Everyone has a d f+a, d u+a, back+a and a break/GTFO and rise attack.Thanks buddy , I knew about the Down , Foward Attack but didnt know about the Down , Up Attack hahaha![]()
Good to know buddy. Also the run jump diving attack has always been my go to move lolEveryone has a d f+a, d u+a, back+a and a break/GTFO and rise attack.
If you're being hit, tap Block to break out. If knocked down, hold up and tap attack to rise attack.
The special moves are also not something overpowered. They're there just to give variation to the gameplay and add some variety as well as give the characters a bit of uniqueness. Otherwise GA1 and GA2 chars would be the same.
As far as damage goes, the max damage they do does not surpass the run jump diving attack. So they definitely are not required. You can play classic GA1 style and ignore them if you wish.
A couple of months ago I suggested a great solution: add the option to set the number of lives separately for each NPC, for example from 1-15 to infinite lives.The NPC's do too much. They effectively play the game for the player the way it is now. The real problem is that the original vanilla AI was never designed with this in mind so it simply gets wrecked.
My first thought is to somehow lessen the impact. Maybe make NPC calling share player lives. That way if you dump all your lives into summoning NPCs, you yourself better not die.
Secondly, they need to either do much less damage or simply be more fragile. On top of that, enemy HP and aggression and/or enemy damage must scale to match the number of NPCs.
It would be cool if HP increased depending on how far the player has progressed through the levels. There's a system like that in Golden Axe 3, for example.I had a general baseline of 64 HP for weakest mobs on level 1, then gradually increase by 32 HP each time. For each version of the same mob, it also got another +32 HP per version.
This was just a basic start tho so yeah, feel free to tweak. Had to start somewhere... There was no real standard at all originally. I'm not sure what the original logic even was...
PS, I think the red dragon fireball needs a travel limit. Allowing it to hit unlimited range off screen not only results in that camping problem, but it can bug the AI once the mob gets shoved far enough away offscreen.
That is actually how it works now, just not automatically or programmatically. Mob HP is manually defined on a level/stage basis as opposed to HP being hardcoded into the enemy file... Reason for this is simple; there is only one actual mob 'file' and a bunch of 'alts' which are palette/colors. If we wanted to define HP in the mob file directly for say, grey Heninger, red Heninger, black Heninger etc, we'd have to create a file for each one which is too much trouble.It would be cool if HP increased depending on how far the player has progressed through the levels. There's a system like that in Golden Axe 3, for example.

This will work. But for it to be effective we need to solve that AI bug that makes them all bunch up on the same Z plane. Else it doesn't matter how many you summon if they can all be bunched up and batch killed all at once.There are also `2p`, `3p`, and `4pspawn`, which are commands that allow you to summon more enemies when there are 2, 3, or 4 players, respectively.
Perhaps I could do the same if one or two allied NPCs are active.
The ideal method would be to have some script in the backend that will automatically boost mob HP/aggression/damage on the fly the moment an NPC is summoned. If the NPC dies, the boost remains. That will make the player think carefully before summoning 3 NPC's at once say coz if they all die, then it's solo vs 3x boosted enemies
What should the cost be though? The player's lives?Well, it is doable with script. However, IMO it would be better to balance this NPC summon feature by adding cost to each summon.