ChrisFalconSTB
Active member
I currently use the build v3 6391 and bloodbane's simple scripts for special moves.

This is how the attack looks like. An energy ball.
But whenever I do the same attack in the v4 build, this happens:

No projectiles spawned at all.
As for the codes for both the character and the projectiles spawned, here they are:
Character-specific code:
As for both the attacks affected by the "non-spawn":
The animations affected are freespecial5 and freespecial8; freespecial6 works fine.

This is how the attack looks like. An energy ball.
But whenever I do the same attack in the v4 build, this happens:

No projectiles spawned at all.
As for the codes for both the character and the projectiles spawned, here they are:
Character-specific code:
Code:
Name Snow_White
health 100
mp 100
speed 9
jumpheight 3
running 18 3 2 1 0
type player
gfxshadow 1
atchain 1 1 2 3 4
icon data/chars/Shimo/icon.png 1
palette data/chars/Shimo/col1.png
alternatepal data/chars/Shimo/col2.png
animationscript data/scripts/script.c
load Kikosho
load Dragon
load Tornado
com a2 freespecial
com d f a freespecial5
com d u a freespecial6
com d f a2 freespecial8
anim attack1
hitflash Flash
hitfx data/sounds/Hit1.wav
cancel 0 99 1 a2 freespecial
loop 0
offset 61 137
delay 4
frame Data/Chars/Shimo/Shimo_8-0.png
frame Data/Chars/Shimo/Shimo_8-1.png
attack 64 53 64 40 2 0 0 0 5 30
dropv 1 1 0
frame Data/Chars/Shimo/Shimo_8-2.png
frame Data/Chars/Shimo/Shimo_8-3.png
frame Data/Chars/Shimo/Shimo_8-0.png
anim attack2
hitflash Flash
hitfx data/sounds/Hit1.wav
cancel 0 99 1 a2 freespecial
loop 0
offset 61 137
delay 4
frame Data/Chars/Shimo/Shimo_9-0.png
frame Data/Chars/Shimo/Shimo_9-1.png
frame Data/Chars/Shimo/Shimo_9-2.png
attack 71 52 49 67 2 0 0 0 5 30
dropv 1 0.5 0
frame Data/Chars/Shimo/Shimo_9-3.png
frame Data/Chars/Shimo/Shimo_9-4.png
frame Data/Chars/Shimo/Shimo_9-5.png
frame Data/Chars/Shimo/Shimo_9-2.png
frame Data/Chars/Shimo/Shimo_9-1.png
anim attack3
hitflash Flash2
hitfx data/sounds/Hit2.wav
cancel 0 99 1 a2 freespecial
loop 0
offset 61 137
delay 4
frame Data/Chars/Shimo/Shimo_10-0.png
frame Data/Chars/Shimo/Shimo_10-1.png
attack 72 45 64 79 2 0 0 0 5 30
dropv 1 1.5 0
frame Data/Chars/Shimo/Shimo_10-2.png
frame Data/Chars/Shimo/Shimo_10-3.png
frame Data/Chars/Shimo/Shimo_10-4.png
frame Data/Chars/Shimo/Shimo_10-5.png
frame Data/Chars/Shimo/Shimo_10-6.png
frame Data/Chars/Shimo/Shimo_10-7.png
anim attack4
hitflash Flash3
hitfx data/sounds/Hit3.wav
cancel 0 99 1 a2 freespecial
loop 0
offset 61 137
delay 4
frame Data/Chars/Shimo/Shimo_11-0.png
frame Data/Chars/Shimo/Shimo_11-1.png
frame Data/Chars/Shimo/Shimo_11-2.png
frame Data/Chars/Shimo/Shimo_11-3.png
attack 42 68 99 43 3 1 0 0 5 30
