#Additional Additions

1211 messages · Page 2 of 2 (latest)

covert flame
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very nice

azure charm
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That was very fluid

flat osprey
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I don't understand camera still, ended up ok

uneven quiver
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The camera is very aggro, sometimes it needs negative values, sometimes positive, sometimes no values

flat osprey
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Especially with Kongol's moves...

covert flame
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i think it also depends on the camera position in battle too

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from behing everything has looked bad to me
from the side as above, many settings can look good

uneven quiver
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I also tend to leave camera z values at 0

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Im not sure if it actually does anything

covert flame
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havent found a use for z

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just x

flat osprey
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I forgot about z

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I'm not sure if move frames does anything

uneven quiver
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Move frames is how fluid the camera moves

covert flame
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it does for first hit only

uneven quiver
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O that move frames

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Yea, it does nothing other than the run up

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15 or less animations also doesn't jank up the victory animation at the end of battle

boreal stirrup
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Kongol lookin a little perky with that step ngl

uneven quiver
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What I wanna know is if Meru's voice is edited in

flat osprey
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You just change the audio file line in the json for the first hit

uneven quiver
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Nice

flat osprey
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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.

warped folio
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🙂

blissful shard
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me by time the 14th hit comes by lol

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That poor druid never stood a chance

sinful ivy
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thought of a fun Kongol addition just Kongol repeatedly punching the enemy could have it called "Everyone has a plan until"

flat osprey
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I wonder if it would be possible to make a weapon with invisible textures for kongol

azure charm
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Easier to just hide the weapon like we do in #1464635783930708136

opal cairn
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I'm gonna do some wardrobe mod soon where you can extend it with your own weapons/models

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and move tides models there

azure charm
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Nice

uneven quiver
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Oooo

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I'm going to have to learn a 3d modeling program aren't I

flat osprey
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That sounds cool

warped folio
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Anyone know what is th emax dmg?

silk plaza
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Do you mean max allowed damage value per strike?

azure charm
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9999 in retail, 999999999 in SC

warped folio
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oh damn

sinful ivy
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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?

blissful shard
uneven quiver
blissful shard
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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

uneven quiver
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If you do enough to kill him it just starts with Dart D-gooning and goes form there like there's no issue

azure charm
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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

blissful shard
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Oh nice!

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I stand corrected

uneven quiver
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I almost always skip phase 3, even with no mods

woven ruin
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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.

upper garnet
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is it possible to make the addition unlockable at a certain lvl instead of having it instantly?

azure charm
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Not at this time

tiny minnow
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What about replacing addition like say someone wanted to change how the og ones

azure charm
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You can clone an existing addition and edit the clone

warped folio
tiny minnow
azure charm
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You can probably do it if you made a mod for it

tiny minnow
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and still make it like how we aquire in vanilla or no

azure charm
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Yes

tiny minnow
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wonderful

warped folio
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i think imma need kongol or rose to break 9 999 999

uneven quiver
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set darts atk to 65535+

azure charm
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So I think that the base damage is actually coming from the level multipliers

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And the base damage on the addition itself is only used on the menu

boreal stirrup
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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.

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I like to load more damage on the parts of moves that hit harder and more SP on the parts that look stylish

azure charm
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Per hit is a multiplier of the base damage

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But the base damage comes from the level values by the looks of it

boreal stirrup
# azure charm 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?

azure charm
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It's the sum of the hits' damage multipliers multiplied by the level damage multiplier

boreal stirrup
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hit + hit * multiplier?

azure charm
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(100 + 100) * 1.0 but yes

boreal stirrup
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pemdasing me

azure charm
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This yields an interesting observation though, volcano at max level might actually be 248%

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If someone wants to check that for me that'd be appreciated

boreal stirrup
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I'll check and see

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interesting that base dmg is basically just a menu value though lol

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seems like it probably rounds as well

azure charm
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You'll have to run the numbers manually and see if they match up

boreal stirrup
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I can make a custom addition with 250% value though to test

azure charm
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Yeah I know they add up but I'm talking about with the rounding the damage formula does

boreal stirrup
azure charm
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Dunno if that'll work, you'd probably just end up with the same rounding to 248 if that is the case

boreal stirrup
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if not one of them is rounding

azure charm
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Good thinking but depending on where you're assigning the values you could end up with more rounding 😆

boreal stirrup
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Lol

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Just doing double slash with base 248% and first hit is 100$ second hit is 148%

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with 1.0 multiplier for every level

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testing now

azure charm
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The value in the menu doesn't matter, I'm looking for the output of the damage formula

boreal stirrup
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561 on plague rat with Volcano and 556 on Double Test against plague rat

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which if you take 561 and divide it by 250 then multiply it by 248 gives you 556.512

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but if you take 556/248 then multiply by 250 you get 560.483

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so it defintely is rounding but not by very much it seems

azure charm
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It's more complicated than just dividing like that unfortunately

boreal stirrup
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always is lol.

