Abilities not really working right?

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xkrxDragoon
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Abilities not really working right?

Unread post #1 by xkrxDragoon » Mon Oct 03, 2016 12:03 am

Alright so, it seems like allot of these added abilities arent working how they should? Im wondering if its something with my install.
For example, the abilities which replace charge and bite (like hot head and the fire charge) some do nothing, some just do regular strike and bite moves. Also (this again, may be what its supposed to be like) but my ability pages are kind of scattered and such? like page one is empty, page 2 only has plasma column and lightning ball, and page 3 seems to be missing some things. Please help :(?



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rob55rod
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Re: Abilities not really working right?

Unread post #2 by rob55rod » Mon Oct 03, 2016 5:20 am

Please report all Dark Injection 9.r bugs in the Dark Injection 9.r Bug Reports subforum. I have moved !his thread for you.

On the flipside, thanks for reporting the issue at all. I kinda forgot how finnicky the pre-9.r abilities are :lol:

The peculiar part placement on page 2 is intentional, as is the emptiness of page 1. The reason is that those pages are for Darkspore abilities, and I have a very specific organization for them, but most of them haven't been ported yet :lol:

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Re: Abilities not really working right?

Unread post #3 by GucciPoochie » Mon Jan 16, 2017 8:53 am

I've also noticed that the entire top row of charge abilities are normal creature stage charges. I think these abilities are concepts right now are just place holders for when they actually are made. As for the others, toxic barf is incredibly broken for a number of reason and needs to be fixed. While some of the other abilities require the player to not move for a few seconds after they use the ability otherwise it will be canceled, even when you already used energy. Another minor problem is that abilities that immobilize enemies by forcing an animation on them such as Electro Missile are interrupted if the player attacks them again.
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Re: Abilities not really working right?

Unread post #4 by werewolfwrath » Thu Jan 19, 2017 2:27 pm

To add to this thread rather than make a new one (as GucciPoochie already mentioned part of what I was wanted to) your abilities that replace spit (even the new darkspore ones), NPC creatures will use regular spit in addition to the custom ability, essentially giving them an unintended buff over the player.


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