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Inazuma the Deer Details »»
Inazuma the Deer
Version: , by Inazuma (likes to assault raccoons) Inazuma is offline
Developer Last Online: Feb 2020

Category: Version: SRB2 Rating: (7 votes - 4.14 average)
Released: 10-03-2018 Last Update: Never Installs: 5
Characters

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HAHA. REMEMBER THIS GUY?
I HOPE YOU DON'T BECAUSE I DO AND I WISH I COULD FORGET ABOUT HIM.

Of course I could have easily just gave myself a few concussions and hope that it would erase that memory. Instead I gave myself a different kind of concussion. I redesigned Inazuma.

Inazuma is now back in SRB2 with electrifying new abilities to shock the competition!

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Primary

Inazuma's primary ability is Bolt Stream. Bolt Stream allows Inazuma to dash forward in mid air with incredible speed and precision. Inazuma has up to 5 charges to this ability. Additionally, this ability also lets Inazuma home in onto nearby enemies. Upon a successful attack on an enemy, Inazuma is refunded a charge which can be used again if you so desire!



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Secondary

Inazuma's secondary ability is Electric Barrier. Press spin to summon a barrier of electromagnetic energy around Inazuma to pull in nearby rings and damage enemies! Electric Barrier has a pretty large attack radius which will make sure those pesky robots mind your personal space! Keep in mind that while using this ability, your speed is greatly reduced when on the ground. However when this ability is used in the air, Inazuma's fall speed is greatly reduced instead of his movement speed. In the hands of a master, Electric Barrier is an extremely powerful ability!



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Passives
In addition to all the abilities that Inazuma wields, he also posses a few passive abilities:

1. Inazuma, being the electric controlling deer he is, has complete immunity to any source of electrical damage!

2. Despite the color of his antlers, Inazuma is a member of the Silverhorn family, granting him an inherently ridiculous tenacity. When damaged, press the jump button to hop straight back into action!

3. Due to Electric Barrier taking up the jump spin slot, whirlwind shield's spin ability is unfortunately disabled. When a whirlwind shield is equipped, Inazuma gains a massive boost in his jump height instead!


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Match Abilities

Oh? You're approaching me, Silver? Instead of running away, you're coming right to me?

In Ringslinger Gametypes, rather then using the default weapon ring system, Inazuma gets his own weapons which he can use at any time so long as he has rings.

Lightning Strike
Inazuma summons down a bolt of lightning to strike his opponents. The attack comes out fast and has a small AOE effect. The trick to this ability is to aim at the ground!

Lightning Blast
Inazuma fires a condensed sphere of electricity at his opponent. This ability can be charged! The longer you charge the ability, the bigger the attack becomes! At max charge, this ability can insta-kill any player it hits!

Radial Flash
Inazuma fires out from his body an electromagnetic shockwave that temporarily blinds and greatly reduces the move speed and jump height of his victims. The move has a pretty short range so in order to use it, you will need to get pretty close to your opponent. Due to some issues with how movie mode works in SRB2, I couldn't properly record the ability. I urge you all to see it for yourself in-game!


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Extras

Take teamwork to the next level by playing as Inazuma & Dirk! Stand still and jump when Dirk is nearby to make Dirk jump up and create Ice Platforms for you to stand on! Additionally, Dirk will attempt to protect you by spindashing onto nearby enemies! Did you only add Inazuma into the game? Don't worry, the game will automatically load Dirk.wad (If you have it) once you select Inazuma&Dirk and Dirk was not yet added to the game!

Inazuma also has NiGHTS sprites! Like Silver, you will need to add FSonic in order to turn them on.

Inazuma is full of additional content to explore! Explore all the possibilities with this character and most importantly, have fun!




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Credits

This project was very fun for me. It was great working on this character and improving my skills as I go. However, I couldn't have done this on my own.

Spriters:
Azeonus
DirkTheHusky
Inazuma (me lol)
MirageTheBandit (WindTakadiyami)
TelosTurntable (LordPotatosack)
White (PixelGamer64)

Programmers:
Azeonus
Lach
Lat'

Sounds/Music:
Lach
MegaBaZ

Shoutout to all those who beta tested this wad! You guys helped out a lot!

Download Now

File Type: rar Inazuma.rar (3.43 MB, 1703 views)

Screenshots

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Comments
Old 10-21-2018   #22
SF345
 
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Well can I have the MD2?
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Old 10-25-2018   #23
Jake10102006
 
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Welp. Don't play on Sugoi's Sky Labyrinth with Inazuma! You'll straight up get stuck there!

Aside from that though, this character has a really fun playstyle! It's simple, it's complex, it's everything in-between!! Inazuma's super fun to play as!
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Old 11-11-2018   #24
Gray21oh
The Not-So Gray Guy
 
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Honestly just messing around with him in single player kinda gives me Gunvolt flashbacks.

Fun character honestly!
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Old 04-02-2019   #25
Ap3rtur3_GamingYT2019
Srb2Co-op GamingPro
 
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Nice mod you made there, dude! I appreciate it! I almost knew how to use this Wad character
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Old 04-08-2019   #26
Inazuma
likes to assault raccoons
Judge
 
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Hello guys! We got a lil' update for ya!

This update primarily fixes all those bugs that plagued Inazuma as well as refining his gameplay in both SP/CO-OP and Match!

