
Board: Sprite Projects
But I understand. Sometimes, you just cannot keep a project to it's end.
Xanadu and Tsugumi Sendo![]()
After like, forever, she finally has more updates!
Change log:Spoiler, click to toggle visibilty
Yeah, probably just changing mugenversion to 1.0 should fix that.
I know that you already solved your issue, but just to be informative:
The log is reporting that the AIlevel trigger isn't supported in the mugen version described in the def file, since AIlevel was introduced in Mugen 1.0.
Check the def file (in this case, the patch one) to see what version of mugen is being described there.
Library error message: Died parsing !AILevel && (command != "hold_b" || command != "hold_y")
Error detected.
Trigger not valid for mugenversion of character: AILevel
Error parsing trigger2, 1
Error parsing [State 730, End]
Error in [StateDef 730]
Error in Coding\System.cns:966
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/191919191919\divinesagat\divinesagat.def
Error loading p1
Clipboard tail:
Freeing players
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Loading BG...OK
Stage loaded OK
Allocating helpers...OK
Match RNG seed: 863882057
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/191919191919\divinesagat\divinesagat.def...
Loading info...Info: Sagat loading in pre-1.0 compatible mode
OK
Loading cmd command set DivineSagat.cmd...OK
Loading cns Coding\System.cns...Freeing player RC Sagat...CMD...CNS...SFF...AIR...SND...Misc...OK
Character divinesagat.def failed to load
;[State 730, End]
;type = ChangeState
;trigger1 = Power >= const(data.power) || Power >= PowerMax || RoundState != 2
;trigger2 = (command != "hold_b" || command != "hold_y")&& AIlevel =0|| (p2statetype!=L&&!enemy,hitfall||time%((random%120)+20)=0) && AIlevel >0
;value = 731
;FIX
[State 730, End]
type = ChangeState
trigger1 = Power >= const(data.power) || Power >= PowerMax || RoundState != 2
trigger2 = !AILevel && (command != "hold_b" || command != "hold_y")
trigger3 = AILevel && (InGuardDist || P2BodyDist x <= 120)
value = 731
ctrl = 1
;FIX
Being a grappler fan, I'm pumped to test this guy out!
.
I'm curious about the "version" of stage used in the preview... (?)
This is a great stage suggestion.
@KarmaCharmeleon
I think that's mine