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Lifebars in Character (Read 9848 times)

Started by BlackFired, September 20, 2015, 06:31:20 pm
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Lifebars in Character
#1  September 20, 2015, 06:31:20 pm
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Hi, this is my code:
In the Statedef -2.

    Explod of the Lifes`bar:
Code:
;Lifebar
[State 0, Explod]
type = Explod
trigger1 = var(32) = 10
anim = 3000
ID = 3000
pos = 145,12
space = screen
;postype = front  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
pausemovetime = 0
scale = 0.3,0.3
sprpriority = -2
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = var(32) = 10
anim = 3001
ID = 3001
pos = 145,12
space = screen
;postype = front;,back,left,right
facing = 1
vfacing = 1
bindtime = 1
pausemovetime = 0
scale = 0.3,0.3
sprpriority = -2
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = var(32) = 10
trigger1   = life = lifemax
anim = 3002
ID = 3002
pos = 143,12
space = screen
;postype = front;,back,left,right
facing = 1
vfacing = 1
bindtime = 1
pausemovetime = 0
scale = 0.3,0.3;0.3
sprpriority = 0
ignorehitpause = 1

  Explod of the Power`bar
Code:
;PowerBar
[State 0, Explod]
type = Explod
trigger1 = var(32) = 10
anim = 3003
ID = 3003
pos = 143,27;35,-165
space = screen
;postype = front ;,back,left,right
facing = 1
vfacing = 1
bindtime = 1
pausemovetime = 0
scale = 0.3,0.3
sprpriority = -2
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = var(32) = 10
anim = 3004
ID = 3004
pos = 143,27;35,-165
space = screen
;postype = front  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
pausemovetime = 0
scale = 0.3,0.3
sprpriority = -2
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = var(32) = 10
trigger1 = power = powermax
anim = 3005
ID = 3005
pos = 143,27;35,-165
space = screen
;postype = front  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
pausemovetime = 0
scale = 0.3,0.3
sprpriority = 0
ignorehitpause = 1

To control the duration of explod
Code:
;Vars Para Controlar Tiempo
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 32
value = 10
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 32
value = 10
ignorehitpause = 1

;Tiempo en Control {Fv(32)=10}
[State 0, ExplodBindTime]
type = ExplodBindTime
trigger1 =  1
ID = 3000
time = fvar(32) = 10
ignorehitpause = 1

[State 0, ExplodBindTime]
type = ExplodBindTime
trigger1 =  1
ID = 3001
time = fvar(32) = 10
ignorehitpause = 1

[State 0, ExplodBindTime]
type = ExplodBindTime
trigger1 =  1
ID = 3002
time = fvar(32) = 10
ignorehitpause = 1

[State 0, ExplodBindTime]
type = ExplodBindTime
trigger1 =  1
ID = 3003
time = fvar(32) = 10
ignorehitpause = 1

[State 0, ExplodBindTime]
type = ExplodBindTime
trigger1 =  1
ID = 3004
time = fvar(32) = 10
ignorehitpause = 1

[State 0, ExplodBindTime]
type = ExplodBindTime
trigger1 =  1
ID = 3005
time = fvar(32) = 10
ignorehitpause = 1

Now the dilemma, I need a formula that reduces the bars, according to the percentage of life and energy. He probado con lo siguiente:
Code:
scale = 0+life,0.3

Unfortunately, that did not work, either causes error, if any help possible. Thx

ALD

Re: Lifebars in Character
#2  September 23, 2015, 03:00:32 am
  • ***
I have not really checked how it works but if all you want is to be scaled according to the life:

[State -2]
type = ModifyExplod
trigger1 = NumExplod($) = $ && TeamSide = $
scale = 1/LifeMax*Life,1
id = $
facing = $
pausemovetime = $
supermovetime = $