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Automatic proration for hypers? (Read 239 times)

Started by jjmugen, April 06, 2013, 07:50:04 pm
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Automatic proration for hypers?
#1  April 06, 2013, 07:50:04 pm
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Hi, guys

Sorry 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 and
discovered 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 - Correct

Combo 2: HK + Proj = 72 + 88 = 160 ; Damaged 160 - Correct

And...

Combo 3: HK + Hyper = 72 + 189 = 261; Damaged 198: Loss 63

Is there an automatic proration for hypers or something?
Could anyone explain this situation?
I'm going crazy with proration,  :smash:

Thanks a lot
Re: Automatic proration for hypers?
#2  April 06, 2013, 08:23:30 pm
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Super.TargetDefenceMul  parameter in muge.cfg.
Re: Automatic proration for hypers?
#3  April 06, 2013, 08:33:13 pm
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Re: Automatic proration for hypers?
#4  April 06, 2013, 08:50:12 pm
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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
Last Edit: April 06, 2013, 08:57:50 pm by Nagai's B^U
Re: Automatic proration for hypers?
#5  April 07, 2013, 12:01:56 pm
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So proration is easy to develop with hypers.
Thanks a lot.
Re: Automatic proration for hypers?
#6  April 07, 2013, 12:27:57 pm
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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.