Standverse Cards
0.3.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.3.0: every Stand is its own animated figure, maps rebuilt calmer and smaller with jump pads. Not play-tested yet.
127 fan-made JoJo cards in nine sets: STARDUST CRUSADERS, DIAMOND IS UNBREAKABLE, GOLDEN WIND, STONE OCEAN, STEEL BALL RUN, OVER HEAVEN, STAND FUSION, PHANTOM BLOOD and BIZARRE ADVENTURE (Stands from every part, side characters included). Most of them change your gun or your shots. Requires UnboundLib. Works with RoundsWithFriends and alongside the other lel card mods (Red Rising, JJK, Multiverse, Otherverse, Animeverse, Crossverse, Gameverse Cards). Adds no gun-replacing cards.
Not affiliated with Hirohiko Araki, Shueisha, David Production or anyone else. All art is original.
Install
- Thunderstore Mod Manager / r2modman: open the Online tab, search for the mod, and click Install. UnboundLib and MapsExtended come with it.
- Offline copy: Settings → Import local mod → pick this mod's zip, then install UnboundLib and MapsExtended from the Online tab (a local import doesn't install them).
- Imported an older copy or one of the lel packs as a local zip before? Uninstall it first, so you don't load the same mod twice.
- Everyone in a lobby needs the same version. Sharing a profile code is the easiest way to match mods and settings.
How Stands work
- One Stand per player. Cards marked Stand base are Stands: once you own one, no other Stand base is offered. Items and techniques (Stand Arrow, Stand Disc, Golden Spin, Tetraphobia, Ladybug Brooch, Green Dolphin Street and the PHANTOM BLOOD cards) are not Stands and can be taken by anyone.
- Needs lists what a card is waiting for. "A or B": you need one of them. "A + B": a combo, you need both, and the two effects it merges stop firing on their own. "evolves X": only offered to X's owner, and X's own action stands down while you own the evolution (Bites the Dust is the exception: Killer Queen's bombs keep working).
- Your Stand floats beside you and strikes when its abilities fire. A time stop freezes everyone but its caster; The World, Platinum: The World and The World Over Heaven can move during the last part of an enemy's stop.
- OVER HEAVEN cards need the Stand Arrow (or another listed card) on top of the Stand they evolve; they are the strongest cards here, so they stay Rare in normal builds.
- STAND FUSION cards need one Standverse card plus one card from another lel mod (listed under Needs), so they only show up when you play those mods together. The other mod's card keeps its own effect, except where the fusion takes over its block: with Za Warudo Stopwatch, Ora Kamehameha or Thermal First Bomb, the partner's own block action (Stopwatch's bubble, the Kamehameha beam, the Thermal Detonator lob) stands down, so one block press does one thing.
- Cards marked Stacks can be taken more than once; each copy adds the per-copy number on the card.
STARDUST CRUSADERS (15 cards)
| Card |
Needs |
What it does |
| Star Platinum |
Stand base |
Block: your Stand unleashes an ORA barrage. Precise, faster bullets. (Punches 16; Cooldown 4s; Bullet Speed +25%) |
| The World |
Stand base |
Block: stop time. Knives hang in the air; your shots become knives. (Time Stop 1.6s; Knives 6; Cooldown 6s) |
| Magician's Red |
Stand base |
