erickablond
Posts : 395 Join date : 2014-05-09
| Subject: Damage code. July 29th 2015, 2:38 pm | |
| In that part of the code is defined the damage that a coup will cause? Does anyone know? | |
|
Midnight-Son
Posts : 1153 Join date : 2012-10-18 Age : 32
| Subject: Re: Damage code. August 1st 2015, 2:35 pm | |
| im not too sure of what the question is but if youre talking about damage dampering it would require some understanding of var(#)'s which usually confuse me unless their done by me, there should be some template charecter's with those already pre-coded though, I wish you good luck | |
|
Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Damage code. August 2nd 2015, 12:49 pm | |
| MUGEN Var(#)'s in a coup's damage most of the time is for the damage dampening purpose. Of course it can mean anything else besides just damage dampening. >> In that part of the code is defined the damage that a coup will cause? 1) MUGEN state controller HitDef damage = hit value, guard value - example: - Code:
-
[State 200, HitDef] ; normal standing light punch type = HitDef triggerall = !MoveContact && !MoveReversed trigger1 = AnimElemTime(3) = 0 attr = S,NA ; SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT hitflag = MAF ; HL/MAFD guardflag = MA ; HL/MA affectteam = E ; E/F/B animtype = light ; light/medium/hard/back/up/diagup air.animtype = back ; light/medium/hard/back/up/diagup fall.animtype = back ; light/medium/hard/back/up/diagup priority = 4,Hit ; 1-7,Dodge/Hit/Miss damage = 30,0 ; hit_damage, guard_damage (int, int) ................ 2) MUGEN state controller TargetLifeAdd (provided that P1 must see at least one (1) Target) - example: - Code:
-
[State 810, TargetLifeAdd] ; when P2 throwing P2 type = TargetLifeAdd triggerall = NumTarget ; this checking is "good to have" trigger1 = AnimElem = 11 value = -100 ID = -1 ; target_id (int) Specifies the desired target ID to affect. Only targets with this target ID will be affected. Defaults to -1 (affects all targets.) kill = 1 ; kill_flag (boolean) If kill_flag is 0, then the addition will not take any player below 1 life point. Defaults to 1. absolute = 0 ; abs_flag (boolean) If abs_flag is 1, then add_amt will not be scaled (i.e. attack and defense multipliers will be ignored). Defaults to 0. ignorehitpause = 1 persistent = 0 3) MUGEN state controllers LifeAdd and LifeSet (provided that P2 must be put in a custom state by P1 and the code should be in the custom state for P2) - example: - Code:
-
[State 820, LifeAdd] ; when P2 is put in a custom state by P1 type = LifeAdd trigger1 = Time = 25 value = -80 kill = 1 ; kill_flag (boolean) If kill_flag is 0, then the addition will not take any player below 1 life point. Defaults to 1. absolute = 0 ; abs_flag (boolean) If abs_flag is 1, then add_amt will not be scaled (i.e. attack and defense multipliers will be ignored). Defaults to 0. ignorehitpause = 1 persistent = 0
[State 820, LifeSet] ; when P2 is put in a custom state by P1 type = LifeSet trigger1 = Time >= 1 value = IfElse(TeamMode = single, Floor(Life/4), Floor(LifeMax/4)) ignorehitpause = 1 persistent = 1 I guess the above three (3) ways are the most common ones to define the damage that a coup will cause in MUGEN......... | |
|
Midnight-Son
Posts : 1153 Join date : 2012-10-18 Age : 32
| Subject: Re: Damage code. August 2nd 2015, 2:46 pm | |
| | |
|
erickablond
Posts : 395 Join date : 2014-05-09
| Subject: Re: Damage code. August 3rd 2015, 12:46 pm | |
| Thank you for your replies guys, the more I do not intendi very well, in fact I just want to reduce the damage that the hyper one character makes. the character is the saint walker recently released, its hyper takes the entire life of the opponent for damage. | |
|
Midnight-Son
Posts : 1153 Join date : 2012-10-18 Age : 32
| Subject: Re: Damage code. August 3rd 2015, 1:21 pm | |
| I see, well in that case all you would have to do is go to damage in that moves hitdef and lower it make sure there are no lines that look like this kill = 1 if you do see one change it to this kill = 0 | |
|
erickablond
Posts : 395 Join date : 2014-05-09
| Subject: Re: Damage code. August 4th 2015, 8:57 pm | |
| Thank you for your reply, I finally managed to change the value of the damage. | |
|
Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Damage code. August 5th 2015, 9:05 am | |
| Midnight-Son you got it righter than I did! Good job very much! | |
|
Sponsored content
| Subject: Re: Damage code. | |
| |
|