gbm
JIM MINY
Posts: 76
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Post by gbm on Sept 11, 2018 22:33:17 GMT
Ok, it's getting to the point where the frustration is outweighing the fun, and that's no good.
The short version:
My King Kong Bundy has a running move when the opponent is down - Muscle Splash Press (I believe it's called) , and I have it set to BIG, and it's his F.
I only want this move done when it's time to put away the opponent, or close to it, but my Bundy keeps going for this move over and over within the first minutes of the game. So early, that the running stops because the opponent has already gotten up.
I went into the LOGIC settings, and I noticed that for opponent down, there are only LARGE DAMAGE and CRITICAL DAMAGE columns, so I can't adjust the frequency he's going for these so early in the match.
I can really use some advice on how to handle this....Thanks!
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Post by view619 on Sept 11, 2018 22:45:16 GMT
In this case, Large handles Small/Medium/Large so set that to zero percent. Also, give it a priority after a move(s) performed during the "Large" portion of a match so you can control it to be executed during "Large" at the earliest.
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gbm
JIM MINY
Posts: 76
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Post by gbm on Sept 11, 2018 22:46:57 GMT
In this case, Large handles Small/Medium/Large so set that to zero percent. Also, give it a priority after a move performed during the Large portion of a match so you can control it to be executed during Large at the earliest. Ok good to know. But, if I set it to 0%, then aren't I telling the logic to never do it?
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Post by pfadrian on Sept 11, 2018 22:51:56 GMT
In this case, Large handles Small/Medium/Large so set that to zero percent. Also, give it a priority after a move performed during the Large portion of a match so you can control it to be executed during Large at the earliest. Ok good to know. But, if I set it to 0%, then aren't I telling the logic to never do it? you can set it to 0% but make it your priority attack performed when he executes another move.
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Post by view619 on Sept 11, 2018 22:52:56 GMT
In this case, Large handles Small/Medium/Large so set that to zero percent. Also, give it a priority after a move performed during the Large portion of a match so you can control it to be executed during Large at the earliest. Ok good to know. But, if I set it to 0%, then aren't I telling the logic to never do it? No, your telling the edit not to perform the move during Small/Medium/Large portions of a match. Add a percentage to the Critical damage stage so he'll only execute the move (without priorities) during that portion of a match.
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gbm
JIM MINY
Posts: 76
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Post by gbm on Sept 11, 2018 22:53:35 GMT
Ok good to know. But, if I set it to 0%, then aren't I telling the logic to never do it? you can set it to 0% but make it your priority attack performed when he executes another move. Ah, so like a set up? So in priorities set a move to follow up 100% of the time with the "running splash?"
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gbm
JIM MINY
Posts: 76
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Post by gbm on Sept 11, 2018 22:54:38 GMT
Ok good to know. But, if I set it to 0%, then aren't I telling the logic to never do it? No, your telling the edit not to perform the move during Small/Medium/Large portions of a match. Add a percentage to the Critical damage stage so he'll only execute the move (without priorities) during that portion of a match. Ok, so that's how the Critical Part is used. Ok. And what's an appropriate % for it to be set to?
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Post by view619 on Sept 11, 2018 22:56:25 GMT
No, your telling the edit not to perform the move during Small/Medium/Large portions of a match. Add a percentage to the Critical damage stage so he'll only execute the move (without priorities) during that portion of a match. Ok, so that's how the Critical Part is used. Ok. And what's an appropriate % for it to be set to? That's your choice, it will vary based on user preference. I can only provide a definitive answer on how to prevent the move from being used before the Large/Critical stages of a match.
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gbm
JIM MINY
Posts: 76
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Post by gbm on Sept 11, 2018 23:06:24 GMT
Ok, so that's how the Critical Part is used. Ok. And what's an appropriate % for it to be set to? That's your choice, it will vary based on user preference. I can only provide a definitive answer on how to prevent the move from being used before the Large/Critical stages of a match. Thank you so much. Let me go tinker with it.
