Marvel Mods

XML and MUA - Common Items => Knowledge Base - (not for questions) => Tutorials => Topic started by: Maegawa on July 05, 2015, 02:23PM

Title: Spider-Man Web Bullets Fix
Post by: Maegawa on July 05, 2015, 02:23PM
I was playing around with nshinnosuke's Gambit Booster, and I noticed a difference between his Card Shuffle and Spider-Man's Web Bullets, as you can see in the gifs below.

(http://www.mediafire.com/convkey/6e16/m4akfv3c1dn3jgfzg.jpg)(http://www.mediafire.com/convkey/797a/08yfa534eku8ualzg.jpg)
Note how Gambit's cards damage the enemy twice and Spider-Man's webs damage him once even though he fires 2 webs.

So I opened both powerstyles' entries and found two lines that define that:
GAMBIT'S CARD SHUFFLE ENTRY

      trigger {
      actorbolt = Bip01 L Hand ;
      attack_bone_pos = 20 -12 40 ;
      damage = %gam_p1_dmg ;
      index = 1 ;    <---- Looky here
      name = card_throw ;
      time = 0.4 ;
      }

      trigger {
      name = sound ;
      sound = char/igam_m/p1_charge ;
      time = 0.4 ;
      }

      trigger {
      actorbolt = Bip01 L Hand ;
      attack_bone_pos = 20 -12 40 ;
      damage = %gam_p1_dmg ;
      index = 2 ;    <---- and here
      name = card_throw ;
      time = 0.8 ;
      }

      trigger {
      name = sound ;
      sound = char/igam_m/p1_charge ;
      time = 0.8 ;
      }

      chain {
      action = samepowerclick ;
      result = power1 ;
      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

SPIDER-MAN'S WEB BULLETS ENTRY

      trigger {
      actorbolt = Bip01 R Hand ;
      attack_bone_angles = 0 0 0 ;
      attack_bone_pos = 40 -5 27 ;
      damage = %spider_p1_dmg ;
      damagescale = none ;
      name = webbing_bullet ;
      time = 0 ;
      }

      trigger {
      effect = char/spider/p1_power ;
      fxlevel = 2 ;
      name = effect_sound ;
      sound = char/spider_m/p1_power ;
      time = 0.5 ;
      }

      trigger {
      actorbolt = Bip01 L Hand ;
      attack_bone_angles = 0 0 0 ;
      attack_bone_pos = 39 3 26 ;
      damage = %spider_p1_dmg ;
      damagescale = none ;
      name = webbing_bullet ;
      time = 0.5 ;
      }

      chain {
      action = Idle ;
      result = idle ;
      }

      chain {
      action = samepowerclick ;
      result = power1_loop ;
      }

   }


See? The 2 webbing_bullet triggers lack the index = 1 and index = 2 lines. All I did next was simply add those lines to the two triggers, it should look like the code below:
      trigger {
      actorbolt = Bip01 R Hand ;
      attack_bone_angles = 0 0 0 ;
      attack_bone_pos = 40 -5 27 ;
      damage = %spider_p1_dmg ;
      damagescale = none ;
      index = 1 ;    <---- Add index = 1 here
      name = webbing_bullet ;
      time = 0 ;
      }

      trigger {
      effect = char/spider/p1_power ;
      fxlevel = 2 ;
      name = effect_sound ;
      sound = char/spider_m/p1_power ;
      time = 0.5 ;
      }

      trigger {
      actorbolt = Bip01 L Hand ;
      attack_bone_angles = 0 0 0 ;
      attack_bone_pos = 39 3 26 ;
      damage = %spider_p1_dmg ;
      damagescale = none ;
      index = 2 ;    <---- and index = 2 here
      name = webbing_bullet ;
      time = 0.5 ;
      }

      chain {
      action = Idle ;
      result = idle ;
      }

      chain {
      action = samepowerclick ;
      result = power1_loop ;
      }

   }


After that, Spider-Man's Web Bullets power worked like it should, with each web bullet doing separate damage. I tested it with Iceman's Ice Shards and it worked (should work with Ironman's Uni-Beam too), just add the index = 1 and index = 2 lines to the triggers that define each projectile.

(http://www.mediafire.com/convkey/00f0/j29z2x5rqyzbb1zzg.jpg)
Note how both webs damage the enemy now.
Title: Re: Spider-Man Web Bullets Fix
Post by: andersonbrazil on July 16, 2015, 08:10AM
Opa! Vleu pelo tutorial Maegawa! Eu fiz aqui e deu certo. Eu também achava o dano deste poder desproporcional pelo tanto de energia que ele consumia. Vleu!