Rivals of Aether

Rivals of Aether

Lilac the Dragon Girl (Remastered)
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Update: 7 Jan, 2023 @ 9:45am

v2.63

Adjusted all sound effects on Tilts, Aerials and Specials that were playing after the hitbox came out to play before the hitbox came out.
The SpaceyBat alts colours have been changed in light of the vTuber's redesign

Update: 30 Dec, 2022 @ 12:49pm

v2.62

Ftilt and NSpecial have had new final sprites for their last frames just for a smoother transition back to idle.
Also edited the feet on the penultimate frame for both moves.

Added additional functionality for the Chaos Emerald buddy. While in Super Form Lilac's colour scheme changes to a light blue, she has a light blue aura and blue sparkles will spawn from her body in addition to the Chaos Emerald's own sparkles.

Redid some coding logic during NSpecial for how the Dragon Star appears to prevent two of them from being around at the same time.

Update: 27 Dec, 2022 @ 6:54am

v2.61

Quality of life change, you can now hold down during Dair to drop through a platform.
AI code has been tweaked a bit in light of this change.

Added custom hit effects from Freedom Planet 2 which have been mixed in with the normal Rivals sound effects to make the moves sound extra crunchy.

Added additional compatibility with Smash_Bash's Chaos Emerald buddy, not only with custom sounds but also Lilac's Dragon Boost becomes a Super Dragon Boost while in her Super form.
Also coded a workaround whereby Lilac can not infinitely jumpsquat in super form.
Dragon Star appears while in Super form.

If Lilac can use a Super Boost the boost meter flashes white.
Ultra Instinct form also gives you a Super Boost in place of your normal boost

Dragon boost sparkles now rise upwards again using new coding logic (checked against source material and they do actually do this)

Reworked Abyss Rune B so that it changes the running animation and increases Lilac's top speed during Dash, it previously wasn't doing this.

Recoded many aspects of the character to clean stuff up on the backend.

Recoded the air dodge effect spawning logic.

Invincibility Shield now makes Lilac immune to Tower of Heaven laws

Added Mickeys Speedway USA to the anti-cheapie list

Update: 4 Dec, 2022 @ 10:36am

v2.60

Reordered the AI so that the Level 9 AI is now significantly better. It now actively locks on to the target and takes advantage of moves that carry some momentum, knowing that it can combo out of certain things. The AI in use was a modified version of The Knight but now with the reorder and the addition of a crucial variable along with readding a removed line to the prediction logic the AI is now massively improved.
The AI also uses Dragon Boost more frequently and can also use its Final Smash
Reworked aspects of the AI Recovery to take into account the fact that UpSpecial can limit recovery.

The sparkles on Dragon Boost have once again been redone, but this time the code has been done in a way where it shouldn't ever need to be redone.

Changed the source file for the victory theme and boosted the volume

Changed the colour of the boost breaker projectile slightly so that it doesn't need to worry about shader clashes while looking closer to its original inspiration

Added true integration of Adventure mode so you can definitely speedrun it now.

Jump animation has been tweaked slightly to have her front hair move in the wind.

Super Armor now ends when jumping out of the final smash

Taunt hurtbox changed

Implemented 4 custom galaxy effects, the effect is designed to look like the anime style speed lines you see during the Fortune Night boss battle but it depends on the attack that triggers the effect.

Update: 10 Nov, 2022 @ 4:16pm

v2.59

A bunch of changes to move timings and animations to help the character fit more within Rivals frame data and animation references

Buffs:
Fair Endlag 14 -> 12 (Whifflag is stil the same just because of weird window timings from before)
Dstrong Hitboxes 6->12 (But with a 12 frame hit lockout)


Nerfs:
Jab lifetime has been shortened from 4 to 2
Endlag has been changed from 8 to 12
Fair Active Time 5 -> 3 (including Sweetspot)
Bair Whifflag increased by 3 frames
Dstrong Startup 6 -> 12
Dstrong Corrected Whifflag
Dtilt has proper length Whifflag
Uair Endlag 9-> 10
Ustrong Startup 6->10
Dattack Lifetime decreased by 2 frames
Knockback_adj 1.2 -> 1.21

Ftilt animation adjusted to be more in line with the attack timings

Dtilt animation has been adjusted so that the smear is the hitbox rather that being before the hitbox

Adjusted animation of Uair and NSpecial

Adjusted the position of the hair during Dragon Boost

Adjusted the effects during Dragon Boost to align more with the sprite

Adjusted some offset issues including changing some canvas sizes to be even numbers to ease drawing and alignment in the future

Unmixeled the Superboost flame (oops)

Updated the Anti Cheapie list with the remaining 100% Accurate characters and recoded the check for Ultra Instinct Fox and Cosmic Ronald to bypass AI checks
Also added all variants of The Duane, not that having invincibility against him helps much!

