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 A basic "The less health, the more knockback" code?

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Mega_Man

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PostSubject: A basic "The less health, the more knockback" code?   December 9th 2016, 8:35 pm

I am pretty sure this is possible. If so, any ideas to make this? I have already accomplished the opposite with a simple P2Life but changing the - and / to a + and * is not enough.
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Mistah Jorge

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PostSubject: Re: A basic "The less health, the more knockback" code?   December 12th 2016, 3:09 am

hum... try this:
("your knockback value" * (1 + (1 - (LifeMax/1000)))) 04 Try this idea by borewood instead 04 ("your knockback value" * (1 + (1 - (Life/LifeMax))))


Last edited by Mistah Jorge on December 12th 2016, 11:03 am; edited 3 times in total
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borewood2013

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PostSubject: Re: A basic "The less health, the more knockback" code?   December 12th 2016, 7:06 am

@Mistah Jorge:
might be try "Life/LifeMax" because some MUGEN characters have Life value more than 1000? Wink

And wait, which MUGEN case did you mean Mega_Man? Question
1) P1's Life down => P1 gets knocked back more
2) P1's Life down => P2 gets knocked back more
3) P2's Life down => P2 gets knocked back more
4) P2's Life down => P1 gets knocked back more
I am asking because for each different MUGEN case the MUGEN code shall be different too...
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Mistah Jorge

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PostSubject: Re: A basic "The less health, the more knockback" code?   December 12th 2016, 8:03 am

Yes i tried it, and thanks for correcting me, your way is better
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Mega_Man

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PostSubject: Re: A basic "The less health, the more knockback" code?   December 13th 2016, 5:53 pm

borewood2013 wrote:
@Mistah Jorge:
might be try "Life/LifeMax" because some MUGEN characters have Life value more than 1000? Wink

And wait, which MUGEN case did you mean Mega_Man? Question
1) P1's Life down => P1 gets knocked back more
2) P1's Life down => P2 gets knocked back more
3) P2's Life down => P2 gets knocked back more
4) P2's Life down => P1 gets knocked back more
I am asking because for each different MUGEN case the MUGEN code shall be different too...
Number 4...

The one that Jorge provided seemed to of had the same knockback no matter the health P2 has. Maybe it's just not noticable?

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PostSubject: Re: A basic "The less health, the more knockback" code?   December 16th 2016, 1:15 pm

>> Number 4...
So, your MUGEN case is:  "4) P2's Life down => P1 gets knocked back more" 

Perhaps you might want to try this  geek:

A) Under your [Statedef -2], use a MUGEN float variable to keep recording your MUGEN Enemy's Life:
[State -2, VarSet]  ;;; make sure your FVar(39) MUGEN float variable is not in use...
type = VarSet
triggerall = NumEnemy
triggerall = EnemyNear, Alive = 1 && EnemyNear, Life != 0
trigger1 = 1
fv = 39
value = EnemyNear, Life
ignorehitpause = 1
persistent = 1

B) Under your [Statedef -3], use a VelMul MUGEN State Controller to make your x-velocity multiple by the FVar(39) MUGEN float variable, and your MUGEN Character's State Time:
[State -3, VelMul] ;P2's Life down => P1 gets knocked back more (on ground only & not in P2's custom states)
type = VelMul
triggerall = NumEnemy
triggerall = StateType != A
triggerall = StateType != L
triggerall = MoveType = H
triggerall = Alive = 1 && Life != 0
triggerall = EnemyNear, Alive = 1 && EnemyNear, Life != 0
triggerall = EnemyNear, Life < EnemyNear, LifeMax
trigger1 = GetHitVar(xvel) != 0.0
trigger1 = GetHitVar(hitshaketime) = 0
trigger1 = Time = [1, 2]  ; [1, #] => the bigger # is, the longer time VelMul is in effect....
x = 1.0 + ((EnemyNear, LifeMax - FVar(39)) / EnemyNear, LifeMax)
y = 0.0
ignorehitpause = 0
persistent = 1

-------------------------------------------------

P.S. OK I tried to use just the "1.0 + ((EnemyNear, LifeMax - EnemyNear, Life) / EnemyNear, LifeMax)" for the VelMul x = value, but somehow it didn't work.........and it can work only by using a MUGEN float variable (FVar(39), which I chose it as it is the biggest MUGEN float variable you can have) to record your MUGEN Enemy's Life........don't know why........ scratch
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