How to create char using frames without needing a script to run on bor?

Side21

Member
How to create char using frames without needing a script to run on bor?

that it is possible to install the char without needing a script from the bor?
 
custom scripts? sounds like you're taking a character from another game that needs custom scripts to work correctly and trying to get it to work without custom scripts correctly, that's not possible. the engine won't just ignore it. Best thing for you to do is take the sprites and build a character text file from the beginning.
 
danno said:
custom scripts? sounds like you're taking a character from another game that needs custom scripts to work correctly and trying to get it to work without custom scripts correctly, that's not possible. the engine won't just ignore it. Best thing for you to do is take the sprites and build a character text file from the beginning.


Friend, I'm taking the frames of a Bor Sor2z character called a ninja and renamed it to haratsu, with his frames I made a character zero, made a txt file and put everything in order but asks for script, I checked everything else I couldn't take this off and I did everything from scratch.
 
The problem could be anything, 3 main things are character txt file, models txt file and openbor log txt post them here
 
danno said:
The problem could be anything, 3 main things are character txt file, models txt file and openbor log txt post them here

Indeed i have found that  models.txt "summons" all entities in the game
the character.txt file might contain another "model" within it , and this model might contain the script, characters are a bit difficult for me to do, because this weird Uroboros that entity making gets to be...
 
oldyz said:
danno said:
The problem could be anything, 3 main things are character txt file, models txt file and openbor log txt post them here

Indeed i have found that  models.txt "summons" all entities in the game
the character.txt file might contain another "model" within it , and this model might contain the script, characters are a bit difficult for me to do, because this weird Uroboros that entity making gets to be...




I made the char from scratch more presents this error:

OpenBorLog:
Can't compile script 'haratsu' data / chars / haratsu / haratsu.txt

and

ScriptLog:


#### animationscript function main #####
# data / chars / haratsu / haratsu.txt
#########################################
void main ()
{
    int frame = getlocalvar ("frame");
    int animhandle = getlocalvar ("animhandle");
    if (animhandle == 192)
    {
        if (frame == 0)
        {
            jump (1);
        }
        return;
    }
    if (animhandle == 201)
    {
        if (frame == 0)
        {
            jump (1);
        }
        return;
    }

}
 
In model it looks like this:

know haratsu data / chars / haratsu / haratsu.txt



The char txt file I made is this:


name   haratsu
type      enemy
health   400
mp        100
hostile   player
atchain  1
icon   data/chars/haratsu/icon.gif




anim attack1
loop 0
delay 6
offset 145 181
bbox 131 111 27 72
hitfx data/sounds/lowpunch.wav
sound data/sounds/lowattack.wav
attack 148 115 46 14 2 0 0 0 10 12
frame data/chars/haratsu/a100.gif
attack 0 0 0 0
frame data/chars/haratsu/a101.gif

anim attack2
loop 0
delay 6
offset 145 181
bbox 136 111 19 72
hitfx data/sounds/mediumpunch.wav
sound data/sounds/mediumattack.wav
frame data/chars/haratsu/a200.gif
attack 150 112 46 17 4 0 0 0 15 12
sound data/chars/haratsu/attack2.wav
frame data/chars/haratsu/a201.gif
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/haratsu/a201.gif
attack 152 112 46 33 8 1 0 0 15 12
bbox 131 111 27 72
frame data/chars/haratsu/a202.gif
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/haratsu/a203.gif
frame data/chars/haratsu/a204.gif

anim block
loop 0
delay 6
offset 145 181
sound data/chars/haratsu/Ninja1.wav
frame data/chars/haratsu/evade00.gif
frame data/chars/haratsu/evade00.gif
frame data/chars/haratsu/evade00.gif
frame data/chars/haratsu/evade00.gif

anim fall
landframe 1
loop 0
delay 999
offset 145 181
bbox 126 115 40 42
frame data/chars/haratsu/fall00.gif
delay 8
bbox 0 0 0 0
sound data/sounds/fall.wav
frame data/chars/haratsu/fall01.gif

anim fall6
loop 1 0 4
delay 3
offset 145 181
frame data/chars/haratsu/fall600.gif
frame data/chars/haratsu/fall601.gif
frame data/chars/haratsu/fall602.gif
frame data/chars/haratsu/fall603.gif
delay 8
sound data/sounds/fall.wav
frame data/chars/haratsu/fall01.gif

anim fall7
loop 0
delay 1000
offset 145 181
frame data/chars/haratsu/fall700.gif
frame data/chars/haratsu/fall701.gif
frame data/chars/haratsu/fall702.gif
frame data/chars/haratsu/fall703.gif
frame data/chars/haratsu/fall704.gif
frame data/chars/haratsu/fall705.gif

