Rivals of Aether

Rivals of Aether

Okuu
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Update: 31 Oct, 2019 @ 12:37pm

v1.03

Summary: Her forward air attack is now a really good movement option. Reduced hit box sizes as per usual.

Jab Attack: Mostly changes on the final uppercut of the jab. For some reason it had really high knockback, so I lowered it. Reduced the hitbox size by a bit as well.
v1.02
set_hitbox_value(AT_JAB, 3, HG_WIDTH, 90);
set_hitbox_value(AT_JAB, 3, HG_HEIGHT, 110);
set_hitbox_value(AT_JAB, 3, HG_HITBOX_X, 46);
set_hitbox_value(AT_JAB, 3, HG_HITBOX_Y, -51);
set_hitbox_value(AT_JAB, 3, HG_BASE_KNOCKBACK, 12);

v1.03
set_hitbox_value(AT_JAB, 3, HG_WIDTH, 40);
set_hitbox_value(AT_JAB, 3, HG_HEIGHT, 80);
set_hitbox_value(AT_JAB, 3, HG_HITBOX_X, 55);
set_hitbox_value(AT_JAB, 3, HG_HITBOX_Y, -60);
set_hitbox_value(AT_JAB, 3, HG_BASE_KNOCKBACK, 5);

Dash Attack: Faster the Okuu’s sprint, but not as quick as the forward air attack. Use this if you want to move quickly, but with more control.
v1.02
set_hitbox_value(AT_DATTACK, 1, HG_HITBOX_X, 53);
set_hitbox_value(AT_DATTACK, 1, HG_HITBOX_Y, -31);

v1.03
set_window_value(AT_DATTACK, 3, AG_WINDOW_HSPEED, 6);
set_hitbox_value(AT_DATTACK, 1, HG_HITBOX_X, 30);
set_hitbox_value(AT_DATTACK, 1, HG_HITBOX_Y, -50);
set_hitbox_value(AT_DATTACK, 1, HG_WIDTH, 40);
set_hitbox_value(AT_DATTACK, 1, HG_HEIGHT, 30);

Forward Air Attack: This now sends you flying backwards, so be careful using it or you might accidentally send yourself off screen! And it’s even faster than Okuu’s regular sprint! An amazing skill though if used properly…
v1.02
set_num_hitboxes(AT_FAIR,3);
set_window_value(AT_FAIR, 3, AG_WINDOW_HSPEED, -3);
set_window_value(AT_FAIR, 3, AG_WINDOW_VSPEED, -2);
set_hitbox_value(AT_FAIR, 1, HG_WIDTH, 60);
set_hitbox_value(AT_FAIR, 1, HG_HEIGHT, 130);
set_hitbox_value(AT_FAIR, 1, HG_HITBOX_Y, -69);
set_hitbox_value(AT_FAIR, 1, HG_HIT_SFX, asset_get("sfx_blow_medium2"));

v1.03
set_num_hitboxes(AT_FAIR,1);
set_window_value(AT_FAIR, 3, AG_WINDOW_HSPEED, -10);
set_window_value(AT_FAIR, 3, AG_WINDOW_VSPEED, -2);
set_window_value(AT_FAIR, 3, AG_WINDOW_SFX, asset_get("sfx_waveland_zet"));