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gbm
JIM MINY
Posts: 76
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Post by gbm on Sept 12, 2018 0:08:54 GMT
you can set it to 0% but make it your priority attack performed when he executes another move. Ah, so like a set up? So in priorities set a move to follow up 100% of the time with the "running splash?" I set it to zero, and he still continues to go for it at about 4 mins into the match, repeatedly. Also, if my opponent is on "critical", the word will flash up on the screen, correct?
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Post by view619 on Sept 12, 2018 0:19:19 GMT
No, it's the behind-the-scenes hp state of the opponent. If he goes for it at 4 minutes into the match, that means his opponent is damaged enough for it to be effective; if you don't want it to be executed so quickly you may need to look into your parameter balance with the opponent; that's no longer a logic issue.
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gbm
JIM MINY
Posts: 76
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Post by gbm on Sept 12, 2018 0:30:00 GMT
No, it's the behind-the-scenes hp state of the opponent. If he goes for it at 4 minutes into the match, that means his opponent is damaged enough for it to be effective; if you don't want it to be executed so quickly you may need to look into your parameter balance with the opponent; that's no longer a logic issue. Yes, I recall reading that. But I thought "critical" was a state that started with the words flashing across the screen....I never saw that part.
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TravBot
Steel Johnson
Mr. Kyu Kyu Dolphin
Posts: 111
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Post by TravBot on Sept 12, 2018 0:40:32 GMT
No, it's the behind-the-scenes hp state of the opponent. If he goes for it at 4 minutes into the match, that means his opponent is damaged enough for it to be effective; if you don't want it to be executed so quickly you may need to look into your parameter balance with the opponent; that's no longer a logic issue. Yes, I recall reading that. But I thought "critical" was a state that started with the words flashing across the screen....I never saw that part. I assume that basically comes down to a translation issue, but they’re two completely separate ideas. The one the flashes on the screen is when you get a critical hit. Basically, the wrestler hit the move just right (or just wrong) and did extra heavy damage. In most cases, this results in a KO. Critical damage state, logic-wise, is just when the opposing wrestler has almost no HP left, basically. There’s no real visual cue, other than the change in wrestler logic (as far as I can tell. I’m pretty new too though).
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gbm
JIM MINY
Posts: 76
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Post by gbm on Sept 12, 2018 0:59:12 GMT
Yes, I recall reading that. But I thought "critical" was a state that started with the words flashing across the screen....I never saw that part. I assume that basically comes down to a translation issue, but they’re two completely separate ideas. The one the flashes on the screen is when you get a critical hit. Basically, the wrestler hit the move just right (or just wrong) and did extra heavy damage. In most cases, this results in a KO. Critical damage state, logic-wise, is just when the opposing wrestler has almost no HP left, basically. There’s no real visual cue, other than the change in wrestler logic (as far as I can tell. I’m pretty new too though). My god how confusing. Well, not anymore....but certainly was. Thank you. I'll go take a look at my parameters and all that stuff. edit: is the critical hit the one that I setup in my SKILLS area? Selecting what I want to hopefully make that happen?
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TravBot
Steel Johnson
Mr. Kyu Kyu Dolphin
Posts: 111
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Post by TravBot on Sept 12, 2018 1:07:20 GMT
I assume that basically comes down to a translation issue, but they’re two completely separate ideas. The one the flashes on the screen is when you get a critical hit. Basically, the wrestler hit the move just right (or just wrong) and did extra heavy damage. In most cases, this results in a KO. Critical damage state, logic-wise, is just when the opposing wrestler has almost no HP left, basically. There’s no real visual cue, other than the change in wrestler logic (as far as I can tell. I’m pretty new too though). My god how confusing. Well, not anymore....but certainly was. Thank you. I'll go take a look at my parameters and all that stuff. edit: is the critical hit the one that I setup in my SKILLS area? Selecting what I want to hopefully make that happen? Yes. I’d mostly stay away from anything other than Finisher, unless you want certain other generic moves to potentially cause a knockout. With Technical, this could even be a rollup. Great though if you’re building Paul Smackage.
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