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  [v2.78] Infernal Precision
Posted by: Autumn - 10-15-2023, 09:37 PM - Forum: Bug Reports - Replies (1)

When summoning a youkai via Infernal summon, they wind up at the end square instead of colliding with the first enemy met, this allows them to be inside of enemies or eachother.

To replicate, use infernal summon on a target at 3 or 2 range, and observe as your youkai won't stop until the end of the line regardless of who's in the way.

[Image: IXWzjwq.png]
[Image: cgMZRQ7.png]
[Image: N2arQMz.png]
[Image: in5foEb.png]
[Image: 3B72MCr.png]
[Image: tEi7CD6.png]

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  (REALLY) Tall Character Sprite Guide/Giant Armor Appreciation Guide
Posted by: Conteville - 10-15-2023, 05:04 PM - Forum: Guides - No Replies

A Guide for Making Giant Armor Character Sprites
Attempting to use this guide while implementing character faces is ill-advised. I shall not be liable for any atrocities you make in your attempts.

1.
Find a good torso
-Torsos with zero skin exposed work best for this method. Doing so would help create an illusion of a lower body, an essential aspect for the next step.
-Samples include:

  • [Image: z9VoKZM.png]
2. Find a good cape/back accessory
-A good cape/back accessory fulfills the following conditions:
  • It can cover your face
  • It looks cool with your torso
-Some of my favorites to accomplish this step:
  • [Image: L4ZFivM.png]
3.Adjust the Y-Level of your cape/back accessory
-Select the cape/back accessory you'll be using to cover up your face, it won't be seeing the light of day ever again.
-Adjust its elevation with the Y+ or Y- command
[Image: ELFvbQe.png]
This is done so that the cape/back accessory acts as your new torso, while your torso acts as your legs.
-Don't overdo it or a reminder of what was shall resurface (your old head).
  • Higher Y-Levels can make you extremely tall, but they tend to make your character look lanky. This is especially useful for cultist/robed characters.
[Image: mw6ig1K.png][Image: Zwj4Lhc.png]
  • Lower Y-Levels can give a stocky build appearance, ideal for armored characters (fellow armor appreciators wya)
[Image: BOTZEZa.png][Image: mxcoHgD.png]
-You may need to fiddle around with the layers if your other hats/accessories are being covered.
-If you can't seem to bring an item(a) to the front-most layer as it is being covered up by a different item(b), try bringing item(b) back to a lower layer.

4. Accessorize as you deem fit
-Masks, helmets, and headbands can all co-exist, but not with similar types (helmets can't stack with helmets, masks to masks, etc.).
-Your hats become your new head, adjust their Y-Level so that they are positioned above your cape/back accessory (You can also emulate a hunch back by not doing this)
-Adjusting the character size is optional, but it may make your character sprite look even larger
[Image: KwYN7bK.png]

5.Wakka-Wakka Effect
-Hats that are too spaced apart may break apart when moving, sometimes this creates the "Wakka-Wakka" effect where a helmet and a mask move separately from one another and this resembles Pac-Man opening and closing their mouth. To fix this, just adjust the Y-Level of the affected headwear so that either the effect is less-pronounced or there is no breakage at all.

6. Actual Height Values IC
-Do note that you'll need actual approval for IC height. You can apply for approval in the Applications->Character Applications thread for height requests.

And thus the guide concludes. Go forth and spread chaos you glorious giants

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  Second Set
Posted by: Rendar - 10-15-2023, 12:13 PM - Forum: Balance Fu - Replies (7)

Plain and simple.

Second Set should probably only heal summoned allies (Engineer Bots, Youkai, Wraithguard) for half HP, akin to Malmelo.

Since it's a boardwide heal for 160 hp even if you've not had a single ounce of Darkness Hype applied.

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  [2.78] Unholy Needle Diver
Posted by: Rendar - 10-13-2023, 02:54 PM - Forum: Bug Reports - Replies (2)

Doing Dark Priest Needle > Unholy Diver procs Needle's explosion twice.

Spiritually-Horned Wyvern used Needle.
Red Bear takes 11 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 11 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 11 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 11 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 11 Darkness magical damage. (Needle / Bell of Heavy Metal)
Spiritually-Horned Wyvern used Unholy Diver.
Red Bear takes 28 Darkness magical damage. (Unholy Diver)
Shine Knight recovered 65 HP.
Spiritually-Horned Wyvern recovered 65 HP.
Red Bear takes 59 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 28 Darkness magical damage. (Unholy Diver)
Shine Knight recovered 65 HP.
Spiritually-Horned Wyvern recovered 65 HP.
Red Bear takes 59 Darkness magical damage. (Needle / Bell of Heavy Metal)
Red Bear takes 8 Darkness magical damage. (Unholy Diver)
Red Bear takes 8 Darkness magical damage. (Unholy Diver)
The battle has ended.

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  [v2.78] Marching Band Bosses
Posted by: MothEnthusiast - 10-13-2023, 04:19 AM - Forum: Bug Reports - Replies (1)

When you have a marching band and set your options to 'music: custom only', you can hear your marching band music just fine in normal fights, but only silence in Korvara boss fights. Haven't tested with G6 bosses. My guess is that it's prioritizing boss music over the player's music, but since that's not custom, it plays nothing instead.

Which, not 100% certain if that would count as a bug, but it is disappointing since those tend to be the longest fights.

Tested on Winged Serpent and Bandit Boss.