Every few seconds your next shot is a flaming ankh that burns foes. (Ankh Damage +50%; Burn 30; Recharge 3.5s) |
| Hierophant Green |
Stand base |
Shooting also fires an Emerald Splash of gem shards from your Stand. (Shards 8; Shard Damage 7; Cooldown 2.5s) |
| Silver Chariot |
Stand base |
Mid-air jump with no jumps left: lunge in a rapier thrust flurry. (Thrusts 10; Cooldown 3.5s; Attack Speed +25%) |
| Hermit Purple |
Stand base |
Bullet hits lash thorn vines that yank the foe toward you. (Vine Damage 10; Pull 18; Cooldown 3s) |
| Emperor |
Stand base |
A Stand that is a gun: your bullets bend toward foes. (Bullets Homing; Turn Rate 240; Damage -10%) |
| The Fool |
Stand base |
Hold jump while falling to glide on wings of sand. (Glide Fall 3/s; Jumps +1) |
| Star Finger |
Star Platinum |
A shot every few seconds also fires a long Star Finger stab. Stacks. (Stab Damage 26; Cooldown 2.5s; Per Copy +20%) |
| Platinum: The World |
evolves Star Platinum |
Block: stop time and rush inside it. Move in enemy time stops. (Time Stop 1.3s; Punches 18; Cooldown 6s) |
| Road Roller |
The World |
Mid-air jump with no jumps left: a Road Roller drops onto your foe. (Crush Damage 50; Shockwave 20; Cooldown 6s) |
| Armor Off |
Silver Chariot |
Below half health, once a point: shed armor for speed. Stacks. (Move Speed +35%; Fire Rate +50%; Duration 4s +1) |
| Red Bind |
Magician's Red |
Block: flame ropes bind and burn the nearest foe in reach. Stacks. (Bind 1.2s; Per Copy +0.3s; Burn 24) |
| Crossfire Special |
Magician's Red + Red Bind |
Combo. Ankh shots add homing ankhs that bind. Red Bind merges in. (Homing Ankhs 4; Recharge 2.5s; Bind 0.8s) |
| Road Roller Da |
The World + Road Roller |
Combo. Your time stop hangs a Road Roller over the foe, then drops it. (Crush Damage 55; Ignores Block Yes) |
DIAMOND IS UNBREAKABLE (14 cards)
| Card |
Needs |
What it does |
| Crazy Diamond |
Stand base |
Block: DORA strike. Shots near you return as shards. Bounces home. (Strike Damage 24; Bounces +1; Max Shards 3) |
| Dorarara |
Crazy Diamond |
Double-tap block: DORARARA! Crazy Diamond throws a barrage. (Hits 14; Hit Damage 3.5; Cooldown 5s) |
| Shining Diamond |
Crazy Diamond + Dorarara |
Block: restore shots, then a DORARARA that fuses the foe in place. (Hits 18; Fused For 1.2s; Cooldown 4s) |
| Killer Queen |
Stand base |
Hits turn the foe into a bomb. Block: click! It detonates. (Bomb Damage 30; Blast Radius 3; Unblockable Yes) |
| Sheer Heart Attack |
Killer Queen |
A homing bomb tank hunts the nearest foe. Blocked? It comes back. (Tank Damage 22; Launch Every 5s; Blast Radius 2.5) |
| Stray Cat |
Killer Queen + Sheer Heart Attack |
Your shots release homing air bubble bombs. Block pops them all. (Bubble Damage 14; Max Bubbles 4; Blast Radius 2.2) |
| The Hand |
Stand base |
Block: erase space along your aim. Foes get pulled, walls vanish. (Reach 10; Graze Damage 10; Cooldown 4s) |
| Echoes Act 1 |
Stand base |
Hits stick a sound on the foe that booms 3 times. (Boom Damage 5; Booms 3; Per Foe CD 2.5s) |
| Echoes Act 2 |
evolves Echoes Act 1 |
Hits paste BOING (launch up) or SIZZLE (burn), taking turns. (Boing Launch 20; Sizzle Burn 4x4; Per Foe CD 2.5s) |
| Echoes Act 3 |
evolves Echoes Act 2 |
Block: 3 FREEZE! The foe turns heavy and your shots hit them harder. (Freeze 2s; Shot Damage +40%; Cooldown 4.5s) |
