Game
Project TUSSLE
8 years ago

Armor Up, Pass


A short while ago, there was only one way to make a fighter invulnerable. It was a set timer that made all attacks ignore the fighter. This is good for things like respawns, ledge hangs, and rolls, but what if you wanted something cooler, like Bowser-style heavy armor that takes damage, but shrugs off the knockback of weak moves? Or if you just wanted to reduce knockback without removing it? Or if you wanted to be able to take an attack with no ill effects, but still count that as a “hit” to block projectiles?

Why, with Armors of course! What are Armors? Armors are a special filter that can be applied to a Hurtbox that takes in hitbox data from the opponent and spit out modified numbers.

The current list of Armors are as follows:

  • Super Armor - Nullify the knockback and hitstun from a set number of attacks

  • Hyper Armor - Nullify all knockback and hitstun from all attacks for the duration of the armor

  • Heavy Armor - Give a threshold of damage or knockback, and everything below that gets ignored!

  • Cumulative Armor - Give it a value of damage or knockback, and it’ll absorb that much over the duration. The number of hits don’t matter, but the amount does.

  • Invulnerability - Take no damage, knockback, or hitstun, but still count as a hit.

  • Intangibility - Just straight up ignore any hitboxes that come your way and let them carry on.

These can be added to a fighter with the <addArmor> subaction, modified with <modifyArmor> and removed with <removeArmor>. If this is a bit baffling, not to worry, the Character Builder has finally had it’s last few cripping performance bugs squashed out and now is getting a complete overhaul and becoming much more user-friendly! Keep your eyes peeled for that and more big changes!



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