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  Duelist - New Axe Skills
Posted by: Snake - 10-12-2023, 08:37 PM - Forum: Class/Race Ideas - Replies (1)

Quote:Stillcut

Axe skill. Strike the ground under you while driving yourself off-balance. You will attack all enemies in a 4 range circle. If you do not have Poise active, you will be inflicted with Immobilize until your next round.

Voltiger will make it so the enemies are all pulled towards you for X tiles, and increase the range, but it will not increase the damage.



Quote:Unfettering Swing

Axe skill. Requires you to be movement-impaired. Perform a spinning strike, targeting all enemies within 1 range with a basic attack, and then an uprising slash, releasing yourself from any immobilizing effects, and sending earth spikes in the shape of a 4 range star.

Rank 1: 6 FP, 50% Earth ATK, 80% Scaled WPN ATK
Rank 2: 10 FP, 60% Earth ATK, 90% Scaled WPN ATK
Rank 3: 14 FP, 70% Earth ATK, 100% Scaled WPN ATK



Quote:Daring Counter

4M+

Axe skill. Raise your axe and spin it mockingly, entering a defensive stance until your next turn while becoming unable to use Offensive Skills or Spells for the duration (Basic Attack and Riposte still work). The maneuver will increase your Evade and Critical Evade (Based on Rank), and make you immune to Flanking.

Every time you are attacked or suffer damage from skills or spells, the Counter Strike's LV is increased by (2 + Rank), or twice as much if you evaded instead.

Once this expires, you will perform a spinning Basic Attack that targets all enemies within 3 range of you, dealing bonus damage equal to LV to the first target hit.

If the LV ends equal or higher than 100, all targets that are hit will be knocked back for 2 tiles and may be inflicted with Knocked Down.

Rank 1: 10 FP, +15 Evade/Crit Evade.
Rank 2: 15 FP, +25 Evade/Crit Evade.
Rank 3: 20 FP, +35 Evade/Crit Evade.



Quote:Reckless Cleave

6M+

Axe skill. A powerful, yet reckless swing that leaves both you and the targeted opponent wide open. Target one adjacent enemy and cleave into them like a lawnmower, dealing physical damage of your weapon type which can critically hit.

If you hit, you will reduce their Physical Damage Reduction by 30% until your next round. If you critically hit, you can use this skill again for no momentum or FP cost. (max. 2)

Due to the reckless nature of this attack, you will also randomly receive 25-50% of the damage back as Kickback Damage.

Rank 1: 50 FP, 130% Scaled WPN ATK
Rank 2: 52 FP, 150% Scaled WPN ATK
Rank 3: 54 FP, 170% Scaled WPN ATK



=======================

Alternatively, just make all Duelist skills work with Axes as 'hybrid' clauses (I.E = Sword/Axe for Sidecut, and Polearm/Axe for Sillcut, etc.), which may likely cut most of the necessary extra additions to support axes.

I do not know about the ultimate skill, however. Eclair Lacroix's theme is for a sword swing, and while axes can do it too, it can detract from the weapon's specialty and theme. So just make it be Reckless Cleave as a new skill and call it a day.

Make it M E A T Y and spammable, since it makes that different from Eclair which is a long-lined swing-into-explosion and Lance De Lion, which ignores evade and guard.

Reckless Cleave could be something that ignores natural defenses, while being spammable if you are really lucky, or the opponent does not have the needed Crit Evade to stop it.

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  [v.2.78] tonfa parry red text is probably missing an exclamation mark
Posted by: Fern - 10-12-2023, 09:17 AM - Forum: Bug Reports - Replies (2)

every other parry shows an exclamation park! Eviter! Stalemate! Ice Point Guard! but not tonfa parry?!
probably unintended?!
[Image: image.png?ex=653a2e9a&is=6527b99a&hm=4a2...a53a24f82&]

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  Free for all
Posted by: Senna - 10-10-2023, 10:30 PM - Forum: Suggestions - Replies (3)

Just as the title suggest. A battle option that allows us to fight (Probably party members), in a free for all.

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  Remove Pretty Face Racial Requirement
Posted by: Poruku - 10-10-2023, 04:14 PM - Forum: Suggestions - Replies (3)

Aside from liches and dullahans, I'm pretty sure any other race can look pretty. The artificial skin of mechs doesn't make them less cute, and most corrupted don't even have anything wrong with their faces. You mean to tell me having butterfly wings makes someone suddenly not able to seduce others?

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  [2.78] Trap Extra Activation range
Posted by: Autumn - 10-10-2023, 04:01 PM - Forum: Bug Reports - Replies (2)

For some reason or another, and this is not stated anywhere, traps gain extra range specifically when enemies are pulled or pushed nearby with most pushes/pulls, tested using a variety but the main one that makes the easiest is Pulling Shot, I can also  confirm both repel and cold front's knockback types also work the exact same way.

I'm not sure why this occurs but as you can see, not changing the activation method other than by letting Prinny walk into it and then pulling shotting Prinny into it, the trap grows significantly in size.

[Image: RjlG58n.png]
[Image: gmzjrFx.png]


This does not occur on any Knockback effect that makes the opponent simply take a step back like Warning Shot, Shotgun's KB or Warding Staff.

Steps to replicate:

1.) Lay down a trap (Ice/Entangle are easiest to see)
2.) Pull or Push someone near a trap by using anything but the skills I excluded above.
3.) Observe

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