dropv 1.5 2 0
frame Data/Chars/Shimo/Shimo_11-4.png
frame Data/Chars/Shimo/Shimo_11-5.png
frame Data/Chars/Shimo/Shimo_11-6.png
frame Data/Chars/Shimo/Shimo_11-7.png
frame Data/Chars/Shimo/Shimo_11-8.png
frame Data/Chars/Shimo/Shimo_11-9.png
anim forwardjump
loop 0
offset 61 137
delay 8
frame Data/Chars/Shimo/Shimo_5-0.png
frame Data/Chars/Shimo/Shimo_5-1.png
frame Data/Chars/Shimo/Shimo_5-2.png
frame Data/Chars/Shimo/Shimo_5-3.png
frame Data/Chars/Shimo/Shimo_5-4.png
frame Data/Chars/Shimo/Shimo_5-5.png
frame Data/Chars/Shimo/Shimo_5-6.png
frame Data/Chars/Shimo/Shimo_5-7.png
frame Data/Chars/Shimo/Shimo_5-8.png
frame Data/Chars/Shimo/Shimo_5-9.png
anim freespecial
hitflash Flash2
hitfx data/sounds/Hit2.wav
fastattack 1
loop 0
offset 61 137
delay 6
@cmd leaper 0.5 0 0
frame Data/Chars/Shimo/Shimo_12-0.png
frame Data/Chars/Shimo/Shimo_12-1.png
attack 56 63 51 70 2 1 0 0 15 30
dropv 2 0.5 0
frame Data/Chars/Shimo/Shimo_12-2.png
attack 0 0 0 0 0 0 0 0 0 0
frame Data/Chars/Shimo/Shimo_12-3.png
frame Data/Chars/Shimo/Shimo_12-4.png
frame Data/Chars/Shimo/Shimo_12-5.png
attack 68 4 41 124 2 1 0 0 5 30
dropv 3 0.5 0
frame Data/Chars/Shimo/Shimo_12-6.png
frame Data/Chars/Shimo/Shimo_12-7.png
frame Data/Chars/Shimo/Shimo_12-8.png
frame Data/Chars/Shimo/Shimo_12-9.png
frame Data/Chars/Shimo/Shimo_12-10.png
anim freespecial2
hitflash Flash
hitfx data/sounds/Hit1.wav
cancel 0 99 1 a2 freespecial3
cancel 0 99 1 d u a freespecial6
loop 0
offset 61 137
delay 8
@cmd leaper 0.5 1 0
frame Data/Chars/Shimo/Shimo_14-0.png
frame Data/Chars/Shimo/Shimo_14-1.png
delay 30
attack 28 32 74 74 2 1 0 0 5 30
dropv 1.5 1 0
frame Data/Chars/Shimo/Shimo_14-2.png
delay 8
frame Data/Chars/Shimo/Shimo_14-3.png
anim freespecial3
hitflash Flash2
hitfx data/sounds/Hit2.wav
cancel 0 99 1 a2 freespecial4
cancel 0 99 1 d u a freespecial6
loop 0
offset 61 137
delay 8
@cmd leaper 0.5 2 0
frame Data/Chars/Shimo/Shimo_15-0.png
frame Data/Chars/Shimo/Shimo_15-1.png
delay 30
attack 43 14 66 90 2 1 0 0 5 30
dropv 1.5 0.5 0
frame Data/Chars/Shimo/Shimo_15-2.png
delay 8
frame Data/Chars/Shimo/Shimo_15-3.png
frame Data/Chars/Shimo/Shimo_15-4.png
anim freespecial4
hitflash Flash3
hitfx data/sounds/Hit3.wav
loop 0
offset 61 137
delay 8
cancel 0 99 1 d u a freespecial6
@cmd leaper 1 1 0
frame Data/Chars/Shimo/Shimo_16-0.png
frame Data/Chars/Shimo/Shimo_16-1.png
frame Data/Chars/Shimo/Shimo_16-2.png
attack 33 60 103 53 3 1 0 0 5 30
dropv 1 2 0
frame Data/Chars/Shimo/Shimo_16-3.png
frame Data/Chars/Shimo/Shimo_16-4.png
frame Data/Chars/Shimo/Shimo_16-5.png
frame Data/Chars/Shimo/Shimo_16-6.png
frame Data/Chars/Shimo/Shimo_16-7.png
anim freespecial5
hitflash Flash2
hitfx data/sounds/Hit2.wav
loop 0
offset 61 137
delay 6
