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Jan 29, 2020 23:32:52 GMT -5
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ventuswill
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Jan 24, 2020 18:51:34 GMT -5
January 2020
ventuswill
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Post by ventuswill on Jan 24, 2020 19:01:47 GMT -5
Serio, is there a way to decrease the amount of damage characters do and take in coop? Whenever my friend and I play coop, the halved dmg and doubled dmg taken makes us both feel like we're being a detriment to the other, especially when we do much better playing singleplayer.
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Nov 28, 2023 13:15:36 GMT -5
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yarrmateys
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Oct 28, 2019 17:15:58 GMT -5
October 2019
yarrmateys
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Post by yarrmateys on Jan 26, 2020 7:52:24 GMT -5
it's all inside the code, there's no easy way to turn it off. they're edited using regular text editors like notepad, none of those that use additional formatting. i don't remember everything, but you'll find ai attack boosts in player.st and enemy.st, under lines that start with: and
"+((numenemy>=2)*15)" is what increases enemy attack strength if there are two players. removing this part from the equation should disable the power boost.
for the ai defenses it's set individually for every character and boss, in their command.st file, for example chars\richter\command.st. in there you'll search for
more specifically the lines that have (var(58)>0||authorname="boss",numenemy*1.00,1.00) in them.
this calculates the base defense for ai character. 1.0 vs 1 enemy, 2.0 vs two. removing numenemy* from it should solve it so they'll always have the same amount regardless of how many enemies are in there. (var(58)>0||authorname="Boss",1.00,1.00)
some characters may have additional settings like that, for example richter's flame whip mode in his states.st. there are also variations of that line with a 1.50 modifier or other.
player characters don't really use this. it only modifies the ai characters and bosses by making them have higher attack and defense vs two players so they don't get immediately destroyed by 2x the damage output and their attacks are more threatening vs more enemies at once.
i probably could've made it work better through variables (or other detection/value storage form like empty animations, but i didn't come up with that idea until relatively recently, not long before i stopped) and then just have one shared piece of code to disable all of them, but due to mugen's limitations i had to use the same limited variables for many different things, and ended up with what i did.
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inherit
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Jan 29, 2020 23:32:52 GMT -5
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ventuswill
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Jan 24, 2020 18:51:34 GMT -5
January 2020
ventuswill
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Post by ventuswill on Jan 26, 2020 22:16:01 GMT -5
Alright, did what you said and it seems to work. Thanks!
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