Rivals of Aether

Rivals of Aether

Stamina Mode
66 Comments
Jonesite 8 Sep, 2024 @ 6:09pm 
this would've been a great mod but a glitch makes people immortal
seanoleary47 11 Nov, 2022 @ 5:39pm 
hey Woa there your mod was good idea but issuses a tone of them the big one is characters wont die i did over 200 damage and it would been nice if put in a health bar in
Woa  [author] 30 Sep, 2021 @ 2:50pm 
Hey, glad you're enjoying it. I originally had all these things on the page, but the text wiped every time I updated the mod and I got sick of rewriting it lol. So, to answer your questions:
1. The formula for HP is "200 * (1 + 2 * (1 - knockback_adj))", although custom characters can set a "stamina_hp" variable to hard-code their HP amount. This means they all have around 200 HP, some more, some less.
2. Workshop characters are fully supported! :D
3. In local play, only 1 player needs to have the buddy. For online, every player must have it equipped. There is no separate online/offline versions, so it's nice and (relatively) simple!
4. Yes, CPUs work! They still suck though lmao

There are some additional workshop character tags creators can use, but no one will so there's no point bringing them up. Just be aware that there may be some workshop characters that won't behave correctly when cancelling moves, depending on how their developer made them.
Alex Crossbow 30 Sep, 2021 @ 12:37pm 
Other than that, I gotta say, pretty good mod
Alex Crossbow 30 Sep, 2021 @ 12:21pm 
I feel like there's a good deal of information missing from this page. How much HP does each character have? What about Workshop characters? Does every player need to have the buddy equipped or just one? Can you use this with CPUs?
Rykyuby 10 May, 2021 @ 7:13pm 
so sometimes when the character get to 200% they just find a way to not die and it results in having to cheese them out of stocks
Bibbs 10 Nov, 2020 @ 11:14am 
:D
Woa  [author] 10 Nov, 2020 @ 4:19am 
Yeah, thanks! Working on updates tomorrow!
Bibbs 6 Nov, 2020 @ 6:31pm 
*poke poke*
Mimi 24 Oct, 2020 @ 3:08am 
instead of just replacing the percentages with bars wouldn't it be easier to add a stamina bar over the character's sprite
Jenno 16 Oct, 2020 @ 12:49am 
Good luck on Exams! pace yourself!
Woa  [author] 16 Oct, 2020 @ 12:38am 
There is (probably). I'll get around to it after my final exams. (If I haven't in 3 weeks time send me a poke and I'll get to work lol)
Jenno 15 Oct, 2020 @ 9:56pm 
So assume theres no actual way to replace percents with bars, or with a numerical value representing the Rivals Stamina?
Woa  [author] 9 Oct, 2020 @ 11:36pm 
This is intentional, although un-intuitive I know :( The reason for this is because his nspecial doesn't follow normal character rules for cooldowns. Because of this, he can essentially cancel any non-special move at any time by inputting an nspecial while it's "on cooldown". (Eli can pull off the same trick while in overheat mode, but if I took away special cancelling for her she'd have nothing left :/ ) While we're on the topic, I thought I would mention forsburn's inability to cancel into capes is also intentional, otherwise it infinites way to easily. Thanks for playing the gamemodes!
Hazelnut Pancakes 9 Oct, 2020 @ 6:46pm 
Hi, it's me again. Found a small issue (probably also present in Nitro mode). As Shovel Knight, you cannot cancel lights or heavies into his neutral special (The gold magnet, AND the relics you can buy from chester). Thought I'd let you know. Have a nice day!
Woa  [author] 5 Oct, 2020 @ 5:00pm 
Please have a brain aneurysm.
Airplane Heavy 5 Oct, 2020 @ 4:54pm 
"thats it working"
lol no, thats not how stamina mode works

i dont see stamina replacing percentage,
and what attack cancels? i dont see any,

"please actually form an educated understanding before you waste people's time and throw insults around" oh the old "educated" and "throwing around insults" excuse because you lack any fucking decent argument
Woa  [author] 4 Oct, 2020 @ 10:29pm 
@Airplane Heavy (copied from my comment on your video https://youtu.be/RON-duNKKaY)
"...that's it working...
IS your attention span that short that you didn't even get to the percent they die at?
Did you not notice the attack cancles?
I assume you've played so little of the game that you didn't even notice your attacks having base knockback permanently."