Added Uphurt and Downhurt sprites

Update: 2 Nov, 2022 @ 10:18am

v2.58

Buffs:

Waveland Speed 1.35 -> 1.5
Waveland Time 8 -> 12

I felt her Wavedash wasn't very useful and counterintuivite to a fast character so I buffed it

Air Friction .03 -> .02
Air Max Speed 6 -> 7

These put her stats in line with Muno Sonic

Nerfs:

Air Dodge Speed 12 ->8 (It was too far above the recommended range because I was trying to make it feel like it had some momentum)
Pratfall Accel 1 - 0.85
Walk Turn Time 2 -> 6

All these reduce some particularly busted stats down to standard

Parry actually has an animation now instead of being a still frame
Similarly, Roll and Air Dodges have had their animation frames edited

Special Fall state now has the behaviour of Pratfall
Wall Jump now resets Up Special if a Spring isn't on stage, making it easier to recover, this should also mitigate the Pratfall Accel nerf

Adjusted stat changes under Abyss Runes so that the default doesn't override the benefits for instances where they are changed by certain moves and states.
Adjusted after image spawning on Blink Dash

Fixed some outstanding offset issues

Ultra Instinct rune has had some animation frame changes removed because I misunderstood what they actually meant when I added them.

Update: 31 Oct, 2022 @ 3:48pm

v2.57

A few changes to fix a few unintended bugs:

Removed the double jump and air dodge resets upon hitting the spring, this means you cannot jump cancel the spring if you've already used your double jump.

If you use High Cyclone technique it cannot be cancelled by anything other than Dragon Boost, to ensure that you go into pratfall once your animations have ended.

Fixed a bug in the AI code with missing indicators.

Update: 13 Oct, 2022 @ 4:01pm

v2.56

Fixed a bug where the meter was flashing when it shouldn't

Update: 10 Oct, 2022 @ 7:46am

v2.55

Made a few tweaks to the AI, I felt that on the standard Level 5 it just stands there and against default Workshop AI it is simply too bad. So I pretty much rearranged the AI script to remove certain privileges of Level 7 and higher so that its just predictive stuff, I also massively cut down the reaction time scaling so that the AI acts quicker.

Reworked the Strong attack code for Level 6 and below AI so that it actually prioritises Strongs now (I hadn't realised that strong_pressed wasn't a thing)

The Dragon Boost meter now flashes Red if Lilac is at 100% or more damage.

Update: 2 Oct, 2022 @ 2:11pm

v2.54

Gameplay Change:

Nerf:

No longer to use a Dragon Boost after using a spring, the bar will now gray out after falling from the initial spring. You can however use a Dragon Boost if bouncing off a spring not spawned by the move. This change has been inspired by how Sonic's spring works in Smash Ultimate to bring it more in line with that game.

Adjusted the AI in light of this change.

Added a bunch more Freedom Planet 2 sound effects, with the blink dash now being the same across all alts, while the FP2 Lilac and Merga alts now have an entire sound effect suite of FP2 sound effects. An original sound effect is now used for breaking a shield crystal.

Adjusted some sound effects to better match the source material.

Added a speedlines effect to bouncing off a spring.

Cyclone has been adjusted (both variations), the hitbox is now 10 pixels higher and the hair sprite has been edited so that the whole of Lilac's head fits inside the centre while the width is still exactly the same.

Sparkle effects have been edited slightly to emphasise their brightest points better, with Cyclone's in particular starting off larger and brighter.

FP2 Lilac alt has a different coloured NSpecial Projectile.

Nair has had its hair sprite animation changed.

Bug Fix:

Fixed Lilac's sprite being at the wrong angle if using Cyclone out of a Dragon Boost.
Fixed the victory theme being too quiet.