so in vegaful you can purchase four types of bullets with unique properties only aussie and joey can use, and also jerry if he has the gun rake equipped
first, the explosive bullets
second, the armour-piercing bullets
third, the hollow-point bullets
lastly, the rubber bullets
i'm not going to elaborate too much about how absolutely broken the armour-piercing bullets are, because "permanent reduction of enemy def to 1" does a good enough job of that (props to alterreaper for fixing it in sindy gallows overhaul)
what i'm more upset about is how you cannot control what enemy you're using it on
because the bullets have their scope set to "user" instead of "one enemy", and for some reason, they also have the <auto state: x> tag
thanks, shit programming
as to why is it tagged "auto state: x" in the notes section? i'm betting it was an attempt to give the user each bullet's respective state back when you "could" select which enemy to shoot
too bad it doesn't fucking work that way
just use a.add_state(x) in the "damage" section
boom, that's how you make a move give a status effect to its user while making it target an enemy
my final two big gripes about the bullets:
it's a timed attack... why?
all of them have unique animations... this feels extra
aussie has reloading animations, jerry has this elaborate sequence where he slowly stuffs the bullet in the gun chamber, but joey just... sorta doesn't?
i know this seems weird to complain about, but as somebody who does crossover mods, i do not want to make new animations for each and every new gun user whenever they whip out those bullets
we don't have unique animations for each character whenever a character uses a diesel firebomb, what makes these bullets so different
it's just inefficient and the time spent on those anims should have been spent on better programming for the common events
that's all
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