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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.
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
"...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.
https://youtu.be/RON-duNKKaY
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!
@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
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.
And as for the invisible characters, I'm not sure how to fix it, but I'll let you know when/if I do.
...eden still plays ori right?
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.
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.
Honestly, I think it's just to do with how the game handles buddies, but I'm not sure.
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 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.