Green Missile Rework#58
Conversation
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Download the artifacts for this pull request: Only for Developers |
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Everything seems to be working as described, tested every detail listed including training mode resets the random number, luigi panting counting towards the counter, damage decay including the lower bound, storage lasting across deaths. |
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Thanks for the feedback. I forgot to remove the effect at the right time, so I will resolve that in a little bit. |
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Leaving this as a general comment (havent had time to actually do a review yet), but I wonder if it would be cool to add in ParamModule an entry for the "effect color" of each character's skin. So like, for example, luigi would have 8 values in a "colors" field that indicates what color any of his special effects should be based on skin slot. That would let us specify things like this, or like inkling's paint colors, in a more clean manner that would be consistent across characters. We could just call something like |
I don't really think that this is a worth while idea, since most people will be playing with cosmetic mods anyways. |
This resolves #56 and resolves #57
Basically, gives Luigi a better/more predictable misfire and misfire storage.
Currently, Luigi's misfire is calculated at the end of the charge, before the launch, with a probability of 1/8.
However, you were not guaranteed to get a misfire once out of every 8 usages. Now, the misfire has the following behavior:
max_damage = 25.0 * max(0.95^x, 0.8), wherexis the number of times you have stored the same misfire, and0.8is the lower bound, meaning you can never go below80%of the max damage (25.0). This is also scaled later on by how long you held the misfire for.test.mp4