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Free combos with limit (Read 276 times)

Started by DarkSpinDoctor, October 22, 2011, 03:24:23 pm
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Free combos with limit
#1  October 22, 2011, 03:24:23 pm
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Is there a way to make a character able to use a combo of ANY basic attack combined and then stop if he hit the opponent so many times in a combo?

i.e. Doing a kicking/punching combo of 6 and then MUGEN prevents you from adding another attack once you hit 6 or 7 hits.
Re: Free combos with limit
#2  October 22, 2011, 08:32:44 pm
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Count the number of hits you do in a variable, and make all your attacks cause something that prevents more hits if the desired number of hits are already done. (like causing a fall if your attacks cannot hit falling opponents, or not activating the hitdef at all if they do, or simply making them do 0 damage.)
Then reset the variable to 0 when the opponent is no longer in a hit state.
Re: Free combos with limit
#3  October 22, 2011, 09:29:17 pm
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Count the number of hits you do in a variable, and make all your attacks cause something that prevents more hits if the desired number of hits are already done. (like causing a fall if your attacks cannot hit falling opponents, or not activating the hitdef at all if they do, or simply making them do 0 damage.)
Then reset the variable to 0 when the opponent is no longer in a hit state.

Yeah, I just stuck with normal type combos. But I have another question and then I'll solve this topic:

My combo does too much damage. How do I lower the damage from combined hits?
Re: Free combos with limit
#4  October 22, 2011, 10:38:48 pm
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You need a damage dampener. The fastest one to implement is

type = attackmulset
trigger1 = p2movetype = H
value = enemynear, gethitvar(hitcount) ** 0.9

in state -2. May not be 100% what you're after and won't affect helpers but it IS fast to put in.


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Re: Free combos with limit
#5  October 23, 2011, 12:33:34 pm
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I would recommend using a variable based damage dampener to multiply all attack damage with.
You reduce the number in the variable on a movehit, and reset it back to 1 when the opponent regains control/falls to the ground/whichever else you wish for your condition to reset dampening.
While this version is more difficult to implement, it does have 2 advantages over a simple one :
-You can have each attack dampen differently (for example, a strong attack can dampen more than a weak one)
-It works even if the damage is done by helpers (as long as you use parentvarset and root redirection correctly)
-It can even be applied to projectiles
-It is compatible with the double hitdef technique that allows dampening of simultaneous hits properly

If you want to see a practical example on how this works, download any of my characters and look for fvar(39).

If you want a simple solution and don't have helpers or projectiles doing damage, Cyanide's one is probably the easiest to use you can find, but it won't work in the situations I've mentioned.
Re: Free combos with limit
#6  October 24, 2011, 02:11:23 am
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In regards to the first questin I suggest to limit teh combos by using proper hit velocities, that way it will feel more natural and more interesting combos can be found.
Re: Free combos with limit
#7  October 24, 2011, 07:49:16 pm
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In regards to the first questin I suggest to limit teh combos by using proper hit velocities, that way it will feel more natural and more interesting combos can be found.

I think he was asking how to prevent infinites. You could have source accurate hit velocities and still have infinites if said infinite existed in the source.

Unless what he meant was spamming the same basic over and over, then yeah, what you said applies. Just wasn't sure if thats what he meant or not.

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You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Free combos with limit
#8  October 25, 2011, 12:42:42 am
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I never metioned a source  :???: