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 Resetting attackmulset affected attacks back to normal damage?

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Minun

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Posts : 142
Join date : 2015-03-09

PostSubject: Resetting attackmulset affected attacks back to normal damage?   Sun 12 Apr - 14:27

I have a character that relies on  how far away from her sword is to take more damage. I did it perfectly at first but when I added more attacks, I've seen that it's been pretty broken such as the non-sword attacks for some reason giving out healing damage to the opponent and after using those attacks, she will heal the opponent for a couple more attacks and then goes back to  her normal damage. I want the attack stats to go back to it's normal state once a move is done.


Here's the code:


[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = movehit
trigger2 = stateno = [200,230]
trigger2 = stateno =  400
value = p2bodydist X / 50
;ignorehitpause =
;persistent =

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = movehit
trigger2 = stateno = [250,690]
value = p2bodydist X / 50
;ignorehitpause =
;persistent =
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Midnight-Son

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Posts : 1023
Join date : 2012-10-19
Age : 25

PostSubject: Re: Resetting attackmulset affected attacks back to normal damage?   Wed 15 Apr - 13:22

I cant be sure though I think
your problem lies here:
trigger2 = stateno = [200,230]

make an individual state 0,
for every trigger2 = stateno =

besides you'll have more control over each and every move that way
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borewood2013

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Join date : 2014-08-11

PostSubject: Re: Resetting attackmulset affected attacks back to normal damage?   Fri 17 Apr - 10:48

In my opinion, AttackMulSet is best used for a global Damage Dampening feature in MUGEN.
Seravy has made a nice global Damage Dampening topic at Elecbyte wiki here:  http://elecbyte.com/wiki/index.php/Damage_Dampening

If only some sword attack states' damages depend on distance between P1 and P2, then I think you might consider working on the Damage = value,value in your sword attack states' HitDef(s), some example like this:

[State 210, Medium Sword Normal Attack]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage   = IfElse(Ceil(P2Dist X) >= 150, 50, Abs(-150+Ceil(P2Dist X)-50))
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = s5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

Assume the longest distance the sword of this Medium Sword Normal Attack can reach P2 is about 150.

The "damage   = IfElse(Ceil(P2Dist X) >= 150, 50, Abs(-150+Ceil(P2Dist X)-50))" line of MUGEN code is read like this:

- "if the Medium Sword Normal Attack is barely reaching P2 at the distance of 150 then its base-damage value is 50.  When it is getting closer to P2 then the damage increases based on the P2Dist X Trigger.  The Abs Trigger is important because it can prevent from healing P2.
So, the values "150" and "50" are the ones you are changing for your case.

Sorry my math is bad and this is what I can come up with........... Embarassed   Perhaps someone better can provide a more improved version to you..........
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