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damage control

#1 L   intense_mc 

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Inviato 27 November 2005 - 20:21

how do i turn up the damage on SPECIFIC super moves? i turn down the overall damager in the CNS file but the supers go down as well...
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#2 L   SlayerGatsu 

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Inviato 28 November 2005 - 01:40

you ought to change the individual damage of the super, qhich involvs finding the state and raising the hitdef property...
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#3 L   intense_mc 

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Inviato 29 November 2005 - 02:52

thanks ile try that and get back 2u.................. 0:)
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#4 L   intense_mc 

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Inviato 30 November 2005 - 19:10

well that works for basic moves but i dont know what to change for specials and supers... for example:

;----------------------------------------------------------
;---------------------------------------------------------------------

------

[Statedef 1040]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 200
velset = 0,0
anim = 1024
ctrl = 0
sprpriority = 2

[State -3, 3];
type = PlaySnd
trigger1 = Time = 0
value = S0,1

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 9
value = S0,7

[State x]
type = posadd
trigger1 = animelem = 8
x = 59

[State x]
type = envshake
trigger1 = animelem = 9
time = 10

[State x];front
type = Explod
trigger1 = animelem = 9, = 4
anim = 909
postype = p1
pos = 70,2
sprpriority = 5

[State x];back
type = Explod
trigger1 = animelem = 9, = 4
anim = 910
postype = p1
pos = 70,2
sprpriority = -5

[State x];center
type = Explod
trigger1 = animelem = 9
anim = 911
postype = p1
pos = 70,0
sprpriority = -2

[State 4100,1]
type = Helper
trigger1 = animelem = 9
name = "hashira"
postype = p2
pos = 5,-250
stateno = 1041
helpertype = normal
keyctrl = 0
ownpal = 1

[State 240, 4]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1041]
type = S
movetype= A
physics = N
juggle = 4
poweradd = 0
velset = 0,30
anim = 1025
ctrl = 0
sprpriority = 2

[State 1000, 5]
type = HitDef
trigger1 = 1
trigger1 = movecontact = 0
attr = S, SP
animtype = up
damage = 100,10
priority = 6
guardflag = H
pausetime = 2,10
sparkxy = 10,-30
sparkno = S905
guard.sparkno = S902
hitsound = S0,16
guardsound = S0,11
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = 0,6
air.velocity = -4,6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 90,50
givepower = 30,30
fall = 1
fall.recover = 0
sprpriority = 5
ignorehitpause = 1

[State 180, 1]
type = turn
trigger1 = time = 0

[State 180, 1]
type = varrandom
trigger1 = time = 0
range = 0,8
v = 1

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = parent,palno = 6
value = 1320+var(1)

[state 190]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
value = 1042

;Β2
[Statedef 1042]
type = S
movetype= A
physics = N
juggle = 4
poweradd = 0
velset = 0,0
anim = 1026
ctrl = 0
sprpriority = 2

[State x]
type = Explod
trigger1 = animelem = 2
trigger1 = parent,palno = 6
anim = 1017
postype = p1
velset = 0,3
pos = 0,2
sprpriority = 5
persistent = 0

[State x]
type = Explod
trigger1 = animelem = 2
trigger1 = parent,palno = 6
anim = 1017
postype = p1
pos = 0,-30
facing = -1
sprpriority = 5
persistent = 0
velset = 0,3

[State x]
type = Explod
trigger1 = animelem = 2
trigger1 = parent,palno = 6
anim = 1017
postype = p1
pos = 10,-24
facing = -1
sprpriority = 5
persistent = 0
velset = 0,3

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = parent,palno = 6
value = 1329+var(1)

[State -3, 3];
type = envshake
trigger1 = time = 0
time = 5

[State -3, 3];
type = PlaySnd
trigger1 = time = 0
value = S0,26

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 2
value = S0,3

[State x]
type = posset
trigger1 = time = 0
y = 0

[state 190]
type = destroyself
trigger1 = animtime = 0

[Statedef 1043];Ւ
type = S
movetype= A
physics = N
juggle = 4
poweradd = 0
velset = 0,0
anim = 1026
ctrl = 0
sprpriority = 2

[State -3, 3];
type = envshake
trigger1 = time = 0
time = 5

[State -3, 3];
type = PlaySnd
trigger1 = time = 0
value = S0,26

[State -3, 3];
type = PlaySnd
trigger1 = animelem = 2
value = S0,3

[State x]
type = posset
trigger1 = time = 0
y = 0

[state 190]
type = destroyself
trigger1 = animtime = 0

;-------------------------------------------------------------

there's nothing that says "damage" so what do i change to lower the damage?
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#5 L   SlayerGatsu 

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Inviato 30 November 2005 - 19:15

State 1000, 5]
type = HitDef
trigger1 = 1
trigger1 = movecontact = 0
attr = S, SP
animtype = up
damage = 100,10
0

#6 L   intense_mc 

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Inviato 30 November 2005 - 22:47

sorry slayer wrong one :azz:

but i got it!

[State -3, 3];
type = targetlifeadd
trigger1 = animelem = 20
value = -150

thanks for the help though! :P

ONE THING - when i turn up the damage, it also turns up the block damage -_- how do i lower the block damage?

EDIT: GOT IT. when there's 2 numbers (e.g. 60,5) the last is the guard damage ^_^ see what happens when i think for a bit!

thanks again!
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#7 L   SlayerGatsu 

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Inviato 30 November 2005 - 23:39

that's correct B)
however if you refear to the docs it's all explained! B)
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#8 L   intense_mc 

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Inviato 03 December 2005 - 04:56

:azz:
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