensions in Explorer) and sit directly in reframework/autorun/.
  • REFramework menu itself won't open → dinput8.dll is in the wrong folder or was quarantined by antivirus; re-extract it next to the game .exe.
  • Settings not saving → check the game folder is writable (not read-only, Steam has permission to write reframework/data/).

Mods

Mod (menu) File What it does Config
DamageMult v1.0 damage_multiplier_v1.0.lua Outgoing player damage multiplier. Your own damage module passes through untouched; everything else scales. Preset buttons: x1 / x1.5 / x2 / x3 / x5 / x10 damage_multiplier.json
AtkSpeed v1.0 attack_speed_v1.0.lua Attack swing animation speed via motion layers; restores cleanly on anything that isn't an attack. Preset buttons: x1 / x1.5 / x2 / x3 attack_speed.json
MoveSpeed v1.0 movement_speed_v1.0.lua Locomotion speed: layer speed on every move clip plus root-motion rate on loop clips, with instant engage on action start. Slider x1.0–x3.0, live travel readout movement_speed.json
Invincibility v1.0 invincibility_mod_v1.0.lua No-Hit + infinite HP with an independent poise/stagger bar. Off disables everything cleanly invincibility_mod.json
ItemGiver v1.0 item_giver_v1.0.lua Give yourself items from a picker showing Name [id] — Held X, Storehouse Y
ItemCatalog v1.0 item_catalog_v1.0.lua Read-only item census the giver builds on
FOVSlider v1.0 fov_slider_v1.0.lua Field-of-view control fov_slider.json

Developer/diagnostic tools (not gameplay mods): param_dump_v1.0.lua (full parameter dump for research), find_health_offset_v1.0.lua (health offset scanner), test_script.lua (minimal load check: log line + UI text).

Coexistence notes

  • MoveSpeed and the standalone run_speed script both write motion layer speed — use one or the other, not both.
  • MoveSpeed and AtkSpeed never touch each other's actions: attacks get ATK scaling only, movement gets MOV scaling only.
  • Interaction actions (doors, chests, ladders, crawl, gaps) are left to FasterInteractions-style mods; this collection doesn't fight them.
  • Turning any mod to x1/Off restores everything it changed (layers, rates, flags) and verifies a clean state.

Known issues

  • Sprint ramp-up (MoveSpeed). Sprint starts (DashStart transitions) are velocity-gated by the game: the state exits when your body is fast enough, and that ramp runs on physics time, so clip/rate scaling can't shorten it much. Sprint chained straight out of an attack feels it most (~0.5–1s). Walk/run engage at near-full speed immediately. No fix in-mod; sprint from neutral and hold it.
  • Two attack-speed mods installed. The game folder currently contains both the third-party AttackSpeed.lua (PlaySpeed windows) and this collection's attack_speed_v1.0.lua (motion layers). Both speed up swings and can stack on the same attack. If swings feel double-timed, remove one.
  • Travel readout is a rolling average. The menu's Travel m/s blends acceleration, turns, and stops. For the true multiplier, sprint straight for several seconds and read PEAK.
  • If Off ever feels slow (MoveSpeed). The menu's Off check line reads back the real layer/rate values after restore (layer=1 rate=1 is clean). Paste those two numbers plus mov_proof.json if vanilla feel doesn't return at x1.0.

Repo layout

  • reframework/autorun/ — the live, stable scripts (this README documents these)
  • Backup/ — backup mirror of an older stable set
  • Commit history holds every retired version and experiment

About

Stable REFramework Lua mods for Onimusha: Way of the Sword - damage multiplier, attack and movement speed, no-hit invincibility with poise bar, item giver, FOV control. Drop into reframework/autorun and press Insert.

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