View attachment 99697
While Blake has only just recently about to pick up dev again sooner or later (not now though), Gemma's BattleMod revamp still not being finished, v2.2.11 causing one technical issue that causes the wall to resynch, the BM revamp was so unoptimized that it chugs the framerate even when BM is not loaded, and me slowly losing faith in BM in general and it's community, I've been getting really tired of holding onto this...
- Updated the Hug code so that it uses P_MoveOrigin to prevent the P_TeleportMove deprecation warning from appearing everytime you touch a player. It will still use P_TeleportMove in v2.2.10, so backwards compatibility is still maintained.
Are you sure? I tested everything and I never got a single goofthe wall pushing sprites break record attack.
just want to let you know.
at this point.Are you sure? I tested everything and I never got a single goof
View attachment 101006
- Fixes an oversight where Super Gemma doesn't exit her Wind state automatically when interacting with fan objects (not fan sectors)
View attachment 109055
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.
-...
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...