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Fix Clorinde eNA AtkSpd Not Applying #2327
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Removed C2 extending initial cast. C2 extension corrected to 6s.
Changed from 10f to 2f after in-game testing.
Syntax fix from previous PR?
- Add C2 DMG% buff when party member takes damage within field - Delay adding field by 1f after final Burst hit to avoid self-triggering
- Reapply remaining sanctum DoT ICD after burst
- Remove normal attacks resetting the boolean for whether skill had been reused - Rename boolean for skill reuse to make more sense - New function to remove field since it is used in several scenarios - Skill recast function now uses character skill tracking variable for skill duration
- Fixed burst casting skill if starting with skill off cooldown. - Set burst status to apply on cast to handle actions that can interrupt the burst being used before first hitmark. Will need to evaluate best way to cancel the first queued attack. - Removed old burstCast tracking variable.
- remove / 100 as well
- implement a1 - implement a4 - implement skill damage mitigation and self DoT - fix burst frames because no basis on sheet - fix burst punch/kick state for iframe semantics - move asc/cons checks into the functions - move c2 to its own event sub - rename remove field to pick up field
- two vars instead of array for flat dmg ratio
- fix c4 icd not being hitlag extended - adjust c4 heal message - c4 heal target should always be dehya
- fix slow punch hitmark - fix burst interaction with attack/skill during punches - add dash -> jump interaction during burst leading to kick - refactor jump canceling burst punches - min 6 punches idle, max 10 punches <C6, max 15 punches C6 applies now - remove burstFrames for constant - cannot cancel before first punch so simplified burst func
- doesn't really matter right now because burst punch/kick do not have hitlag
- fix frames - fix sac pickup timing to happen right before redeploy instead of on action start - remove unnecessary hitlag info for non-hitlag attacks - adjust c2 flag reset to be a bit more future-proof - fix skill damage DoT having icd (should have no icd)
Atk Speed did not apply accurately, adjusted animation length to account for attack speed. Hitmarks were moved up slightly (more accurate) to assist with BoL logic in configs.
The spinning hitbox of Mav's bike is emulated and iterates over enemies for a desired number of frames/hits. Currently only supports charge[hold=X] and charge[hits=X].
The spinning hitbox of Mav's bike is emulated and iterates over enemies for a desired number of frames/hits. Initial support for charge[hold/hits/final] and charge:X inputs.
Updating for golang lint errors. A lot of commented out code to implement later.
Initial Mavuika Charge Attack Logic The spinning hitbox of Mav's bike is emulated and iterates over enemies for a desired number of frames/hits. Supports using charge, charge[hold], charge[hits], charge[final]. No implementation of nightsoul checks or gadget handling.
imring
requested changes
Jan 30, 2025
@@ -0,0 +1,60 @@ | |||
package mavuika |
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mavuika?
imring
added
kind: bug
Existing code is bugged
area: internal
Related to artifacts/weapons/characters
labels
Jan 30, 2025
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Atk Speed did not apply accurately, included adjusting animation length to account for attack speed.
Hitmarks were moved up slightly (should be more accurate) to assist with BoL logic in configs.