Rift of the NecroDancer

Rift of the NecroDancer

游玩 & 创作自定义节奏裂隙
寻觅、征服前所未见的玩家自制谱面,更能以你自己的音乐打造独一无二的舞台!关卡编辑器可拖动摆放怪物,并实时预览乐曲。
[Inconsistency/Bug] Blue Blademaster + Bounce/Portal Trap = ???
Trap behavior for blue Blademasters is inconsistent between level editor and game.

If a blue Blademaster set to lunge more than 3 rows away ends up on a moving trap (Portal or Bounce Trap) after its first lunge, it immediately gets moved in accordance to the trap (warped to its exit or shoved in its facing direction) in the editor.
In the game, however, the Blademaster will linger for a beat, *then* get warped... out of bounds. Weird.

Additionally, in the editor, its second lunge will be delayed according to its new position, whereas in the game it will determine whether or not to lunge based on its "lingering" position.

Steps to reproduce
  1. Open the level editor and create a new level.
  2. Place down a blue Blademaster. Keep its default properties.
  3. Place a Bounce or Portal Trap two rows behind the Blademaster. Set it up to activate at the same time as the Blademaster's first lunge, linger for two beats and move it backward (up).
  4. Compare the resulting level between the editor and the game.

Expected result:
The Blademaster will immediately move according to the trap, and lunge 4 beats after its initial lunge. This is what happens in the level editor.
What actually happens:
The Blademaster will ignore the trap for one beat, warp outside of the screen, and THEN lunge, only 2 beats after its initial lunge.