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Author Topic: Infinite Combo Preventer System?  (Read 2153 times)

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Offline PauloHPBender

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Infinite Combo Preventer System?
« on: February 14, 2022, 10:00:05 PM »
Hello there, fellow developers!

I was wondering how to implement a "infinity preventer" system.


This is a example of what I'm trying to prevent:
https://twitter.com/JustinSGX/status/1493206763797196802?t=dQO4Sk7lGWlw4hlsWIjLSg&s=19

Here's my idea: giving each attack a "duplicity punish value" and, if this same attack has already been used in the current combo, apply this value into a counter (like a bar on the screen, or even some kind of tinting visual cue) and, when this counter reaches it's maximum value, the attacked character would go into a "combo breaking" custom state.

A very good example of what I'm trying to achieve it Skullgirl's tension bar.

I'm very lost about how to implement this system. Any ideas/suggestions on how to proceed?

Ps.: This is a full game project, so custom states on opponent's CSN files are perfectly doable.



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