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Taihe's zOMG Wishlist
dear lanzer santa please give me the gift of knowledge


Rings and Stats:

  • How is accuracy, critical strikes, and dodge calculated? How about Willpower? Does Con Colour make a difference or is it by level?
  • The scripts for each ring would be swell, want to know dmg and rage, might be fun to see if we can make our own
  • How luck is calculated and what it affects, does it affect plat?
  • How does it calculate who gets what rewards when people from different crews contribute to killing an enemy?
  • How exactly are the ghi abilities leveled?
  • Info regarding Hate as applied by a ring, since it currently doesn't scale with CL in-game it's made Taunt a literally useless ring, so if you/we could figure how to fix that'd be swell


Mobs missing in Gitlab


Village Greens

  • Pink Flamingo

Bill's Ranch

  • Gilroy
  • Cuckoo

Bass'ken Lake

  • Outlaw Pup
  • Outlaw Wolf
  • Shewolf
  • Sister Saw

Old Aqueduct

  • Tiny Terror
  • Landstrider
  • Lightning Bug

Hive World

  • Walker
  • Shockroach
  • Lightning Bug
  • Landstrider
  • Deathroach
  • Alienworm (wall tentacles)

Gold Beach

  • Sand Castle Golem
  • Sandblast

Otami Ruins

  • Feathered Coatl
  • Tiny Terror
  • Witch Doctor

Shallow Sea

  • Sea Spout
  • Raidne
  • Aglaope
  • Sea Witch Protector
  • Partenhope
  • Thelchteria

Sealab Compound

  • Robofish

Deadman's Shadow

  • Vampire Male
  • Vampire Female
  • Werewolf
  • Night Fright
  • Big Dog
  • Mimic
  • Blood Bat
  • Count


There are probably more, but these were the ones I've found on glance


Map Scripts:

what "resolution" are the coordinates being made in?(max width/height)
(The map images are made in 780x505 but the scripts' resolution seems to be much bigger)


Sharing vector files:

Mav mentioned all mobs were made in flash and vector format, but some were rasterized for performance's sake. Are the originals still around for those (and any other original assets eg. 3D models, sound files, higher resolution bitmap assets), that we could mod in for an "HQ" version of battleair now we're using stronger PCs?

Common non-map elements that are currently Rasterized:

actorassets.swf

  • McSpark
  • Root animation
  • Cure animation
  • Revive animation
  • Buzzsaw in/out animation
  • Hotfoot ground
  • Reticle
  • Star for dazed animation

Monsters


Some of these may be able to be recoloured back based on vector recolours we have

  • airshark
  • alienwalker
  • anchorbug
  • bladestatue
  • boss_body
  • boss_larm
  • boss_pod
  • boss_rarm
  • boss_tail
  • buzzkill
  • chest
  • coffin
  • cycletech
  • dbgnome
  • dbkokeshi
  • dbsaw
  • deathroach
  • drum
  • duneslam
  • egg_golden
  • egg1-egg6
  • ghost1-ghost4 (chain)
  • giantcoatl
  • giftbox
  • gnome
  • jack
  • kamila
  • kamila_boss (intro animation)
  • kokeshi
  • labtech_female
  • labtech_male
  • landshark
  • lantern
  • lanternfish
  • lawnmower
  • ltkokeshi
  • ltsaw
  • mask
  • mimic
  • mosquito_lt
  • mushinegun
  • orb
  • p3
  • pet_outlaw_pup
  • sandgolem
  • saw
  • seawitchguardian
  • seewitch
  • ufo
  • vampire_LT
  • vampireFemale
  • vampireMale
  • waterspout
  • witchdoctor
  • wolfpup
  • xmas_giftbox

Rings

  • adrenaline
  • bandage
  • coyotespirit
  • defib
  • dervish
  • diagnose
  • divinity
  • ducttape
  • firerain
  • gunsgunsguns
  • healinghalo
  • heavywater
  • hornetnest
  • hotfoot
  • improb
  • ironwill
  • jack_atk1-4
  • shark
  • taunt
  • turtle
  • wish



Admin Panel:

What "cmd" numbers are there and what do they relate to? It might be fun to try see if we can make little scripts for mav to run in meats.


Monster Player:


The current swf in BattleAir does not have any actionscript, thus does not work. Is there a finished version we could have? (Useful for modding mobs)





Taihe
Community Member
Taihe
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