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but all other variables should be equal

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since its darts stats same enemie stats etc

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so we can cancel them out right

azure charm
boreal stirrup
# azure charm https://docs.google.com/document/d/1oRAoWz7xHW185R0ZnxB9BCJgMdMGD-Qnwk80b0CqFD0/...

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

azure charm
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Gotta make sure that your 248% multiplier is actually calculating at 248% though, and not rounding down to e.g. 245

boreal stirrup
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549 on plague rat with 245% addition

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decrease of 7

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which makes sense given that the 2% decrease in damage was about 5 and a 3% decrease being about 7 seems about right

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Both additions I used to test

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and default volcano maxed on

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save file as well

azure charm
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Does seem about right

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I'm looking at the damage formula and I think the rounding takes place after the hits are summed unlike SP

boreal stirrup
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Huh.

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The more you know

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hopefully that info was helpful tho

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any excuse to play with additional additions I'll take lol

azure charm
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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

boreal stirrup
azure charm
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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
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The new builds are required for the latest devbuild

boreal stirrup
uneven quiver
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Does the addition menu UI now go above 999 in the dam % column

azure charm
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No, I didn't touch that

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You lunatic

uneven quiver
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awww mannnn

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/s

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What about making it scrollable so Dart's Additions don't overflow the UI box, and eventually the screen.

azure charm
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The dropdown you mean?

uneven quiver
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dis one

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3 customs tends to have Dart's names start going off-screen

azure charm
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Ah, yeah

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I'll get to that eventually™

uneven quiver
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It's only a Dart problem, but if people make enough it'll be an everyone problem

azure charm
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That's a core change, not mod

boreal stirrup
uneven quiver
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Limit testing and edge cases are my speciality

sinful ivy
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eager to see archer additions mostly just to have them able to do damage on par with the rest of the team

tiny minnow
junior vault
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I noticed there are some different settings of the editor such as "Distance from Target", which build should I be using for more control?

azure charm
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Different settings from what?

junior vault
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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.

azure charm
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I renamed the fields when I figured out what they do

junior vault
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Ah ok

junior vault
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Test addition (Indora's Haste) has a charge attack

boreal stirrup
flat osprey
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That addition looks cool

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How did you get a charge attack?

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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

junior vault
# flat osprey How did you get a charge attack?

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

flat osprey
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Oh, I just realized it was a "recording has started" notification. I thought that was some cool new hitbox thing

flat osprey
blissful shard
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keep the hand strong

junior vault
flat osprey
tiny minnow
opal cairn
junior vault
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Kongol scoot meta unlocked

gloomy vigil
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I wonder if someone already pull out the Infinity Madness....

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Madness Hero 99 hits looping from the three hits (would be hit 1, 2, 3) {opener hit 0 will not count...}

uneven quiver
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Last I tried Doom, the game like crashed at hit 20 or something, and 16 hits prevents animation jank for victory animations

silk plaza
# junior vault

please make this a custom victory animation when that becomes a thing.

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if addies can pull from other anim sets than the actual attacks, then the inverse should be true. 👀

azure charm
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They can because I rewrote the code so that they can 😛

silk plaza
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inclusivity knows no bounds. <3 lmao

obsidian bough
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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

azure charm
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You can use the gamestate editor -> character editor to mark the original double slash as locked

flat osprey
azure charm
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Looks good, the Meru voice at the end is hilarious

flat osprey
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Yah, these are fun to make

boreal stirrup
flat osprey
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Only in my head

boreal stirrup
flat osprey
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It's the little known second to last Kraken : )

boreal stirrup
flat osprey
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Maybe if we petition @opal cairn to add it to legend of tides

uneven quiver
boreal stirrup
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Wall Crash determined to troll me I guess lol

flat osprey
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: )

zenith stone
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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?

flat osprey
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You have to create a new campaign to enter the edition editor

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The editor will create the json in a folder in your mods folder

flat osprey
zenith stone
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Wait i got it.... I had Shana selected so no wonder i was stuck lolol

fading veldt
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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

flat osprey
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It sounds like a bunch of stuff would have to be reworked. I think they are in the process of reworking things

junior vault
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Maybe something like the dragoon meter attacks could be a template

azure charm
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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

final thorn
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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

silk plaza
final thorn
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That's awesome to hear

hearty parcel
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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?

azure charm
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This mod only supports the regular character animations

hearty parcel
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Ah ok I assumed so

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That would be sick if that was possible

azure charm
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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

junior vault
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Any differences in the workflow with this update for additions or is just compatibility?