Something I saw when reading OKOF97's Clark's readme :QuoteA special note for those who asked : the damage values on hyper moves are accurate to KOF, it's just that mugen reduces them using the Super.TargetDefenceMul in mugen.cfg. Switching the value back to 1 (instead of 1.5) offers you access to the regular values.And when you go to Mugen.cfg, these are the lines he's talking about (that I had never noticed because I suck/never cared/blablabla) :Quote ;This controls how much damage a super does when you combo into it. ;It's actually a multiplier for the defensive power of the opponent. ;A large number means the opponent takes less damage. Leave it at ;1 if you want supers to do the normal amount of damage when comboed ;into. ;Note 1: this increase in defence stays effective until the opponent ; gets up from the ground. ;Note 2: the program knows you've done a super when the "superpause" ; controller is executed. That's the instance when this change ; becomes effective.Super.TargetDefenceMul = 1.5My question is : how do creators deal with this, when they attempt to make something somehow accurate ? The regular damage for the super is easily extracted from the game, but when this super is comboed into, how to make sure the damage for the super will still be accurate to the source game ? Do you care about it ? Do you put a multiplier for the combos to go back to the correct value ? Other ?
Oh, I didn't know that.Checking through your chars, K.O.D's ones, Vans' ones and Orochi Herman's ones, you're the only one using it.
P.o.t.S. said, June 11, 2008, 09:55:32 amThere's a line in the SuperPause sctrl that makes it ignore that, p2defmul.Yup .. Though it looks like it's common practice to not use all the parameters of sctrls, I use them all (hitdef wall of text) since I come from a time when mugen was still being updated and there were chances of default behaviours changing as well as deprecated triggers dissapearing (hence why I do not use the animelem trigger, amongst others).