River city ransom underground stats11/10/2023 I look forward to hearing more information from the developers too. Originally posted by cryonics:I'll have a go at it: The collision data is held in a seperate file, therefore you could make anything within the frames - ex. How close to the current sprites on the spread sheet do we need to be? Do the pixels need to match for hit points, etc?Īnswer: I very much suspect that the images themself contain no data, making them purely visual. would require hit data, I suspect that we are required to supply additional files. Tho seeing as a unique moveset with special attacks etc. How easy will it be to upload our own mods once we make the art?Īnswer: It should only require you to upload the image files to a server. To quote developer Bannon Rudis on Twitter: "this is their basic sheets needed for moving and getting hurt. You are free to add any additional moves. Will there be a way to implement unique special moves for our custom mods or will custom characters only have a default set of moves?Īnswer: The spritesheet is a bare minimum for your character. png sheet recently released on twitter by Bannon Rudis seems to only cover the basic moves. If you understand hexadecimal numbers and know what numbers the characters are, you shouldn't have a problem finding out how to mess with the numbers.- Will creating your own character mod be possible on Mac?Īnswer: Yes, you are merely altering a png image file. Look for LevelCaps::Attack (or whatever stat you'd like) in the memory. All I know was that I found in the memory after I found out where the MP regeneration code was at. I really wish I remembered what it looked like. The closest thing would be modifying your save file good luck with that. I'm fairly certain there wouldn't be an easy way to modify such. If anyone else knows the file that contains the games stats let me know. This makes leveling up Rudy such a pain because hes doing 3 dmg on all of his moves right now. All my stats on both characters started from 1 while other characters started from 10-15. I'm getting Ok at jump-headbutt grab to initiate, but I want to get more out of it. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. His moves look so devastating, but do as much damage as another characters kick. This is for reasons of fun and role play. bosses, but I'm interested in clearing normal mobs quicker. I believe he is the best character in the game vs. Originally posted by jerseyp19:Thanks you for the replies, but I'm not interested in arguing for or defending how good Rudy is in story or arena mode. On the subject of modifying stats, it is possible to modify stat caps through memory editing (Cheat Engine). He is not underpowered overall, however in fact, he is just as deadly as the others, if not deadlier. The AI is way too smart for his starting options, and his strikes shows huge flaws that shouldn't be there in the first place. TL DR: Rudy does suck when you try using him for story. I'm more scared should his Whiplash deal damage on both hits. Rudy Rush might be a little too good because of its range and ability to jump-cancel. Zexx has shown to me how much deadlier he is in Arena. Rudy is indeed competent should we factor out AI reactions. Rudy is "lower-tier" in Story because he needs to do more to get as much out as others. That player was me, and his words made me realize that Rudy has serious problems in cooperative play. ![]() Someone already told me on Discord that a Provie player cleared out an entire mob faster around the same time he took out an enemy with Rudy. Combos that don't work isn't a weakness that's bad design. People that say that Rudy's bad strikes are part of his design do not understand that Rudy already has a poor striking game from his lack of combos. With faster characters, they don't have to worry about What makes him functional are moves he gets later. If you can't do much at the start, of course people will say the character suck. ![]() I honestly believe the overreactive AI shuts down Rudy's starting options. ![]() In a game where the AI can read hitboxes and knows how long it takes before a move hits- knowledge impossible for a human to use consistently- slower characters are always at a disadvantage.
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