collapse

Author Topic: character edit  (Read 450 times)

0 Members and 1 Guest are viewing this topic.

Offline sson27

  • New Member
  • *
  • Posts: 8
  • Last Login:January 18, 2010, 12:52:38 PM
    • Email
character edit
« on: July 28, 2009, 04:39:09 AM »
I AM ALMOST DONE WITH MY NEXT CHARACTER  edit BUT THE HYPER COMBO I MADE ISN'T WORKING!!!!!!

IT SAYS THIS WHEN I TRY TO USE HIM

Error message:
Error Parsing tigger1,1
Error Parsing [State 10000,superPause]
Error in[StateDef 10000]
Error in Seikimatu.cns
Character needs to be updated. see docs/incompt*.txt.
Error loading chars/Kenshiou/Kenshirou.def
Error While Precaching
Error parsing trigger1,1
Error Parsing [State 10000,superPause]
Error in[StateDef 10000]
Error in Seikimatu.cns
Character needs to be updated. see docs/incompt*.txt.
Error loading chars/Kenshiou/Kenshirou.def
Error loading p1

Library error message: died parsing AnimElem= >0



how do i fix this???


here is the commands

;hokuto explode
[State -1, hokuto explode]
type = ChangeState
value = 10000
triggerall = command = "hokuto explode"
trigger1 = (statetype = s) && ctrl
triggerall = power >= 1000


and this is the constants


hokuto explodes
[StateDef 10000]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 93
poweradd = 20
sprpriority = 2

[State 10000, SuperPause]
type = SuperPause
trigger1 = AnimElem = >0
time = 10
anim = 1
sound =
pos = 0,0
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1

[State 10000,HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 1
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4


[State 10000, ChangeState]
type = ChangeState
trigger1 = movecontact
trigger2 = moveguarded
value =
ctrl = 0

[State 10000, ChangeState]
type = ChangeState
trigger1 =
value = 0
ctrl = 1

[State 10001, HitDef]
type = HitDef
trigger1 =AnimElem = 2
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = light
damage = 17
pausetime = 0,0
sparkno = 0
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High
ground.slide = 1
ground.hit = 2
ground.velocity = -3

[State 10001, ChangeState]
type = ChangeState
trigger1 =AnimElem =3
value = 10002
ctrl = 0

[State 10001, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0




[State 10002,HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 17
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 2, 0
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4

[State 10001, ChangeState]
type = ChangeState
trigger1 =AnimElem =4
value = 10011
ctrl = 0

[State 100002, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0

[State 10011,HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage = 17
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 2, 1
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = mid
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4

[State 10011, ChangeState]
type = ChangeState
trigger1 =AnimElem =8
value = 10003
ctrl = 0

[State 10011, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0

[State 10003,HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 2, 1
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4

[State 10003, ChangeState]
type = ChangeState
trigger1 =AnimElem =9
value = 10004
ctrl = 0

[State 10003, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0

[State 10004, HitDef]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 2, 1
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4

[State 10004, ChangeState]
type = ChangeState
trigger1 =AnimElem =33
value = 10005
ctrl = 0

[State 10004, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0

[State 10005, HitDef]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 2, 1
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4

[State 10005, ChangeState]
type = ChangeState
trigger1 =AnimElem =44
value = 10006
ctrl = 0

[State 10005, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0

[State 10006, HitDef]
type = HitDef
trigger1 = AnimElem = 50
attr = S, HA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 2, 1
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4

[State 10006, ChangeState]
type = ChangeState
trigger1 =AnimElem = 54
value = 10007
ctrl = 0

[State 10006, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0

[State 10007, HitDef]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 2, 1
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4

[State 10007, ChangeState]
type = ChangeState
trigger1 =AnimElem = 64
value = 10008
ctrl = 0

[State 10007, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0

[State 10008, HitDef]
type = HitDef
trigger1 = AnimElem = 67
attr = S, HA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 2, 1
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4

[State 10008, ChangeState]
type = ChangeState
trigger1 =AnimElem = 74
value = 10009
ctrl = 0

[State 10008, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0

[State 10009, HitDef]
type = HitDef
trigger1 = AnimElem = 79
attr = S, HA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 2, 1
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4

[State 10009, ChangeState]
type = ChangeState
trigger1 =AnimElem = 82
value = 10010
ctrl = 0

