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I'm not sure how exactly I'm going to deal with the Kragg issue. The code for the UI and tag management has a good bit taken from Guadua, so I'll have to test if it persists for her as well. ...Actually, maybe making it so that the Tag-based hitboxes can't break his rocks would be best.
I'll make sure that the Darts don't break Kragg's rocks either. You're right in that it's an odd feature.
I'm getting some complaints that Gunvolt is a bit overpowered, so I'm not sure if adding the jump cancel would be a good idea. Maybe in a future patch after the next one, so I can gauge how much it would buff him.
As for the Darts missing characters... It's definitely a height thing. I realized too late just how tall he really was in comparison to the non-mod characters (especially Orcane), and I'm currently developing new sprites for him that scale him better to the size of the other characters (Rivals doesn't allow for sprite scaling, only spriting in one of two different resolutions, and the other resolution makes the current sprites way too small). In the future, the height thing shouldn't be a problem anymore.
Lastly, for the info thing... I'm... Actually not sure what you mean by that. The only window that comes to mind is from the Workshop management screen and that's a bit too small to detail his moveset, I feel. Would it be impolite for me to ask you to elaborate on this? It sounds like something I'd like to include.
For his Up B, for starters should hit all targets who are marked since its possible to tag multiple players (this also follows how his flash field worked in his game. There is a bug where if you tag a player and use Up B right on top of them (overlapping) you only hit them with the flash field around GV instead of both eletric shock and flash field.
Onto Side B (Spark/Lux Calibur), It should have a tipper at the end of the blade to reward for great positioning, probably give it a 5% damage increase (your choice how much it gives). To follow how Spark/Lux Calibur it works in GV's game, it should have higher damage then his Down B (grounded version, Voltaic Chains) due to it having higher raw damage output in his game, so give it 20% damage instead of 15% (maybe a bit more if you feel like it).
Now for his Down B (grounded version, Voltaic Chains), to follow how it works in GV's game, its damage is heavily scaled with how many tags are on screen (to describe it as in game, its damage without any tags is pretty weak, weaker then Astra/Lightning Sphere, which is weaker then Spark/Lux Calibur. With 3 tags is damage is almost on par with Spark/Lux Calibur, on bosses with multiple targets, Voltaic Chains does MAD amounts of damage, enough to 1 shot bosses.) to put this in rivals, have its damage at 15% with no tags and increase its damage by 1-3 (my preference) or 3-5 (if we want to have it be more rewardable for being able to grab a enemy player in the middle of a fight) per stack on a single target. If multiple players are shot at and are cought in the attack, increase its damage by the number of tags on the other player along with the grabbed target's own tags (example: If each tag increased the damage by 3, and grab target has 3 tags, and the player that got cought in the attack has 2, then the amount of tags = 5 tags, then the total damage applyed to both targets is 30%).
For the other half of Down B (Aerial Version, Astra/Lightning Sphere), have GV be able to jump after it ends (this is a nod to how you can jump out of Astra/Lighting Sphere after the animation ends in his game, was used in a speed run to enter a secret area)
Over all GV is pretty good from what you have done so far, might need some slight tweaks but more testing will be required. Oh, and another thing, if you make add another custom taunt, please include Lumen or Joule.
Is this something that always happens, or only if you tag other workshop characters? Other than the game bugging and sending both players back to the character select screen after that move, the mod works great.