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    ——´øÀ´ÓÐÁ¦µÄÉùÒôÍ£Ö¹¼ÌÐø£¬Ñ¡ÔñÀ§ÄÑ¡¢É̵êºÍÉú´æÊý¾ÝÆÁÄ»¿ªÊ¼¡£this should kill every single sound that might still be playing£¬ so stuff like lingering sound effects and music shouldn't get in the way on those anymore.
    -fixed jonathan's backdash so it doesn't have the slight lag input when he stops and \"realigns\" for idle pose. now he's fully controllable to attack or do another backdash once he does that anim.
    -fixed several characters not having a specific piece of code that made their gethit animations last a tiny bit longer£¬ allowing for hits to chain when they normally wouldn't.
    -fixed jonathan's terror bear/royal sword£¬ so it can't combo into itself instantly.
    -renamed jonathan's folder/quick vs name to what it should be. should've done that long ago. lol.
    -fixed maxim's jump attack looping if he caught an orb at the end of the animation.
    -fixed dullahan's ice blades graphics£¬ they now follow the regular blade's shape correctly.
    -fixed persephone not able to cancel her subweapons in time.
    -added ability to cancel persephone's health absorb and super shockwave into backdash.
    -persephone's jump kick attack done with fwd+attack2 can now be cancelled into a jump£¬ and hitting enemy makes her rebound off of them to avoid taking hitbox contact damage.
    -jonathan's subweapons£¬ pie and curry gained alternate modes. pie will fly further but lower£¬ curry will go slightly more up and forward to land further.
    -fixed jonathan not being able to go from downward air whip into whip spin.
    -fixed jonathan's bear/sword disappearing if he used it while capturing the orb.
    -change to boss richter so he doesn't use the axe crash which is nearly worthless against players and just wastes time. he'll use the bible crash instead.
    -hopefully fixed all cases of objects remaining after continue screen.
    -tried to fix an old bug where if character got hit in air£¬ landed on a platform£¬ then slid off of it he'd slightly jump back and up again. now the character should drop down with no vertical momentum and reduced horizontal one. this might cause unexpected glitches on platforms.
    -sped up rebounding stone item crash a bit. it hits a bit faster£¬ and shouldn't leave the character inactive for so long after it's done£¬ especially boss richter. since it leaves the character invulnerable and uncontrolable£¬ it's just a needless waste of time.
    -fixed carrie not being able to use golden dagger while jumping.
    -fixed simon's crouch whip£¬ he shouldn't chain it into itself.
    -fixed reimu's whipping not cancelling into specials.
    -fixed reimu's whipping not cancellable into backflip.
    -fixed sakuya's attacks not cancelling into specials and backflip.
    -fixed everyone (sakuya especially) throwing daggers down while crouching or standing. this was supposed to only work in air£¬ there's no reason to throw them down while standing/crouching since they hit the floor immediately.
    -fixed item crash daggers hitting the floor immediately if you tried to crouch while doing the move.
    -separated the ending cutscene's cliff animations from paranoia's intro£¬ now an unique anim is possible for the standing and walking away.
    -fixed hydro storm ending prematurely£¬ with the fade effect suddenly cutting off. it'll last a bit longer now and have a proper fade out.
    -reindexed most music to follow the internal id order better. some music might've gotten shuffled accidentaly.
    -carrie's£¬ juste's and maxim's id number changed. i hope i changed everything£¬ but if there's a case where the character's referred to incorrectly or has something that shouldn't happen£¬ report.
    -added dlol's new music for juste£¬ nathan and yoko.
    -new music for skull knight.
    -new music for cyclops.
    -new music for wyvern.
    -new music for jonathan.
    -new music for cv1 simon.
    -new music for hugh£¬ old one is now carmilla only.
    -added a second weapon to joke jonathan£¬ a lolipop. it's faster and hits only once£¬ so no damage reduction.
    -jonathan's and werewolf's stonewall uses mp proportionally to how much damage it protected£¬ so multi-1 mp hitting moves like whip spin won't instantly drain their mp anymore.
    -changed zephyr's clocktower stage's clock arms. they will continue to move after orb capture£¬ without actually increasing the internal game time value. it's purely visual so that the arms don't stop for no reason£¬ it looks better that way.
    -duke's comboability improved a bit. he can now do standing>crouching much easier£¬ and a kick>shotgun is somewhat effective in pvp now.
    -simon's laurels/yoko's philosopher's stone are now faster. they heal twice as much but end sooner£¬ after 1 second instead of two. the effect is still the same£¬ it just gives the player mobility much sooner and makes the move more useful as a healing item. it uses twice as much mp though£¬ since it was much too strong£¬ allowing for consistent full lifebar restoration from around 1/2-2/3 powerbar.
