Jump to content
  • 0

Implementing chip damage


rockocalypse

Question

9 answers to this question

Recommended Posts

  • 0

there are several so I just changed them all. 

[state 200, ƒqƒbƒg’è‹`]
type = HitDef
trigger1 = AnimElemTime(14) = 0
attr = S, NA ;—§‚¿’Êí‘ÅŒ‚iStanding, Normal Attackj
damage = 75,25
animtype = medium
guardflag = HA
hitflag = MAFD
priority = 5,Hit
pausetime = 6,6
sparkno = s201
sparkxy = 0,-50
hitsound = s200,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-2
getpower = 100,50
 
 
[state 210, ƒqƒbƒg’è‹`]
type = HitDef
trigger1 = AnimElemTime(13) = 0
attr = S,NA
animtype  = Hard
damage    = 75,30
guardflag = HA
hitflag = MAFD
pausetime = 8,8
sparkno = s201
sparkxy = -10,-70
hitsound   = s200,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-2
getpower = 100,50
 
 
 
[state 230, ƒqƒbƒg’è‹`]
type = HitDef
trigger1 = AnimElemTime(10) = 0
attr = S,NA
animtype  = Back
damage    = 75,18
guardflag = HA
hitflag = MAFD
pausetime = 8,8
sparkno = s201
sparkxy = 0,-50
hitsound   = s200,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-2
getpower = 100,50
 
 
 
[state 600, ƒqƒbƒg’è‹`]
type = HitDef
trigger1 = 1
attr = A,SA
animtype  = Back
damage    = 100,35
guardflag = H
hitflag = MAFD
pausetime = 0,8
sparkno = s201
sparkxy = 0,-50
hitsound   = s200,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 5,-5
air.type = High
air.velocity = 5,5
persistent = 0
fall = 1
 
 
[state 620, ƒqƒbƒg’è‹`]
type = HitDef
trigger1 = 1
attr = A,SA
animtype  = Light
damage    = 25,25
guardflag =  ;ƒK[ƒh•s‰Â
hitflag = MAFDP
pausetime = 0,2
sparkno = -1
sparkxy = 0,0
hitsound   = s620,0
ground.type = High
ground.slidetime = 60
ground.hittime  = 60
ground.velocity = -5,0
air.type = High
air.velocity = -5,2
persistent = 0
 
 
[state 630, ƒqƒbƒg’è‹`‚PŒ‚–Ú]
type = HitDef
trigger1 = AnimElem = 13
attr = A,SA
animtype  = Medium
damage    = 30,10
guardflag = MA
hitflag = MAFD
pausetime = 1,8
sparkno = -1
sparkxy = 0,-50
hitsound   = s630,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6,3
air.type = High
air.velocity = -5,2
persistent = 0

 

 

 

[state 630, ƒqƒbƒg’è‹`‚QŒ‚–Ú]
type = HitDef
trigger1 = AnimElem = 20
attr = A,SA
animtype  = Medium
damage    = 30,8
guardflag = MA
hitflag = MAFD
pausetime = 1,8
sparkno = -1
sparkxy = 0,-50
hitsound   = s630,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6,3
air.type = High
air.velocity = -5,2
persistent = 0
 
 
 
[state 630, ƒqƒbƒg’è‹`‚RŒ‚–Ú]
type = HitDef
trigger1 = AnimElem = 26
attr = A,SA
animtype  = Medium
damage    = 30,17
guardflag = MA
hitflag = MAFD
pausetime = 1,8
sparkno = -1
sparkxy = 0,-50
hitsound   = s630,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6,3
air.type = High
air.velocity = -5,2
persistent = 0
 
 
[state 630, ƒqƒbƒg’è‹`‚SŒ‚–Ú]
type = HitDef
trigger1 = AnimElem = 33
attr = A,SA
animtype  = Hard
damage    = 30,12
guardflag = MA
hitflag = MAFD
pausetime = 1,8
sparkno = -1
sparkxy = 0,-50
hitsound   = s630,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 60
ground.hittime  = 15
ground.velocity = -6,3
air.type = High
air.velocity = -4,2
persistent = 0
 
 
[state 630, ƒqƒbƒg’è‹`‚TŒ‚–Ú]
type = HitDef
trigger1 = AnimElem = 64
attr = A,SA
animtype  = Back
damage    = 30,20
guardflag = HA
hitflag = MAFD
pausetime = 1,8
sparkno = s633
guard.sparkno = s633
sparkxy = 0,0
hitsound   = s630,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8,-3
air.type = High
air.velocity = -8,-3
persistent = 0
fall = 1
Link to comment
Share on other sites

  • 0
[state 200, ƒqƒbƒg’è‹`]
type = HitDef
trigger1 = AnimElemTime(14) = 0
attr = S, NA ;—§‚¿’Êí‘ÅŒ‚iStanding, Normal Attackj
damage = 75,25<-----you see where that 25 is? just keep raising and raising the number until you see it taking the damage you want^^
animtype = medium
guardflag = HA
hitflag = MAFD
priority = 5,Hit
pausetime = 6,6
sparkno = s201
sparkxy = 0,-50
hitsound = s200,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-2
getpower = 100,50
Link to comment
Share on other sites

  • 0

All those moves look like they should give chip damage. Are you testing it n a character that has a way to stop chip damage? (like GG and barrier guards)

 

 

 

[state 200, ƒqƒbƒg’è‹`]
type = HitDef
trigger1 = AnimElemTime(14) = 0
attr = S, NA ;—§‚¿’Êí‘ÅŒ‚iStanding, Normal Attackj
damage = 75,25<-----you see where that 25 is? just keep raising and raising the number until you see it taking the damage you want^^
animtype = medium
guardflag = HA
hitflag = MAFD
priority = 5,Hit
pausetime = 6,6
sparkno = s201
sparkxy = 0,-50
hitsound = s200,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -3,-1
air.type = High
air.velocity = -3,-2
getpower = 100,50

 

Darkflare, I never knew there were characters with chip damage prevention. The character I'm using is kam'lanaut but the author isn't in the Readme.txt. Do you by any chance know where to check for a thing like Barriers or GG?

 

DEMONKAI: If the char has something completely negating chip damage I'd like to know before I nerf him any further, but if he doesn't that will be my next step.

Link to comment
Share on other sites

  • 0

I just found some alternative nerfing methods to make it so his block spam doesn't really matter. I also plan to open a new topic on how to make characters do moves less frequently with their AI so I can fix numerous chars who are spammy in the bad way, thanks for all the help guys. Im confident that when I find a way to decrease the frequency of a move there wont be any need to implement chip damage. Only the desire

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...