Hello everyone of MFG,for some time i working on this
a way to interrupte infinty combos
damage reduction e maximum damage
Important note:I based this on Veanko Damage reduction codes,just implement the system and make some changes
hows work
damage reduction:self expanable(sorry for my scrap english)this remove a amount of power in your hits
1:.95
2:.9
...
more count here of reduction
...
the last hits
...
23:.1
24:.05
On the hit 25 enter my system(but you can chance the amount depeding how "movehits" you char can do!)
Maximum damage
on the hit 25 the players do the backward dash or any action you want(see -3 section) on the air is the same thing
the others players fall on groung with no damage and give them a second chance to win the game
You can add animations sounds superpauses and etc
turning of for a boss or especific char
(I not tested yet...but);and taken from the original code
[State -2]
Type=VarSet
Trigger1=Roundstate<2
Trigger2=P2Stateno=[120,160]
Trigger3=enemynear,ctrl
Trigger4=P2StateType!=A
Trigger4=P2MoveType!=H
trigger5 = enemynear,name = "Char name"
var(30)=0
ignorehitpause=1
-2
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[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 0
value = 1
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 1
value = 0.97
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 2
value = 0.95
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 3
value = 0.925
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 4
value = 0.9
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 5
value = 0.875
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 6
value = 0.85
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 7
value = 0.825
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 8
value = 0.8
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 9
value = 0.75
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 10
value = 0.725
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 11
value = 0.7
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 12
value = 0.675
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 13
value = 0.65
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 14
value = 0.625
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 15
value = 0.6
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 16
value = 0.575
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 17
value = 0.55
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) = 18
value = 0.525
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) >= 19
value = 0.5
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) >= 20
value = 0.45
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) >= 21
value = 0.3
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) >= 22
value = 0.25
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) >= 23
value = 0.1
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(30) >= 24
value = 0.05
ignorehitpause = 1
[State 0, AttackMulSet]
type = Helper
trigger1 = var(30) >= 25
stateno = 10605
helpertype = normal
postype = p1
keyctrl = 0
ownpal = 0
-3
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[State 0, AttackMulSet]
type = changestate
trigger1 = var(30) >= 25
triggerall= StateType != A
triggerall= StateType = S
value = 105
ctrl = 0
[State 0, AttackMulSet]
type = changestate
trigger1 = var(30) >= 25
triggerall= StateType != S
triggerall= StateType = A
value = 50
anims-the helper
Spoiler, click to toggle visibilty
;The maximum damage!
[Begin Action 100604] ; change the number for what you want or need
Clsn1: 1
Clsn1[0] = -354, -291, 353, 75
Loopstart
0,-1, 0,0, -1,
cns
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; The maximum damage (Helper)
[Statedef 10605];you can change for what yout want or need
type = S
movetype= H
physics = N
ctrl = 0
anim = 100604 ;you can change for what yout want or need
;[State 3000, Super A]
;type = SuperPause
;trigger1 = Time = 2
;pos = -5,-25
;anim = F8504
;postype = P1
;removetime = 12
;sprpriority = 19
;ontop = 1
;ownpal = 1
;removeongethit =1
;ignorehitpause=1
;shadow =0
;persistent=0
;bind=1
;facing = 1
;vfacing = 1
;[State 1033, 1]
;type = PlaySnd
;trigger1 = animelem = 1
;value = 250,0
[State 3031]; Variavel para avisar se o helper venceu por ko ou nao
type = ParentVarSet
trigger1 = time = 0
v = 30
value = 0
; [state 3033]
; type = explod
; trigger1 = time = 0
; removetime = -2
; removeongethit = 1
; bindtime = -1
; ontop = 1
; ID = 3033
; pos = 0,-8
; postype = p2
; scale = 2,2
; anim = 3021
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype = Hard
damage = 0
priority = 4
hitflag = HA
sparkno = -2
sparkxy = -10,-35
ground.type = Low
ground.slidetime = 9
ground.hittime = 8
ground.velocity = -.25, -.35
airguard.velocity = -1.75, -.75
air.velocity = -.25, -.35
fall.recover = 1
fall.recovertime = 2
fall.damage = 0
fall = ifelse(p2name = "Mercedes Benz",0, 1)
Affectteam = F
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype = Hard
damage = 0
priority = 4
hitflag = HA
sparkno = -2
sparkxy = -10,-35
ground.type = Low
ground.slidetime = 9
ground.hittime = 8
ground.velocity = -.25, -.35
airguard.velocity = -.75, -.75
air.velocity = -.25, -.35
fall.recover = 1
fall.recovertime = 2
fall.damage = 0
fall = ifelse(p2name = "Mercedes Benz",0, 1)
Affectteam = E
[State 3032, 3]
type = DestroySelf
trigger1 = time = 10
For every move you want limitation
Spoiler, click to toggle visibilty
[State 0, VarAdd]
type = VarAdd
trigger1 = movehit
trigger1 = numtarget(200)
trigger1 = target(200),time = 0
var(30) = 1 ;number of reduciton you want 1 = .95 and etc use = 25 or 26 for instant judgment
ignorehitpause = 1
Add a id in hitdefs
id=200
and in state 200 Low punch there a = .5 reduction after every attack
remeber to add diferents codes for some obvius reasons
Note:Taken from veanko code,add this before the damage reduction code
credits:veanko for the original codes you rock!
i dont know if i can make this open source but is...anyway credit me only for the maximum damage
and credit veanko for the damage reduction
to do:
-improve the code.
-a code for specific states.
fight for freedom!
see ya