anim fall8
loop 0
delay 999
offset 145 181
bbox 126 115 40 42
hitfx data/sounds/mediumKick.wav
attack 126 115 40 42 4 1 0 0 0 12
frame data/chars/haratsu/fall00.gif
delay 8
bbox 0 0 0 0
sound data/sounds/fall.wav
attack 0 0 0 0
frame data/chars/haratsu/fall01.gif

anim fall9
landframe 1
loop 0
delay 999
offset 145 181
bbox 129 128 32 53
hitfx data/sounds/mediumkick.wav
attack 129 128 32 53 4 1 0 0 0 12
frame data/chars/haratsu/fall900.gif
delay 8
bbox 0 0 0 0
sound data/sounds/fall.wav
attack 0 0 0 0
frame data/chars/haratsu/fall01.gif

anim follow3
loop 0
delay 16
offset 145 181
bbox 132 123 34 49
hitfx data/sounds/highpunch.wav
sound data/sounds/highattack.wav
frame data/chars/haratsu/jumpatk00.gif
attack 151 133 36 24 8 0 0 0 10 12
frame data/chars/haratsu/jumpatk01.gif
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/haratsu/jumpatk01.gif
delay 999
attack 151 133 36 24 8 0 0 0 10 12
frame data/chars/haratsu/jumpatk01.gif
delay 12
bbox 132 134 32 49
sound data/sounds/jump.wav
frame data/chars/haratsu/jumpland00.gif

anim freespecial
loop 0
delay 8
offset 145 181
bbox 136 111 19 72
sound data/chars/haratsu/.wav
frame data/chars/haratsu/star00.gif
sound data/sounds/attack2.wav
frame data/chars/haratsu/star01.gif
frame data/chars/haratsu/star02.gif
bbox 131 111 27 72
frame data/chars/haratsu/star03.gif
frame data/chars/haratsu/star04.gif

anim freespecial2
loop 0
delay 12
offset 145 181
bbox 132 134 32 49
frame data/chars/haratsu/jumpdelay00.gif
delay 1
bbox 128 151 33 32
sound data/sounds/jump.wav
frame data/chars/haratsu/jump00.gif
delay 6
frame data/chars/haratsu/jump00.gif
frame data/chars/haratsu/jump01.gif
frame data/chars/haratsu/jump02.gif
frame data/chars/haratsu/jump03.gif
bbox 132 123 34 49
sound data/sound/attack2.wav
frame data/chars/haratsu/star200.gif
delay 999
frame data/chars/haratsu/star201.gif
delay 12
bbox 130 135 32 49
sound data/sounds/attack2.wav
frame data/chars/haratsu/star202.gif

anim freespecial4
loop 1 3 7
delay 12
offset 145 181
bbox 132 134 32 49
frame data/chars/haratsu/jumpdelay00.gif
delay 1
bbox 128 151 33 32
sound data/sounds/jump.wav
frame data/chars/haratsu/jump00.gif
sound data/sound/attack2.wav
frame data/chars/haratsu/jump00.gif
delay 6
frame data/chars/haratsu/jump00.gif
frame data/chars/haratsu/jump01.gif
frame data/chars/haratsu/jump02.gif
frame data/chars/haratsu/jump03.gif
delay 12
bbox 132 134 32 49
sound data/sounds/jump.wav
frame data/chars/haratsu/jumpland00.gif

anim get
loop 0
delay 16
offset 145 181
frame data/chars/haratsu/get00.gif

anim grab
loop 0
delay 8
offset 145 181
bbox 134 116 24 67
frame data/chars/haratsu/grab00.gif

anim grabattack
loop 0
delay 16
offset 145 181
frame data/chars/haratsu/throw00.gif
frame data/chars/haratsu/throw01.gif
sound data/chars/haratsu/ngs.wav
frame data/chars/haratsu/throw02.gif
delay 32
frame data/chars/haratsu/throw02.gif
delay 8
L
frame data/chars/haratsu/throw03.gif

anim grabattack2
loop 0
delay 16
offset 145 181
frame data/chars/haratsu/throw00.gif
frame data/chars/haratsu/throw01.gif
sound data/chars/haratsu/attack1.wav
frame data/chars/haratsu/throw02.gif
delay 32
frame data/chars/haratsu/throw02.gif
delay 8
frame data/chars/haratsu/throw03.gif

anim grabbed
loop 0
delay 8
offset 145 181
bbox 131 111 31 72
frame data/chars/haratsu/grabbed00.gif

anim idle
loop 1
delay 16
offset 145 181
bbox 131 111 27 72
frame data/chars/haratsu/idle00.gif
frame data/chars/haratsu/idle01.gif
frame data/chars/haratsu/idle02.gif
frame data/chars/haratsu/idle03.gif