    -fixed yoko not stopping moving if she did her healing subweapon while backdashing and sliding along the floor.
    -all forms of simon can use the rosary item crash now.
    -fixed hugh's dss mode dagger throw£¬ when holding down while throwing it in air all 3 now go down and their angle is set properly.
    -fixed hugh's dss mode secondary dagger throw£¬ only one of the three daggers was gold.
    -fixed hugh's secondary axe not rebounding off shields correctly.
    -richter's agunea has a slight damage boost the longer it's charged now.
    -fixed nathan's shadow's dagger to also go down when jumping and holding down while throwing a dagger.
    -fixed alucard and soma's falling speed being faster than everyone else's when they were air hit.
    -fixed simon's inability to be launched up by certain attacks unlike everyone else. his vertical speed wasn't being set.
    -fixed montano's uppercut sword not affecting all characters correctly£¬ if there was an oversight like in simon who wouldn't get launched.
    -fixed cv1 simon's retro knockback not working right.
    -cv1 simon's retro knockback will no longer be invincible while fighting other players. it'll also use the new invincibility code to allow for detection£¬ to prevent ai from attacking him when he can't be hit.
    -fixed everyone's landing after air hit£¬ the invincibility time afterwards was hardcoded instead of using the new value. now the ai will be able to detect it and stop attacking while the player's got the invincibility time from it.
    -changed dracula's demonic megido and giga demonic megido charge up a bit. now when he's hit£¬ he momentarly stops charging his power£¬ after which he resumes the charge. his power's no longer drained from hits. this should make everyone more equal in that fight£¬ instead of making characters with multihit attacks have a big advantage over those without any£¬ constantly draining his power to 0 and removing any sort of tension from the fight.
    -new attack for alucard£¬ wolf form rush. has two versions£¬ dealing physical and magical damage depending from aura color. half circle command£¬ ground only.
    -updated alucard's bat transformation to use the new effect from wolf form transformation. it's twice as fast since it crossfades between both warping animations instead of playing them one after another. it's now about as fast as soma's bat transform.
    -soma's cagnazzo animates/hits faster now. should make him more useful.
    -charlotte's lightning bolts no longer follow her down if done in air£¬ so they're more useful. they travel further£¬ go a bit faster and hit for more damage. they will slow down once they start hitting something£¬ to hit it more times if it's stationary. once they bypass the enemy or the enemy escapes their attack range so they stop hitting anything£¬ they speed up again. she completely stops when the move's activated£¬ to prevent her sliding/floating into enemies.
    -charlotte's spell absorb ability adjusted to bring it closer to jonathan's and werewolf's guard. it'll flash on perfect guard£¬ and on normal guard it'll drain a bit of her mp£¬ proportional to how much damage the guarded spell would do.
    -new move for charlotte£¬ a summon spell. she summons two skeletons or gunner skeletons depending from button used by her who attack the enemy£¬ then despawn. skeletons each toss a few bones (same as player skeleton's alt bone subweapon)£¬ gunner skeletons each fire a thin full screen wide bullet. quarter circle forward motion£¬ can be done in air.
    -fixed a bug where alucard would throw two subweapons if he landed in the precise moment he threw a subweapon.
    -improved charlotte's chaining combos a little bit.
    -added an item crash to charlotte and joke jonathan. holy lightning.
    -fixed a possibility for dracula's second form or shaft's second form to get stuck doing nothing.
    -added a missing trigger detection to boss richter£¬ so he can't use dagger or rebound stone item crashes with no cooldown. fixed his forced item crash moves so they use the new hearts code rather than draining his power. fixed a thing that always set his hearts meter at full£¬ now it'll recover gradually like with players£¬ except faster£¬ depending from difficulty.
    -slightly reduced hugh's regular weapon damage when he's in dss mode. he was dealing too much damage really fast£¬ outdoing special moves in that department. his secondary attack would deal nearly 200 damage per hit in some cases.
    -gergoth's£¬ akmodan's and minotaur's poison/acid/stone breath no longer uses player dealt damage values to calculate how much life was taken and is left. it's now set at 2 on start and loses 1 from each hit. this is to prevent them from becoming indestructible on high enough survival level.
    -added a new spriteset to richter£¬ dxc mode. replaces one of the hanz palettes.
    -fixed olrox's ai£¬ so he doesn't do those quick short dashes forward. he was supposed to backdash/dash around£¬ but his ai got confused because it happened right as he jumped£¬ forcing him to land.
    -added markers that show where will dracula's fatal ray land£¬ since otherwise it's nearly impossible to dodge it without cheating and pausing to see it. destruction ray has a marker too£¬ but only on easy mode since it always lands on player.

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