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hewdraw-remix's Issues

Salty Runback + Quick Exit Implementation

LRASTART should be a button combo that checks to be held instead of recursively pressed, this allows you to ergonomically do the combo faster in one motion, and without worrying about order, this is something pm has and it feels really nice

along with that, the yes no prompt should either immediately open, or be skipped altogether
imo please skip it altogether once the button combo held check mentioned above is true

ergonomic extra button held for different actions, as follows:

  • LRASTART - no contest screen, no prompt to confirm Yes/No
  • LRASTART+X - quick exit, go back to sss
  • LRASTART+Y - salty runback

Proposed GimmickModule implementation

We should consider adding a GimmickModule to handle gimmick flashes, timers, and such. For example, bombchu timer, barrel pull, etc. Additionally, MeterModule should likely be adjusted to inherit from GimmickModule and thus reuse much of that logic. Investigate how that kind of inheritance can be cleanly expressed in rust, or if we need to use a composition relationship.

Rapid Jab Buffer Fix #348759961

I'm not even gonna promise that this is the last one at this point.

There's an issue where certain characters (read: Simon and Richter) couldn't Rapid Jab.

This is because of an oversight where I copied a line of code I shouldn't have.

Ice Climbers crash on dash, suspected to be Nana

Load into any mode, pick Ice Climbers, and hit right on the control stick. Popo will dash, but the crash will freeze before Nana does, still standing in Idle, therefore suspecting Nana is crashing on Dash.

Any other action seems to be working, while hard to test, I was able to do all aerials and grounded attacks, only crashing after dash. Nana does follow suite too.

DACUS/DACDS doesn't work

Dash attack is not cancellable into neither up smash nor down smash, tested input as fast as possible in frame by frame. Input method of just using the same attack button that was used for the dash attack and using the main stick for the direction

automated versioning plugin addition

https://github.com/marketplace/actions/git-semantic-version
wanting to use this later/soon for automatic versioning
will want to get opinions on what should constitute major minor and patch
personally dont think

  • major should change often hardly at all, should be pretty rare (such as for MAJOR revisions)
  • minor i would say should be bumped each release
  • patch is either incremented each beta, or incremented each nightly, im thinking beta personally
  • version strings will always include short hash at the end, such as v1.3.8-f8c574f, for ALL builds

Proposed MagicModule implementation

Currently a few different characters use variations on the magic series code. For example, Magic series was obviously written back when Ryu and Ken were the only shotos, and then was copy pasted with some slight adjustments over to terry, bayonetta, and lucario.

Right now, this code is very bad to maintain, so I'm proposing a new module for the utils crate: MagicModule.

MagicModule would be handed a data structure (preferrably on battle object creation, or alternatively loaded and parsed on fighter initialization (only the first one)). This data structure would contain pathways on how to handle magic series cancels. So for example, one could imagine creating a magic map like this:

let jab3_motion_check = MagicCancel::with_motion_requirement(Hash40::new("attack_13"))
    .with_input_check(Cat1::AttackHi4, *FIGHTER_STATUS_KIND_ATTACK_HI4)
    .with_input_check(Cat1::AttackS4, *FIGHTER_STATUS_KIND_ATTACK_S4)
    .with_input_check(Cat1::AttackLw4, *FIGHTER_STATUS_KIND_ATTACK_LW4);

let jab_cancel = MagicCancel::with_status_requirement(&[*FIGHTER_STATUS_KIND_ATTACK, *FIGHTER_STATUS_KIND_ATTACK_DASH])
    .with_path(jab3_motion_check)
    .with_input_check(Cat1::AttackHi3, *FIGHTER_STATUS_KIND_ATTACK_HI3)
    .with_input_check(Cat1::AttackS3, *FIGHTER_STATUS_KIND_ATTACK_S3)
    .with_input_check(Cat1::AttackLw3, *FIGHTER_STATUS_KIND_ATTACK_LW3);

let utilt_cancel = MagicCancel::with_status_requirement(&[*FIGHTER_STATUS_KIND_ATTACK_HI3])
    .with_jump_check()
    .with_hit_check()
    .transition(*FIGHTER_STATUS_KIND_JUMP_SQUAT);

let tilt_cancel = MagicCancel::new()
    .with_optional_path(utilt_cancel)
    .with_input_check(Cat1::AttackHi4, *FIGHTER_STATUS_KIND_ATTACK_HI4)
    .with_input_check(Cat1::AttackS4, *FIGHTER_STATUS_KIND_ATTACK_S4)
    .with_input_check(Cat1::AttackLw4, *FIGHTER_STATUS_KIND_ATTACK_LW4)

MagicModule::set(
    battle_object,
    MagicCancel::new()
        .with_path(jab_cancel)
        .with_path(tilt_cancel)
);

I feel like this would allow managing magic series state better and make it obvious what each potential cancel is doing.

fix momentum transfer

momentum transfer doesnt work - you just lose all horizontal movement when you jump out of a run

Peach aerials crash the game, does not include Daisy

Enter any mode, jump, and press A in any direction, all aerials will crash the game immediately, no visible animation on freeze.

Every single other move, specials and aerial versions, and grounded attacks, all work EXCEPT for aerials.

As mentioned, Daisy is not showing similar symptoms.

Any burry puts the enemy out of reach completely

Burries currently don't set the enemy in the right amount of Y offset, Krool down throw puts them way underneath the floor, and Wii Fit Trainer Jab3 doesn't put them in the floor at all.
Other burries untested.

Terry SpecialLw Kinetic energy adjustment

Code in question

First of all, this file is nearly 2k lines long and I know that there isn't anything to do about that but let's see if we can resolve this

Second, this is probably a byproduct of the SaltySD/pre-skyline era where we didn't have a lot of options at our disposal. I am vehemently against leaving in hard-coded speed changes that happen on a per-frame basis. I'm not sure if we need to swap motion kinds for the EX moves instead of programming new functionality on top of the current ones (which this would be a more global change) but something has got to give because this is borderline unacceptable.

It should be noted that other speed changes (such as the speed boost during fire kick) I am OK with leaving in like this but we should really make a ParamModule::get_vec2, ParamModule::get_vec3, ParamModule::get_vec4 helper functions for reading vectors out of a param file. Would make some of these more bearable

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