Started by BlackFired, February 15, 2016, 02:46:40 pm

#### BlackFired

##### Lifebar as System Battle Stadium Don
#1  February 15, 2016, 02:46:40 pm
• M.U.G.E.N. Developer
• Hello Baby :\$
If, as the title says, after reading this idea http://mugenguild.com/forum/topics/alternative-health-bar-system-is-it-possible-171074.0.html I happened to try, here my "progress" hope some input or help in this development.

Their lives will be one character
No character kills himself in contention
It declares two variables, one representing the "life" of the enemy and the other our "life."
There will be a xplod which is a bar without filling that covers the entire top screen.
Will be 2 xplod filler that bar, one red and one blue, both occupying half of the previous bar.
The damage of HitDef be = 0 but this will possess VarAdd to be the value of the real "damage". This var influences our bar; This var is not the life.
The bars are controlled as follows:

Code:
`bar-blue= var(x)bar-red= var(y)damage= var(z)`

Code:
`[State 0, varx]type = varsettrigger1 = roundstate != 0var(x) = 50+var(z)`

The same happens with var (y)
Code:
`[State 0, vary]type = varsettrigger1 = roundstate != 0var(y) = 50+var(z)`

Code:
`[State 0, varz]type = varsettrigger1 = roundstate != 0var(z) = 0`

And the damages will be something.
Code:
`[State 0, varz]type = varaddtriggerall = movehittrigger1 = roundstate != 0var(z) = 12;The "Damage" real.`

Now to decide a winner would be something like this:
Code:
`[State 0, dead x]type = lifeaddtriggerall = var(x) <= 0trigger1 = roundstate != 0value = -life`

And Y would be so
Code:
`[State 0, dead y]type = lifeaddtriggerall = var(y) <= 0trigger1 = roundstate != 0value = -life`

Still, I feel I need to make a call to each of the char damage, then that method you would use? I also scales between lives where if a char loses another -1 +1 is added has occurred.

I hope I have given me to understand, use Google translator D: