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Vampire Savior Style Recoverable Health (Read 429 times)

Started by felineki, December 11, 2010, 07:00:44 pm
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Vampire Savior Style Recoverable Health
#1  December 11, 2010, 07:00:44 pm
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Is there any way to make Vampire Savior-style recoverable health work in a non-full game setting? Specifically, that is, coding a character so that their opponent will receive and eventually recover the proper amount of damage as per the original game. I'm pretty sure there's no way to have the lifebar graphic reflect the amount of recoverable damage, but I'm not interested in that at the moment. I doubt there's any way to do this, but I figured it's worth asking.

Also, it seems that ground-based knockback isn't velocity or friction-based, but rather something like an individual posset per frame. Presumably this could be done by making every attack put the opponent into a custom state, but could this cause any problems?
Re: Vampire Savior Style Recoverable Health
#2  December 11, 2010, 07:21:14 pm
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Sorry that couldn't be done... why? because to recover a little percent of your damage you have to code that in your character, don't care is in a common file with a -3 or -2 state, you must to add this code into each character. that is the only way.
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Re: Vampire Savior Style Recoverable Health
#3  December 11, 2010, 07:42:07 pm
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Have a var that mirrors your current life total.

Intercept the gethitvar(damage) in the gethit states and subtract only a percentage of it from that variable.  Then, in a -2 state gradually add life if current life < variable.
statetype!=H should be a trigger, of course.

You can also insert similar code into the guard states to make guard damage do permanent damage.

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Re: Vampire Savior Style Recoverable Health
#4  December 11, 2010, 08:43:05 pm
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Re: Vampire Savior Style Recoverable Health
#5  December 11, 2010, 09:35:21 pm
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That's what happens when you don't touch mugen in a year.
Re: Vampire Savior Style Recoverable Health
#6  December 11, 2010, 10:31:20 pm
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AOK: That's fine if he wanted to give it to HIS character. He wants it to apply to the opponent

Quote
so that their opponent will receive and eventually recover the proper amount of damage as per the original game.

That, is difficult and kinda unreliable. This is the create helper, reverse helper, keep target thing. When the helper is reversed it keeps it's target even if p1 hits a second time. the problem is your first hit has to be a custom state so it will break vs super armour.

Same logic as what AOK has written, except the helper is applying it to targetlife, and using a targetlifeadd instead. And you'd have to reinitialise it every round cos the helper will be destroyed.


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Re: Vampire Savior Style Recoverable Health
#7  December 11, 2010, 11:37:04 pm
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it sounds like it would be reliable...so I guess mugen is just buggy when it comes so some stuff.
Re: Vampire Savior Style Recoverable Health
#8  December 11, 2010, 11:58:54 pm
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It's not reliable because he's looking at it in a global sense. You cannot give life or power to p2 without hitting him. In order to achieve a global effect p2 must enter a custom state. If p2 is unable to enter a custom state, this won't work.


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Re: Vampire Savior Style Recoverable Health
#9  December 12, 2010, 02:12:15 am
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you can't do the redbar into lifebar to say "That is what he could recover" but you can hold/remember  the damage in Target character... eg.

varadd
var(0) = gethitvar(damage)

but in case of a combo


varadd
var(0) = gethitvar(damage)+Ifelse(Movetype = H && Var(0),Var(0),0)

varset <- Why i don't know maybe for a future algorithm any way im holding a 30% of total damage
var(1) = Var(0)*.3

varset
movetype != H
var(0) = 0

lifeadd
var(1)  > 0 && Var(2)
gametime%2 = 1
value = 2  <- life up

varset <-- reset if  exist the current recovery properties and you get hitted again
var(1) <= 0 || (Var(1) && Var(0))
var(1) = 0

i think the 2nd value must be before of first var(1)

varset
var(1)  > 0
var(2) = var(1)/2

varadd
var(2) > 0 && Var(1)
var(2) = -1

varset
var(2) <= 0 || Var(1) <= 0
var(2) = 0

thay its what i think to be a possible code... its hard to explain but i'll try XD

remember the damage... then i put this damage into a new var(1) then when its activated i start a count time, var(2), to recover the life... but if i recive a new hit all values are reset at the beginning. but the "red bar" and the correct damage to recover i think 'll be very hard  to code :'(

im ok? i don't check this code in a game play  --; only express the logic of how it could be the code.
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Re: Vampire Savior Style Recoverable Health
#10  December 12, 2010, 02:39:03 am
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Not hard, just a couple of variables. One to remember what the life is supposed to go to, you can use target, life for that. And another to remember where it is and reset the first var to that if something happens that breaks the increase.

The underlying code is actually pretty easy. Basically

targetlifeadd
trigger1 = target, life < variable
value = blah

the issue is making it so you can continue giving it to p2 without hitting him in a global manner. And the workaround there is awkward and as i say, unreliable.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.