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Some question on defmulset ... (Read 400 times)

Started by Tsukkomi, January 10, 2011, 04:55:50 pm
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Some question on defmulset ...
#1  January 10, 2011, 04:55:50 pm
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Hi , I'm not sure if this is due to the recent 1.0 MUGEN , or was it just me ignoring defmulset completely .

Just created a new Kfm ( template from ff)  , for testing some features I would want to add , and I've just noticed a couple of problems (or lack of understanding) with defmulset .

1 ) Defmulset multiplies the damage recieved , instead of dividing . Unless this is how it is supposed to do .

2 ) Defmulset only works if Kfm is damaged earlier ( meaning that he will take a reduced amount of damage on the second hit and above , but not the first one ) .

Just realised one thing . If I change the defmulset value to negative , Kfm gets healed when he gets hit , lol , but only on second hit and above .
Anything that I'm probably missing out ? Thanks .
Re: Some question on defmulset ...
#2  January 10, 2011, 05:08:36 pm
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Defmulset multiplies the damage received, instead of dividing. Unless this is how it is supposed to do.
This is actually how it is meant to work. Defmulset stands for Defense Multiplier Set.


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Just realised one thing. If I change the defmulset value to negative, Kfm gets healed when he gets hit, lol, but only on second hit and above.
This is completely normal. In fact, if you set the damage parameter of a HitDef to a negative number, it will also heal the target.
Re: Some question on defmulset ...
#3  January 10, 2011, 05:39:32 pm
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Quote
Defmulset multiplies the damage received, instead of dividing. Unless this is how it is supposed to do.
This is actually how it is meant to work. Defmulset stands for Defense Multiplier Set.


Quote
Just realised one thing. If I change the defmulset value to negative, Kfm gets healed when he gets hit, lol, but only on second hit and above.
This is completely normal. In fact, if you set the damage parameter of a HitDef to a negative number, it will also heal the target.

Im pretty sure the defense multiplier taking effect only after the first hit in a combo was because of a glitch and/or engine limitation, iirc.

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Re: Some question on defmulset ...
#4  January 12, 2011, 01:25:20 am
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In order to increase defence you must half it. So 0.5 is actually double defence. The sctrl is broken as well and will only take effect on the second hit of any combo.

You would technically be better off giving yourself 2000 life in constants, setting it to 1000 at the start of the fight and doubling it whenever you want the extra defence.

lifeset
value = life*2


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Re: Some question on defmulset ...
#5  January 12, 2011, 03:53:09 pm
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Im pretty sure the defense multiplier taking effect only after the first hit in a combo was because of a glitch and/or engine limitation, iirc.

I see .. So in that explains that . I think . I guess I won't be using defmulset as the main damage reducer . Thanks a lot by the way .

In order to increase defence you must half it. So 0.5 is actually double defence. The sctrl is broken as well and will only take effect on the second hit of any combo.

You would technically be better off giving yourself 2000 life in constants, setting it to 1000 at the start of the fight and doubling it whenever you want the extra defence.

lifeset
value = life*2

That's an idea , but making a char start with half amount of life looks a little less comfortable to me . Perhaps a Lifeadd would be okay as well (just came up with it a few minutes ago :P). Insert a code , that activates each time the char gets hit , and adds the value by a certain portion of the gethitvar(damage) . Such as the following :

[State -2 , Reduce the damage , xxxx]
Type = Lifeadd
Triggerall = Movetype = H
Trigger1 = Time = 1
Value = -Gethitvar(damage) / xx.    <------ The value increase , in float .

I could tweak with the value , but I can't check wether the triggers would activate it at the 'moment of impact' yet . I'll be checking on this one later when I'm free :P .
Re: Some question on defmulset ...
#6  January 14, 2011, 04:39:21 pm
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Im pretty sure the defense multiplier taking effect only after the first hit in a combo was because of a glitch and/or engine limitation, iirc.

I see .. So in that explains that . I think . I guess I won't be using defmulset as the main damage reducer . Thanks a lot by the way .

In order to increase defence you must half it. So 0.5 is actually double defence. The sctrl is broken as well and will only take effect on the second hit of any combo.

You would technically be better off giving yourself 2000 life in constants, setting it to 1000 at the start of the fight and doubling it whenever you want the extra defence.

lifeset
value = life*2

That's an idea , but making a char start with half amount of life looks a little less comfortable to me . Perhaps a Lifeadd would be okay as well (just came up with it a few minutes ago :P). Insert a code , that activates each time the char gets hit , and adds the value by a certain portion of the gethitvar(damage) . Such as the following :

[State -2 , Reduce the damage , xxxx]
Type = Lifeadd
Triggerall = Movetype = H
Trigger1 = Time = 1
Value = -Gethitvar(damage) / xx.    <------ The value increase , in float .

I could tweak with the value , but I can't check wether the triggers would activate it at the 'moment of impact' yet . I'll be checking on this one later when I'm free :P .

Main problem here is gethitvar(damage) doesnt trigger as a result of targetlifeadd (when you're placed in a custom state) last time I checked. Even if it did, it would only trigger on time 1 and not when you actually take damage in a custom state.

<<-- Updated 09/14/14

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.