Hi, guysSorry for asking twice in a day.Days ago I was asking here for proration (damage reduce while combo count increases).I was programming my proration code, but... I played on an old version of my game anddiscovered something.There's no proration code, just simple Hitdef coding.We have 4 movements:HK - Damage 72 (attr = S, NA)HK2 - Damage 48 (attr = S, NA)Proj - Damage 88 (attr = S, SP)Hyper - Damage 189 (attr = S, HP) ;Total of 8 hits ( 18 x 7 + 63 )Here the results of some chained combos:Combo 1: HK + HK2 = 72 + 48 = 120; Damaged 120 - CorrectCombo 2: HK + Proj = 72 + 88 = 160 ; Damaged 160 - CorrectAnd...Combo 3: HK + Hyper = 72 + 189 = 261; Damaged 198: Loss 63Is there an automatic proration for hypers or something?Could anyone explain this situation?I'm going crazy with proration, Thanks a lot
ONagai's B^U said, April 06, 2013, 08:23:30 pmSuper.TargetDefenceMul parameter in muge.cfg.Oh my God.Is there any more [Rules] like this por mugen.cfg?I mean, do the same with regultar movements...Thanks a lot
I honestly can't remember, haven't played or done anything mugen related in months.You might want to read this, it explains how to prevent that unwanted damage reduction with a simple parameter:About Super.TargetDefenceMul
In the superpause for your hyper, there's a parameter called p2defmul, which allows you to override this super.targetdefencemul parameter, and get better control over your own system, instead of relying on Mugen's built-in system.