I Wanted To Know How To Make My Characters Do Less Damage In A Combo, I Heard From A Few Tips From My Beta Testers That, My Zoro Did Too Much Damage When Combing! Can Someone Help?Code:[State -2, dmg dampener]type = attackmulsettrigger1 = 1value = 1ignorehitpause = 1Note:I Still Use WINMUGEN
Your current code tells mugen to always multiply your character's damage output by 1 (So it will always be the same).Here's an actual working dampener by [E] [state -3, dampener]type = attackmulsettrigger1 = numtarget >= 1value = 0.90 ** target, gethitvar(hitcount) As your target's hitcount increases your character's damage output would be multiplied by .90 (First hit does 100% damage, second does 90% damage(100%*.90), third hit does 81% damage(100%*.90*.90)). and here's an explanation of things you'll need to know if you want to make your own dampener Mr. Rajaa said, December 14, 2010, 05:54:00 amYou should have a variable that measures how many hits you're doing, that variable will act as the hitadd. The damage dampener's value should be another variable (float variable) based on the hitadd-variable. You can check out the damage dampener in my characters.Once you have that set up, you can multiply any damage value by the damage-dampener-variable. Remember to use ceil and floor.In custom states, just use varadds to increase the hitcounter.The damage-dampener-variable should be reset under the right conditions.
Yzan said, January 11, 2012, 01:07:31 amYour current code tells mugen to always multiply your character's damage output by 1 (So it will always be the same).Here's an actual working dampener by [E] [state -3, dampener]type = attackmulsettrigger1 = numtarget >= 1value = 0.90 ** target, gethitvar(hitcount) As your target's hitcount increases your character's damage output would be multiplied by .90 (First hit does 100% damage, second does 90% damage(100%*.90), third hit does 81% damage(100%*.90*.90)). and here's an explanation of things you'll need to know if you want to make your own dampener Mr. Rajaa said, December 14, 2010, 05:54:00 amYou should have a variable that measures how many hits you're doing, that variable will act as the hitadd. The damage dampener's value should be another variable (float variable) based on the hitadd-variable. You can check out the damage dampener in my characters.Once you have that set up, you can multiply any damage value by the damage-dampener-variable. Remember to use ceil and floor.In custom states, just use varadds to increase the hitcounter.The damage-dampener-variable should be reset under the right conditions.I Use [E]'s For Now , But I look At The Other Later Thanks For The Help!