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cannot test character (Read 2622 times)

Started by eishiba, March 31, 2020, 01:41:01 am
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cannot test character
#1  March 31, 2020, 01:41:01 am
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So I'm making a character and all I have is the following down below in my states. I have all my required 5000's along with my basic punches and kicks. I have only made one attack down below and the character wont test. At the bottom of the screen I dont have a red X but a green check mark.
error message: cant load sff
error loading chars/ff3_0/ff3_0.def
error loading p1

; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 1000         ;Amount of life to start with
attack = 100      ;attack power (more is stronger)
defence = 100
Power = 3000      ;defensive power (more is stronger)
fall.defence_up = 50   ;Percentage to increase defense everytime player is knocked down
liedown.time = 60      ;Time which player lies down for, before getting up
airjuggle = 15      ;Number of points for juggling
sparkno = 2         ;Default hit spark number for HitDefs
guard.sparkno = 40   ;Default guard spark number
KO.echo = 0         ;1 to enable echo on KO         ;Volume offset (negative for softer)
IntPersistIndex = 58   ;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
              ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
              ;If omitted, then it defaults to 60 and 40 for integer and float
              ;variables repectively, meaning that none are persistent, i.e. all
              ;are reset. If you want your variables to persist between matches,
              ;you need to override state 5900 from common1.cns.


[Size]
xscale = 1         ;Horizontal scaling factor.
yscale = 1         ;Vertical scaling factor.
ground.back = 15      ;Player width (back, ground)
ground.front = 16      ;Player width (front, ground)
air.back = 12      ;Player width (back, air)
air.front = 12      ;Player width (front, air)
height = 60         ;Height of player (for opponent to jump over)
attack.dist = 160      ;Default attack distance
proj.attack.dist = 90   ;Default attack distance for projectiles
proj.doscale = 0      ;Set to 1 to scale projectiles too   
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60      ;Approximate position of midsection
shadowoffset = 0      ;Number of pixels to vertically offset the shadow
draw.offset = 0,0      ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2      ;Walk backward
run.fwd  = 4.6, 0      ;Run forward (x, y)
run.back = -4.5,-3.8   ;Hop backward (x, y)
jump.neu = 0,-8.4      ;Neutral jumping velocity (x, y)
jump.back = -2.55      ;Jump back Speed (x, y)
jump.fwd = 2.5      ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1   ;.
airjump.neu = 0,-8.1   ;.
airjump.back = -2.55   ;Air jump speeds (opt)
airjump.fwd = 2.5      ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35   ;Minimum distance from ground before you can air jump (opt)
yaccel = .44      ;Vertical acceleration
stand.friction = .85   ;Friction coefficient when standing
crouch.friction = .82   ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S            ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A            ;Move-type: A-attack, I-idle, H-gethit
physics = S            ;Physics: S-stand, C-crouch, A-air
juggle  = 1            ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0         ;Set velocity (x,y) (Def: no change)
ctrl = 0            ;Set ctrl (Def: no change)
anim = 200            ;Change animation (Def: no change)
poweradd = 20         ;Power to add (Def: 0)
sprpriority = 2         ; -1 equals my sprite behind theirs. 2 equals my sprite in front of theirs.
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3                 ; AnimeElem is the sprite number of the animation that hits. time = 0 is saying all the animations can hit.
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 23, 0         ;Damage that move inflicts, guard damage
animtype = Light         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = 5, 0         ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = -4      ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 12         ;Time before opponent regains control in air

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Re: cannot test character
#2  April 01, 2020, 08:48:29 am
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  • Shame on you!
    • USA
I'm not sure if the code you've posted is supposed to be the entire cns but you'll need more than that. I'd copy common.cns from another character for now. Do you have state 5900 any where?
Is the sff saved properly?
vVv Ryuko718 Updated 10/31/22 vVv