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Re: Problem with adding Damage Dampening w/ on-hit canceling system

 May 21, 2020, 01:03:08 am View in topic context
 Posted by manydeath  in Problem with adding Damage Dampening w/ on-hit canceling system (Started by manydeath May 19, 2020, 03:34:38 am
 Board: M.U.G.E.N Development Help

I'm confused on how your dampener is set up? I'm guessing Var(20) is the combo count, and it sets the attack multiplier based on the value of Var(20). If so, what's a good way to get the combo count into a variable? And I'm not sure how your's resets it once you're not in a combo.
    

Problem with adding Damage Dampening w/ on-hit canceling system

 May 19, 2020, 03:34:38 am View in topic context
 Posted by manydeath  in Problem with adding Damage Dampening w/ on-hit canceling system (Started by manydeath May 19, 2020, 03:34:38 am
 Board: M.U.G.E.N Development Help

So I'm kinda new to making characters and I'm not sure what I'm doing wrong with this but this is generally how I have it coded out and I can't understand why this isn't working how I want it to work.

So I'm making a 5 button character with Light, Medium, Heavy, and two special buttons (Special buttons dont matter for this) and I've implemented an on-hit cancel system where I can cancel Light moves into medium and medium into Heavy. I have this in the commands portion:

Code:
[State -1, Jump Cancel Launcher]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = movehit = 1
trigger1 = stateno = 430

[State -1, Jump Cancel Air]
type = ChangeState
value = 45
triggerall = command = "holdup"
triggerall = var(50) != 1
trigger1 = stateno = 600
trigger1 = movehit = 1
trigger2 = stateno = 610
trigger2 = movehit = 1

and this in the States portion:

Code:
[State -2, Jump Cancel Air VarSet]
type = VarSet
triggerall = var(50) = 1
trigger1 = statetype != A
var(50) = 0

[State -2, Jump Cancel Air VarAdd]
type = VarAdd
triggerall = stateno = 45
trigger1 = var(50) = 0
var(50) = 1

I'm not sure if those are important but I thought I'd include them anyway in case they are interfering with the next bit I'm trying to include. So after that I'm trying to create a damage dampening system based on other kinds I've seen online. Right now how I have it set up is having this in the -3 state section:

Code:
[State -3, Dampening VarSet]
type = VarSet
trigger1 = enemy,movetype != H
fvar(10) = 1

to reset and set the variable, then in each moves HitDef I have this:

Code:
[State 200, Dampening]
type = VarSet
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.9

corresponding to each move it's in, with their damage values being for example "damage = fvar(10)*10". As far as I know, this should scale the damage the next move deals by 90% each time a move hits the opponent. However, it doesn't work like that at all it seems.

For example, a standard combo would be L>M>Down H>Jumpcancel>L>M>DoubleJump>L>M, but each hit does max damage for each of those hits. However, once I land after this combo for example hit L>M>H on the ground as the opponent is falling down, those 3 hits are scalled to 90% of the damage. The same is true if I hit them with the launcher but choose not to jump, and just hit them with another move as they're coming down, where the hits after the Down H are all scaled. The same is also true when I launch them, and jump up without jump canceling the down H, and then the aerials I hit them with are scaled.

What am I doing wrong? What am I missing?