YesNoOk
avatar

(SOLVED)Hit Stun Deterioration? (Read 954 times)

Started by aznperson569M, June 06, 2011, 06:01:32 am
Share this topic:
(SOLVED)Hit Stun Deterioration?
New #1  June 06, 2011, 06:01:32 am
  • ****
  • Best supporting character in history of anime.
    • USA
    • www.youtube.com/user/aznperson569M
So after a few hours of messing around in MvC3, is it possible to have this in Mugen?

For those that dont know what it means;
Spoiler, click to toggle visibilty

uguu
Last Edit: June 09, 2011, 05:30:13 am by aznperson569M
Re: Hit Stun Deterioration?
#2  June 06, 2011, 06:03:59 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
It's no different to a damage dampener. Heres a shitty method

hittime = 18-var(0)

And as time goes, you increment var(0)


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Hit Stun Deterioration?
#3  June 06, 2011, 06:26:04 am
  • ****
  • Best supporting character in history of anime.
    • USA
    • www.youtube.com/user/aznperson569M
Well, that was quick. Unfornately, this kicks in really quickly, like within 12 hits (which is pretty bad for a combo-heavy character). I've set this up in my state -2, and I'm wondering if there's anyway I could lower it.

Here's my code, since I'm not sure if I can add .5 variables of the sort.

Code:
[State -2, Hitstun]
type = VarAdd
trigger1 = (hitpausetime = 1) && (P2Movetype = H) && (MoveHit)
trigger2 = ProjHitTime(0) = 1
v = 22 ;(Variable used)
value = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = P2Movetype != H
v = 22 ;(same number of the Variable used)
value = 0

uguu
Re: Hit Stun Deterioration?
#4  June 06, 2011, 06:49:53 am
  • ******
  • YOMI
    • www.justnopoint.com/lbends
It has to be an integer value so if you use rational numbers use ceil() or floor() to round.
Re: Hit Stun Deterioration?
#5  June 06, 2011, 07:27:18 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
you could make it kick in slower via target, gethitvar(hitcount) > number.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Hit Stun Deterioration?
#6  June 06, 2011, 04:31:35 pm
  • ******
  • [E]
    • Mexico

  • Online
or just use a fvar so you can add .5
Re: Hit Stun Deterioration?
#7  June 07, 2011, 05:59:21 am
  • ****
  • Best supporting character in history of anime.
    • USA
    • www.youtube.com/user/aznperson569M
I'll probably use the gethitvar sctrl since I want to apply more hitstun to certain moves, so that that takes out potential infinites (Like jumping infinites on huge characters like Sentinel). However, I didnt think of float variables, so I'll keep that in mind.

uguu