About this mod
Gives the gunlance a new mechanic, the Wyvernspark. Infuse a shell with excess heat and unleash it at the right moment.
- Requirements
- Permissions and credits
- Changelogs
Wyvernspark is an overhaul intended to improve upon the regular quick reload (not the guard reload) by giving it a new mechanic.
(quick reload isn't really used outside of full burst spam, anyways)
(and yes I know some of these names are bad, but I really tried, I swear)
New Mechanics:
The Heat Gauge
Using shells, erupting cannon or wyvernsfire builds heat in the gunlance, whilst stabs and swings dissipate it. The amount of heat built or dissipated depend on which move was used. There are three levels to the heat gauge: Yellow, Orange, and Red. Heat does not impact your moves or damage in any way, but it can be used to activate the new wyvernspark mechanic.
The gauge has been moved in the images to make it easier to see. Here's how it looks in the actual HUD:
Wyvernspark
Using quick reload with an already full magazine will load a large portion of heat from your gunlance into a single shell, turning it into a wyvernspark. Wyvernsparks are pre-charged shells with improved power. Charging a wyvernspark will not affect its damage. The amount of damage dealt by a wyvernspark primarily depends on how much heat was loaded into the shell. If the wyvernspark was loaded at yellow heat, it will do a minimal amount of damage, comparable to a regular charged shell, but if it was loaded at red heat, it holds the power of a small wyvernsfire. You can tell a wyvernspark has been loaded by a click from the gunlance, and from the shells in the HUD changing colors to match the heat at which it was loaded. After loading a wyvernspark, it will be the first shell to fire from the magazine. You can fire a wyvernspark like a regular shell, either alone or along with a full burst, dealing a large amount of damage to anything hit by it.
Do note that wyvernsparks can only be loaded with a quick reload. Regular reloads and guard reloads do not load wyvernsparks.
After loading a wyvernspark, you must wait a while before you can load a new one. Just like with wyvernsfire, you can decrease the cooldown with the Artillery skill.
Ignited wyvernspark
If used after certain moves, the wyvernspark ignites properly and deals an even more powerful blow. Moves that can trigger an ignited wyvernspark cause the weapon to glint. The period in which a wyvernspike can ignite after an ignition move is limited, though, so be careful not to miss your opportunity. Although ignited wyvernsparks can be included in a full burst, they will not deal as much damage as they would if fired on their own.
Ignition moves
Moves that can cause an ignited wyvernspike include:
- Lateral Thrust III
- Ground Splitter
- Jumping Thrust
- Overhead Smash
- Jumping Smash
TL;DR:
- Heat gauge can be increased by shelling and decreased by slapping.
- Heat gauge does not affect damage at all.
- Use quick reload with a full magazine to load a wyvernspark.
- Wyvernsparks are pre-charged shells. Charging them will not improve them.
- Power of wyvernspark depends on heat at which it was loaded.
- Fire the wyvernspark after certain combos to deal increased damage.
Compatibility:
Multiplayer: Should theoretically be compatible. Untested.
Elemental Shelling: Mostly compatible. Colored Shells has to be disabled in Elemental Shelling's options.
Gunlance Heat Gauge: Mostly incompatible. Could likely be used at the same time, but it's not recommended.
Powered Shelling: Possibly massive balancing issues. Haven't tested.
Adjustable UI Scale: Implemented as well as I could. Bases itself on Adjustable UI Scale's saved settings. Works poorly at small sizes, depending on how high resolution you have.