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)
