OK, so I investigated how Brawler works. It all looks OK, as far as basic mechanics are concerned.
But, on playing with Jock with Dex 3, I noticed that he'd (or actually all the fighters, but I spend a lot of time fighting Jock to make sure) get some really cheap shots in when there were only three symbols at play, meaning it was a light attack. Too short, and he usually got a hit in, simply because I was fractionally too slow to input the right combo.
In code, the guy responsible is on line 338 of pov_brawler.rpy
The original looks like this:
So, I changed it to:
And this works pretty good. It just gives you a fraction of a second more to get the combo in, which is plenty. The other values are fine. And I was only getting these cheap shots with the light hits. This solves the problem. So, anyone that is having trouble winning the rights on normal hardness, maybe you could give this fix a go, and see how it plays now? You'll have to use unren to decompile the archives. And, the line you're looking for is 338, of pov_brawler.rpy, like I already said.
I won't be putting this out as a mod. But, in my opinion, it would be a good correction for the game, if the author wants feedback on the mechanics of this minigame.
But, on playing with Jock with Dex 3, I noticed that he'd (or actually all the fighters, but I spend a lot of time fighting Jock to make sure) get some really cheap shots in when there were only three symbols at play, meaning it was a light attack. Too short, and he usually got a hit in, simply because I was fractionally too slow to input the right combo.
In code, the guy responsible is on line 338 of pov_brawler.rpy
The original looks like this:
Code:
if numberOfHits == 5:
$ pov_timer = 3
$ blockCombination = [0, 0, 0, 0, 0]
$ arrowXPositionArray = [710, 810, 910, 1010, 1110]
elif numberOfHits == 4:
$ pov_timer = 2
$ blockCombination = [0, 0, 0, 0]
$ arrowXPositionArray = [760, 860, 960, 1060]
else:
$ pov_timer = 1
$ blockCombination = [0, 0, 0]
$ arrowXPositionArray = [810, 910, 1010]
Code:
if numberOfHits == 5:
$ pov_timer = 3
$ blockCombination = [0, 0, 0, 0, 0]
$ arrowXPositionArray = [710, 810, 910, 1010, 1110]
elif numberOfHits == 4:
$ pov_timer = 2
$ blockCombination = [0, 0, 0, 0]
$ arrowXPositionArray = [760, 860, 960, 1060]
else:
$ pov_timer = 1.25
$ blockCombination = [0, 0, 0]
$ arrowXPositionArray = [810, 910, 1010]
I won't be putting this out as a mod. But, in my opinion, it would be a good correction for the game, if the author wants feedback on the mechanics of this minigame.