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[2.81v2] Wild Ride gets interrupted by On Hit Knockback
#3
Actually. After some more research*, I think I've found out that the knockback interrupting Wild Ride is, in fact, not random.

During the animation, your character spins around as they ride their opponent - and will shoot them facing whichever direction they were looking at during the animation.
If they're looking sideways (vertically if you're moving horizontally, or vice versa), the knockback will simply knock them 1 tile higher or lower, and continue the attack.

Whilst shooting them head on (the direction your Wild Ride) is going, you just simply knock them forwards and continue the attack regardless. However, if your character is facing the opposite way, the enemy is knocked backwards and thusly the move is interrupted. Might be the other way around, but I'm pretty sure it's the animation of the move.

Another possible fix for this issue would be simply removing the spinning animation and making it so your character constantly faces the direction Wild Ride is headed instead. This would allow it to never be interrupted by your own knockback moves.

I do believe simply making enemies ignore knockback (at least from On Hit: Knockback effects) or disabling it all together during Wild Ride is a better option, though. Constantly shooting your opponent forwards would make you travel twice as far than intended (12 tiles travelled instead of 6) and would end up giving you very few situations where you could use the move to it's full effect (due to bumping into the edges of the map, 12 tiles is plenty of distance after all).

*random observations through gameplay. it does check out though , whenever my character was facing downwards, the enemy would be knockback downwards, so on and so forth.
THE POLLY!!!!

THE POLLY IS REAL!!!!!!!!
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RE: [2.81v2] Wild Ride gets interrupted by On Hit Knockback - by polly - 01-19-2024, 05:52 PM

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