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This guide specifically goes into more detail about Window Control, Bookmarks, and Plugins later on. The remaining parts of the setup wizard go over how to use some of the core features of the addon. Recommended for people that record gameplay or live stream.įeatures: At this point, you have completed the basic setup for Details. The last option will cause DPS and HPS values to update in real time as they occur, which looks really cool.
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When disabled, the bars move to the new position instantly. Enable Animations causes the bars to slide back and forth smoothly as values change.Update Speed is the time in seconds between updating the bars and numerical values.The settings you use here entirely depend on your computer and personal preference (While the impact is very small, faster updating and animations do have an affect on performance). During this part of the setup, your windows will automatically display fake DPS numbers to show you how the update speeds would look in combat. By default it will show the icon corresponding to the specialization of that player.īar Update Speed: The next set of options change how quickly Details updates DPS and HPS values. Icons: This setting changes the icons on the left side of each bar.Texture: The texture setting changes the appearance of the bars inside the window.It is not required to use other core features, so using it is entirely up to you. It shows extra information such as time spent in combat, total group DPS, or your game's frame rate. Show Statusbar: The statusbar is a bar at the bottom of the window.Change Color: Lets you change the color of your windows.This is useful if you want to view two sets of information at the same time, such as DPS and HPS. Create Second Window: Clicking this will do exactly what you think it will, create a second window.Keep in mind that settings such as text size and font can be changed later!
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Simply pick the one you like the most, or one that matches your UI. Skin: These are preset options for the Details window.
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assuming that mass is what is used to distinguish a heavy character (like Bowser) fromįloat damageFactor = this.getDamageFactor() Here, we fetch the mass of the rigidbody and multiply it by the damageFactor. you can easily test how it plays with different values. recommend assigning public variables to the different values in your function so I divide by 10, but your actual calculation might be a lot more complicated. First, we calculate the damage factor based on the current damage. For example, it could look something like this (note: I don't have Unity in front of me so consider this to be somewhat pseudocode): private float damage In a broad sense, you will want to assign each character a damage variable that tracks how much damage they've taken, and then have a helper function that converts that damage into a damageFactor which determines how much it will affect the character's knockback. Could you provide a bit more detail about what aspect of the Super Smash damage meter you need help with?
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