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help with an mkp char (Read 2355 times)

Started by mkfreak89, February 18, 2018, 02:01:48 pm
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help with an mkp char
#1  February 18, 2018, 02:01:48 pm
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im trying tu put shang tsung from mkp season 2.9 in my mkx screenpack but it doesnt seem to work when ever i select him or play against it crashes, all the other chars from mkp 2.9 seems to work except of shang tsung here is the error message which i get

error message:
error parsing[State 0, Explod]
error in [Statedef 1671]
error in sp.st
error loading chars/shang_tsung/shang_tsung.def
error while precaching
error parsing[State 0, Explod]
error in [Statedef 1671]
error in sp.st
error in [Statedef 1671]
error in sp.st
error loading chars/shang_tsung/shang_tsung.def
error loading p1

library error message: Expected int value and read float.



please does anyone have an solution for this, cause im trying to make an mk mugen game but im having some issues, since im not a great coder
Re: help with an mkp char
#2  February 18, 2018, 02:10:50 pm
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"Expected int value and read float."

this is your clue. Mugen wants to read a integer value but instead it reads a float (decimal value, the ones with the commas like for example 0,34).

I can guess it's the pos of said explod being wrong, but can you post the explod code from state 1671? Just to be sure.
Re: help with an mkp char
#3  February 18, 2018, 02:25:02 pm
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ok this is what stands till {statedef 1762]

[State 1000, 7]
type = Changestate
trigger1 = pos y >= root,var(57)-8
value = 1671

[Statedef 1671]     ;burst itself
type    = S
movetype= A
physics = N
juggle  = 2
velset = 0,0
anim = 10169
sprpriority = 4
ctrl = 0

[State 10000, open]
type = PlaySnd
trigger1 = time = 0 && prevstateno = 1670
value = 40,76
volumescale = 200

[State 10000, open]
type = PlaySnd
trigger1 = time = 0 && prevstateno = 1670
value = 40,77
volumescale = 60

[State 1000, 7]
type = envshake
trigger1 = time = 0
time = 24
ampl = 6
freq = 60

[State 10000, open]
type = Posadd
trigger1 = time = 0
x = 25

[State 10000, open]
type = Posset
trigger1 = time = 0
y = root,var(57)

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 10170
pos = 0,0
scale = 1-0.2*(random%3),0.8
facing = 1
bindtime = 1
sprpriority = 4
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 10170
pos = -0.5,0
scale = 1-0.2*(random%3),0.8
facing = -1
bindtime = 1
sprpriority = 4
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 4
anim = 10172
pos = 0,4
scale = 0.4,0.1
facing = 1-2*(random%2)
bindtime = 1
sprpriority = -2
random = 8,2
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time < 14 && time%3 = 0
anim = 10171
pos = 0,4
scale = 0.5,0.1
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
sprpriority = -2
random = 20,8
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time < 12
anim = f19
pos = 0,-20
postype = p1  ;p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
vel = 0.3*(random%7-random%7),-5-random%7
accel = 0,0.3
random = 10,40
sprpriority = 3-2*(random%2)
ownpal = 1
trans = addalpha
alpha = 120,240

[State 0, Explod]
type = Explod
trigger1 = gametime%4 = 0 && time = [12,90]
anim = f19
pos = 0,-4
postype = p1  ;p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
scale = 0.3,1
bindtime = 1
vel = 0,-2
accel = 0,0.02
random = 50,6
sprpriority = 3-2*(random%2)
ownpal = 1
trans = addalpha
alpha = 60,240

[State 10000, open]
type = helper
trigger1 = time = [6,16]
stateno = 1672
size.yscale = 1;/const(size.yscale)

[State 10000, open]
type = assertspecial
trigger1 = enemy,numexplod(1991) > 0
flag = unguardable

[State 800, 1]
type = HitDef
Trigger1 = !movecontact
trigger1 = p2dist x > -30 || p2stateno != [120,159]
damage = 260,60
pausetime = 0,2
attr = S, SP          ;Attributes: Standing, Normal Throw
hitflag = MAFD          ;Affect only ground people who are not being hit
guardflag = HL
priority = 7, hit    ;
hitsound = 5,100
guardsound = 5,140
sparkno = -1          ;No spark
p2facing = 1       ;Force p2 to face KFM
p2stateno = 1674
guard.dist = 50        ;This prevents p2 from going into a guard state if close
ground.hittime = 30
ground.slidetime = 12
ground.velocity = 3.5,-8
air.velocity = 3.5,-8
yaccel = 0.375
fall = 1
kill       = (root,Var(9) = 0)
fall.kill  = (root,Var(9) = 0)
guard.kill = (root,Var(9) = 0)
hitonce = 1

[State 1000, 7]
type = targetvelset
trigger1 = moveguarded
x = -4
ignorehitpause = 1

[State 1000, 7]
type = statetypeset
trigger1 = movecontact = 24
trigger2 = !movecontact && time > 4
movetype = I

[State 1000, 7]
type = destroyself
triggerall = time > 180
trigger1 = enemy,ctrl = 1
trigger2 = !movecontact && time > 180
trigger3 = roundstate != 2
trigger4 = p2stateno = [0,180]
Re: help with an mkp char
#4  February 18, 2018, 02:29:11 pm
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This is the code:
Code:
[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 10170
pos = -0.5,0
scale = 1-0.2*(random%3),0.8
facing = -1
bindtime = 1
sprpriority = 4
ownpal = 1
that has the problem I mentioned.

Try to change its pos x value from -0.5 to 0
or alternatively type ceil(-0.5) or floor(-0.5), but I don't see much use of them in this case.
Ceil and floor: http://mugenguild.com/forum/topics/ceil-math-and-floor-math-triggers-169065.0.html
Re: help with an mkp char
#5  February 18, 2018, 02:34:39 pm
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i cant tell you how much gratefull i am ,it works now thank you very much