Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.7.2

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Code:
Traceback (most recent call last):
  File "\\VBoxSvr\Partage\CMT\cmt.py", line 254, in autoSave
  File "gui\main\__init__.py", line 103, in backupUnsaved
  File "gui\main\__init__.py", line 417, in updateFD
  File "gui\entity\__init__.py", line 627, in getFullLines
  File "gui\entity\__init__.py", line 1807, in validateChanges
  File "gui\entity\__init__.py", line 1653, in rebuildText
  File "gui\entity\__init__.py", line 179, in __getitem__
IndexError: list index out of range

Code:
anim attack3 #Forward+SP
    offset 97 177
    delay 10

You can watch it until the end.

 
Code:
Traceback (most recent call last):
  File "\\VBoxSvr\Partage\CMT\cmt.py", line 254, in autoSave
  File "gui\main\__init__.py", line 103, in backupUnsaved
  File "gui\main\__init__.py", line 417, in updateFD
  File "gui\entity\__init__.py", line 627, in getFullLines
  File "gui\entity\__init__.py", line 1807, in validateChanges
  File "gui\entity\__init__.py", line 1653, in rebuildText
  File "gui\entity\__init__.py", line 179, in __getitem__
IndexError: list index out of range

Code:
anim attack3 #Forward+SP
    offset 97 177
    delay 10

You can watch it until the end.

You deleted the only frame that was in the animation, so of course all the commands are gonna bug because there is no frame to attach them to
 
I went to either the text tab or animation tab (I forgot), and then I got this without opening a character file.

Code:
Traceback (most recent call last):
  File "gui\main\__init__.py", line 488, in <lambda>
  File "gui\main\__init__.py", line 330, in setView
  File "gui\entity\__init__.py", line 900, in loadLines
TypeError: can only concatenate str (not "NoneType") to str

As I open this character and go to animation tab, I receive this.
Code:
Traceback (most recent call last):
  File "gui\entity\__init__.py", line 972, in notifyChange
  File "gui\entity\__init__.py", line 1541, in processLines
AttributeError: 'Platform' object has no attribute 'xOffset'

This message automatically pops up in a given time. Maybe like 1 minute or so?
Code:
Traceback (most recent call last):
  File "\\VBoxSvr\Partage\CMT\cmt.py", line 254, in autoSave
  File "gui\main\__init__.py", line 103, in backupUnsaved
  File "gui\main\__init__.py", line 417, in updateFD
  File "gui\entity\__init__.py", line 737, in getFullLines
  File "gui\entity\__init__.py", line 1541, in processLines
AttributeError: 'Platform' object has no attribute 'xOffset'

C:
anim    idle
@script
  void self = getlocalvar("self"); //Get calling entity
  void Fighter1 = getglobalvar("Fighter1");//Call Fighter 1
  void Fighter2 = getglobalvar("Fighter2");//Call Fighter 2

  void Fighter; float Fx; float x; int Dir;


  if(Fighter1 && Fighter2){
    if(Fighter1 == self){
      Fighter = Fighter2;
    } else {
      Fighter = Fighter1;
    }

    Fx = getentityproperty(Fighter, "x");
    x = getentityproperty(self, "x");
    Dir = getentityproperty(self, "direction");


    if(Fx >= x){
       if(Dir == 0){//Direction: Left
       performattack(self, openborconstant("ANI_FOLLOW8")); //Do NOT use anim turn for this animation AT ALL!
     }
    } else {
      if(Dir == 1){//Direction: Right
      performattack(self, openborconstant("ANI_FOLLOW8"));
      }
    }


