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.
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!