I am trying to add an aura to a character by using explod, i add the sprites, the animations and the code but everytime i move the character it gets other effect upon the already existing effect and so on till its very bright and buggy, here an image:
Are you using Mugen 1.0? This generally happens when you are using a character with a version it was not made for. Check the characer sff file version, v1.010 is for any MUGEN version, v2.000 requires MUGEN 1.0 or higher and v2.010 requires MUGEN 1.1.
Hello! I decreased the size of my character using localcoord, i increased all the base speeds (the ones at the [Velocity] section) to match the new character size but the problem is that the projectiles became too slow, they dont hit the opponent anymore and now they fly at a shorter distance, what can i change to fix these issues? The clsn are all fixed as well, the projectile red collision box is also at the right place (middle of the projectile) and covering all the projectile size. Also their position are much lower than before, the projectile should get out of the hand of the character and now it is getting out of his leg, i suppose that localcoord dont change the size of projectiles?
None of that is code. Take it out of the def file so its not in use.
I tried this before but if i do so the character don't do nothing in game, theres no AI and when controlled by me the character dont move, its like my keyboard lose controll of it, in other words, the character stay in the same place immobile. I think that this is code but the problem is that only the engine can read it but Fighter Factory can't for some reason, please i really want to play with that character. If theres any way i could convert that to proper code...
I am trying to make a character i downloaded to work with Mugen 1.0 or 1.1 because it only works with winmugen but it keeps saying that common.cns has an error but i cant even read that file because its all writen in Chinese or Japanese, how can i read it to be able to fix this character? Here is what is inside of the common.cns file:
I am getting now an error saying "parent in retarded trigger has beed destroyed" It's not a game breaking bug but i would like to fix it but this one i have no clue how to do it, someone know how to?
Here is the code from where the error is coming from:
"Odb718" i did not know about this trick, thanks, and i posted this helper at random because all the others have a similar code.
"ink" surprisingly the state 51000 did not existed (but i've done that before reading your post), then i created it and used a destroyself in the end and it worked, no more clones, i don't know if i have done it right but it worked, if someone could explain that i would be grateful.
Also it worked with another character cloning itself with a ko-flash helper.
I've heard i can fix the character cloning itself bug using destroyself into the helper causing the problem but how it needs to be written to work correctly? and how do i know which helper is causing the issue? It's not my character, it's one character i downloaded and am trying to fix, this is one of the helpers:
[State 5100, Helper] type = Helper trigger1 = Time = 0 trigger1 = (sysvar(1) > 14) helpertype = normal name = "Crater" ID = 51000 stateno = 51000 pos = 0,0 postype = p1 facing = 1
I fixed it by putting "null" in front of some 10000 states (helper), i don't know if this is the best way to do it but i don't have the clones anymore. And by the way the state 10000 itself doesn't exist, it's just called into other places. This is not my char, i am just fixing it to be used in my personal roster.
I have a character making one clone for every hit in the opponent and it says "changed to invalid stage 10000 (from state 0)" This is the part of the code with the state 10000:
Spoiler, click to toggle visibilty
;<Hitpause> [Statedef 1011] type = A physics = N movetype = A ctrl = 0 sprpriority = 1 movehitpersist = 1
[State 1011, Freeze] type = posfreeze trigger1 = 1 value = 1
The char is 1.1 version isn't it? The sff version from that char is the last i guess, if so it won't work in 1.0. Converting the sprites from 1.1 to 1.0 should work. Edit: I tested here, it works.
It was already there and i miss it and it would be deleted if i was aware of it. I was having the other state in mind (var(59)) and unfortunately it was not overwriting the var(9) one. And thanks for the tips about the AI level, it was wrong because it was being used like the old logic which don't works in this case.