| Heaven's Door |
Stand base |
Foes who get close are opened like a book: silenced and flung back. (Silence 1.4s; Range 4; Cooldown 5s) |
| Red Hot Chili Pepper |
Stand base |
Hits charge the Stand. When full, your next shot is a lightning bolt. (Hits To Charge 3; Bolt Damage +70%; Bolt Speed +100%) |
| Bad Company |
Stand base |
Every 3 shots, your toy army fires a volley along with you. (Soldier Shots 5; Shot Damage 6; Volley Every 3rd) |
| Harvest |
Stand base |
Running dry sends the swarm to sting the nearest foe. (Ammo +3; Reload Time -25%; Stings 8x3) |
GOLDEN WIND (15 cards)
| Card |
Needs |
What it does |
| Gold Experience |
Stand base |
Shots that hit walls sprout life: it lashes nearby foes and heals you. (Lash Damage 14; Heal +6; Sprouts 3) |
| Sticky Fingers |
Stand base |
Block: zip through walls along your aim, unzipping foes you pass. (Zip Distance 7; Unzip Damage 18; Cooldown 3.5s) |
| Sex Pistols |
Stand base |
Six tiny Pistols kick your shots toward foes, then recharge. (Pistols 6; Kick Damage +20%; Recharge 1.5s) |
| Purple Haze |
Stand base |
Every few seconds a shot carries a virus capsule: its cloud hurts all. (Cloud DPS 12; Cloud 2.5s; Recharge 2.5s) |
| Moody Blues |
Stand base |
Block: an afterimage from 2s ago replays every shot you fired since. (Replay 2s; Shot Damage 60%; Cooldown 4s) |
| Aerosmith |
Stand base |
A mini plane circles above you and strafes the nearest foe. (Rounds 6; Round Damage 5; Every 3s) |
| Tetraphobia |
- |
Never four: every 4th shot is a lucky one that hits much harder. (Ammo +2; Reload Time -15%; Lucky Shot x2) |
| Ladybug Brooch |
- |
Hits send a golden ladybug back to you to heal. Stacks. (Heal Per Hit 6; Per Copy +4; Health +10%) |
| Muda Muda Muda |
Gold Experience |
Block: a golden barrage; hits overload the foe's senses and slow them. (Punches 10; Punch Damage 4; Cooldown 4s) |
| Arrivederci |
Sticky Fingers |
Your hits zip foes. Enough zips and they come apart in a burst. (Zips Needed 3; Burst Damage 30; Zip Window 3s) |
| Bullet Relay |
Sex Pistols |
Kicked shots get kicked again, harder each pass. Stacks. (Extra Kicks +1; Per Kick +15%; Recharge -20%) |
| Purple Haze Feedback |
evolves Purple Haze |
Purple Haze evolves: faster capsules, a virus that spares you, slows. (Recharge 1.6s; Cloud DPS 16; Slow 35%) |
| Volare Via |
Aerosmith |
Block: Aerosmith dives along your aim and bombs the first foe or wall. (Bomb Damage 35; Blast Radius 3; Cooldown 4s) |
| Ari Ari Ari |
Sticky Fingers + Arrivederci |
Combo. Block: zip-dash into a barrage; every third punch zips the foe. (Punches 9; Burst +50%; Cooldown 4s) |
| Pistols Formation |
Sex Pistols + Tetraphobia |
Combo. Shots 1-3 get kicked; the 4th gets all six Pistols: x3, homing. (Shots 1-3 Kicked; 4th Shot x3; Pistols All 6) |
STONE OCEAN (13 cards)
| Card |
Needs |
What it does |
| Stone Free |
Stand base |
Stand. Block: a string lashes out; foes are yanked, walls pull you. (Lash Damage 15; Range 14; Cooldown 3s) |
| Weather Report |
Stand base |
Stand. Wind speeds your bullets; repeated hits call lightning down. (Bullet Speed +25%; Bolt Damage 25; Hits / Bolt 3) |
| Whitesnake |
Stand base |
Stand. Every few seconds a shot holds a Disc: hits silence and heal. (Silence 1.2s; Heal +20; Disc Every 4s) |
