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 sfferror loading chars/ff3_0/ff3_0.deferror 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 withattack = 100 ;attack power (more is stronger)defence = 100Power = 3000 ;defensive power (more is stronger)fall.defence_up = 50 ;Percentage to increase defense everytime player is knocked downliedown.time = 60 ;Time which player lies down for, before getting upairjuggle = 15 ;Number of points for jugglingsparkno = 2 ;Default hit spark number for HitDefsguard.sparkno = 40 ;Default guard spark numberKO.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 valuesFloatPersistIndex = 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 distanceproj.attack.dist = 90 ;Default attack distance for projectilesproj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = -5, -90 ;Approximate position of headmid.pos = -5, -60 ;Approximate position of midsectionshadowoffset = 0 ;Number of pixels to vertically offset the shadowdraw.offset = 0,0 ;Player drawing offset in pixels (x, y)[Velocity]walk.fwd = 2.4 ;Walk forwardwalk.back = -2.2 ;Walk backwardrun.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 accelerationstand.friction = .85 ;Friction coefficient when standingcrouch.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 = Sctrl = 0anim = 170velset = 0,0[State 170, 1]type = NotHitBytrigger1 = 1value = SCAtime = 1;---------------------------------------------------------------------------; Win state decider; CNS difficulty: basic[Statedef 180]type = S[State 180, 1]type = ChangeStatetrigger1 = Time = 0value = 181;---------------------------------------------------------------------------; Win pose 1; CNS difficulty: basic[Statedef 181]type = Sctrl = 0anim = 180velset = 0,0[State 181, 1]type = NotHitBytrigger1 = 1value = SCAtime = 1;---------------------------------------------------------------------------; Introduction; CNS difficulty: basic[Statedef 190]type = Sctrl = 0anim = 190velset = 0,0[State 190, 1] ;Freeze animation until PreIntro is overtype = ChangeAnimtrigger1 = RoundState = 0value = 190[State 190, 2] ;Assert this until you want "round 1, fight" to begintype = AssertSpecialtrigger1 = 1flag = Intro[State 190, 4] ;Change to stand statetype = ChangeStatetrigger1 = AnimTime = 0value = 0;---------------------------------------------------------------------------; Taunt; CNS difficulty: easy[Statedef 195]type = Sctrl = 0anim = 195velset = 0,0movetype = Iphysics = Ssprpriority = 2[State 195, 2]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;---------------------------------------------------------------------------; Standing Light Punch; CNS difficulty: easy[Statedef 200]type = S ;State-type: S-stand, C-crouch, A-air, L-liedownmovetype= A ;Move-type: A-attack, I-idle, H-gethitphysics = S ;Physics: S-stand, C-crouch, A-airjuggle = 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 = HitDeftrigger1 = 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 Attackdamage = 23, 0 ;Damage that move inflicts, guard damageanimtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)guardflag = MA ;Flags on how move is to be guarded againsthitflag = MAF ;Flags of conditions that move can hitpriority = 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 shakessparkno = 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 p1hitsound = 5, 0 ;Sound to play on hitguardsound = 6, 0 ;Sound to play on guardground.type = High ;Type: High, Low, Trip (def: Normal)ground.slidetime = 5 ;Time that the opponent slides background.hittime = 12 ;Time opponent is in hit stateground.velocity = -4 ;Velocity at which opponent is pushedairguard.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 pushedair.hittime = 12 ;Time before opponent regains control in air[State 200, 5]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1
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?