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Whats the Best way to make Mahoraga's Adaptability in Mugen? (Read 1426 times)

Started by MugenBeginCoderOf20204, December 18, 2024, 03:36:12 pm
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Whats the Best way to make Mahoraga's Adaptability in Mugen?
#1  December 18, 2024, 03:36:12 pm
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    • UK
Haya Everyone, I'm kind of stuck on what I'm doing wrong with this code, there's got to be some sort of easy way to make a if statement right?
Could anyone make Recommendations on what I could do to make this work, what I'm trying to do is that it if you combo Mahoraga too long he fully stop taking damage, this would be tracked and added to a variable which once you get 4 full combos on Mahoraga heals most of his hp (around 50 to 25% of his hp is restored) and boosts his Own defence by 1000 using DefenceMulSet (yeah I honestly bugged the thing to constantly work lol)  but I haven't been able to track dmg because I'm not too familiar with code so I did this wired code but now I'm stuck and I honestly don't know how to simplify it, any Recommendations?

Here's the Whole Code By the Way of how I managed to make some of it Work:

Code:
[State -2, Check Health]
type = VarSet
trigger1 = time = 0
fvar(800) = life
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = fvar(800) = life
v = 10000   
value = 1

[State 0, PowerAdd]
type = PowerAdd
triggerall = var(11000) = 0 & var(12000) = 0 & var(13000) = 0 & time = 45
value = 1000
persistent = 10

[State -2, DefenseMulSet {Defence Increaser}]
type = LifeAdd
triggerall = Alive && MoveType = H
trigger1 = Var(10000) = 1
trigger2 = (fvar(800) - life)>0
value = floor((0 - 1.0) * ifElse((fvar(800)-life) < life, -(fvar(800) - life),0)) & var(11000) = 1

[State 0, DefenceMulSet]
type = DefenceMulSet
triggerall = var(11000) = 4
value = 1000 & Var(12000) = 1
ignorehitpause = 1
persistent = 10

[State 0, PowerAdd]
type = PowerAdd
trigger1 =




value = 0
;ignorehitpause =
;persistent =


[State 0, DefenceMulSet]
type = LifeAdd
triggerall = var(12000) = 1
value = 4000 & var (13000) = 1
ignorehitpause = 1
persistent = 10

[State 0, VarSet]
type = VarSet
triggerall = var (13000) = 1 & time = 5
value = var(11000) = 0 & var (12000) = 0 & var (13000) = 0



[State -2, DefenseMulSet {Defence Increaser}]
type = AttackMulSet
triggerall = Alive && MoveType = H
trigger1 = Var(10000) = 1
trigger2 = (fvar(800) - life)>0
value = floor((10000.0 - 1.0) * ifElse((fvar(800)-life) < life, -(fvar(800) - life),0))


Re: Whats the Best way to make Mahoraga's Adaptability in Mugen?
#2  December 20, 2024, 01:21:27 am
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  • Shame on you!
    • USA
I dont really see anything keeping track of P1 being hit. What do you feel is a full combo??
It should probably be a total of 3 factors. Time being in hit stun, total hits, and total life loss.

If you turn on debug in the mugen.cfg inside your data folder, you should be able to see how much health, and the other details you need are.
You could do an equation to keep things with in a range. Like
Time * number of hits * damage >= x
You'd want to do some combos and get an average on how many hits you think is good. Then watch the time to see how long a good combo lasts. Then look at the average life loss. You'd then put your minimum values for all three and figure out what they are, and then the maximum values for all three aspects. You'd have a range. say
144 * 11 * 160
and
194 * 17 * 210
253,440 to 692,580 is a big range. But something like 33*4*150 is under 20,000 and might not classify as a good enough combo for you.

Figure out what the ranges are



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