Please actually form an educated understanding before you waste people's time and throw insults around.
Airplane Heavy 3 Oct, 2020 @ 3:33pm 
here's some proof:
https://youtu.be/RON-duNKKaY
Woa  [author] 2 Oct, 2020 @ 9:59pm 
I love doing that too :)
Anyway, it's done now! Find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2246423158
I've called it Nitro Mode because it's kinda like turbo but not quite :/
(Please forgive the even worse preview image lol it's the best I could do)
Enjoy!
Hazelnut Pancakes 2 Oct, 2020 @ 9:45pm 
One of my favorite things to do with this mod is, because of the fixed knockback, is to juggle/combo the cpu and see how high their % can get before they touch the ground.
Hazelnut Pancakes 2 Oct, 2020 @ 9:26pm 
@Woa There Sure, you can leave the Air Tech in. Thank you for replying.
Woa  [author] 2 Oct, 2020 @ 9:20pm 
@Airplane Heavy While it isn't perfect, the addon does actually work. Take out your self esteem issues on someone else thanks.

@Pancakes Thanks for enjoying it! And yep, that's totally possible! Would you prefer I left in or took out the air teching mechanic? I'll get it up for you once you reply. Sorry for taking so long, hadn't opened steam in a while
Airplane Heavy 2 Oct, 2020 @ 8:29pm 
Doesn't actually work, this stamina mode buddy is garbage.

literally why the fuck do idiots like you put their shit out there when it doesnt even affect the game at all and does absolutely nothing, learn to fix your shit before you actually upload it to the workshop.
Hazelnut Pancakes 28 Sep, 2020 @ 3:10am 
Love it. Just out of curiosity: Any posibility of a variant of this, but without the stamina aspect? I.E. Canceling lights into strongs, strongs into specials, etc.
Woa  [author] 15 Jul, 2020 @ 5:16pm 
If it's a custom character you're making you can set their HP by adding the line "stamina_hp = 200;", however I think you're talking about just general characters
Woa  [author] 15 Jul, 2020 @ 5:14pm 
The only way to set the HP would be to create your own local copy of the buddy and change the code sadly. Sorry about that :/
And as for the invisible characters, I'm not sure how to fix it, but I'll let you know when/if I do.
JAMES Gaming LV2 15 Jul, 2020 @ 6:15am 
is there any way to manually set HP instead of it being decided by weight
GenericBonk 10 Jul, 2020 @ 3:01am 
https://youtu.be/fSMv_0lwyYc here a video where you can see the glitch
GenericBonk 10 Jul, 2020 @ 2:49am 
there is a glitch that made Etalus invisible
Jetie 24 Jun, 2020 @ 2:30pm 
here's the knockback_adj for 1 hp (1.4975)
ImmenseShoutmon 26 Jan, 2020 @ 1:45am 
Shy Guy is another character who dies when the match starts. It's probably because they're light enough that the mod sets their HP to 0%, or possibly a negative value.
Benny Boi 12 Jan, 2020 @ 10:46am 
Like a jotaro, or mechlair
i use arch btw :33333 11 Jan, 2020 @ 10:37pm 
worst i've encountered is fox dying below 100% so i believe it
Woa  [author] 11 Jan, 2020 @ 4:39pm 
Which workshop characters are dying on startup? I haven't encountered any myself yet.
Benny Boi 11 Jan, 2020 @ 11:46am 
Makes sence, but is it normal that some workshop characters just die when the game start ?
i use arch btw :33333 11 Jan, 2020 @ 12:21am 
well, no, i more meant just the characters themselves can already do cool stuff against heavier characters because of weight and combo escape ability
Woa  [author] 11 Jan, 2020 @ 12:17am 
I was more referring to using the special cancels that come with the buddy, but yes also being better at the game makes you stronger :winter2019happyyul:
i use arch btw :33333 10 Jan, 2020 @ 11:55pm 
examples to look at are eden's ori or windows' wrastor

