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Help finding the damage on Misogi (Read 1967 times)

Started by Kenten1993, September 30, 2022, 03:28:23 am
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Help finding the damage on Misogi
#1  September 30, 2022, 03:28:23 am
  • *
    • USA
    • Gabryeldevelasco@yahoo.com
Hey there folks, I have another question, for some reason for my Ryu Misogi move, I can't seem to lower the power down of the Misogi. Now I understand how to do it, by following a tutorial that I found on youtube, however, when I go about what the video tells me to do, and then save my progress and then start to test it out, nothing seems to happen. I have done what the video has said in the past and it worked once before, but now I don't know what's going on. If anybody can help me, this is the whole Misogi code. I believe this also has a helper, but even then, when I try to look for Misogi in the superhelpers.cns I can't seem to find it. Either way, thanks to ever helps.  Here is the code.

;misogi
[StateDef 3800]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3802
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S3000,11
volume = 1
channel = 3

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 60
anim = 0
sound = -1;s1,37
pos = 0,10000
movetime =  60
darken = 0
p2defmul = 1
poweradd = -2000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=38861
ID=3881
name="Carga"
postype=p1
pos=51,-44
ownpal=1
persistent=0
supermovetime=9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S2000,1
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Time = 54
anim = 30092
ID = 30003
pos = 15,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 0

[State 3800, end]
type = ChangeState
trigger1 = Time = 56
value = 3801
ctrl = 1
;------------------------------------------------------------
;elbowair
[StateDef 3801]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1100,2
volume = 0
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 10
anim = 0
sound = -1
pos = 0,10000
movetime = 10
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 4100, pos]
type=posadd
trigger1=animelem = 1
x=p2dist x-5
y=p2dist y-250

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 3804, 1]
type = Explod
trigger1 = time = 1
anim = 3805
id = 3805
postype = p1
pos = -35,0
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 8
scale = 2.5,2.5
removetime = -2

[State 3800, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2,1
sparkno = s4200 +(random%8)
guard.sparkno = s4101
sparkxy = 0,-10
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -0,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,-5
air.hittime = 12
persistent = 0
fall = 1
fall.recover = 0
down.bounce = 0
getpower = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = movehit
trigger1 = Pos Y >= 1 && Vel Y > 0
time = 15
freq = 60
ampl = -8
phase = 90

[State 0, VelSet]
type = VelSet
trigger1 != time
x = 0
y = 22

[State 0, end]
type = ChangeState
trigger1 = movehit
value = 3803

[State 0, end]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3802
;------------------------------------------------------------
;elbowair
[StateDef 3803]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3805

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 10
anim = 0
sound = -1
pos = 0,10000
movetime = 10
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 4100, pos]
type=posadd
trigger1=animelem = 1
x=p2dist x-5
y=p2dist y-200

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 3804, 1]
type = Explod
trigger1 = time = 1
anim = 3805
id = 3806
postype = p1
pos = -35,0
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 8
scale = 2.5,2.5
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3800, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,20
sparkno = s4200 +(random%8);s(var(1)+20)
guard.sparkno = s4101
sparkxy = 0, -10
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -0,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,-5
air.hittime = 12
persistent = 0
fall = 1
fall.recover = 0
down.bounce = 0
getpower = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = movehit
trigger1 = Pos Y >= 1 && Vel Y > 0
time = 15
freq = 60
ampl = -6
phase = 90

[State 0, VelSet]
type = VelSet
trigger1 != time
x = 0
y = 17

[State 0, end]
type = ChangeState
trigger1 = movehit
value = 3804

[State 0, end]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3802
;------------------------------------------------------------
;elbowair
[StateDef 3804]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 30
TimeGap  = 2
FrameGap = 1
length = 5
PalBright = 3,3,3
PalContrast = 340,240,240
PalAdd = 0,0,0
PalMul = .5,.5,.5

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 10
anim = 0
sound = -1
pos = 0,10000
movetime = 10
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 4100, pos]
type=posadd
trigger1=animelem = 1
x=p2dist x-5
y=p2dist y-330

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 0, TargetBind]
type = TargetBind
triggerall = p2stateno = [5000,5999]
trigger1 = movehit
trigger1 != time
;trigger1 = AnimElem = 9
time = 1
id = -1
pos = -5,0

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3806

[State 3804, 1]
type = Explod
trigger1 = time = 1
anim = 3806
id = 3807
postype = p1
pos = -20,0
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime = -2
sprpriority = 8
scale = 1.5,1.5

[State 0, Explod]
type = Explod
trigger1 = moveguarded = 1
anim =  4101
ID = 7000
pos = 10,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 3800, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1;s4200 +(random%8)
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1;s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -0,5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,17
air.hittime = 12
persistent = 1
fall = 1
fall.recover = 0
down.bounce = 0
getpower = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = movehit = 1
value = -360
ID = -1
kill = 1
absolute = 0
persistent = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = movehit
trigger1 = Pos Y >= 1 && Vel Y > 0
time = 25
freq = 60
ampl = -20
phase = 90

[State 0, VelSet]
type = VelSet
trigger1 != time
x = 0
y = 21

[State 0, end]
type = ChangeState
triggerall = movehit
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3806

[State 0, end]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3802
;-------------------------------------------------------------------
;elbow finish
[StateDef 3802]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3801
poweradd = 0
sprpriority = -1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3890
ID =  30006
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3805

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
y = 0

[State 3802, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
;elbow finish hit
[StateDef 3806]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3803
poweradd = 0
sprpriority = -1

[State 0, Explod]
type = Explod
trigger1= p2stateno = 3807
trigger1 = time = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3890
ID =  30006
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3891
ID = 7502
pos = 0,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -4,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999
pausemove = 999
scale = 1.1,1.1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3891
ID = 7503
pos = -10,20
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 4,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999
pausemove = 999
scale = 1.1,1.1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,1
volume = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,2
volume = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, TargetState]
type = TargetState
trigger1 = p2stateno = [5000,5999]
trigger1 = animelem = 1
value = 3807
ID = -1

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
y = 0

[State 3802, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hit by misogi
[Statedef 3807]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 906, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time <=70
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value =3804

[State 820,1]
type=SelfState
triggerall=!Alive
trigger1=Time=0
value=5110

[State 0, ChangeState]
type = SelfState
triggerall=Alive
trigger1 = time = 75
value = 5120
ctrl = 0

     Posted: September 30, 2022, 07:33:52 am
Update: I figured out what my issue was and was able to locate where I needed to change. Thank you to anybody who saw this.
Re: Help finding the damage on Misogi
#2  October 03, 2022, 02:49:33 am
  • **
    • Mexico
Here is the damage output of the Misogi:

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = movehit = 1
value = -360
ID = -1
kill = 1
absolute = 0
persistent = 0

I hope to have help you. Take care.