Frogster88 Posted April 12 Author Posted April 12 Why does pact have clash level 7?? Did Avatar really need something more there?
Frogster88 Posted April 14 Author Posted April 14 Eustace 214H~U is technically -13 on hit and I find this fact kind of hilarious.
Frogster88 Posted April 16 Author Posted April 16 Wrote an article compiling the patch notes about Ranked into one page. It should explain some of the more stupid parts of the mode... probably... https://www.dustloop.com/w/User:Frogster88/GBVSR/Ranked TarkusLee 1
Frogster88 Posted April 25 Author Posted April 25 After spending a week(?) staring at BBScript, trying to figure out how meter gain and cooldowns work, here are my findings: As far as I can tell: Meter Gain is handled by four commands: "tensionGainOnConnect", "addTension", "addTensionUnscaled", and "tensionUsage" "tensionGainOnConnect" Translates to percentages as "tensionGainOnConnect" * 12 / 100 This command is used for describing general meter gain "addTension" Translates to percentages as "addTension" * 5 / 100 This command is used for describing meter gain on startup, such as a Skill activating "addTensionUnscaled" Translates to percentages as "addTensionUnscaled" / 100 This command is used for describing Ultimate Skill meter gain "tensionUsage" Translates to percentages as "tensionUsage" / 100 This command is used for describing general meter loss Cooldowns are handled differently for projectiles compared to non-projectiles All skills have a subroutine defined as "AbilityCoolDown_%s" where %s can be "N", "6", "4", or "2", to describe which cooldown it will take Projectiles have additional subroutines in "AbilityCoolDown_%s_DAMAGE" and "AbilityCoolDown_%s_ON_FINALIZE" to describe what should happen on contact and on despawn respectively Cooldowns always have a set delay of 3 frames, where they don't start counting until the third frame, e.g: ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ Where ■ is when the cooldown is available, ■ is the initial activation, and ■ is during the cooldown for a move with cooldown "2; 20" There are two commands cooldowns are set by: "storeValue: Mem(%s), Val(%s)" and "skillCooldown: %s, %s" "storeValue: Mem(%s), Val(%s)" First %s is the memory cell to call, second %s is the cooldown to set Used for projectiles to override the cooldowns which are set to 999 upon activation "skillCooldown: %s, %s" First %s is the ID of the cooldown (0 = 5S, 1 = 6S, 2 = 2S, 3 = 4S), second %s is the cooldown to set Used for all Skills. Simple cooldowns only use this, while complex (and especially projectiles) use it in addition to the former
Frogster88 Posted April 25 Author Posted April 25 And I immediately found a contradiction because someone decided to go put the cooldown scripts in an EF file for a projectile and now I have to account for that.
Frogster88 Posted April 25 Author Posted April 25 I now think meter gain scaling is on a per-hit basis, not a per move basis. Was testing with Eustace, [2]8H by itself is should be 2.0; 4.8, 1.2 meter, but in practice it comes out to 7% with 3F of walking (16 units of unknown scale per frame) to tick it to 8%. Well, it's either that or it's that subsequent hits are scaled differently, in which case, Cygames, why?
Frogster88 Posted April 25 Author Posted April 25 This is the meter gain script for skills: BBS_CMNEF beginSubroutine: s32'cmnSpecialAttackGauge' modifyVar: (ADD), Mem(423), Val(1) ifOperation: (IS_EQUAL), Mem(423), Val(1) modifyVar2: (MOD), Mem(418), Val(10000) ifOperation: (DIV), Mem(Tmp), Val(1000) tensionGainOnConnect: 40 endIf: else: tensionGainOnConnect: 60 endElse: endIf: ifOperation: (IS_GREATER_OR_EQUAL), Mem(423), Val(2) tensionGainOnConnect: 10 endIf: ifOperation: (IS_GREATER_OR_EQUAL), Mem(423), Val(6) tensionGainOnConnect: 5 endIf: endSubroutine: From what I can tell, this reads: def cmnSpecialAttackGauge: hitCount += 1 if hitCount == 1: math.mod(var2, 10000) if attackType == "projectile": tensionGain = 40 else: tensionGain = 60 elif hitCount >= 2 and hitCount <= 5: tensionGain = 10 elif hitCount >= 6: tensionGain = 5 Which kind of makes sense? But also mostly doesn't?
Frogster88 Posted April 25 Author Posted April 25 I no longer believe that is fully correct... Eustace Spreadshot did 2; 4, 0, 1 for its hits, so the last two were less than 1% each
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