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Post by legendkillerone on Sept 10, 2022 1:36:11 GMT
So I am at a cross roads and need help
I like to have a finishing move end a match. If Hogan drops the leg I want it to be over not people kick out 10 times. I use the mod pack and the protected finisher. The issue is when its one the fnisher comes to soon.
So I am wondering if any of these options are possible (Keep in mind I only watch matches do not play them)
1- Can I make it to where they only perform a finisher when a wrestler is beat down to a certain point?
or 2 if that is not possible
2- If I have to shut off protected finisher can I set it to where the finisher does so much damage it almost never gets kicked out of? SUPER RARE if it does?
If anyone can help please expain it to me like I am a baby as I am very raw at editing things
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Post by legendkillerone on Sept 10, 2022 23:27:52 GMT
What happened to these boards use to be so active ?
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Post by Princess Pepperoni on Sept 11, 2022 0:09:12 GMT
Generally, set the percent of their finishing move to a smaller number and make sure it's only "on" during Late/Heavy damage. If it's not a front grapple, then you can potentially priority-lock when the move is executed based on the edit's priority settings (such as, making sure the Hulkster only does a Leg Drop after da big boot.) So yeah, it's possible to make their finishing moves appear less. Just takes some logic tinkering which you can definitely do yourself. Check this thread out for more in-depth stuff: Click me baby, you know you want too.
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Post by legendkillerone on Sept 11, 2022 0:19:54 GMT
Generally, set the percent of their finishing move to a smaller number and make sure it's only "on" during Late/Heavy damage. If it's not a front grapple, then you can potentially priority-lock when the move is executed based on the edit's priority settings (such as, making sure the Hulkster only does a Leg Drop after da big boot.) So yeah, it's possible to make their finishing moves appear less. Just takes some logic tinkering which you can definitely do yourself. Check this thread out for more in-depth stuff: Click me baby, you know you want too. Thank you, I am going to need to read that and learn what all you said means and how to do it LOL. Right now looks greek to me.
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Post by legendkillerone on Sept 11, 2022 14:17:07 GMT
Generally, set the percent of their finishing move to a smaller number and make sure it's only "on" during Late/Heavy damage. If it's not a front grapple, then you can potentially priority-lock when the move is executed based on the edit's priority settings (such as, making sure the Hulkster only does a Leg Drop after da big boot.) So yeah, it's possible to make their finishing moves appear less. Just takes some logic tinkering which you can definitely do yourself. Check this thread out for more in-depth stuff: Click me baby, you know you want too. Sorry I had one more question. I made the damage change using Hulk Hogan to where his Atomic Leg Drop small damage I took down from 100% to 2% and that seemed to work so he goes the leg kick then right into the drop perfect. I have one more question. if I want to shut off protected finishers so that once in a blue moon if he fighting someone like a Bret Hart or any other super star they have a small and I mean very small chance to kick out of his finisher but I want it to be rare. What setting would I change and in what direction to make it possible to kick up but maybe it happens 1 out of every 10 times he drops the leg?
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Post by Zealot on Sept 12, 2022 1:13:57 GMT
So Hulk is kind of a different case because he telegraphed his finishing sequence so often with the punches, the irish whip, the big boot, and the leg drop. You know the whole deal.
From a Fire Pro perspective, that can be easily linked with the priority move slots. The key being that those move would be set logic-wise to ONLY happen in that particular priority sequence.
Outside of that, the main rule of thumb to go by is to have your priority/signature/finisher moves ONLY happen at a certain threshold of damage to their opponent. This is usually Large or Near Death.
For running moves to a downed opponent that finish outside of priority linking, I would recommend starting at like 5% and adjust regarding frequency. This kind of helps to simulate those real life situations where wrestlers break priority and go for a desparation finisher or submission.
As for when you want certain edits to attain a threshold of damage at a certain time in the match, adjusting parameters can sometimes help alongside monitoring simulations with the Health Bars enabled from the Mod Pack to track HP, Spirit, and Breathing.
Hulk running house on everyone too much and dominating? Maybe decrease the offense parameters a bit depending on which ones are being abused more.
Got an edit that isn't really hanging in for a comeback and losing a lot but you want them to win? Adjust their defense up.
It's a never ending job of tweaking, but it's a necessary effort.
As for the protected finishers mod, I feel like that should only really be reserved for like 2 major occurences:
1. You are debuting an impactful finisher for a new superstar that you intend to hold a track record of being devastating (see: Lesnar's F-5 early career or Corbin's End of Days)
2. You have an edit that hits a finisher in BIG MATCHES ONLY because it is so powerful (see Kobashi's Burning Hammer)
Outside of that, you roll the dice to have a match come up short because your logic quirked to a move too early. Got to be careful.
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