Jump to content

Mrnoobisnotonfire

Member
  • Posts

    19
  • Joined

  • Last visited

Posts posted by Mrnoobisnotonfire

  1. On 4/11/2024 at 8:48 AM, TDYXY said:

    I guess for version 1.0 I will have to replace or eliminate pinkamena.

    Huh? Okay then.

     

    So i assume that you don't have Pinkamena's smhungary89 version. right?
    (P.S: That very char also I wanted to download it but can't cuz the original link wont work. :(( )

  2. Kay. Found some issue.

     

    I can't play as Pinkamena.

     

    Here's the code for that error:

     

    Error detected.

    Can't load pinkamena.sff
    Error loading chars/pinkamena/pinkamena.def
    Error loading p2

    Clipboard tail:
      Loading BG...OK
    Stage loaded OK
    Setting game resolution 1280x960...OK
      Allocating helpers...OK
    Match RNG seed: 2093159095
    Reset persist vars team 1
    Player Mr Nub 1.0 cache count increased: 1
    Player HEIHACHI purged from cache: 99
    Freeing player RC HEIHACHI...CMD...CNS...SFF...AIR...SND...Misc...OK
    Loading character chars/pinkamena/pinkamena.def...
      Loading info...Info: Pinkamena loading in pre-1.0 compatible mode
    OK
      Loading cmd command set pinkamena.cmd...OK
      Loading cns pinkamena.cns...OK
      Loading cns pinkamena_st1.cns...OK
      Loading cns pinkamena_-2.cns...OK
      Loading cns pinkamena_-3.cns...OK
      Loading cmd state entry pinkamena.cmd...OK
      Loading common states common1.cns...OK
      Loading sff pinkamena.sff...Character pinkamena.def failed to load
     

    Idk. Maybe has something to do with that sprite. Any fix?

  3. Yeah so...

    I just codin' stuff and as I was testing him,

    no sound

     

    The code in question:

    ; Sliding kick

    [Statedef 240]

    type = S

    movetype = A

    physics = S

    ctrl = 0

    anim = 240

    sprpriority = 2

     

    [State 240, 2] ;Add velosity so look smooth (much better then posadd!)

    type = VelAdd

    trigger1 = animelem = 2

    x = 10

     

    [State 240, PlaySnd]

    type = PlaySnd

    trigger1 = animelem = 2

    value = S0,20

    volumescale = 999

     

    [State 240, Explod]

    type = Explod

    trigger1 = animelem = 2

    anim = F120

    pos = 0,0

    postype = P1 ;P2, Front, Back, Left, Right

    supermovetime = 0

    pausemovetime = 0

    scale = 1,1

    sprpriority = 3

    shadow = 0,0,0

     

    [State 0, VelAdd]

    type = VelAdd

    trigger1 = animelem = 1

    x = -2

     

    [State 240, NotHitBy]

    type = NotHitBy

    trigger1 = animelem = 2

    value = SCA,AA,AP

    time = 13

     

    [State 240, NotHitBy]

    type = NotHitBy

    trigger1 = var(59)>0 && animelem = 1

    value = SCA,AA,AP

    time = 10

     

    [State 240]

    Type = AfterImage

    Trigger1 = time = 0

    Trans = Add

    Time = 20

    Length = 10

    PalBright = 0,0,0

    palcontrast = 44,44,44

    PalAdd = 0,0,25

    PalMul = .5,.5,.5

     

    [State 240, 4]

    type = HitDef

    trigger1 = animelem = 2

    attr = S, NA

    animtype = Hard

    damage= 63,20

    getpower = 73,30

    guardflag = MA

    hitflag = MAF

    pausetime = 5,5

    guard.pausetime = 5,3

    priority = 10, Hit

    sparkno = s2001

    sparkxy = 3,-17

    hitsound = 5,3

    guardsound = 6,0

    ground.type = Low

    ground.slidetime = 12

    ground.hittime = 15

    ground.velocity = -6

    air.velocity = -7,-4

    air.fall = 1

    fall = 1

     

    [State 240, 4]

    type = HitDef

    trigger1 = PalNo = 5 && animelem = 2

    attr = S, NA

    animtype = Hard

    damage= 63,20

    getpower = 73,30

    guardflag = MA

    hitflag = MAF

    pausetime = 5,5

    guard.pausetime = 5,3

    priority = 10, Hit

    sparkno = 2

    sparkxy = 3,-17

    hitsound = 5,3

    guardsound = 6,0

    ground.type = Low

    ground.slidetime = 12

    ground.hittime = 15

    ground.velocity = -6

    air.velocity = -7,-4

    air.fall = 1

    fall = 1

     

    [State 240, 4]

    type = HitDef

    trigger1 = animelem = 3

    attr = S, NA

    animtype = Medium

    damage= 30,10

    getpower = 40,20

    guardflag = MA

    hitflag = MAF-

    pausetime = 3,3

    priority = 3, Hit

    sparkno = s2000

    sparkxy = 3,-18

    hitsound = 5,1

    guardsound = 6,0

    ground.type = Low

    ground.slidetime = 12

    ground.hittime = 15

    ground.velocity = -3

    air.velocity = -2,-1

    guard.velocity = 3

    ground.hittime = 6

     

    [State 240, 4]

    type = HitDef

    trigger1 = PalNo = 5 && animelem = 3

    attr = S, NA

    animtype = Medium

    damage= 30,10

    getpower = 40,20

    guardflag = MA

    hitflag = MAF-

    pausetime = 3,3

    priority = 3, Hit

    sparkno = 0

    sparkxy = 3,-18

    hitsound = 5,1

    guardsound = 6,0

    ground.type = Low

    ground.slidetime = 12

    ground.hittime = 15

    ground.velocity = -3

    air.velocity = -2,-1

    guard.velocity = 3

    ground.hittime = 6

     

    [State 240, 5]

    type = ChangeState

    trigger1 = animtime = 0

    value = 0

    ctrl = 1

     

    [State 200, 3]

    type = ChangeState ; tis can use for autocombo (below the changestate also can be use like that)

    triggerall = power >= 1000

    trigger1 = movehit = 1 && command = "z"

    value = 250

    ctrl = 0

     

    [State 200, 3]

    type = ChangeState

    trigger1 = movecontact && command = "x"

    value = 230

    ctrl = 0

     

    [State 200, 3]

    type = ChangeState

    trigger1 = command = "holddown"

    value = 11

    ctrl = 1

     

    [State 200, 3]

    type = ChangeState

    triggerall = animelem = 4

    trigger1 = command = "holdfwd"

    value = 100

    ctrl = 1

     

    The problem:

    https://imgur.com/02A7XSs

     

    And the sound itself in question:

    https://imgur.com/JTamCT8

     

    Anyone whose going to tell me what issue Im having RN?

     

×
×
  • Create New...