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Adding blue boxes to a char leads to error and game crashing. (Read 1518 times)

Started by Redben, March 26, 2021, 10:19:12 PM
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Adding blue boxes to a char leads to error and game crashing.
#1  March 26, 2021, 10:19:12 PM
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Whenever I add blue boxes to No Face by "googoo64" I get "Library error message: Error in clsn2 in [Begin Action 221] elem 1" and the game crashes. Does this have to do with him not having getting hit animations? If so then I guess I should add hyper armor to him right? But I remember once I tried to add a "second" blue box to a hyper armored Dracula and I got the same problem.
Last Edit: March 31, 2021, 09:05:46 AM by Redben
Re: Adding blue boxes to a char leads to error and game crashing.
#2  March 29, 2021, 03:59:31 AM
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No. There is an error in anim 221. View it in text and paste all of it here


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Adding blue boxes to a char leads to error and game crashing.
#3  March 30, 2021, 03:05:09 PM
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No. There is an error in anim 221. View it in text and paste all of it here

Here's the coding of anim 221 in the air file:

[Begin Action 221]
Clsn2: 17
 Clsn2[0] = 126,-356,156,-290
 Clsn2[1] = 109,-292,144,-263
 Clsn2[2] = 103,-266,126,-238
  Clsn2[3] = -192, -372, 136, -251
  Clsn2[4] = -319, -253, 35, -48
  Clsn2[5] = -96, -416, 42, -338
  Clsn2[6] = -128, -396, 81, -338
  Clsn2[7] = -249, -340, -183, -224
  Clsn2[8] = -282, -300, -237, -209
  Clsn2[9] = -337, -208, -314, -44
  Clsn2[10] = -308, -55, -13, -1
  Clsn2[11] = -18, -159, 24, -29
  Clsn2[12] = -47, -128, 76, -91
  Clsn2[13] = -13, -86, 53, -69
  Clsn2[14] = -18, -190, 51, -103
  Clsn2[15] = 3, -175, 149, -144
  Clsn2[16] = -2, -148, 0, -144
0, 12, 0, 0, 40
Clsn2: 3
 Clsn2[0] = 132,-355,157,-298
 Clsn2[1] = 115,-307,146,-272
 Clsn2[2] = 103,-280,128,-246
  Clsn2[3] = -192, -372, 136, -251
  Clsn2[4] = -319, -253, 35, -48
  Clsn2[5] = -96, -416, 42, -338
  Clsn2[6] = -128, -396, 81, -338
  Clsn2[7] = -249, -340, -183, -224
  Clsn2[8] = -282, -300, -237, -209
  Clsn2[9] = -337, -208, -314, -44
  Clsn2[10] = -308, -55, -13, -1
  Clsn2[11] = -18, -159, 24, -29
  Clsn2[12] = -47, -128, 76, -91
  Clsn2[13] = -13, -86, 53, -69
  Clsn2[14] = -18, -190, 51, -103
  Clsn2[15] = 3, -175, 149, -144
  Clsn2[16] = -2, -148, 0, -144
0, 13, 0, 0, 40








And here's where anim 221 appears in the cns file:


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ƒJƒGƒ‹Œ`‘Ô
[Statedef 221]
type     = S
movetype = A
physics  = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 221
sprpriority = 3

[State Damage]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
time = -1
stateno = 11000

;[State 20, 1]
;type = VelAdd
;trigger1 = 1
;x = 1

;[State Armor]
;type = Turn
;trigger1 = P2bodydist X < 0
;trigger1 = vel x = 0

[State 0, 1]
type = turn
trigger1 = P2Dist X < -20

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)-1.0

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)+1.0

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 222
value = 222

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 223
value = 223

[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 221
value = 221

;[State -2, ]
;type = EnvShake
;trigger1 = animelem = 4
;trigger2 = animelem = 8
;time = 10
;ampl = -3

[State 240, 1]
type = PlaySnd
trigger1 = (time%40) = 0
triggerall = vel x != 0
value = 8, 6

[State 230, 3];Œ³‚É–ß‚é
type = ChangeState
triggerall = power >= 2000
trigger1 = command = "z"
value = 222
ctrl = 1

[State 230, 3];‹à‰Ý
type = ChangeState
trigger1 = command = "y"
value = 230
ctrl = 0

[State 230, 3];”O“®
type = ChangeState
trigger1 = command = "x"
value = 250
ctrl = 0