| Foo Fighters |
Stand base |
Stand. Plankton bullets drink life. Low HP: plankton seal wounds. (Ammo +3; Life Steal +30%; Low HP Heal +30) |
| Diver Down |
Stand base |
Stand. Hits you take sink into the ground as traps for the next foe. (Hit Returned 100%; Extra Damage +15; Trap Life 4s) |
| Stand Disc |
- |
Your shots also fling a spinning Stand Disc that cuts out and back. (Disc Damage 20; Shots / Disc 4; Disc Range 12) |
| Green Dolphin Street |
- |
Block: prison bars slam down around the nearest foe. Stacks. (Cage 1.5s; Per Copy +0.5s; Cooldown 4s) |
| Heavy Weather |
evolves Weather Report |
Weather Report awakens: more lightning. Block: rainbow makes snails. (Bolt Damage 30; Hits / Bolt 2; Snail 2s) |
| C-Moon |
evolves Whitesnake |
Whitesnake evolves. Hits flip gravity; block flings everything away. (Gravity Flip 1s; Wave Radius 8; Wave Cooldown 4s) |
| String Barrier |
Stone Free |
A string web catches an enemy bullet, then re-weaves. Stacks. (Recharge 3.5s; Per Copy -25%; Web Radius 2.4) |
| Frog Rain |
Weather Report |
Poison dart frogs rain on the nearest foe every few seconds. Stacks. (Frogs 8 +3; Frog Damage 7; Every 5s) |
| Stone Ocean |
Stone Free + Green Dolphin Street |
Combo. Block: a seeking string cages a foe. Caged foes take more. (String Cage 2s; Caged Damage +35%; Cooldown 3s) |
| Memory Disc |
Whitesnake + Stand Disc |
Combo. Your Stand hurls homing discs as you shoot: silence and heal. (Shots / Disc 3; Silence 1.5s; Heal +25) |
STEEL BALL RUN (13 cards)
| Card |
Needs |
What it does |
| Tusk Act 1 |
Stand base |
Stand. Your bullets are spinning nails that drill into foes they hit. (Bullet Speed +30%; Drill Ticks 3; Drill Damage 5) |
| Tusk Act 2 |
evolves Tusk Act 1 |
Nails that hit terrain leave spin holes that crawl through walls. (Hole Damage 16; Max Holes 3; Drill Ticks 4) |
| Tusk Act 3 |
evolves Tusk Act 2 |
Block: open a wormhole beside the foe. Your shots also fire out of it. (Wormhole 2.5s; Cooldown 5s; Hole Damage 20) |
| D4C |
Stand base |
Stand. Block: plant a flag. Again: hop to it while your Double shoots. (Double Shots 3; Double Stays 1.6s; Cooldown 4s) |
| Soft & Wet |
Stand base |
Stand. Hits steal friction (slow). It blows plunder bubbles at foes. (Bubble Damage 12; Bubbles 2; Every 3s) |
| Go Beyond |
evolves Soft & Wet |
A spinning bubble ignores walls and block and steals their sound. (Bubble Damage 24; Silence 0.4s; Every 2.5s) |
| Scary Monsters |
Stand base |
Stand. Bullets hunt fast-moving foes. Foes dashing close get clawed. (Move Speed +15%; Claw Damage 15; Claw Cooldown 3s) |
| Mandom |
Stand base |
Stand. Double-tap block: everyone rewinds in time. So does your HP. (Rewind 2s; Cooldown 6s) |
| November Rain |
Stand base |
Stand. Taking damage calls a crushing downpour over your attacker. (Drops 6; Drop Damage 8; Cooldown 3s) |
| Golden Spin |
- |
Every 3rd shot is a Steel Ball: the Spin locks the foe and shoves. (Ball Damage +60%; Spin Lock 0.3s; Knockback +25%) |
| Wrecking Ball |
Golden Spin |
Block: hurl a steel ball that bursts into block-jamming balls. Stacks. (Ball Damage 20; Per Copy +30%; Cooldown 4s) |
| Golden Rotation |
(Tusk Act 1, Tusk Act 2 or Tusk Act 3) + Golden Spin |
Combo. Steel Balls become golden nails: homing, wall-piercing drills. (Spin Damage +100%; Extra Drill +2; Spin Lock 0.3s) |
