The Mugen Fighters Guild

M.U.G.E.N Central => M.U.G.E.N Discussion => Idea Engineering => Topic started by: BlackFired on February 15, 2016, 02:46:40 pm

Title: Lifebar as System Battle Stadium Don
Post by: BlackFired on February 15, 2016, 02:46:40 pm
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 = varset
trigger1 = roundstate != 0
var(x) = 50+var(z)

The same happens with var (y)
Code:
[State 0, vary]
type = varset
trigger1 = roundstate != 0
var(y) = 50+var(z)

Code:
[State 0, varz]
type = varset
trigger1 = roundstate != 0
var(z) = 0

And the damages will be something.
Code:
[State 0, varz]
type = varadd
triggerall = movehit
trigger1 = roundstate != 0
var(z) = 12;The "Damage" real.

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

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