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[Solved] Damage Control? (Read 217 times)

Started by DragonSlayerEX, January 02, 2011, 06:43:31 pm
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[Solved] Damage Control?
New #1  January 02, 2011, 06:43:31 pm
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How would i go about adding a code to fix the  amount of damage thats given during a combo that extends to about 30 hits?

For example:
You did a combo that connected with some super attacks, an the damage came to 400 because the damage wasn't controlled. How would i make it so that instead of it hurting 400 it hurt less an less each time you attack during a combo so it comes out to about 200 or 150?
Last Edit: January 04, 2011, 09:49:11 am by StormEX--Hollow

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Re: [Un-Solved] Damage Control?
#2  January 02, 2011, 06:51:26 pm
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You sound like you need a damage dampener. You should read this http://mugenguild.com/forumx/index.php?topic=123792.msg1246665#msg1246665

Oh and this too

Pots
 said:
Damage dampening

It is important that a character starts causing less damage as his combos get longer, for the sake of needing to catch the opponent more than once to win.  There are many ways to do this, but for the purpose of this thread I find it appropriate to use a simple effective code as an example:

Code (Mugen): [Select]
[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) < 3, 24, ifelse(enemynear, gethitvar(hitcount) >= 24, 2, 26 - enemynear, gethitvar(hitcount))) / 24.0
ignorehitpause= 1
 
[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1
 
Notice how the attack multiplier depends on the number of hits P2 has received.  Or this version based on Marvel vs Capcom's system (if I didn't mess up, was made a long time ago) which at this point is reposted in some places but is worth noting:

Code (Mugen): [Select]
[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.9, 0.8**enemynear, gethitvar(hitcount)))
ignorehitpause= 1
 
[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1
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