#Additional Additions
1211 messages · Page 2 of 2 (latest)
That was very fluid
I don't understand camera still, ended up ok
The camera is very aggro, sometimes it needs negative values, sometimes positive, sometimes no values
Especially with Kongol's moves...
i think it also depends on the camera position in battle too
from behing everything has looked bad to me
from the side as above, many settings can look good
I also tend to leave camera z values at 0
Im not sure if it actually does anything
Move frames is how fluid the camera moves
it does for first hit only
O that move frames
Yea, it does nothing other than the run up
15 or less animations also doesn't jank up the victory animation at the end of battle
Kongol lookin a little perky with that step ngl
What I wanna know is if Meru's voice is edited in
You just change the audio file line in the json for the first hit
Nice
15? That's good. I was having trouble with the animations becoming out of sync with the hits for the 16 additions so I tried something else.
🙂
thought of a fun Kongol addition just Kongol repeatedly punching the enemy could have it called "Everyone has a plan until"
I wonder if it would be possible to make a weapon with invisible textures for kongol
Easier to just hide the weapon like we do in #1464635783930708136
I'm gonna do some wardrobe mod soon where you can extend it with your own weapons/models
and move tides models there
Nice
That sounds cool
Anyone know what is th emax dmg?
Do you mean max allowed damage value per strike?
9999 in retail, 999999999 in SC
oh damn
make Kongol One Punch-Man he wioes out Melbu's entire health bar in a single hit. Curious if you do one shot Melbu does he go through each phase then dies or what?
I say try it. Iirc it hasnt been accomplished yet
I've actually done this when I was messing around for minimum strikes, which is 1 and is unfailable, had kongol hit random enemies for 2.3 million damage
Oh i meant phase skipping Melbu specifically. I dont think anyones been able to see what happens when you do enough damage in phase 1 to put him in phase 3. I could be wrong though
If you do enough to kill him it just starts with Dart D-gooning and goes form there like there's no issue
It's pretty easy to skip phases in Melbu, I've done it accidentally quite a few times while trying to test things and have to redo the fight lol
I almost always skip phase 3, even with no mods
I know I’m late to the party, but I just have to say, this is literally a childhood dream of mine made reality. Kudos to everyone involved.
is it possible to make the addition unlockable at a certain lvl instead of having it instantly?
Not at this time
What about replacing addition like say someone wanted to change how the og ones
You can clone an existing addition and edit the clone
so say i wanted to make a mod to replace how the vanilla additions with custom ones i made i cant do that?
You can probably do it if you made a mod for it
and still make it like how we aquire in vanilla or no
Yes
wonderful
set darts atk to 65535+
So I think that the base damage is actually coming from the level multipliers
And the base damage on the addition itself is only used on the menu
Yea the damage to my knowledge comes from when you edit the hits and set the dmg per hit in the menu with a the value being a percentage I believe.
I like to load more damage on the parts of moves that hit harder and more SP on the parts that look stylish
Per hit is a multiplier of the base damage
But the base damage comes from the level values by the looks of it
I thought the level values were like (base dmg) * (level value)= Base damage at level x. Then dmg calculator is like (base dmg in %/values in per hit(Which is also a %)) * level multiplier.
So a hit with 200% base damage and 2 hits would be like 100 on the first then 100 on the second or do you mean to say a proper 200% base damage addition would be 50 on first then 50 on the second? With a level multiplier 2.0?
It's the sum of the hits' damage multipliers multiplied by the level damage multiplier
so 100 + 100 * 1.0 would be a 200% dmg addition
hit + hit * multiplier?
(100 + 100) * 1.0 but yes
pemdasing me
This yields an interesting observation though, volcano at max level might actually be 248%
If someone wants to check that for me that'd be appreciated
I'll check and see
interesting that base dmg is basically just a menu value though lol
seems like it probably rounds as well
You'll have to run the numbers manually and see if they match up
in the editor all 4 hits of volcano are set to 50 adding up to 200 and at max level its multiplied by 1.25 which does equal 250%
I can make a custom addition with 250% value though to test
Yeah I know they add up but I'm talking about with the rounding the damage formula does
lemme test a 250% custom addition vs max lvl volcano rq
Dunno if that'll work, you'd probably just end up with the same rounding to 248 if that is the case
I can make a 248% addition and see if their dmg values are different as well
if not one of them is rounding
Good thinking but depending on where you're assigning the values you could end up with more rounding 😆
Ohh god.
Lol
Just doing double slash with base 248% and first hit is 100$ second hit is 148%
with 1.0 multiplier for every level
testing now
The value in the menu doesn't matter, I'm looking for the output of the damage formula
yea just showing I have it set up
561 on plague rat with Volcano and 556 on Double Test against plague rat
which if you take 561 and divide it by 250 then multiply it by 248 gives you 556.512
but if you take 556/248 then multiply by 250 you get 560.483
so it defintely is rounding but not by very much it seems
It's more complicated than just dividing like that unfortunately
always is lol.
but all other variables should be equal
since its darts stats same enemie stats etc
so we can cancel them out right
Written by Wulves, with base formula info and insights provided by Drew, tfz, Zychronix, and Monoxide -If anything is missing or incorrect, please tag Wulves in the LoD Discord server.- -Necessary Terms-Floor - Round a number down to remove decimals. Round - In the case where the game wants to...
