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Proration (Read 246 times)

Started by jjmugen, March 26, 2013, 08:13:12 pm
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Proration
#1  March 26, 2013, 08:13:12 pm
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Hi, guys

I'm very interested on implement a proration formula for MUGEN. I want an attack to hurt 20% less on each hit combo. First 100, second 80, third 64 (80% of 80) and this time after time.

I can't find any information about doing this on MUGEN so I wonder if you know any link or topic or documentation that could help me to get my own proration code.

I had some ideas but they didn't work :(

I hope you could help me

Thanks
Re: Proration
#2  March 26, 2013, 11:31:44 pm
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You'll need a variable to store your damage scaling variable, which is set to 1.0 whenever the opponent is in an idle state. Multiple your attack value by this number at all times by using an attackmulset controller.

From here you have two options. You can go into each state and add a varset controller that multiplies the value of this variable on hit (useful for attacks that have their own proration values) or perform the multiplication in your negative states instead (useful for attacks that have proration values based on attack strength, like in umvc3). The latter can be done using multiple varset controllers but can be condensed into a single state controller very easily if you know how to use the variable assignment operator (example: Var(0) := 100).

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Re: Proration
#3  March 27, 2013, 07:49:58 am
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Thanks, I'll work with Attackmulset and try.

Anyway, which values of proration are recommended? I have read about lose 20% of damage in each hit, but it seems so much loss of damage.
Re: Proration
#4  March 27, 2013, 10:21:56 am
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20% is a bit too much indeed, but it also depends on the number of hits your char can usually do in a combo.
If your char has at max 5 hit combos, you don't even need much of a dampener, apart for supers maybe.
If your char revolves around very long string à la GGXX/HnK/BB, then you need a strong dampener indeed.

For x% dampener, you can use for your attackmulset something like
Hence, for a 20% dampener, you'd have
Re: Proration
#5  March 29, 2013, 05:40:59 pm
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20% is a bit too much indeed, but it also depends on the number of hits your char can usually do in a combo.
If your char has at max 5 hit combos, you don't even need much of a dampener, apart for supers maybe.
If your char revolves around very long string à la GGXX/HnK/BB, then you need a strong dampener indeed.

For x% dampener, you can use for your attackmulset something like
Hence, for a 20% dampener, you'd have

You're awesome, thanks.