| Ball Breaker |
Golden Spin + Wrecking Ball |
Combo. Steel Balls go Super Spin: pierce walls, age foes, satellites. (Spin Damage +90%; No Block 1.5s; Satellites 4) |
OVER HEAVEN (10 cards)
| Card |
Needs |
What it does |
| Stand Arrow |
- |
Item. Every 4s your next shot is a golden arrow. Unlocks Requiems. (Damage +15%; Bullet Speed +25%; Arrow Shot x1.5) |
| King Crimson |
Stand Arrow |
Block: erase time so hits skip you, then strike. Crimson shots. (Time Erase 1.2s; Epitaph Hit 35; Cooldown 5s) |
| Wonder of U |
Stand Arrow |
Foes who chase you, or that you shoot close by, meet calamity. (Aura 9; Calamity 20; Per Foe CD 2.5s) |
| Gold Experience Requiem |
Gold Experience + Stand Arrow |
Return to Zero: a hit on you is undone and its dealer sent back. (Recharge 5s; Rewind 1.5s; Gold Shots 3) |
| Silver Chariot Requiem |
Silver Chariot + Stand Arrow |
Block: swap places with the nearest foe and daze their soul. (Fire Rate +25%; Bullet Speed +30%; Swap Cooldown 5s) |
| Bites the Dust |
Killer Queen + Stand Arrow |
Once a point a killing blow rewinds you 2s. The killer gets a bomb. (Rewind 2s; Per Point 1; Bomb 30) |
| The World Over Heaven |
The World + Stand Arrow |
Block: stop time, overwrite a foe with a punch. Shots home. (Time Stop 2.5s; Overwrite 40; Cooldown 6s) |
| Made in Heaven |
(Whitesnake or C-Moon) + Stand Arrow |
Block: accelerate time. You move and shoot far faster for 3s. (Accelerate 3s; Fire Rate x2; Move Speed +60%) |
| Tusk Act 4 |
Tusk Act 1 + (Stand Arrow or Golden Spin) |
Every 2.5s a shot spins forever: it chases and pierces block. (Nail Shot 2.5s; Nail Damage +40%; Rotation 3x6) |
| D4C Love Train |
D4C + Stand Arrow |
Block: Love Train. Every hit on you lands on your foe instead. (Love Train 2.5s; Redirect 100%; Cooldown 6s) |
STAND FUSION (15 cards)
| Card |
Needs |
What it does |
| Za Warudo Stopwatch |
The World + Stopwatch |
Block: stop time. Frozen enemy bullets become your knives. (Time Stop 2.5s; Knife Damage 18; Cooldown 5s) |
| Ora Kamehameha |
Star Platinum + Kamehameha |
Block: ORA barrage. Landed punches charge wall-piercing ki shots. (Barrage 14x4.5; Ki Shots x1.6; Cooldown 4s) |
| Thermal First Bomb |
Killer Queen + Thermal Detonator |
Hits stick thermal charges. Block: click! Full stacks pierce block. (Per Charge 22; Max Charges 3; Cooldown 2.5s) |
| Serrated Nail Spin |
(Tusk Act 1, Tusk Act 2, Tusk Act 3 or Tusk Act 4) + Serration |
Nail hits stack serration on the foe. A full stack rips them open. (Damage +20%; Per Stack +10%; Rip 30) |
| Sunlit Ripple Lance |
Hamon Breathing + Lightbringer |
Ripple shots become sunlight lances: through walls, burst on hit. (Burst 28; Vs Vampires x2; Lance Speed +30%) |
| Black Flame Ankh |
Magician's Red + Black Flame |
Every few seconds your next shot is a black flame ankh: burns max HP. (Burn 5%/s; Burn Time 3s; Cooldown 2.5s) |
| Life Transfiguration |
Gold Experience + Idle Transfiguration |
Hits plant life seeds. The last seed blooms: roots, damage, a heal. (Seeds 3; Bloom 32; Bloom Heal 20) |
| Fourfold Jackpot |
Tetraphobia + Idle Death Gamble |
Lucky shot hits refill your gun and spin the reels. Jackpot: fever! (Jackpot 25%; Fever Rate +50%; Fever 3s) |
| Wisteria Haze |
Purple Haze + Wisteria Poison |
Every few seconds a shot carries wisteria virus: it hurts foes only. (Poison 14/s; Cloud 2.5s; Cooldown 3s) |
| Smartlink Emperor |
Emperor + Smart Gun Link |
Your bullets lock on and hunt. Every 3rd hit is a smart crit. (Bullets +1; Homing Smart; Smart Crit x1.8) |
| Quicksilver Downpour |
November Rain + Mercury Rain |
Getting hurt or landing a hit pours crushing mercury on the foe. (Drops 8; Drop Damage 9; Cooldown 3s) |
| Kyber Rapier |
Silver Chariot + Lightsaber |
Mid-air jump: a kyber rapier lunge that cuts foes and bullets. (Thrusts 8x6; Kyber Wave 22; Cooldown 2.5s) |
| Toy Apache Strike |
Bad Company + Eagle Airstrike |
Every 4th shot, a toy Apache bombs a line along your aim. (Bomblets 4; Bomb Damage 18; Ammo +3) |
| Riven Disc |
Whitesnake + Riven Mod |
Every few seconds a shot holds a disc: a hit steals one gun stat. (Steal 25%; Steal Time 4s; Silence 0.5s) |
| Life Fiber String |
Stone Free + Life Fiber Sync |
Block: a life-fiber string stitches a foe: yank, drain and slow. (Damage 25; Drain 50%; Cooldown 3s) |
PHANTOM BLOOD (13 cards)
| Card |
Needs |
What it does |
| Hamon Breathing |
- |
Every few seconds your next shot carries the Ripple. x2 vs vampires. (Ripple Damage +50%; Per Copy +20%; Breath 2.5s) Stacks. |
| Stone Mask |
- |
Become a vampire: life steal and regen under a roof. The sun stops it. (Life Steal +35%; Regen 5/s; Regen In Sun None) |
| Clacker Volley |
- |
Block: hurl Hamon clackers that ricochet off walls. Stacks. (Damage 28; Pairs 1 +1; Cooldown 3s) |
| Bubble Cutter |
- |
Your shots release spinning bubble cutters that seek foes. Stacks. (Bubbles 2 +1; Bubble Damage 10; Volley Every 0.45s) |
| Your Next Line Is |
- |
When a foe blocks, your next shot pierces the block and hits harder. (Shot Damage +50%; Window 2s; Cooldown 2.5s) |
| Scarlet Overdrive |
Hamon Breathing |
Ripple shots ignite: scarlet Hamon burns whoever they hit. Stacks. (Burn 24; Per Copy +12; Breath -0.4s) |
| Sunlight Overdrive |
Hamon Breathing |
Mid-air jump: Overdrive dive-punch. Landing sends a Sendo ripple. (Punch Damage 55; Sendo Damage 25; Cooldown 3.5s) |
| Red Stone of Aja |
Hamon Breathing |
Ripple shots also fire a solar beam through walls. Faster breath. (Beam Damage 40; Breath -25%; Sun Weakness None) |
| Divine Sandstorm |
Stone Mask |
Double-tap block: a sideways tornado shreds foes and bullets. (Tick Damage 7; Duration 1s; Cooldown 5s) |
| Boiling Blood Veins |
Stone Mask |
When hurt, boiling blood veins lash your attacker and scald. Stacks. (Damage 14; Scald 20 +8; Cooldown 2.5s) |
| Shining Arm Blades |
Stone Mask |
Light Mode: shining bullets. Every 3 hits, the foe is blinded. (Damage +25%; Bullet Speed +35%; Blind 0.8s) |
| Clacker Boomerang |
Clacker Volley + Hamon Breathing |
Combo. Clackers swing back for a 2nd Ripple hit; catch = full breath. (Clacker Dmg +30%; Hits x2; Catch Ripple) |
| Bubble Launcher |
Bubble Cutter + Hamon Breathing |
Combo. Ripple shots launch a barrage of exploding Hamon bubbles. (Barrage 6; Burst Damage 16; Volley +1) |
BIZARRE ADVENTURE (19 cards)
| Card |
Needs |
What it does |
| Cream |
Stand base |
Stand. Block: vanish into the void and roll, erasing all you touch. (Void Damage 40; Erases Walls; Cooldown 5s) |
| Kraft Work |
Stand base |
Stand. Block: fix your shots in mid-air. Block again: all hit the foe. (Fix Time 2.5s; Release Dmg +40%; Cooldown 4s) |