anim jump
loop 1 1 5
delay 6
offset 145 181
bbox 128 151 33 32
@cmd jump 1
frame data/chars/haratsu/jump00.gif
frame data/chars/haratsu/jump00.gif
frame data/chars/haratsu/jump01.gif
frame data/chars/haratsu/jump02.gif
frame data/chars/haratsu/jump03.gif

anim jumpattack
loop 0
delay 16
offset 145 181
bbox 132 123 34 49
hitfx data/sounds/highpunch.wav
sound data/sounds/hyy.wav
frame data/chars/haratsu/jumpatk00.gif
sound data/sounds/highattack.wav
attack 151 133 36 24 8 0 0 0 10 12
frame data/chars/haratsu/jumpatk01.gif
attack 0 0 0 0 0 0 0 0 0 0
sound data/chars/haratsu/attack2.wav
frame data/chars/haratsu/jumpatk01.gif
attack 151 133 36 24 8 0 0 0 10 12
frame data/chars/haratsu/jumpatk01.gif

anim jumpdelay
loop 0
delay 12
offset 145 181
bbox 132 134 32 49
frame data/chars/haratsu/jumpdelay00.gif

anim jumpland
loop 0
delay 12
offset 145 181
bbox 132 134 32 49
sound data/char/haratsu/ngs.wav
frame data/chars/haratsu/jumpland00.gif

anim pain
loop 0
delay 4
offset 145 181
bbox 131 111 25 72
frame data/chars/haratsu/pain00.gif
frame data/chars/haratsu/pain01.gif
frame data/chars/haratsu/pain00.gif
frame data/chars/haratsu/pain01.gif
frame data/chars/haratsu/pain00.gif
frame data/chars/haratsu/pain01.gif
frame data/chars/haratsu/pain00.gif
frame data/chars/haratsu/pain01.gif
frame data/chars/haratsu/pain00.gif
frame data/chars/haratsu/pain01.gif
frame data/chars/haratsu/pain00.gif
frame data/chars/haratsu/pain01.gif

anim pain2
loop 0
delay 4
offset 145 181
bbox 135 111 30 72
frame data/chars/haratsu/pain200.gif
frame data/chars/haratsu/pain201.gif
frame data/chars/haratsu/pain200.gif
frame data/chars/haratsu/pain201.gif
frame data/chars/haratsu/pain200.gif
frame data/chars/haratsu/pain201.gif
frame data/chars/haratsu/pain200.gif
frame data/chars/haratsu/pain201.gif
frame data/chars/haratsu/pain200.gif
frame data/chars/haratsu/pain201.gif
frame data/chars/haratsu/pain200.gif
frame data/chars/haratsu/pain201.gif

anim rise
loop 0
delay 16
offset 145 181
frame data/chars/haratsu/rise00.gif
frame data/chars/haratsu/rise00.gif
frame data/chars/haratsu/rise01.gif
frame data/chars/haratsu/rise01.gif

anim spawn
loop 0
delay 1
offset 145 181
frame data/chars/haratsu/idle00.gif

anim walk
loop 1
delay 18
offset 145 181
bbox 131 111 27 72
frame data/chars/haratsu/walk00.gif
frame data/chars/haratsu/walk01.gif
frame data/chars/haratsu/walk02.gif
frame data/chars/haratsu/walk03.gif

anim walkoff
loop 1 1 5
delay 6
offset 145 181
bbox 128 151 33 32
frame data/chars/haratsu/jump00.gif
frame data/chars/haratsu/jump00.gif
frame data/chars/haratsu/jump01.gif
frame data/chars/haratsu/jump02.gif
frame data/chars/haratsu/jump03.gif

#|edited by openBor Stats v 0.67

 
@cmd  jump  in your jump animation
This is calling a script function you don't have, That's 1 problem I can see.

Side_Belmont when posting large txt file use the code button, makes it easier to read.

oldyz it gets easier in time  ;D

 

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danno said:
@cmd  jump  in your jump animation
This is calling a script function you don't have, That's 1 problem I can see.

Side_Belmont when posting large txt file use the code button, makes it easier to read.

oldyz it gets easier in time  ;D


get friend, I removed the 3 specials from the txt file and it worked, now I just need to put him to shoot  stars
 
Side_Belmont said:
danno said:
@cmd  jump  in your jump animation
This is calling a script function you don't have, That's 1 problem I can see.

Side_Belmont when posting large txt file use the code button, makes it easier to read.

oldyz it gets easier in time  ;D

thanks my friend.


get friend, I removed the 3 specials from the txt file and it worked, now I just need to put him to shoot  stars
 
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