rockocalypse Posted December 29, 2013 Posted December 29, 2013 Can someone show me where in the cns (im assuming it's there) I should modify to add chip damage? is it a certain value or is it not possible on some characters? I've nowhere to start.
0 NotAGoodName Posted December 29, 2013 Posted December 29, 2013 In a hitdef, when you see "damage = 80,0" or whatever, the second number (0) is blocking damage.
0 rockocalypse Posted December 29, 2013 Author Posted December 29, 2013 hmm. he's still not taking any blocking damage. is there a way I can show u the file?
0 rockocalypse Posted December 29, 2013 Author Posted December 29, 2013 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
0 Darkflare Posted December 29, 2013 Posted December 29, 2013 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)
0 Legendary DeMoNk@I Posted December 29, 2013 Posted December 29, 2013 [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 Never limit your imagination as a Visionary
0 rockocalypse Posted December 29, 2013 Author Posted December 29, 2013 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.
0 Darkflare Posted December 29, 2013 Posted December 29, 2013 They exist, but they're very rare since it's not a common system mechanic. I couldn't tell you what the code and I can't check which one is it right now, but just test the attack on KFM and see if he takes chip.
0 rockocalypse Posted December 31, 2013 Author Posted December 31, 2013 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
Question
rockocalypse
Can someone show me where in the cns (im assuming it's there) I should modify to add chip damage? is it a certain value or is it not possible on some characters? I've nowhere to start.
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