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- ;----------------------------------------------------------------------------------------------------
- ;NEW DAMAGE DAMPENER
- ;----------------------------------------------------------------------------------------------------
- [State -2, Counter Flag]
- type = VarSet
- trigger1 = NumEnemy
- fvar(2) = (EnemyNear, MoveType = A)
- ignoreHitPause = 1
- ;Damage Dampener Variable
- ;Medium Attacks
- [State -2, Hit Count]
- type = VarAdd
- triggerall = (stateno = 220) || (stateno = 250) || (stateno = 420) || (stateno = 450) || (stateno = 620) || (stateno = 650)
- trigger1 = !IsHelper
- trigger1 = MoveHit = 1
- trigger1 = !HitPauseTime
- trigger1 = !(HitDefAttr = SCA, AT)
- fvar(3) = 3
- ignorehitpause = 1
- ;Medium Attacks
- [State -2, Hit Count]
- type = VarAdd
- triggerall = (stateno = 210) || (stateno = 240) || (stateno = 410) || (stateno = 440) || (stateno = 610) || (stateno = 640)
- trigger1 = !IsHelper
- trigger1 = MoveHit = 1
- trigger1 = !HitPauseTime
- trigger1 = !(HitDefAttr = SCA, AT)
- fvar(3) = 2
- ignorehitpause = 1
- ;Light Attacks
- [State -2, Hit Count]
- type = VarAdd
- triggerall = (stateno = 200) || (stateno = 230) || (stateno = 400) || (stateno = 430) || (stateno = 600) || (stateno = 630)
- trigger1 = !IsHelper
- trigger1 = MoveHit = 1
- trigger1 = !HitPauseTime
- trigger1 = !(HitDefAttr = SCA, AT)
- fvar(3) = 1
- ignorehitpause = 1
- [State -2, Hit Count Reset]
- type = VarSet
- trigger1 = NumEnemy && fvar(3)
- trigger1 = (EnemyNear, MoveType != H) && (EnemyNear, StateNo != 5300)
- fvar(3) = 0
- ignoreHitPause = 1
- [State -2, Dampener]
- type = VarSet
- trigger1 = 1
- fvar(4) = ifElse(fvar(3) < 2, 40, ifElse(fvar(3) >= 39, 1, 40 - fvar(3))) / 40
- ignoreHitPause = 1
- [State -2, Dampener Limit]
- type = VarSet
- trigger1 = fvar(4) < 0.15
- fvar(4) = 0.15
- ignoreHitPause = 1
- [State -2, Root Dampener]
- type = VarSet
- trigger1 = 1
- fvar(5) = fvar(4) * ifElse(fvar(2), 1.2, 1)
- ignoreHitPause = 1
- ;PLACE IN HITDEF
- ;damage = Ceil(fvar(5) * BASE_DAMAGE),0
- ;20% extra damage on counterhit, minimum damage of 15%
- ;fvar(3) : Counterhit detection
- ;fvar(4) : Combo Scaling
- ;fvar(5) : Root dampener
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