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Makes sense, playing for popularity. Out of curiosity, what "metatextual level"s do you think the "simple" games come across as?
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Frogster88 started following Why do you play this game?
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Legitimate question as an outsider looking in, why do you play this game? What makes it fun? I find myself watching Strive sometimes and concluding "this game is hot garbage and is clearly a downgrade from Xrd," yet other times I think "this game stands on its own and has a well-built system and characters for the system." Personally, I abandoned the game partway through Season 2 partially because of roundstart Gold Burst and partially because of the Large and Very Large counters seeming very prevalent amongst other issues, but I never fully stopped following the game. I want to like it, but something about it just feels... unruly(?), I don't know, to me and I can't pin down what. If anyone could make a case study on why the game is "objectively good" or "objectively bad" or whatever, I'd appreciate it. I'd also like it if we mostly looked at it in isolation, since there's a bunch of things about it that make no sense in context of +R or Xrd.
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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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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?
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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?
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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.
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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
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BlankSkyes reacted to a post in a topic:
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TarkusLee reacted to a post in a topic:
Site Feedback/Suggestions
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Frogster88 started following Granblue VS Rising General
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TarkusLee reacted to a post in a topic:
Just chatting
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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
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Eustace 214H~U is technically -13 on hit and I find this fact kind of hilarious.
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I got a 6/30 for only playing Xrd properly, so... that's not good...
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Frogster88 started following GBVSR Character Updates
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Porting from Discord because this should be easier to maintain. Frame Data Maintenance: 1.62 - Gran 2.40 - Katalina, Lowain, Zeta, Cagliostro, Seox, Siegfried, Vikala, Sandalphon 2.50 - Gran (EX), Djeeta, Djeeta (EX), Charlotta, Lancelot, Percival, Ladiva, Metera, Ferry, Vaseraga, Narmaya, Narmaya (EX), Soriz, Zooey, Yuel, Anre, Eustace, Vira, Anila, Grimnir, Nier, Beelzebub, Belial, Avatar Belial, Lucilius, 2B, Vane, Beatrix, Versusia, Galleon, Wilnas, Meg, Ilsa /Data Page Formatting: Setup - Avatar Belial, 2B Cue - Nier, Belial, Lucilius, Vane, Beatrix, Versusia, Vikala, Sandalphon {{T-S}} Implementation: (this also includes FrameChart format updates, "Data in []" bullets, image call renaming, cross-wiki link formatting, (Note) tooltip formatting, and /Data navigation) Anre, Eustace, Anila, Avatar Belial, 2B, Beatrix * - Only Overview part has been updated
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Why does pact have clash level 7?? Did Avatar really need something more there?
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mordrehr reacted to a post in a topic:
Favourite Lobby Avatar
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The lobby is so underrated. Shame Grand briuse can't be played easier; it'd be a great party game side booth at tourneys at the least.
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that's real though