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Turn off Damage Dampener (Read 5056 times)

Started by Steel Komodo, December 27, 2024, 05:46:38 pm
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Turn off Damage Dampener
#1  December 27, 2024, 05:46:38 pm
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Here's the situation: I have a very basic damage dampener in State -2, which kicks in after the first hit. The trouble I have with ir right now is that it also kicks in during Super Moves, which makes them a bit useless. I want to be able to turn off the damage dampener during Super Moves, and potentially EX moves, so that they actually feel useful. Any suggestions as to how I would do this?

Code:
;Damage Dampener
[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.93, 0.85**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
Last Edit: December 29, 2024, 06:31:17 pm by Steel Komodo
Re: Turn off Damage Dampener
#2  December 27, 2024, 08:15:24 pm
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Simple solution I can think:

Assuming your super moves are states 3000+
triggerall = stateno != ([3000,4999])

And you can do the same with EX moves, but here you'd need to specify each of them.
triggerall = stateno != 1050
triggerall = stateno != 1150
triggerall = stateno != 1250

If you want to get more sofisticated, you can use a variable. Just set it to 1 in the beginning of every state you don't want the dampener to kick in, and in -2 turn it off again when it leaves the state. Then in the dampener, add triggerall = !var(x).
Re: Turn off Damage Dampener
#3  December 29, 2024, 06:25:58 pm
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I'll give some of those a try and see how it goes. Thanks  :)