[State 10009, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0

[State 10010, HitDef]
type = HitDef
trigger1 = AnimElem = 88
attr = S, HA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
pausetime = 2, 1
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 2
ground.velocity = -4
air.velocity = 0,0
fall = 1
fall.yvelocity = -4.5
fall.recover = 0
fall.damage = 30
down.bounce = 0
kill = 1


[State 10010, ChangeState]
type = ChangeState
trigger1 =AnimElem = 92
value = 0
ctrl = 0

[State 10010, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =
ctrl = 0

[State 10000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


any help would be greatly appreciated

when i finish the character i will provide a download link





Offline DanOwnsall112

  • Suporter of Mugen Evolution
  • Infinity Regular
  • ****
  • Posts: 1023
  • Last Login:September 03, 2016, 11:19:37 PM
  • OYAJI!!!!!!!
    • Email
Re: character edit
« Reply #1 on: July 28, 2009, 05:35:40 AM »
did you include a common1.cns file this could be the problem check the def file of your character
and add a line that looks like this in the def file

stcommon = common1.cns

"DAN NEVER DIES, HE JUST STOPS LIVING FOR A DAY!" - GatlingPunchRalf

Offline sson27

  • New Member
  • *
  • Posts: 8
  • Last Login:January 18, 2010, 12:52:38 PM
    • Email
Re: character edit
« Reply #2 on: July 28, 2009, 10:50:29 PM »
not yet but i will give it a try

thanks

Post Merge: July 28, 2009, 11:16:18 PM
NO IT DIDN'T WORK

IF YOU THINK YOU CAN FIX IT I WILL SEND YOU A DOWNLOAD LINK

THANKS AGAIN
« Last Edit: July 28, 2009, 11:16:18 PM by sson27 »

Offline DanOwnsall112

  • Suporter of Mugen Evolution
  • Infinity Regular
  • ****
  • Posts: 1023
  • Last Login:September 03, 2016, 11:19:37 PM
  • OYAJI!!!!!!!
    • Email
Re: character edit
« Reply #3 on: July 28, 2009, 11:50:03 PM »
Send me the link and I'll see what can do.  :-w

"DAN NEVER DIES, HE JUST STOPS LIVING FOR A DAY!" - GatlingPunchRalf

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: character edit
« Reply #4 on: July 28, 2009, 11:56:30 PM »
[State 10000, SuperPause]
type = SuperPause
trigger1 = AnimElem = >0   <- - - - - -these is the error

change it to animelem >=0 (I wouldnt suggest these trigger, because it will constantly activate the superpause (everytime the animelem is > 0)



sig made by shullbocka

Offline sson27

  • New Member
  • *
  • Posts: 8
  • Last Login:January 18, 2010, 12:52:38 PM
    • Email
Re: character edit
« Reply #5 on: July 29, 2009, 02:27:59 AM »
thanks both of you
 here is the link for the character       http://www.megaupload.com/?d=PDXI1SFO

 its a kenshiro edit this one doesn't have any sounds  for the move but its closer than the other edits i have

i will try what you suggested and will let you know how it goes
« Last Edit: July 29, 2009, 03:17:02 AM by sson27 »

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by Diek Stiekem
[Today at 10:25:34 AM]


Golden Axe Returns by striderhiryu201
[June 23, 2024, 04:15:50 PM]


Virtual Bart Science Fair by Rage
[June 21, 2024, 01:25:51 PM]


Turn Battle - Mega Man Robot Master Mayhem by O Ilusionista
[June 18, 2024, 10:11:08 AM]


Classic VS : Cheng / Athena by O Ilusionista
[June 18, 2024, 10:10:26 AM]


Downtown Nekketsu Monogatari Stage Pack by Vegaz by LightFlare
[June 17, 2024, 02:30:12 PM]


Street Fighter Spec Ops 2021 by O Ilusionista
[June 08, 2024, 01:36:06 PM]


Lasombra's IKEMEN Go Interactive Stages' WIP Topic and Releases by Lasombra Demon
[June 06, 2024, 07:34:10 PM]


Kirby the Dream Battle by O Ilusionista
[June 06, 2024, 01:04:12 PM]


Neo Geo Pocket by malevka2
[June 05, 2024, 10:53:57 AM]

* IMT Calendar

June 2024
Sun Mon Tue Wed Thu Fri Sat
1
2 3 4 5 6 7 8
9 10 11 12 13 14 15
16 17 18 19 20 21 22
23 24 [25] 26 27 28 29
30

SimplePortal 2.3.5 © 2008-2012, SimplePortal