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Post by view619 on Aug 26, 2018 23:32:54 GMT
The injury feature does sound cool but can it be turned on and off? It's a check box, so yes. I try to include a toggle for every feature. Even the (WIP) feature that allows players to call partners over for a tag will have a toggle. :P
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Post by kip1985 on Aug 30, 2018 11:26:12 GMT
I could swear I read the answer to my next question somewhere, but can't seem to find it. If a creator updates his edit, will I get 2 copies (mine and his) or will it overwrite mine? Thanks.
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Post by view619 on Aug 30, 2018 12:43:35 GMT
I could swear I read the answer to my next question somewhere, but can't seem to find it. If a creator updates his edit, will I get 2 copies (mine and his) or will it overwrite mine? Thanks. If you don't unsubscribe, the creator updates will overwrite your changes. If you want two separate copies, you need manually make a new copy.
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Post by view619 on Sept 2, 2018 2:07:24 GMT
Added a correction for an error in the injury component, where the default injury date was being set to 2001. It should now start recovery calculations from the current date. Also, included two new options for players (located under the Overrides - Match Actions tab): 1. Calling for a tag will now force the AI to tag out when near your corner. 2. Throwing an opponent over the tope rope (irish whip + r1) will force the edit to stand up dazed, allowing potential dive opportunities.
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Post by kikrusher99 on Sept 2, 2018 4:13:53 GMT
Added a correction for an error in the injury component, where the default injury date was being set to 2001. It should now start recovery calculations from the current date. Also, included two new options for players (located under the Overrides - Match Actions tab): 1. Calling for a tag will now force the AI to tag out when near your corner. 2. Throwing an opponent over the tope rope (irish whip + r1) will force the edit to stand up dazed, allowing potential dive opportunities. Legit forgot the tag thingy was broken.
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Post by view619 on Sept 2, 2018 4:33:26 GMT
Added a correction for an error in the injury component, where the default injury date was being set to 2001. It should now start recovery calculations from the current date. Also, included two new options for players (located under the Overrides - Match Actions tab): 1. Calling for a tag will now force the AI to tag out when near your corner. 2. Throwing an opponent over the tope rope (irish whip + r1) will force the edit to stand up dazed, allowing potential dive opportunities. Legit forgot the tag thingy was broken. Yep, paired with some of Carl's tag options like cut play when opponent is in the team's corner, you can finally coordinate with your AI partners to work over a wrestler.
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Post by sonny615 on Sept 2, 2018 8:57:00 GMT
Thank you!
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Post by crippler19 on Sept 2, 2018 14:40:35 GMT
How does the unsubscribe checkbox work? Check it and then overwrite the Edit in-game?
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Post by view619 on Sept 2, 2018 14:55:04 GMT
How does the unsubscribe checkbox work? Check it and then overwrite the Edit in-game? Yes, or you can just check it and open the character in the Editor; it will remove the workshop subscription even if you don't save any changes. Coming soonPutting the "High Risk" back into "High Risk Moves". Also known as the Sid update (thanks rey).
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Post by Old School Oni on Sept 2, 2018 19:17:44 GMT
Now we just need a custom shin part with the bone sticking out. Except... stupid mirroring system...
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Sooj
JIM MINY
Posts: 88
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Post by Sooj on Sept 2, 2018 22:11:44 GMT
Can’t wait for the high risk update - that’ll add a whole new dimension to top rope moves
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Post by view619 on Sept 3, 2018 2:05:03 GMT
Sid jumps in pain as he suffers a debilitating leg injuryThe latest update is available for download. This adds the features listed below: 1. Added the ability to turn off the injury notifications, in case you don't want the text popping up whenever an injury occurs. 2. Added new logic to determine how wrestlers handle injuries. If the injury sustained is Bruised or Sprained (minor injury), the edit will continue to fight; this means that any criticals resulting in a minor injury will not end the match, but the edit will still have his damaged part's HP zeroed out. Bear in mind that additional injuries/criticals can occur, which may result in a more severe injury on the damaged part. In addition to this, there is now a check to determine whether more severe injuries will incapacitate the wrestler. If the wrestler sustains a Hurt, Injured or Broken injury, they roll on a table (with increasing difficulty) to determine if they're incapacitated or manage to "fight through the pain". The purpose of this system is to simulate some of the moments where wrestlers continued to fight even after sustaining major injuries in the ring; the values to beat are fairly high, with "Broken" injuries having a 5/100 chance to not incapacitate the wrestler. So, they should be very rare occurrences; maybe you'll be lucky enough to reproduce a "Kurt Angle wrestling on a broken neck" scenario. 3. Added an optional system for high risk moves (dives from the turnbuckle, dives from the cage, dives to the outside and inside of the ring) to cause a self-critical on the attacker, which will roll an injury based on the move performed. The general guidelines for the system are as follows: - The roll is based on a wrestler's fighting style and offensive agility parameter. The reason behind this choice is to provide wrestlers trained in high risk moves a lower risk of injury vs wrestlers that are untrained.
- Juniors, Luchadors, Mysterious and Panther styles are well-trained in high risk moves and have a low chance of being injured. Outside of freak incidents, or very clumsy wrestlers (low agility), they're unlikely to sustain injuries.
- Orthodox, American, Power and Technician styles are familiar with high risk moves based on their pro-wrestling training, and have an average chance of being injured. This is where a high agility parameter will make the greater difference between being safe and sustaining injuries.
- Shooter, Wrestling, Fighter, Grappler are shoot styles that aren't familiar with the high risk, pro-wrestling maneuvers. Therefore, they're likely to be injured when attempting them unless they happen to be very agile. Heel style represents the unfit wrestler who shouldn't be going for many high risk moves, therefore they are likely to be injured unless they're agile. As far as I know, Inoki wasn't much of a high flyer; therefore his unique style (Vicious) is in the same group as the other shoot styles.
- Giants do not perform high risk maneuvers; unless you have a very agile giant and are willing to gamble with the chance, high risk moves should not be used with these edits. There's a reason why the preview image includes Andre attempting a dive and breaking his neck, these edits are the most likely to sustain an injury when performing high risk moves.
Keep in mind that these guidelines merely outline how vulnerable each group is to high risk move injuries; it's entirely possible to encounter instances of flying giants that never sustain an injury or skilled juniors that constantly botch their attacks. It's all down to RNG, just like everything else in Fire Pro.
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Post by view619 on Sept 3, 2018 15:14:10 GMT
Minor update that allows a wrestler's discretion to affect their ability to prevent knock-outs from major injuries. Higher discretion will reduce the likelihood of a wrestler continuing to fight after major injuries, while lower discretion will increase it. This way, you can create wrestlers with a "high pain tolerance" or high flying indy workers who continue to fight even after suffering serious injuries. The chance to pass these checks is still fairly low.
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Post by view619 on Sept 18, 2018 21:52:49 GMT
Coming Soon
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Post by kikrusher99 on Sept 18, 2018 22:48:28 GMT
Coming Soon
Does this confirm that injuries only happen in the Tokyo dome?
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