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Multi-Projectile Hyper damage problem.

Started by NapoleonJonamite, July 09, 2011, 07:10:00 AM

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Cybaster

Quote from: Napoleon Shreddamite on July 12, 2011, 06:24:19 AM
Also, by "add ignorehitpause=1 to your code" are talking about adding it the projectiles?
The displayclipboard.

Cobra Caddie

I'm thinking that you have 2 display to clipboards and that's why the "guardpush" or whatever it was is displaying and your fvar isn't.

You seem to not understand a lot of this coding, you might wanna take a step back and refocus your scope to understand this type of coding better before getting too ambitious. That might sound harsh but that's something I personally would do if I was in your position. Trying to focus on understanding Mugen better and either developing your own coding or understanding the coding you're using.

ThatIdahoGuy

#42
@Caddie: no offense, but if I just stay in my comfort zone, I'm not going to really learn anything. Anyway, I had taken down the guardpush one for the fvar, and realized later that I forgot to add the quotation marks. See, I learn from simple mistakes, and anything I don't quite get, I refer back to the wiki on Elecbyte's site or ask around here.

Okay, so I did the fvar displaytoclipboard. It shows it starts at 1, then goes down to 0.028148 when the attack hits, goes back to 1, then shows that same 0.028148 when using the attack. That's what debug mode is showing me when I use Aqua Rhapsody after working with the fvar damage dampener.

EDIT: While messing around, it looked like the damage didn't reset until after either HP or HK were used moments after Aqua Rhapsody was used. Does this mean anything?
"Hey, your beard's so dumb, it sits on the TV and watches the couch. Haha! That's a good one, Jack!" -Si Robertson

Cybaster

So, just trying to be sure about how fvar(1) acts (I'll call it FV to make it easier) :

1- Your char is standing, doing nothing, FV=1.
2- You characters performs the super projectile move : FV=1 at first, and when projectiles hit, FV goes down more at each hit, until it reaches FV=0.028148 on the last hit. Is the behaviour for FV the same whether you're far or close from the opponent ?
3- Your char finishes the super, the opponent is not hit anymore, and FV is reset to 1.
4- You perform the super projectile move again. What happens exactly? Same behaviour for FV as before, or goes down to 0.028148 on the 1st hit ?

How's the damage for the projectiles at the current time ? Still the same problem as before with huge/small damage depending on distance ?
Can you post your code for the projectile (hitdef part only, ie the type=projectile stuff) ?

ThatIdahoGuy

Quote from: Cybaster on July 13, 2011, 01:03:49 AM
So, just trying to be sure about how fvar(1) acts (I'll call it FV to make it easier) :

1- Your char is standing, doing nothing, FV=1.
2- You characters performs the super projectile move : FV=1 at first, and when projectiles hit, FV goes down more at each hit, until it reaches FV=0.028148 on the last hit. Is the behaviour for FV the same whether you're far or close from the opponent ?
3- Your char finishes the super, the opponent is not hit anymore, and FV is reset to 1.
4- You perform the super projectile move again. What happens exactly? Same behaviour for FV as before, or goes down to 0.028148 on the 1st hit ?

How's the damage for the projectiles at the current time ? Still the same problem as before with huge/small damage depending on distance ?
Can you post your code for the projectile (hitdef part only, ie the type=projectile stuff) ?
1-Exactly. Standing at any distance, FV=1.
2-Correct.
3-Exactly.
4-Same behavior as before.

At the current time, the damage is a few points higher than what it was at a distance before, while distance damage is what it was before. What's strange with it is if I use it again at a distance, it's weaker than even a KFM LP, while at a close range if used a second time, it's only down about a few points.

Anyway, here's the projectile's code:
[state 3300, 4]
type = Projectile
trigger1 = AnimElem = 6
ProjID = 3305
projanim = 3305
projhitanim = 1301
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projhits = 2
offset = 0,0
velocity = 6, 0
attr = S, SP
damage    = ceil(11.0/fvar(1)),5
getpower = 0
givepower = 40
hitflag = MAFP
guardflag = MA
pausetime = 0,20
sparkno = S1301
guard.sparkno = S4023
sparkxy = 0,0
hitsound   = S0,6
guardsound = S6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 40
ground.velocity = -5
airguard.velocity = -3.5
air.velocity = -2.5,-5.5
air.juggle = 3


If you need anything further (Like for me to send a full version of the char to you so you can see for yourself what I'm talking about), just let me know.
"Hey, your beard's so dumb, it sits on the TV and watches the couch. Haha! That's a good one, Jack!" -Si Robertson