Starry Sky – Super Brawlers of Aethers

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Author: Jetie

Last revision: 22 May at 01:53 UTC

File size: 1.75 MB

On Steam Workshop

Description:

Basically a traditional fighter with no blastzones, no edge guarding, instead of damage % you have to get the opponent’s health to 0 to kill them

Recommended Ruleset

Stocks 2-3
Timer 4-6 Minutes
Turbo mode Enabled

Stage Stuff

Ground Width: 1114px
Roof: -300 (Basic), -650 (Aether)

Health (Based on the character’s Knockback_adj)

Normal: 125-250, Base 175
Turbo: 175-300, Base 225 (+50 HP Increase)
Abyss Mode: 150-800, Base 300 (+125 HP Increase)
Turbo + Abyss Mode: 200-1000, Base 350 (+175 HP Increase)

If knockback adj was changed mid match the damage will scale based on how much it changed
(Going from 0.9 Knockback Adj to 1.2 Knockback Adj will add 30% more damage)

Anti-Infinite/Staling System

Damage Scaling – Starts the earliest damage get decreased the longer the opponent is in hitstun
Gravity Scaling – Makes it so it is harder to combo in the air the longer the opponent is in hitstun
Neutral Reset – Mainly a failsafe for infinites

In the Aether version it takes much longer for the staling system to start

Stalemate

If below half the match timer stalemate will start and everyone will take 2 damage per second

Practice mode

With hitboxes on you can see the amount of health the opponent has, the infinite stale system, total damage, and knockback adj damage scaling

Current Compatibility

ws_stage_brawlers_of_aethers_clone_multi: By default it’s 0.25, since clones actually tank hits for the original player
(Examples character that would use this is Abyss DDND [Jetie] Mario and Abyss Rainfall)

ws_stage_brawlers_of_aether_hud_y: Lets you change how high or low the hud is

stage_set_opponent_damage: lets you set the amount of damage the opponent is at (incase a character your playing has that)

damage_change_prevention_timer: lets you stall the player’s or opponent’s take it takes before the damage is apply to them

ws_stage_infinite_stale_multi: increase or decrease the infinite stale based on what attack it is (mainly for long command grabs)

abyss_stall_immune – The amount of time it sets to prevent hitting your head on the ceiling / taking tick damage