frame Data/Chars/Shimo/Shimo_21-0.png
frame Data/Chars/Shimo/Shimo_21-1.png
frame Data/Chars/Shimo/Shimo_21-2.png
frame Data/Chars/Shimo/Shimo_21-3.png
frame Data/Chars/Shimo/Shimo_21-4.png
@cmd spawn "Kikosho" 0 0 0
@cmd shoot "Kikosho" 0 0 0
frame Data/Chars/Shimo/Shimo_21-5.png
frame Data/Chars/Shimo/Shimo_21-6.png
frame Data/Chars/Shimo/Shimo_21-7.png
frame Data/Chars/Shimo/Shimo_21-5.png
frame Data/Chars/Shimo/Shimo_21-6.png
frame Data/Chars/Shimo/Shimo_21-7.png
frame Data/Chars/Shimo/Shimo_21-5.png
frame Data/Chars/Shimo/Shimo_21-6.png
frame Data/Chars/Shimo/Shimo_21-7.png
anim freespecial6
loop 0
offset 61 137
delay 6
@cmd leaper 0.5 3 0
@cmd shoot "tornado" 0.5 4 0
frame data/chars/Shimo/Shimo_22-0.png
frame data/chars/Shimo/Shimo_22-1.png
frame data/chars/Shimo/Shimo_22-2.png
frame data/chars/Shimo/Shimo_22-3.png
frame data/chars/Shimo/Shimo_22-4.png
frame data/chars/Shimo/Shimo_22-5.png
frame data/chars/Shimo/Shimo_22-6.png
frame data/chars/Shimo/Shimo_22-7.png
frame data/chars/Shimo/Shimo_22-8.png
frame data/chars/Shimo/Shimo_22-9.png
frame data/chars/Shimo/Shimo_22-10.png
frame data/chars/Shimo/Shimo_22-11.png
anim freespecial8
hitflash Flash2
hitfx data/sounds/Hit2.wav
summonframe 0 0 0 0 0
subentity Hyper
loop 0
offset 61 137
delay 6
frame Data/Chars/Shimo/Shimo_21-0.png
frame Data/Chars/Shimo/Shimo_21-1.png
frame Data/Chars/Shimo/Shimo_21-2.png
frame Data/Chars/Shimo/Shimo_21-3.png
frame Data/Chars/Shimo/Shimo_21-4.png
@cmd shoot "Dragon" 0 0 0
frame Data/Chars/Shimo/Shimo_21-5.png
frame Data/Chars/Shimo/Shimo_21-6.png
frame Data/Chars/Shimo/Shimo_21-7.png
frame Data/Chars/Shimo/Shimo_21-5.png
frame Data/Chars/Shimo/Shimo_21-6.png
frame Data/Chars/Shimo/Shimo_21-7.png
frame Data/Chars/Shimo/Shimo_21-5.png
frame Data/Chars/Shimo/Shimo_21-6.png
frame Data/Chars/Shimo/Shimo_21-7.png
frame Data/Chars/Shimo/Shimo_21-5.png
frame Data/Chars/Shimo/Shimo_21-6.png
frame Data/Chars/Shimo/Shimo_21-7.png
anim get
loop 0
offset 61 137
delay 8
frame Data/Chars/Shimo/Shimo_2-0.png
frame Data/Chars/Shimo/Shimo_2-1.png
frame Data/Chars/Shimo/Shimo_2-2.png
frame Data/Chars/Shimo/Shimo_2-1.png
frame Data/Chars/Shimo/Shimo_2-0.png
anim idle
loop 1
offset 61 137
delay 8
bbox 0 0 0 0
frame Data/Chars/Shimo/Shimo_0-0.png
frame Data/Chars/Shimo/Shimo_0-1.png
frame Data/Chars/Shimo/Shimo_0-2.png
frame Data/Chars/Shimo/Shimo_0-3.png
frame Data/Chars/Shimo/Shimo_0-4.png
frame Data/Chars/Shimo/Shimo_0-5.png
frame Data/Chars/Shimo/Shimo_0-6.png
frame Data/Chars/Shimo/Shimo_0-7.png
anim jump
loop 0
offset 61 137
delay 8
frame Data/Chars/Shimo/Shimo_4-0.png
frame Data/Chars/Shimo/Shimo_4-1.png
frame Data/Chars/Shimo/Shimo_4-2.png
frame Data/Chars/Shimo/Shimo_4-3.png
frame Data/Chars/Shimo/Shimo_4-4.png
