Attackmulset, projcanceltime and suggestion. #856
Replies: 3 comments 1 reply
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can't reproduce issue 1 and 2 on latest github build, so I'm removing bug label. If those problems still exists please prepare simple test case with kfm that showcases it. |
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@djonskin, after being converted to a discussion, this ticket is meant to be solely about the nopower assertspecial feature request. If this is a bug report, please create a new ticket on the issues page with these more detailed reproduction steps. Otherwise, it risks being overlooked unless someone begins working on it immediately. |
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I experimented with a "nopower" thing in the past in the form of PowerMulSet, but the problem with that is that it also affects power spending. Needs a more elaborate implementation if any. Like having a parameter to affect or not power loss. But usually when a sctrl has a lot of "ifs" is when I start thinking it's better approached via char code. |
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Issue 1
Is Attackmulset still broken?
ignorehitpause if combocount > 0 && map(samemovement) > 0 {
AttackMulSet{value:.4}
}
This does not work.
ignorehitpause if combocount > 0 && map(samemovement) > 0 {
defencemulset{value:2; redirectid:enemynear,id}
}
This does.
Issue 2
It seems projcanceltime is not working, with or without projID, this is used by some Winmugen chars to return fireballs.
[state -3, debug output]
type = printtoconsole
trigger1 = teamside = 1
text= "Numproj:%d / Numproj100:%d /canceltimeproj: %d"
params = numproj, numprojid(100) ,ProjCancelTime(100)
ignorehitpause = 1
Suggestion
Also, I was thinking of a new assertspecial that could disable character from receiving power.
asssertspecial{flag:nopower;}
So the player could not receive power from poweradd and getpower if conditions are met.
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