BruxaBranca
Member
I'm testing that homing slash sequence like the original game, but I need to nerf it, it will be good for the Cavalier style especially
Now Homing Slash can be used to reset Landing Dash, I'm still testing it, as I have to choose whether the damage should be based on speed or not.
I adjusted the juggle's Z force for enemies with a different .scale variable. Since enemies with a scale greater than the default FRACUNIT, when hit with a force of 12*FRACUNIT, would climb too high, and smaller enemies would barely climb at all. So I made an adjustment so that the force adapts to the enemy's size, as if reading a weight, applying that weight to the enemy's size. Now it's the opposite: large enemies are a little heavier, and small ones are very light, but still within the desired Z range. Many people make large enemies using .scale in the map creator. I still have to do the same with the health bar.
Now Homing Slash can be used to reset Landing Dash, I'm still testing it, as I have to choose whether the damage should be based on speed or not.
Post automatically merged:
I adjusted the juggle's Z force for enemies with a different .scale variable. Since enemies with a scale greater than the default FRACUNIT, when hit with a force of 12*FRACUNIT, would climb too high, and smaller enemies would barely climb at all. So I made an adjustment so that the force adapts to the enemy's size, as if reading a weight, applying that weight to the enemy's size. Now it's the opposite: large enemies are a little heavier, and small ones are very light, but still within the desired Z range. Many people make large enemies using .scale in the map creator. I still have to do the same with the health bar.
Last edited: