Made another... "gameplay enhancer". The basic premise behind this one is inspired by Martial Masters. Every character gains the ability to summon copies of themselves that function as assists.Here are some previews:https://streamable.com/k7668nhttps://streamable.com/yks11dhttps://streamable.com/f60zclJust some simple setups. I look forward to seeing what you can cook up with this.DOWNLOADOnly works in Ikemen GO Nightly build as of this date.
I'm getting an error when i try to use it. .\external\script\start.lua:1403: chars/RyuDX/RyuDX.def:./data/shadowassist.zssdata/shadowassist.zss:92:Invalid argument: %sidstack traceback: [G]: in function 'game' .\external\script\start.lua:1403: in function 'f_game' .\external\script\start.lua:1840: in function 'launchFight' external/script/default.lua:2: in function <external/script/default.lua:0> .\external\script\start.lua:1457: in function 'f' external/script/main.lua:3128: in function 'loop' external/script/main.lua:3249: in function 'loop' external/script/main.lua:4216: in main chunk [G]: ?
Xzyrrio said, September 22, 2024, 09:26:59 pmI'm getting an error when i try to use it. .\external\script\start.lua:1403: chars/RyuDX/RyuDX.def:./data/shadowassist.zssdata/shadowassist.zss:92:Invalid argument: %sidstack traceback: [G]: in function 'game' .\external\script\start.lua:1403: in function 'f_game' .\external\script\start.lua:1840: in function 'launchFight' external/script/default.lua:2: in function <external/script/default.lua:0> .\external\script\start.lua:1457: in function 'f' external/script/main.lua:3128: in function 'loop' external/script/main.lua:3249: in function 'loop' external/script/main.lua:4216: in main chunk [G]: ?Odds are, you probably are either not using the Nightly Build or not using the latest version of the Nightly Build.
Xzyrrio said, September 22, 2024, 09:26:59 pmI'm getting an error when i try to use it. .\external\script\start.lua:1403: chars/RyuDX/RyuDX.def:./data/shadowassist.zssdata/shadowassist.zss:92:Invalid argument: %sidstack traceback: [G]: in function 'game' .\external\script\start.lua:1403: in function 'f_game' .\external\script\start.lua:1840: in function 'launchFight' external/script/default.lua:2: in function <external/script/default.lua:0> .\external\script\start.lua:1457: in function 'f' external/script/main.lua:3128: in function 'loop' external/script/main.lua:3249: in function 'loop' external/script/main.lua:4216: in main chunk [G]: ?Hello. I have the same error on a clean version 0.99.0
LeoPort91 said, September 23, 2024, 05:07:52 pmXzyrrio said, September 22, 2024, 09:26:59 pmI'm getting an error when i try to use it. .\external\script\start.lua:1403: chars/RyuDX/RyuDX.def:./data/shadowassist.zssdata/shadowassist.zss:92:Invalid argument: %sidstack traceback: [G]: in function 'game' .\external\script\start.lua:1403: in function 'f_game' .\external\script\start.lua:1840: in function 'launchFight' external/script/default.lua:2: in function <external/script/default.lua:0> .\external\script\start.lua:1457: in function 'f' external/script/main.lua:3128: in function 'loop' external/script/main.lua:3249: in function 'loop' external/script/main.lua:4216: in main chunk [G]: ?Hello. I have the same error on a clean version 0.99.0Read the signPotS said, September 22, 2024, 03:12:40 pmOnly works in Ikemen GO Nightly build as of this date.
Yeah this uses several features that are only on the Nightly builds currently.Quick update because I changed how something important works. If you download again you'll notice that characters like GM's now have better compatibility.
Here:https://github.com/ikemen-engine/Ikemen-GO/releases/tag/nightlyThe nightly is always the latest version of the engine. Might occasionally have new bugs but has a ton of new features.
I got it working. turns out I didn't have the latest nightly lol. Anyway my hat is off to you POTS; This is a wonderful mod.
I have a question is there a way to blacklist characters from being able to use this function so you can have a new tier of characters?
works like a damn dream. would be sick if you could freely edit the colors of both players shadows, but thats just a nitpick
Thanks guys.Fauxcry said, September 28, 2024, 09:17:23 pmI have a question is there a way to blacklist characters from being able to use this function so you can have a new tier of characters?Not by default. You'd have to do something like add a map to the character DEF files then make the module code only run when "map = 0".poggersuni said, September 28, 2024, 11:06:38 pmworks like a damn dream. would be sick if you could freely edit the colors of both players shadows, but thats just a nitpickI didn't make that a config because there would be too many parameters. I did leave a comment in the code where that can be edited.
As usual, you develop something amazing and I try it!!This is a very interesting mod. The only problem so far that I've encountered is the buffering when using the shadows in order to create combos, but that's how characters works. Every character has a different idea behind the use of shadows and that's pretty good imo. There are some that can use supers, even. Which I think... is not bad at all.I'm wondering if I can give any ideas on how to improve this mod. So far seems to be working really good.However, I do have a question. Is there a way to make a character being able to cast a shadow from a specific stateno? For example you can put that stateno in the .def character file, and he would be able to cast a shadow using that stateno, apart from the usual ones that you've introduced.Just to make it a bit more customizable, as there are some specials that are out of the range you put in the code.Now I have another doubt. After a bit of testing, sometimes seems like the shadows are not being cast when you're attacking. It's like you need to wait a bit in order to make the shadow input after you did an attack (and this little pause seems to be a movecontact, but I'm not sure), otherwise the shadow won't come out.For a complete smooth experience, I do think that would be great to cast the shadows at any time (within the parameters you've made).
Thanks. Regarding funny stuff happening with some chars, that's just the nature of universal modules. You can predict how most characters are coded, but not all of them. I agree that some things like certain chars being able to use supers only makes it funnier, as it's not supposed to be 100% balanced.Regarding customization of shadow states, I'll think about it but I'm more inclined to keeping things simple.
PotS said, October 01, 2024, 11:20:10 amThanks. Regarding funny stuff happening with some chars, that's just the nature of universal modules. You can predict how most characters are coded, but not all of them. I agree that some things like certain chars being able to use supers only makes it funnier, as it's not supposed to be 100% balanced.Regarding customization of shadow states, I'll think about it but I'm more inclined to keeping things simple.I find this mod not only great; but also really helpful in contrast to your Tag Mod. I remember giving you some feedback on how to implement assists in your Tag system, turns out this shadow system acts as a complement of the Tag adding "pseudo assists" that can make the gameplay of the characters deeper. This is why I think it is really good.Characters are over the place and some seems to be a bit unbalanced but some others gained that bit of power they needed to compete against others. Ryo's CCI getting shadow supers doesn't seem too bad when he needs to fight against Evil Ken or such.I'm wondering: If we put a stateno between the parameters you entered in the code, the characters gains that stateno as a shadow attack? Because that would be the fix for the customization I was talking about.If that's how it works, then you may not need to change anything.Thanks for amazing work, again. I'm really glad with your two mods.AH! Something I forgot to ask you about your Tag code if I'm allowed in this thread:When you use the tag gauge to switch to other characters when you're getting hit (aka: glowing in red), the red life gets consumed entirely. Is there a way to avoid this? I'd like to switch characters by consuming the gauge without consuming all the red life the character has. This is to make the fights more dynamic and still playing with the risks of a character in low health but being able to recover if switched in the right moment using the Tag gauge.EDIT: Forget about the red life thing. Already found it! It was the redlifeset parameter.