| Dragon's Dream |
Stand base |
Stand. Shots toward the lucky compass point hit much harder. (Lucky Damage +70%; Lucky Speed +30%; Unlucky Dmg -25%) |
| Bastet |
Stand base |
Stand. Hits magnetize foes. Your bullets curve onto magnetized foes. (Magnetize 3s; Max Stacks 3; Full: Snap 7) |
| Ebony Devil |
Stand base |
Stand. Each hit you take is a grudge your next shot repays. (Per Grudge +30%; Max Grudge 5) |
| Metallica |
Stand base |
Stand. Bullet hits burst razors out of the foe: they bleed and slow. (Bleed 18; Bleed Time 2s; Iron Slow 30%) |
| Jumpin' Jack Flash |
Stand base |
Stand. Weightless bullets. Hits throw foes into zero gravity. (Bullet Drop None; Bullet Speed +25%; Zero-G 1.2s) |
| Kiss |
Stand base |
Stand. Hits stick a sticker; it snaps back and the hit repeats. (Snap Damage 60%; Snap Delay 1s; Ignores Block Yes) |
| Tubular Bells |
Stand base |
Stand. Every 3rd shot is a metal balloon that pops into needles. (Needles 6; Needle Dmg 8; Balloon Dmg +20%) |
| Geb |
Stand base |
Stand. Foes who fire near you get a water claw from the ground. (Claw Damage 24; Hearing 22; Cooldown 2.5s) |
| White Album |
Stand base |
Stand. You skate. Hits chill; 3 chills freeze the foe solid. (Move Speed +20%; Freeze 0.7s; Chill Slow 40%) |
| Notorious B.I.G |
Stand base |
Stand. Below 35% HP a blob wakes: it eats bullets and bites foes. (Bite 9; Duration 4s; Per Point Once) |
| Paisley Park |
Stand base |
Stand. Extra bounce. A shot that bounces finds the way to the foe. (Bounces +1; Guided Dmg +15%) |
| Gently Weeps |
White Album |
Block: freeze the air. Nearby enemy shots shatter into ice shards. (Radius 6; Per Copy +1; Cooldown 4s) Stacks. |
| Iron Camouflage |
Metallica |
Stand still: vanish into iron dust. Your first shot out hits harder. (Ambush Dmg +60%; Per Copy +20%; Still For 0.6s) Stacks. |
| Fixed Footing |
Kraft Work |
Mid-air jump with no jumps left: fix yourself in the air. Stacks. (Hang Time 1.5s; Per Copy +0.5s; Cooldown 3s) |
| Absolute Zero |
White Album + Gently Weeps |
Combo. Block: a freezing wave shatters shots and freezes foes solid. (Freeze 0.8s; Radius 8; Chills 2 Hits) |
| Razor Ambush |
Metallica + Iron Camouflage |
Combo. Faster camouflage; your ambush hit bursts a razor storm. (Razors 6; Ambush Bleed x2.5; Still For 0.4s) |
| Fixed Bullet Hail |
Kraft Work + Fixed Footing |
Combo. Hanging in the air fixes your shots; dropping fires them all. (Release Dmg +60%; Shots Fixed Auto) |
Maps
Two arena maps, both new in 0.2.0. Each is an iconic battle scene from the series, kept calm, simple and compact, with jump pads (stand on one to be launched upward) and a moving set piece or two. They need MapsExtended (1.4.2); without it the cards still work and the maps are skipped. They show up under StandverseCards in UnboundLib's map menu (each with a picture), where you can toggle each one like any map. The map files are written next to the mod's DLL at startup (identical on every PC). Moving parts use MapsExtended's own synced animation, and the art (background, painted platforms, decor) is visual only. Config [MAPS]: Map art (false: the game's usual look) and Maps (true: write the map files). Leaving the map at any edge bounces you back with 51 damage, as on every MapsExtended map. Not play-tested yet.