Yea theres def more to it but all the other variables we didnt change and they aren't random so we can ignore them for the time being I think because they are the same across both additions and isntances since it was same enemy same stats from both parties. We can conclude that the game is able to calculate 248% multipliers and that volcano is at least within a rounding margin doing that 250% math correctly yea? Or am I missing something
Gotta make sure that your 248% multiplier is actually calculating at 248% though, and not rounding down to e.g. 245
let me make another addition and test that out
549 on plague rat with 245% addition
decrease of 7
which makes sense given that the 2% decrease in damage was about 5 and a 3% decrease being about 7 seems about right
Both additions I used to test
and default volcano maxed on
save file as well
Does seem about right
I'm looking at the damage formula and I think the rounding takes place after the hits are summed unlike SP
Huh.
The more you know
hopefully that info was helpful tho
any excuse to play with additional additions I'll take lol
I'm gonna delete the old base damage value entirely and just calculate it on the fly for the UIs so the values always match
Definitely streamlines the process a bit. Helps clear up some confusions too
New build published
- Updated to latest devbuild
- Prevents trying to edit archers
- Added minimum values for a couple hit properties to prevent softlocks
- Removed unused base damage value
The new builds are required for the latest devbuild
Can confirm inputting 0 on certain values caused you to stare the enemy down for eternity lol.
Does the addition menu UI now go above 999 in the dam % column
awww mannnn
/s
What about making it scrollable so Dart's Additions don't overflow the UI box, and eventually the screen.
The dropdown you mean?
It's only a Dart problem, but if people make enough it'll be an everyone problem
That's a core change, not mod
you got some wild ones here
Limit testing and edge cases are my speciality
eager to see archer additions mostly just to have them able to do damage on par with the rest of the team
One day 🤞
legit saw this and thought we had finaly hit dev build three or the upcoming build
I noticed there are some different settings of the editor such as "Distance from Target", which build should I be using for more control?
Different settings from what?
I was watching the stream and saw settings like Dist From Target, flags but in current release it doesn't have those just but it does have knockback.
I renamed the fields when I figured out what they do
Ah ok
Kongol getting some love!
That addition looks cool
How did you get a charge attack?
By the way, I was having the same issue MTwo was having with difficulty controlling the camera in the editor. I'm on linux fedora though not windows. I don't know what H.264 video codec is, but updating H.264 video codec fixed the additional additions editor camera as well my video player
The charge attack is using anim 21 with a slow down of anim scale: 270-300 and using anim 15 before it and cutting it off right as he brings the axe over his shoulders (anim scale: 119, total frames 32-33)
IDK about the editor camera. It pivots around alright for me
Oh, I just realized it was a "recording has started" notification. I thought that was some cool new hitbox thing
Toh
keep the hand strong
Indora's Haste (Updated camera work and button press)
Madness Bouncer
God it’s been so long I forgot indora is just kongol head but with two Mohawks
gooning
I wonder if someone already pull out the Infinity Madness....
Madness Hero 99 hits looping from the three hits (would be hit 1, 2, 3) {opener hit 0 will not count...}
Last I tried Doom, the game like crashed at hit 20 or something, and 16 hits prevents animation jank for victory animations
please make this a custom victory animation when that becomes a thing.
if addies can pull from other anim sets than the actual attacks, then the inverse should be true. 👀
They can because I rewrote the code so that they can 😛
inclusivity knows no bounds. <3 lmao
sorry question that probably been answer how do you remove/replace original additions from the game. i get how to make them but when i start the game i have 2 double slash or just starting additions stay
You can use the gamestate editor -> character editor to mark the original double slash as locked
Heavy Step V2. I changed first and last animation, tweaked stuff
Looks good, the Meru voice at the end is hilarious
Yah, these are fun to make
is this a custom encounter as well?
Only in my head
what
It's the little known second to last Kraken : )
Is that a real thing?
Maybe if we petition @opal cairn to add it to legend of tides
No it's not, that battle was done likely using the debugger to trigger the Last Kraken fight using the Queen Fury battle stage
Correct
Looks cool though
Thank you
Wall Crash determined to troll me I guess lol
: )
Sorry im stuck lol. I got the mod installed and but I don't know where to find the .json files. Which folder are they in?
You have to create a new campaign to enter the edition editor
The editor will create the json in a folder in your mods folder
Also, there are 2 mods to install. One for the additions and one for the editor
Wait i got it.... I had Shana selected so no wonder i was stuck lolol
any plans to have custom additions for shana? Ik there's no animations but to at least have some sort of button sequence / multiple hits etc
It sounds like a bunch of stuff would have to be reworked. I think they are in the process of reworking things
Maybe something like the dragoon meter attacks could be a template
We'd have to make a whole new system like that, which will probably happen in the future, but too much for now. For the others I was able to hack it into the existing system
i could've sworn i said somewhere that my idea for this type of mod would be just lavitz/albert repeatedly spinning his cane over and over, with the voice line just being "Spinning". Gotta remember to come back to this later and try to make it
Works well! I did a 7-hit combo and I think someone else took it further.
Oh shit. I've been asleep since shortly after sending that so I haven't even had a chance to knock it out myself.
That's awesome to hear
Hey guys I always wondered if it's possible to use the animation of Kongol swinging his axe forward like he does in the fight on Hoax for his custom addition?
This mod only supports the regular character animations
New build released to support the latest devbuild
NOTE - the editor will not work on any SC build after 1592. I don't have time to update it right now. You can continue editing additions on an older version of SC and using them on the latest
Any differences in the workflow with this update for additions or is just compatibility?