...eden still plays ori right?
Woa  [author] 10 Jan, 2020 @ 11:50pm 
Ori, Wrastor and Absa have absurd combo game once you master the system. It's actually quite fun to pull off high-damage combos with them.
Woa  [author] 10 Jan, 2020 @ 11:49pm 
Gonna address some things.
First up, sorry I haven't pushed the proposed fix yet I got lazy. Sorry :/
As for the HP changes, I actually find it the complete opposite: Heavy characters have such a tiny damage output compared to lightweights when you factor in the crazy tilt cancel combos they can do. I would love to show what the lightweights are capable of, but I am unable to screen record :(
But to answer your question: I feel the lightweight characters need something to balance them out which is why their HP are much lower. If you want to learn what I mean, practice using the different cancel types to make cooler strings. Zetterburn is probably the easiest to figure out due to how good his utilt is with them.
Benny Boi 10 Jan, 2020 @ 11:15am 
Just a silly question, why have you decided to do the update ? Personally i think that light characters are in a disadvantage, because the don'thit as hard as heavy, and now have less hp....found weird when i discover this.... ^-^
i use arch btw :33333 6 Jan, 2020 @ 2:50pm 
No problem! Sorry if i seemed a bit rude at points. Happens with me.
Woa  [author] 6 Jan, 2020 @ 2:33pm 
That is so strange... well, I'll forward the change today. Thanks again ^-^
i use arch btw :33333 5 Jan, 2020 @ 7:18pm 
i fixed the bot thing on my own (totally didn't forget about that and delete a message haha) by duplicating the update.gml and renaming the duplicate to other_update.gml. i notivced that was a thing with other mods and on the official documentation so i figured it was worth a shot.
i use arch btw :33333 5 Jan, 2020 @ 5:41pm 
I understand the pratfall. Bots don't die. They're able to keep fighting like they're not past their hp cap.

Cancels failing might have just been from me being dumb with the file while tired. I think it was happening when the player wouldn't die when they were supposed to. Could also be high hp cap though, which i have yet to properly test.
Woa  [author] 5 Jan, 2020 @ 5:03pm 
Also, for some reason, sometimes a character just won't die when they exceed the HP limit, but as soon as they do an attack they will. So functionally, they don't gain much advantage but it is an issue I'm not sure how to solve.


Honestly, I think it's just to do with how the game handles buddies, but I'm not sure.
Woa  [author] 5 Jan, 2020 @ 5:03pm 
So some things I should clear up some things: a character doesn't actually die when they reach the HP limit, they simply enter pratfall until they touch the ground. This means a character can be 'overkilled' if you juggle them. I'm not sure if that's what lead to Maypul living 'till 203.
I have no idea what's causing cancels to stop working, as they have no conditional checks other than "have I hit" and "have I not been hit".
As for knockback scaling, there are two ways to break the system:
1. The attack has more than 12 hitboxes. The move with the most hitboxes in the base roster is 12, and due to lack of experience I just hardcoded to adjust 12.
2. The attack changes part way through. I've put a safeguard in that moves that aren't picked up in time have their hitbox changed when it appears, but this solution does not work on the first frame of the attack, so some moves (like Elliana utilt with steam and orcane puddle strongs iirc) Get around the system.
i use arch btw :33333 5 Jan, 2020 @ 4:04pm 
oh also yeah it was me being impatient and tired that led me to edit the code whoops
i use arch btw :33333 5 Jan, 2020 @ 3:48pm 
still doesn't work on bots. works on humans though.
i had a maypul (lightweight, right? that should die earlier) live until 203% and then somehow knockback scaling came back for a split second.

something else i noticed, which will be an issue with higher stamina caps added manually, is that cancels stop functioning entirely after a percent threshold.