- Moonlit Clocktower (STARDUST CRUSADERS): The last battle over the old city at night: the clock tower in the middle as a gatehouse over the street (a passage under it, balconies on its flanks, the clock roof on top), low and tall roofs with a water tank on each side, and a full moon. Moves: the road roller hangs in front of the moon, shudders, crashes down over the clock roof (it stops short: a player under it is pushed, never wedged) and rises slowly again, carrying riders; a jump pad on each side of the street launches you to the balconies.
- Colosseum at Dusk (GOLDEN WIND): The old amphitheatre at dusk, its far side broken away, with three storeys of arcades on each side and the arrow hanging in a shaft of light over the arena. Moves: a jump pad under the arrow launches you up through the light to two floating arch fragments, and two hypogeum lifts rise from the sand and sink back.
Notes
- Every number is in
BepInEx/config/com.lel.rounds.standversecards.cfg; both players need the same values.
- The cross-mod rules apply to these cards too: one melee weapon, one flight card, one mid-air-jump trigger, one double-tap trigger, one cheat-death and one evasion family per player (for example Silver Chariot, The Fool, Star Platinum, Crazy Diamond, Dorarara, Mandom, Bites the Dust, King Crimson and String Barrier each take one of those slots; Star Platinum, Crazy Diamond, Muda Muda Muda and Ari Ari Ari are block melee); one-per-hand; the upgrade slot; and at least two vanilla cards in every hand (the hand rules live in Crossverse Cards).
- Nothing in this mod has been tested in a real match yet. Each ability writes one line to
BepInEx/LogOutput.log the first time it fires ([STARDUST CRUSADERS] ..., [OVER HEAVEN] ..., and so on), which shows what actually ran.
Changelog
- 0.3.0 (test build, all cards Common): Stand figures: every Stand now appears as its own animated figure (58 designs, plus colour variants for The World Over Heaven, Black Flame Ankh, Kyber Rapier and D4C Love Train) instead of the one shared silhouette: it floats behind your shoulder, follows your aim, punches the target on a strike, throws flurries with afterimages on a rush and plays its signature gesture on its ability. Evolved forms switch figure; it freezes in a time stop and hides when you do. Visual only. Maps: Moonlit Clocktower and Colosseum at Dusk rebuilt. Maps rebuilt: calmer, simpler and smaller (60 x 34 instead of 70-100 wide), muted colours with one accent each, jump pads (stand on one to be launched up) and one or two moving set pieces. Every map has a picture in UnboundLib's map menu. The map ids changed, so everyone in the lobby needs this version. Cards: the bottom-left corner shows one short series tag on a small tile (JOJO) instead of the wrapped section name. Combo, fusion and Rare cards get a holofoil sweep (30 cards). Visuals meant to sit behind your character (auras, wings, halos) now really draw behind it; they used to cover the body and only the eyes and mouth showed through. Not play-tested.
- 0.2.0 (test build, all cards Common): Maps: Moonlit Clocktower, Colosseum at Dusk (see Maps; need MapsExtended). New config
[MAPS] Map art / Maps (no reset: your settings are kept). Cards unchanged. Not play-tested.
- 0.1.0 (test build, all cards Common): first release. 127 cards in nine sets: STARDUST CRUSADERS (15), DIAMOND IS UNBREAKABLE (14), GOLDEN WIND (15), STONE OCEAN (13), STEEL BALL RUN (13), OVER HEAVEN (10), STAND FUSION (15 cross-mod fusions), PHANTOM BLOOD (13) and BIZARRE ADVENTURE (19). Stand core: one Stand per player, Stand spirits, ORA-style rushes, synced time stops, empowered Stand shots. Rare only for the OVER HEAVEN Stands in normal builds. Empowered Stand shots never overwrite a shot another mod already marked (Arsenal, Doom, Dark Souls, Blasphemous, Warframe, Caladbolg II): that shot keeps the other card's effect and the Stand empowerment rides a later shot.