Just another optimization update of sorts
This new update basically reduces the sprite2 freeslots, but keeps the sprites themselves intact rather than removed, as it turns out you don't need to necessarily freeslot too many sprite2s added and handled by other mods, you just provide the sprites with no need of any additional SOC/Lua definitions
Now I feel stupid (Thanks JonBaxter)
Also no more "Lite" build
I added a new "CL_Gemma-v3.1.2_Lite.pk3" build which is basically the normal file but with the SUGOI-specific sprites removed, for those experiencing issues when playing alongside certain other addons
Too lazy to write this in a more interesting way, so imma just get it straight
Main File
- converted rock collision hook into a local function
- rock platform cant carry players that are moving faster then gemma
- carried players will be pulled into the center a bit so they don't fall off too easily
- added some edits to the collision code to prevent the platform from blocking non-carried players
- updated copyright year in GAMEQUIT.lmp graphic (1998-2023 -> 1998-2024)
Battle File
- small rock projectiles can no longer collide with enemy players if gemma is in pain state
- ground pound's sweet spots is reduced to (1,1) if fall speed is too low
- ground pound sweet spots is reduced to (1,1) if exhaust is flashing
- rock walls damage i-frames is reduced based on the speed of the thing that damaged it
- can no longer ledge grab while on the rock platform (for v10)
- rock wave's ground pound now cancels after hitting a bouncy fof
- added a PlayerQuit hook that kills the rock wall
- if gemma blocks an attack while charging a rock wave she will now get the cooldown
- fixed an issue where action timer would not reset after using a gemma battle ability
- reduced height of rock wave projectiles (21FRACUNIT was 42FRACUNIT)
- ground pound now costs exhaust to use
- exhaust time slightly increased (should still be a net nerf)
- if rock platform flinches a player with no defense and gemma is chargeing a spindash on it she will move in to attack (this is the only buff)
- reduced height gain if rock platform blocks an attacking player while gemma is spindashing on it
(Much of these are just copy-pasted words from JABSphere, lol)
- RalphJeremy65
Simply updates her dance sprites, again
That's it, that's the update
Been a while huh?
Anyways, we got a new update to ye all.
Main:
- Gemma can dance now using Custom 2. Originally exclusive to the SRB2 EX server, now it's officially released to the MB. (Credits: Mylo T & WhisperVII)
That's it. that's the new thing for the main side of things, lol.
Now, as for the BattleMod side of things...
Enjoy!
- Added a searchBlockmap function for rock wall so it can take damage from "touching" a spring
- Changed rock wave so the tumble duration is increased as it travels rather than it being decreased
- Rather than tumble, tera-riser rocks will instead stun for slightly longer and lift the target in the air a bit while also subtracting a ring from them
- Made tera-riser rock platform heavier if she is flashing from exhaust
- Made fail safe SetPriority for Gemma's landing lag (0,0)
- Greatly reduced flashtics of Earth Wall but give it 6 hp
- Edited Earth Wall's frame code to match with the new HP (mobj.frame = min(2,3-(mobj.tracer.health/2)))
- Fixed an apparent "guard-on-death" bug
- RalphJeremy65
Like with the original v3.0.4, this version can be skipped if you do not play SUGOI.
- Gemma's 2nd Frozen frame will now display properly in Glacier Glaze Zone.
If you are new to SUGOI and haven't progressed enough there yet, Reveal at your own risk.
- Proper implementation of a certain set of sprites previously unused, meant for a particular level in the KIMOKAWAIII Side B portion of the SUGOI Trilogy port.
If you are an SRB2 oldbie who has experienced the whole trilogy during the v2.1 days before, read away.
This version can be skipped if you do not play SUGOI.
Hi once again. Here's yet another patch update for everyone.
Main:
- Minor sprite tweaks.
- Replaced some P_SpawnGhostMobj with P_SpawnMobj along with some small edits to prevent ghost objects from getting stuck in pending removal. (This should reduce lag)
Battle:
- Exhaust is reduced more if the earth platform blocks a hit.
- Ground pound's 2 defense now un-curls if it blocks an attack of 1.
- You can no longer use double jump if the earth platform blocks a hit.
- Rock Wave projectile height reduced from 64 fracunits to 42 fracunits.
- Rock Wave endlag increased a little.
- Reduced tumble duration of earth platform should it hit someone with 0 defense.
- Earth Wall can now be passed through from below.
Coding Credits: JABSphere.
Enjoy!
-RalphJeremy65
That's right, Gemma makes her return in BattleMod! However, instead of being embedded into the main addon itself, I decided to make her BM support a separate file that you have to load AFTER the main Gemma file in order for it to work.
Gemma's BM support for v3.0.x has alot of additions and changes to the point I'm too lazy to go into too much detail, I'll just keep it straight with the changelog:
- Tera-riser now has exhaust, which is cooldown-based.
- Gemma will recover some exhaust if she damages/tumbles a player while riding her rock platform.
- Gemma's exhaust will shorten greatly if her rock platform gets blocked while riding it.
- Spindashing while riding the rock platform will make you fall faster.
- Slightly reduced defense while on the rock platform.
- Gemma will pierce through any enemies players she hits with the sweet spot from her ground pound with no rock platform, or rock wave ground pound.
- Both Rock platform and ground pound Rock Debris now uncurls and/or tumbles opponents unless they have no defense or are already tumbled.
- Rock wave's projectile attack priority starts off at 1, meaning it will only tumble players if released early. If charged long enough, it goes up by one for each stage the move is charged, maxing out at an attack of 3.
- Charging and letting go of Rock wave quickly falls slower but comes out immediately.
- Rock wave endlag cut in half.
- Rock wave spin cancel now adjusts to scale, you can no longer accidentally overshoot yourself in smaller-scaled maps.
- Rock wave spin cancel now takes Simple/Automatic mode to account, allowing Gemma to shoot herself into the direction she's facing rather than just where the camera is facing.
- Rock wave spin cancel now costs exhaust to use.
- Rock wave spin cancel has an extra second of cooldown.
- The speed of the Rock wave spin cancel has been toned down a bit.
- New Earth Wall textures.
- Flickies will no longer hinder you from placing walls.
- While being damaged, the Earth Wall will no longer allow players to pass through.
- Rewritten Earth Wall collision.
- Earth Wall will now take damage if placed in CTF base sectors until it has 1 hp left.
- Earth wall now destroys itself should Gemma die.
And one last thing: She also comes with unique sprites for guarding/parrying, rather than using the transformation sprites. Can you guess the reference in these sprites?
Credits to JABsphere for making most of these changes, and to Fav (and technically Inazuma) for allowing me to use the code for the unique Guard/Parry frames.
- Fixes an oversight where Super Gemma doesn't exit her Wind state automatically when interacting with fan objects (not fan sectors)