Removed Sections
fair.gml: Since the forward air attack is now a movement option, and really only has one swing, reduced the number of hitboxes from 3 down to 1.
set_hitbox_value(AT_FAIR, 2, HG_HITBOX_TYPE, 1);
set_hitbox_value(AT_FAIR, 2, HG_WINDOW, 3);
set_hitbox_value(AT_FAIR, 2, HG_WINDOW_CREATION_FRAME, 3);
set_hitbox_value(AT_FAIR, 2, HG_LIFETIME, 3);
set_hitbox_value(AT_FAIR, 2, HG_HITBOX_X, 22);
set_hitbox_value(AT_FAIR, 2, HG_HITBOX_Y, -6);
set_hitbox_value(AT_FAIR, 2, HG_WIDTH, 130);
set_hitbox_value(AT_FAIR, 2, HG_HEIGHT, 90);
set_hitbox_value(AT_FAIR, 2, HG_PRIORITY, 3);
set_hitbox_value(AT_FAIR, 2, HG_DAMAGE, 4);
set_hitbox_value(AT_FAIR, 2, HG_ANGLE, 40);
set_hitbox_value(AT_FAIR, 2, HG_BASE_KNOCKBACK, 2);
set_hitbox_value(AT_FAIR, 2, HG_KNOCKBACK_SCALING, .40);
set_hitbox_value(AT_FAIR, 2, HG_BASE_HITPAUSE, 3);
set_hitbox_value(AT_FAIR, 2, HG_HITPAUSE_SCALING, .25);
set_hitbox_value(AT_FAIR, 2, HG_VISUAL_EFFECT, 305);
set_hitbox_value(AT_FAIR, 2, HG_EFFECT, 1);
set_hitbox_value(AT_FAIR, 2, HG_HIT_SFX, asset_get("sfx_blow_medium2"));

set_hitbox_value(AT_FAIR, 3, HG_HITBOX_TYPE, 1);
set_hitbox_value(AT_FAIR, 3, HG_WINDOW, 3);
set_hitbox_value(AT_FAIR, 3, HG_WINDOW_CREATION_FRAME, 3);
set_hitbox_value(AT_FAIR, 3, HG_LIFETIME, 3);
set_hitbox_value(AT_FAIR, 3, HG_HITBOX_X, 35);
set_hitbox_value(AT_FAIR, 3, HG_HITBOX_Y, 16);
set_hitbox_value(AT_FAIR, 3, HG_WIDTH, 80);
set_hitbox_value(AT_FAIR, 3, HG_HEIGHT, 80);
set_hitbox_value(AT_FAIR, 3, HG_PRIORITY, 6);
set_hitbox_value(AT_FAIR, 3, HG_DAMAGE, 3);
set_hitbox_value(AT_FAIR, 3, HG_ANGLE, 290);
set_hitbox_value(AT_FAIR, 3, HG_BASE_KNOCKBACK, 3);
set_hitbox_value(AT_FAIR, 3, HG_KNOCKBACK_SCALING, 1.0);
set_hitbox_value(AT_FAIR, 3, HG_BASE_HITPAUSE, 4);
set_hitbox_value(AT_FAIR, 3, HG_HITPAUSE_SCALING, .65);
set_hitbox_value(AT_FAIR, 3, HG_EFFECT, 1);
set_hitbox_value(AT_FAIR, 3, HG_HIT_SFX, asset_get("sfx_blow_heavy1"));
set_hitbox_value(AT_FAIR, 3, HG_ANGLE_FLIPPER, 6);

Update: 31 Oct, 2019 @ 11:57am

v1.02

Summary: Okuu’s Up Strong and Down Strong are now more visually accurate. They also have sweet and sour spots.

Sprite Offset Adjustment
v1.01
sprite_change_offset("dstrong", 76, 130);
sprite_change_offset("ustrong", 80, 120);

v1.02
sprite_change_offset("dstrong", 76, 110);
sprite_change_offset("ustrong", 80, 135);

Hitbox Adjustment
v1.01
set_hitbox_value(AT_DSTRONG, 1, HG_HITBOX_X, 38);
set_hitbox_value(AT_DSTRONG, 1, HG_HITBOX_Y, -26);
set_hitbox_value(AT_DSTRONG, 1, HG_WIDTH, 125);
set_hitbox_value(AT_DSTRONG, 2, HG_HITBOX_X, -28);
set_hitbox_value(AT_DSTRONG, 2, HG_HITBOX_Y, -42);
set_hitbox_value(AT_DSTRONG, 2, HG_WIDTH, 66);

set_num_hitboxes(AT_USTRONG,1);
set_hitbox_value(AT_USTRONG, 1, HG_WIDTH, 110);
set_hitbox_value(AT_USTRONG, 1, HG_HEIGHT, 130);
set_hitbox_value(AT_USTRONG, 1, HG_HITBOX_X, 43);

v1.02
set_hitbox_value(AT_DSTRONG, 2, HG_HITBOX_X, 4);
set_hitbox_value(AT_DSTRONG, 1, HG_HITBOX_Y, -50);
set_hitbox_value(AT_DSTRONG, 1, HG_WIDTH, 125);
set_hitbox_value(AT_DSTRONG, 2, HG_HITBOX_X, -5);
set_hitbox_value(AT_DSTRONG, 2, HG_HITBOX_Y, -80);
set_hitbox_value(AT_DSTRONG, 2, HG_WIDTH, 20);

set_num_hitboxes(AT_USTRONG,2);
set_hitbox_value(AT_USTRONG, 1, HG_WIDTH, 30);
set_hitbox_value(AT_USTRONG, 1, HG_HEIGHT, 30);
set_hitbox_value(AT_USTRONG, 1, HG_HITBOX_Y, -56);
set_hitbox_value(AT_USTRONG, 1, HG_HITBOX_X, 30);

Damage Adjustment
v1.01
set_hitbox_value(AT_DSTRONG, 1, HG_DAMAGE, 11);
set_hitbox_value(AT_DSTRONG, 1, HG_BASE_KNOCKBACK, 8);
set_hitbox_value(AT_DSTRONG, 1, HG_BASE_HITPAUSE, 7);
set_hitbox_value(AT_DSTRONG, 2, HG_DAMAGE, 11);
set_hitbox_value(AT_DSTRONG, 2, HG_BASE_KNOCKBACK, 4);
set_hitbox_value(AT_DSTRONG, 2, HG_BASE_HITPAUSE, 4);
set_hitbox_value(AT_USTRONG, 1, HG_BASE_KNOCKBACK, 7);
set_hitbox_value(AT_USTRONG, 1, HG_DAMAGE, 7);
set_hitbox_value(AT_USTRONG, 2, HG_BASE_HITPAUSE, 4);

v1.02
set_hitbox_value(AT_DSTRONG, 1, HG_DAMAGE, 5);
set_hitbox_value(AT_DSTRONG, 1, HG_BASE_KNOCKBACK, 4);
set_hitbox_value(AT_DSTRONG, 1, HG_BASE_HITPAUSE, 4);
set_hitbox_value(AT_DSTRONG, 2, HG_DAMAGE, 8);
set_hitbox_value(AT_DSTRONG, 2, HG_BASE_KNOCKBACK, 6);
set_hitbox_value(AT_DSTRONG, 2, HG_BASE_HITPAUSE, 6);
set_hitbox_value(AT_USTRONG, 1, HG_BASE_KNOCKBACK, 5);
set_hitbox_value(AT_USTRONG, 1, HG_DAMAGE, 6);
set_hitbox_value(AT_USTRONG, 2, HG_BASE_HITPAUSE, 5);

//Adjusting so that, while Okuu’s wings still have their own hitbox, the priority is the hand hitbox (2nd hitbox) raising upwards.

Update: 26 Oct, 2019 @ 3:16pm

v1.01 - Nerfed jab damage

Old jab (v1.00)
First jab = 6 (adds poison)
Second jab = 6 (adds plasma)
Third jab = 9 (adds burn)
Jab total = 21 (+5 after 5 seconds of burn) = 26

New jab (v1.01)
First jab = 3 (adds poison)
Second jab = 3 (adds plasma)
Third jab = 6 (adds burn)
Jab total = 12 (+5 after 5 seconds of burn) = 17

Update: 25 Oct, 2019 @ 2:58pm

v1.00 (The One and Only Okuu!)

This is the version of the mod that you saw in the "Okuu - Rivals of Aether trailer".