I'm trying to make a char that regen a 10% health but also does do that regen again after.
I'm trying to make a char that regen a 10% health but also does do that regen again after.
Can you be a bit more specific lol? I know like 8 different ways to regen health. But I don't understand the nature of the second part of your question.
"but also does do that regen again after"
What does this mean? If you want the move to regen specifically 10% health. Then you would do something like:
[State -2, LifeAdd]
type = LifeAdd
trigger1 = stateno = ? ;The stateno of the move that regens 10% HP
value = lifemax/10
But what is supposed to regen after that? Is it passive regeneration on top of the 10 percent? We need details lol
i meant doesn't regen again after
- - - Updated - - -
i just started editing a character so idk much
- - - Updated - - -
also i need a passive trigger to make the character charge power passively
Here's some really irresponsible code for basically cheating. Maybe you can do something with it. If you put this in a negative statedef, like at the bottom of the CMD file, you will get the value given per tick.
Code:[State 0, InfHealth] type = LifeAdd triggerall = 1 trigger1 = Life < Const(Data.Life) value = 10 [State 0, InfPower] type = PowerAdd triggerall = 1 trigger1 = Power < Const(Data.Power) value = 30
In that case you want to use the lifemax code I posted. It will only regen 10% of the max HP. Meaning that it scales even when you edit the MUGEN characters base stats in the CNS. The other code provided here while very useful does not scale. So you'd have to update it every time you change the CNS stats.
The passive power charge is actually pretty simple however:
[State -2, PowerAdd]
type = PowerAdd
trigger1 = gametime%2=0
value = 3
Change the number value however you see fit!
Bookmarks