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combo damage (Read 205 times)

Started by Borghi, August 06, 2013, 05:13:06 am
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combo damage
#1  August 06, 2013, 05:13:06 am
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Hi!

I guess this is the stupidest of questions but here it is:

When one of my chars connects a crouching strong kick (with trip and all, pretty similar to the KFM one) and then cancel it into a combo, every other attack connected afterwards does less damage than if I don't include the Cr.SK.

I've checked the CrSK but can't find what is controlling this.

help?
      
Little John from the big castle, plays with little friend,
snip! snip! snip! off goes his head, bright red! bright red!
Re: combo damage
#2  August 06, 2013, 05:17:56 am
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This is a M.U.G.E.N hard coded issue here, upon trip, fall.defence_up applies per each trip. Increasing the defense of a knocked down foe by its value.

It can however be circumvented in the following ways:

1.- Since yours is in a game environment. Set all of your char's fall.defence_up to zero.
2.- This is a bit of a long process but it makes sure every char and even outside of your game works:
-Change the ground.type from Trip to Low, alternatively for air.type on your Cr. SK.
-give the hitdef an ID, for C. SK I reccomend id = 450
-Add the following code anywhere inside C. SK:
Code:
[State Custom Trip]
type = TargetState
triggerall = numtarget(450)
triggerall = target(450),stateno!=[120,155]
trigger1 = movehit=1 && !movereversed
trigger1 = !target(450),ishelper
trigger1 = target(450),time=0 && target(450),movetype=H
value = 470
ID = 450
ignorehitpause = 1
persistent = 0

Then make the following states:

Code:
;---------------------------------------------------------------------------
; CUSTOM TRIP (shaking) (Modified)
[Statedef 470]
type    = A
movetype= H
physics = N
velset = 0,0
     
[State 5070, 1]
type = ChangeAnim
trigger1 = 1
value = 5070
     
[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 471
     
;---------------------------------------------------------------------------
; CUSTOM TRIP2 (fall through air) (Modded)
[Statedef 471]
type    = A
movetype= H
physics = N
     
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
     
[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
     
[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = SelfState
value = 5110
Last Edit: August 06, 2013, 05:27:39 am by Sanae63
Re: combo damage
#3  August 06, 2013, 06:36:06 am
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Stupid hardcoded elements. They completely ruin the ability of custom fighting games. Which case we have to resort to custom states because of them. I had a similar issue one, but it was with uppercut launchers. :P

"You must defeat my flaming
dragon punch to stand a chance."
Re: combo damage
#4  August 06, 2013, 06:40:33 am
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That's why Trip shouldn't be used for comboing moves. :P

fall.defence_up happens in two cases of states at time 0, 5070 and 5100. However, 5100 I never have to worry about due to using custom ground bounce codes for comboing purposes.
Re: combo damage
#5  August 07, 2013, 06:03:18 am
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OK, I'll be checking that.

That's why Trip shouldn't be used for comboing moves. :P

OH!! it's just that it looks so good when you cancel a TRIP with an uppercut...

speaking of all this sh*t, besides the TARGETDEFENCEMUL stuff in mugen.cfg, is there any other thing that helps you manage the amount of damage of a combo? Like something that decreases damage to every connected attack in the combo once they start piling one after another regardless of if they are supermoves or not?

I'm just trying to balance my game but I'm so shitty in that department...

      
Little John from the big castle, plays with little friend,
snip! snip! snip! off goes his head, bright red! bright red!
Last Edit: August 07, 2013, 06:06:45 am by Borghi