[State 230, 3];•ßH
type = ChangeState
trigger1 = command = "a"
value = 240
ctrl = 0

[State 230, 3];Žñ
type = ChangeState
trigger1 = command = "b"
value = 225
ctrl = 0

[State 230, 3];i‰»
type = ChangeState
triggerall = power >= 1000
trigger1 = command = "c"
value = 260
ctrl = 0

[State 230, 3]
type = ChangeState
trigger1 = win
value = 180

[State 230, 3]
type = ChangeState
trigger1 = lose
value = 170

;---------------------------------------------------------------------------
;ƒJƒGƒ‹“f‚«o‚µ@
[Statedef 222]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -2000
ctrl = 0
velset = 0,0
anim = 2402
sprpriority = 0

[State 240, 1]
type = PlaySnd
trigger1 = time = 0
;value = 10, 1
value = 20, 7

[State 221]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 30
hitflag = MAFDP
guardflag = MA
pausetime = 10,10
sparkno = 3
sparkxy = -10,-71
hitsound   = S9,0
;guardsound = S9,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1
envshake.time = 15
envshake.ampl = -10

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;[State 700, ƒGƒtƒFƒNƒg];
;type = Explod
;trigger1 = NumExplod(230) = 0
;trigger1 = time = 0
;anim = 2100
;;facing = -1
;postype = p1
;pos = 110,-80
;sprpriority = 2
;ownpal = 1
;removetime = 50
;ID = 230
;scale = 0.5,0.5

[State 230,5]
type = Projectile
trigger1 = AnimElem = 2
projanim = 2400
projhitanim = 2400
projremanim = 2401
projhits = 1
Projemisstime = 30
projID = 2101
projscale = 0.5,0.5
Projshadow = 100,10,100
offset = 50,-130
sparkno = 3
hitsound = 5, 4
guard.sparkno = s1
guardsound = s2, 1
guardflag = HA
;velocity = (p2dist X)/20, (p2dist Y)/20
velocity = 10,4
projremovetime = 60
attr = S, SP       
damage = 100,10         
animtype = Hard   
pausetime = 0,60
hitflag = MAF         
priority = 7, dodge 
palfx.time = 10
palfx.color = 64
palfx.invertall = 0
palfx.add = -50,50,50
;palfx.mul = 0,0,0
palfx.sinadd = 150,50,-50,10
invertall = 1
fall = 1

;---------------------------------------------------------------------------
;Žñ@
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0
anim = 221
sprpriority = 0

[State Damage]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
time = -1
stateno = 11000

[State 240, 1]
type = PlaySnd
trigger1 = time = 0
value = 30, 0+random%2

[State 20, 4]
type = ChangeAnim
triggerall = time = 0
trigger1 = p2Dist X < 160
trigger1 = Anim != 225
value = 225

[State 20, 4]
type = ChangeAnim
triggerall = time = 0
trigger1 = p2Dist X >= 160
trigger1 = Anim != 226
value = 226

[State 221]
type = HitDef
trigger1 = (Time%10) = 0
attr = S, SA
animtype  = Hard
damage    = 15
hitflag = MAFDP
guardflag = MA
pausetime = 10,10
sparkno = 3
sparkxy = -10,-71
hitsound   = S0,0
guardsound = S0,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1
envshake.time = 15
envshake.ampl = -10

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 221
ctrl = 1

DS

Re: Adding blue boxes to a char leads to error and game crashing.
#4  March 31, 2021, 07:45:34 AM
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Ok so... there is a lot of boxes here. Do you really need that many? I mean, this is ridiculous...


Also, in the second elem you have "Clsn2: 3", which should be 3 boxes, but you have 17 instead. Honestly, this whole animation is weird...
Re: Adding blue boxes to a char leads to error and game crashing.
#5  March 31, 2021, 09:07:19 AM
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Ok so... there is a lot of boxes here. Do you really need that many? I mean, this is ridiculous...


Also, in the second elem you have "Clsn2: 3", which should be 3 boxes, but you have 17 instead. Honestly, this whole animation is weird...

Problem solved. All I had to do was replace "Clsn2 : 3" with "Clsn2: 17" to make it fit that many boxes.

As for wether this many boxes is needed.. well, the character in that animation is very round, gotta cover these edges ;)
Re: Adding blue boxes to a char leads to error and game crashing.
#6  April 01, 2021, 09:15:08 AM
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Not to stop you but check out the air.html in the docs folder. Less is more with clsns. Going accurate is detrimental to gameplay.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.