frame Data/Chars/Shimo/Shimo_4-5.png
frame Data/Chars/Shimo/Shimo_4-6.png
frame Data/Chars/Shimo/Shimo_4-7.png
frame Data/Chars/Shimo/Shimo_4-8.png
frame Data/Chars/Shimo/Shimo_4-9.png
frame Data/Chars/Shimo/Shimo_4-10.png
anim jumpattack
hitflash Flash2
hitfx data/sounds/Hit2.wav
cancel 0 99 1 a2 freespecial2
loop 0
offset 61 137
delay 8
frame Data/Chars/Shimo/Shimo_13-0.png
frame Data/Chars/Shimo/Shimo_13-1.png
Attack1 45 55 96 38 3 1 0 0 5 30
dropv 2 0.5 0
frame Data/Chars/Shimo/Shimo_13-2.png
frame Data/Chars/Shimo/Shimo_13-3.png
frame Data/Chars/Shimo/Shimo_13-4.png
anim run
loop 1 2 8
offset 61 137
delay 8
bbox 0 0 0 0
frame Data/Chars/Shimo/Shimo_7-0.png
frame Data/Chars/Shimo/Shimo_7-1.png
frame Data/Chars/Shimo/Shimo_7-2.png
frame Data/Chars/Shimo/Shimo_7-3.png
frame Data/Chars/Shimo/Shimo_7-4.png
frame Data/Chars/Shimo/Shimo_7-5.png
frame Data/Chars/Shimo/Shimo_7-6.png
frame Data/Chars/Shimo/Shimo_7-1.png
anim runattack
hitflash Flash3
hitfx data/sounds/Hit3.wav
loop 0
offset 61 137
delay 6
@cmd dasher 1.5 0 0
frame Data/Chars/Shimo/Shimo_20-0.png
frame Data/Chars/Shimo/Shimo_20-1.png
attack 55 64 81 41 4 1 0 0 5 30
dropv 1 2 0
frame Data/Chars/Shimo/Shimo_20-2.png
frame Data/Chars/Shimo/Shimo_20-3.png
frame Data/Chars/Shimo/Shimo_20-4.png
frame Data/Chars/Shimo/Shimo_20-5.png
frame Data/Chars/Shimo/Shimo_20-6.png
anim turn
loop 0
offset 61 137
delay 6
frame Data/Chars/Shimo/Shimo_1-0.png
frame Data/Chars/Shimo/Shimo_1-1.png
frame Data/Chars/Shimo/Shimo_1-2.png
anim walk
loop 1
offset 61 137
delay 8
bbox 0 0 0 0
frame Data/Chars/Shimo/Shimo_3-0.png
frame Data/Chars/Shimo/Shimo_3-1.png
frame Data/Chars/Shimo/Shimo_3-2.png
frame Data/Chars/Shimo/Shimo_3-3.png
frame Data/Chars/Shimo/Shimo_3-4.png
frame Data/Chars/Shimo/Shimo_3-5.png
frame Data/Chars/Shimo/Shimo_3-6.png
As for both the attacks affected by the "non-spawn":
Code:
name Kikosho
health 1
nolife 1
type npc
hostile enemy obstacle npc
candamage enemy obstacle npc
speed 0
nomove 1
falldie 1
subtype flydie
shadow 0
remove 0
subject_to_wall 0
subject_to_screen 0
palette data/chars/Shimo/Kikosho/Kikosho_0.png
anim death
loop 0
delay 2
offset 1 1
bbox 0 0 0 0
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
anim fall
loop 0
delay 2
offset 1 1
bbox 0 0 0 0
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
anim idle
offset -20 109
loop 0
delay 5
fastattack 1
hitflash flash2
hitfx data/sounds/hit2.wav
attack 6 10 95 90 5 0 1 0 8 30
dropv 0.5 0.5 0
frame data/chars/Shimo/Kikosho/Kikosho_0.png
Attack 0
frame data/chars/Shimo/Kikosho/Kikosho_1.png
attack 6 10 95 90 5 0 1 0 8 30
dropv 0.5 0.5 0
frame data/chars/Shimo/Kikosho/Kikosho_2.png
Attack 0
frame data/chars/Shimo/Kikosho/Kikosho_3.png
attack 6 10 95 90 5 0 1 0 8 30
