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how i can create that fightning mechanic? (Read 844 times)

Started by ziaker, September 18, 2019, 01:21:31 pm
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how i can create that fightning mechanic?
#1  September 18, 2019, 01:21:31 pm
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a mechanic like this

https://youtu.be/_wE32NkRufc?t=75



I will need to create a VAR? if yes how to create that VAR?

i created a mechanic like this, but instead of that gauge, it uses the power gauge.
I want to know how to create a gauge that uses the gauge and not the power.
that recovers every lie down state, and recovers a bit when you block an attack.

this video is my version of the mechanic, but uses the power gauge instead of the stamina gauge in dragon ball

https://youtu.be/5pPzQVpFmBg?t=67


Re: how i can create that fightning mechanic?
#2  September 28, 2019, 08:52:04 am
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Yes you will want a variable. You will want it in Statedef -2.
You will use VarAdd. Look it up in the Master Thread http://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html
You need to decide the maximum value. Then decide how many attacks you need to block to equal the maximum value. Divide the two numbers. That will be the value you add.
You will use a varset in Statedef 5900 and in Statedef -2. In 5900, make it set to your maximum value. The trigger will be
time = 0
In Statedef -2, it will be set to the maximum value. The trigger will be
stateno = [XXXX,YYYY]
You need to find out the states you want to include. When you are tripped. All of them. Make them into individual triggers if you have to.
Use Debug by pressing Ctrl+D to see stateno.
Use DisplayToClipboard to show your variable values also. If you dont know how, look it up in the Master thread.

Each time you use a move that reduces the value, put a VarAdd inside that state.
vVv Ryuko718 Updated 10/31/22 vVv