Rivals of Aether

Rivals of Aether

Jem Wolfsbane
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Update: 9 May, 2024 @ 7:54pm

v1.10
cosmetic:added a frame to the mana gauge that changes color based on the gui color
balancing:reset mana gauge on death. if killed by her DSPECIAL via self damage or if her user_event6 was called it is reset to 0.05x otherwise it is reset to 1x
balancing/bug fix:parrying and got parried where flipped in mana gauge behavior. this update reversed it and got it corrected.
balancing:corrected the damage multiplier code to keep it consistent with the attack values

Update: 9 May, 2024 @ 4:12pm

v1.9
Fixed grammar in the Tips section of the munophone. as well as minor changes
added giffs to the main page showing the attacks as they are

Update: 6 May, 2024 @ 12:42pm

v1.8
added a basic anticheat system
this checks for overpowered characters by id and reduces this power significantly

Update: 4 May, 2024 @ 7:21pm

v1.7
reballanced the character
changed movement speed and acceleration
decreased the damage and knockback Dspecial deals (self damage is still the same and the final smash version is unchanged)
decreased the damage Dair deals
fixed a bug that in which hitpause was not taken into account in the down air attack where instead of doing 2 fireballs it did 10.

ideas that was thought about but decided against it
doing 5% self damage for every time she hits a enemy.
(shockingly this is can be more deadly to Jem than the person she is hitting especially if the magic gauge is low. this is a over-correction [jab damage dealt 10*.05<1 thus it is rounded to 1% the difference is added/subtracted in the hit_player.gml and Dspecial pre-nerf 500*.05=25% but the self damage is considerably higher at 205+200DPS%])

reducing Dspecial to below 100. (this was rejected as that is the whole point of the attack. this is designed as a high risk, high reward attack... if you look at the lore it is supposed to kill those she attacked. since Jem doesn't have enough magic to cast it without the spell taking random organs this is shown by the self damage.[this would make the maximum damage done with a max magic gauge = 400% self damage is 100+200DPS% the only drawback is that would take a long time to get this high of a gauge. the reason why is if the gauge is 3/4 full there is a 100% is reduced from the self damage])

changing Dspecial to something else(The issue here is I am having writer's block. if you have any ideas please don't hesitate to put it in the Suggestions/compatibility request discussion.[even if I don't use it for Jem I may use it for other characters from the same series]. what is in the articles is 1:entirely visual elements. 2: projectile articles 3:unused. ground: only munophone uses this.(but is independent) so unused. platform: used in the Fspecial attack)

Update: 4 May, 2024 @ 11:36am

v1.6
managed to add the fireballs to Jem's Down air
added a fireball that can be generated by Jem's taunt if a direction is held at the end of the taunt

Update: 2 May, 2024 @ 7:53pm

v1.5
updated the compatibility sprites

Update: 1 May, 2024 @ 12:41pm

v1.4
updated the preview to be more accurate to the original game it is from

Update: 30 Apr, 2024 @ 8:02pm

v1.3
the compatibility update.
made it easier to modify Jem's DSpecial.
made it easier to modify Jem's magic boost gauge.
moved the damage function of the DSpecial into user event 6.

this was made to allow modification of Jem's values for better compatibility specifically for the boost gauge but also if other mods want to alter the effects of Jem's DSpecial.

possible examples can include having a attack that drains magic boost more than normal. or an debuff that quickens the self damage from the DSpecial attack or increases the self damage. there are positives such as increasing the time before the self damage or decreasing the self damage. or having a buff increasing the magic boost.

Update: 29 Apr, 2024 @ 5:25pm

v1.2
cleaning up images

Update: 28 Apr, 2024 @ 2:20pm

v1.1
fixed a bug in the munophone forgot one pair of quotation marks
this caused a cascade of errors.