dropv 0.5 0.5 0
frame data/chars/Shimo/Kikosho/Kikosho_4.png
Attack 0
frame data/chars/Shimo/Kikosho/Kikosho_5.png
attack 6 10 95 90 5 1 1 0 8 30
dropv 2 0.5 0
frame data/chars/Shimo/Kikosho/Kikosho_6.png
Attack 0
frame data/chars/Shimo/Kikosho/Kikosho_7.png
frame data/chars/Shimo/Kikosho/Kikosho_8.png
frame data/chars/Shimo/Kikosho/Kikosho_9.png
frame data/chars/Shimo/Kikosho/Kikosho_10.png
frame data/chars/Shimo/Kikosho/Kikosho_11.png
frame data/chars/Shimo/Kikosho/Kikosho_12.png
Code:
name Dragon
health 1
nolife 1
type npc
hostile enemy obstacle npc
candamage enemy obstacle npc
speed 0
nomove 1
falldie 1
subtype flydie
shadow 0
remove 0
subject_to_wall 0
subject_to_screen 0
palette data/chars/Shimo/Dragon/Dragon_0.png
alpha 1
anim death
loop 0
delay 2
offset 1 1
bbox 0 0 0 0
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
anim fall
loop 0
delay 2
offset 1 1
bbox 0 0 0 0
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
anim idle
offset 70 182
loop 0
delay 5
fastattack 1
otg 1
hitflash flash2
hitfx data/sounds/hit2.wav
frame data/chars/Shimo/Dragon/Dragon_0.png
frame data/chars/Shimo/Dragon/Dragon_1.png
attack 14 117 116 81 2 1 0 0 5 30
dropv 2 0.5 0
frame data/chars/Shimo/Dragon/Dragon_2.png
attack 0
frame data/chars/Shimo/Dragon/Dragon_3.png
attack 1 6 129 193 2 1 0 0 5 30
dropv 2 0 0
frame data/chars/Shimo/Dragon/Dragon_4.png
Attack 0
frame data/chars/Shimo/Dragon/Dragon_5.png
attack 0 0 112 197 2 1 0 0 5 30
dropv 0.5 0 0
frame data/chars/Shimo/Dragon/Dragon_6.png
Attack 0
frame data/chars/Shimo/Dragon/Dragon_7.png
delay 8
attack 0 6 129 191 2 1 0 0 5 30
dropv 0.5 1 0
frame data/chars/Shimo/Dragon/Dragon_8.png
delay 6
Attack 0
frame data/chars/Shimo/Dragon/Dragon_9.png
delay 7
attack 6 10 272 178 2 1 0 0 5 30
dropv 0.5 1 0
frame data/chars/Shimo/Dragon/Dragon_10.png
delay 4
Attack 0
frame data/chars/Shimo/Dragon/Dragon_11.png
delay 1
attack 6 10 290 182 2 1 0 0 5 30
dropv 0.5 1 0
frame data/chars/Shimo/Dragon/Dragon_12.png
Attack 0
frame data/chars/Shimo/Dragon/Dragon_13.png
attack 30 15 287 182 2 1 0 0 5 30
dropv 0.5 1 0
frame data/chars/Shimo/Dragon/Dragon_14.png
Attack 0
frame data/chars/Shimo/Dragon/Dragon_15.png
attack 93 74 248 116 2 1 0 0 5 30
dropv 0.5 1 0
frame data/chars/Shimo/Dragon/Dragon_16.png
Attack 0
frame data/chars/Shimo/Dragon/Dragon_17.png
frame data/chars/Shimo/Dragon/Dragon_18.png
frame data/chars/Shimo/Dragon/Dragon_19.png
frame data/chars/Shimo/Dragon/Dragon_20.png
frame data/chars/Shimo/Dragon/Dragon_21.png
frame data/chars/Shimo/Dragon/Dragon_22.png
frame data/chars/Shimo/Dragon/Dragon_23.png
frame data/chars/Shimo/Dragon/Dragon_24.png
The animations affected are freespecial5 and freespecial8; freespecial6 works fine.