Quote:
• Fixed electric auras persisting when switching to another character
• Fixed Dirk bot's spindash ability not functioning
• Fixed error showing when Dirk bot's super shield should be removed (shield now gets removed properly)
• Inazuma's Unyielding ability is now disabled in match/ctf
• While equipped with a force shield, Electric Barrier now has an increased range
• While equipped with an elemental shield, Electric Barrier will leave a fire trail on the ground
• While equipped with an attraction shield, Electric Barrier allows Inazuma to walk on water
• Electric Blast now lasts a lot longer, but does not bounce off walls until charged for at least 2 seconds
• Increased radius of Radial Flash, but it is only usable once every 10 seconds
• Added modder-utility variable player.inazuma_disableelectricbarrier to prevent Inazuma from using electric barrier
• Added support for Top Down (use the .td file, since Top Down does not support .pk3 yet!)
• Reduced state count
• Converted file to .pk3 format
Spoiler:
• Fixed Ultimate Inazuma timing out at pw_super overflow
• Ultimate Inazuma missiles now disappear after 1.5 seconds, but they also bounce off walls
• Ultimate Inazuma transformation timing made much stricter
• Ultimate Inazuma transformation's screenshake is only shown to the transforming player in co-op
• Ultimate Inazuma now has a 60-second time limit in match
I do plan to give Inazuma a sprite update in the near future to clean up some of his animations. Though for now that will be on hold as I am currently working on a character that I've been meaning to update for years now.
Spoiler:
and a couple of other things.

Last edited by Inazuma; 04-08-2019 at 10:10 PM.
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Old 04-08-2019   #27
GreenKnight9000
 
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Quote:
Originally Posted by Inazuma View Post
Hello guys! We got a lil' update for ya!

This update primarily fixes all those bugs that plagued Inazuma as well as refining his gameplay in both SP/CO-OP and Match!



I do plan to give Inazuma a sprite update in the near future to clean up some of his animations. Though for now that will be on hold as I am currently working on a character that I've been meaning to update for years now.
Spoiler:
and a couple of other things.
Awesome!
I was wondering when some of these bugs would be fixed, though the 60 Second time limit for U.Inazuma is a bit unfun for servers that want him active at longer periods (I personally love using him in MonitorsPlus)
perhaps make it so we can perhaps use console commands to either extend, shorten or outright disable the 60 second timelimit and leave it to the standard ringdrain like before.
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Old 05-10-2019   #28
blacc
 
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"Time to get our hands dirty!"
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Old 06-25-2019   #29
blacc
 
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Inazuma's homing is buggy. I sometimes try to get to another side without faling in a pit, but then he seeks to hom except he doesnt get to his target. Instead he bounces off it/moves around it until he stops and then either I'd die, or luckily survive.
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Old 06-25-2019   #30
Lach
nanananananananananananan a
Developer
 
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Quote:
Originally Posted by blacc View Post
Inazuma's homing is buggy. I sometimes try to get to another side without faling in a pit, but then he seeks to hom except he doesnt get to his target. Instead he bounces off it/moves around it until he stops and then either I'd die, or luckily survive.
Can you please show us a GIF of this behavior? I'm not entirely sure what you mean.
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Old 06-25-2019   #31
Rumia1
Backseat Developer
 
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I'll supply that for you, I thought it was limited to being linked to a specific wad combination which is why I didn't say anything earlier, but if others are experiencing it too then I'll just show the behavior.

Spoiler: GIF here
Interestingly, I only got this result by using a modified version of the PhysAttk script that simply increased the radius of the hit detection from that script, it doesn't mess with homing or the player's actual hit box in any way, and the normal version of PhysAttk works fine.
This behavior leads me to wonder if blacc is using any mods in addition to Inazuma.
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Originally Posted by Cirno
Egguman-senpai...
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Old 06-26-2019   #32
Lach
nanananananananananananan a
Developer
 
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Quote:
Originally Posted by Rumia1 View Post
I'll supply that for you, I thought it was limited to being linked to a specific wad combination which is why I didn't say anything earlier, but if others are experiencing it too then I'll just show the behavior.

Spoiler: GIF here
Interestingly, I only got this result by using a modified version of the PhysAttk script that simply increased the radius of the hit detection from that script, it doesn't mess with homing or the player's actual hit box in any way, and the normal version of PhysAttk works fine.
This behavior leads me to wonder if blacc is using any mods in addition to Inazuma.
I think your additional mods are changing Inazuma's target mid-homing. I took a look at PhysAttk.lua and I believe the player's target is being set to itself after P_SupermanLook4Players is called, which means that Inazuma starts homing in on himself.
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Old 06-26-2019   #33
Rumia1
Backseat Developer
 
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I knew that, I just wonder if blacc has additional ones loaded too.
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Quote:
Originally Posted by Cirno
Egguman-senpai...
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Old 06-28-2019   #34
blacc
 
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Quote:
Originally Posted by Rumia1 View Post
I knew that, I just wonder if blacc has additional ones loaded too.
I was on a server with inazuma.wad , so yes. That could've been it.
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Last edited by blacc; 06-28-2019 at 09:38 PM. Reason: Me being stupid and not realzing what they were talking about beforehand
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Old 06-29-2019   #35
Pedro The Plumper
It's-a me! Pedro!
 
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Sounds OP, pls nerf
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Old 08-27-2019   #36
Ian123asd
 
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So, I went through GFZ with Inazuma to see how fast he can finish a level. I got 0:24 on Act 1, 0:48 on Act 2, and 0:52 on Act 3. This is one deer predators don't want beef with!
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Old 08-30-2019   #37
MaykeAdventuresZForever
Hold Up...
 
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Huh, and i thought this Character was dead. Well, is nice to see old faces.
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Old 09-09-2019   #38
Wystan the Mole
 
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It would be amazing if it could use the match abilities in coop, even tho i know it would end up with a lot of trolling also make him op, but overall this is an amazing OC character
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