[note:character default stats
[hand fighters = atk 50-55 def 100-105]
[weapon fighters = atk 60-62 def 100-105]
[wrestlers = 'same as weapon fighter but with a def range of 105-110]
[evil characters = atk 65 def 110-115]
[bosses = atk 65-70 def 115-135]
[over sized and mech characters = atk variable def usually high]
--those are my setting cuz i like playing with characters actual power from the cartoons-i just have characters from the serious fighter games with some edited plus borghi cuz his works are interesting---
(told you just in case of whatever lol)

This is the full code ive been working on to make balance and strategy as well as give the hyper meter another use. This is based on an idea i got from one of POTS characters. strong state is when your health is above 250. weak states are when your health is below 250. i dont think this effects hypers. i dont want it to. i want to give the strategy of get powerful or do a hyper. this prevents over usage of hypers and makes it more of a struggle worthy of your money you bet on your fav character in your fight club lol. but it might effect the hypers i dunno since i put the health classification in there with the hyper classification. depending on your hyper bar(chi) this will determine allocated enhanced stats from this "inner strength".


-Healthy(strong):
level 0 = regular power
level 1 = +3 atk and def
level 2 = +5 atk and def
level 3 = +8 atk and def plus red aura indicating max strength (like k-groove)

-Weak:(flashing blue aura indicating weak)(will add heartbeat sound later)
level 0 = -10 def and atk
level 1 = -8 def and atk
level 2 = -5 def and atk
level 3 = -3 def and desperation mode
level 3 = desperation mode X2 pwr (will add fast heartbeat sound later){red aura with blue flash}

ok here is the code now that u know the rules so keep them in mind(goes in state -2 part of character cns and/or the mugen common1.cns:

;CHI allocation of power

[State -2, chi strengthLV1]
type = AttackMulSet
trigger1 = power >=1000 && (power < 2000)
trigger1 = life >= 251
value = 1.03

[State -2, chi strengthLV2]
type = AttackMulSet
trigger1 = power >=2000 && (power < 3000)
trigger1 = life >= 251
value = 1.05

[State -2, chi strengthLV3]
type = AttackMulSet
trigger1 = power >=3000
trigger1 = life >= 251
value = 1.08

[State -2, chi defenseLV1]
type = DefenceMulSet
trigger1 = power >=1000 && (power < 2000)
trigger1 = life >= 251
value = 1.03

[State -2, chi defenseLV2]
type = DefenceMulSet
trigger1 = power >=2000 && (power < 3000)
trigger1 = life >= 251
value = 1.05

[State -2, chi defenseLV3]
type = DefenceMulSet
trigger1 = power >=3000
trigger1 = life >= 251
value = 1.08






;MINI K-GROOVE ATTRIBUTE
[State -2, powered];red glow
type = PalFX
trigger1 = power >=3000
Time = 1
mul = 230,ceil(152-abs(76*sin(gametime*.05))),ceil(128-abs(64*sin(gametime*.05)))
ignorehitpause = 1
persistent = 0

;weak state flash************************************
;weak state
[State 0, weak];blue flash
type = PalFX
trigger1 = life <= 250 && !(time % 20)
time = 1
mul = ceil(152-abs(76*sin(gametime*.05))),ceil(128-abs(64*sin(gametime*.05))), 250
add = 0,0,200
color = 0
ignorehitpause = 1
persistent = 0





;power allocation of being weak
[State -2, chi strengthwLV0]
type = AttackMulSet
trigger1 = life <= 250
trigger1 = power <=0
value = 0.10

[State -2, chi strengthwLV1]
type = AttackMulSet
trigger1 = life <= 250
trigger1 = power >=1000 && (power < 2000)
value = 0.08

[State -2, chi strengthwLV2]
type = AttackMulSet
trigger1 = life <= 250
trigger1 = power >=2000 && (power < 3000)
value = 0.05


[State -2, chi defensewLV0]
type = DefenceMulSet
trigger1 = life <= 250
trigger1 = power <= 0
value = 0.10


[State -2, chi defensewLV1]
type = DefenceMulSet
trigger1 = life <= 250
trigger1 = power >=1000 && (power < 2000)
value = 0.08

[State -2, chi defensewLV2]
type = DefenceMulSet
trigger1 = life <= 250
trigger1 = power >=2000 && (power < 3000)
value = 0.05

[State -2, chi defensewLV3]
type = DefenceMulSet
trigger1 = life <= 250
trigger1 = power <=3000
value = 0.03

[State -2, chi strengthwfs];weak but lvl3 special
type = AttackMulSet
trigger1 = life <= 250
trigger1 = power >=3000
value = 2


;END

Now could you guys help me on this part:

- i wanna know if i did the opposite state thing right with the weak state compared to the healthy state as far as (healthy=+, weak=-)?

-do u guys like this concept of trying to even mugen out in a sense?

-give some feed back and tell me how i can improve this..................

pics:(tried to catch the flash but it was too fast-- the blue one)

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