 }
    @end_script  
    loop    1
    delay    9
    offset    25 99
    bbox 10 1 38 101
    @cmd    clearL #clearing localvars (or local variables)
    platform 4 99 0 0 65 65 1 75
    frame    data/chars/ryu/0000000000.gif
    offset    25 97
    platform 4 99 0 0 65 65 1 75
    bbox 10 1 38 99
    frame    data/chars/ryu/0000000001.gif
    offset    25 99
    platform 4 99 0 0 65 65 1 75
    bbox 10 1 38 101
    frame    data/chars/ryu/0000000002.gif
    offset    25 102
    bbox 10 1 38 104
    platform 4 99 0 0 65 65 1 75
    frame    data/chars/ryu/0000000003.gif
    platform 4 99 0 0 65 65 1 75
    bbox 10 1 38 104
    frame    data/chars/ryu/0000000004.gif
    offset    25 100
    bbox 10 1 38 102
    platform 4 99 0 0 65 65 1 75
    frame    data/chars/ryu/0000000005.gif

I still have the same problem when I use platforms.
 
@Piccolo something I realized yesterday: the legacy FREEZE isn't fully supported by the tool.
You can see the text changing color, but you can't see the box

This is the attack using "attack" settings
sQIKV3q.png


this is the same line, changed to "freeze".
jxED6Bq.png


I know there is an extra value when using legacy freeze, but even if I add that extra value, the box doestn't shows up
 
@Piccolo something I realized yesterday: the legacy FREEZE isn't fully supported by the tool.
You can see the text changing color, but you can't see the box

This is the attack using "attack" settings
sQIKV3q.png


this is the same line, changed to "freeze".
jxED6Bq.png


I know there is an extra value when using legacy freeze, but even if I add that extra value, the box doestn't shows up
Yeah I checked it's not there. Only burn, shock and steal. Are there other that are missing except freeze ?

Also there doesn't seem to be an extra value in freeze, just a repurposed knockdown. Which is a good news lol
 
Yeah I checked it's not there. Only burn, shock and steal. Are there other that are missing except freeze ?
Looks like BLAST is not there too

blast {x} {y} {right} {down} {damage} {block} {noflash} {pausetime} {z}

  • This command is DEPRECATED and should not be used thanks to some strange behaviors which can lead to bugs in things like knockdowncount. A combination of attackbox, dropv and damageonlanding (see Attackbox Supplement below) can replicate this command.
  • An attack box which can hit bboxes.
  • Unless otherwise specified, this works exactly like an 'attack' command.
  • blast attacks always knock the enemy down, and sends them flying farther than normal. A 'blast'ed enemy will also be able to hit other entities and knock them down.

Blast had a bug for a long time but I think it got fixed on some newer version yes, it was fixed
 
Looks like BLAST is not there too

blast {x} {y} {right} {down} {damage} {block} {noflash} {pausetime} {z}

  • This command is DEPRECATED and should not be used thanks to some strange behaviors which can lead to bugs in things like knockdowncount. A combination of attackbox, dropv and damageonlanding (see Attackbox Supplement below) can replicate this command.
  • An attack box which can hit bboxes.
  • Unless otherwise specified, this works exactly like an 'attack' command.
  • blast attacks always knock the enemy down, and sends them flying farther than normal. A 'blast'ed enemy will also be able to hit other entities and knock them down.

Blast had a bug for a long time but I think it got fixed on some newer version yes, it was fixed
Ok I added them to the list of processed attacks, they will b in next release.
 
Ok I added them to the list of processed attacks, they will b in next release.
Thanks buddy. Freeze support will help me a lot.
I just think we have no option to support the extra value for FREEZE (visually, on the right side) because you would need to add an extra field just for that.

freeze {x} {y} {right} {down} {damage} {time} {block} {noflash} {pausetime} {z}

  • A paralyzing attack box which can hit bboxes.
  • Unless otherwise specified, this works exactly like an 'attack' command.
  • The target will be frozen solid for {time}. They will be unable to attack, move, use specials, etc. If they have an fmap, they will change to that pallete.
  • {time} is measured in seconds.
  • Any attacks to a frozen target will cause knockdown. Freeze attacks on their own do not knock enemies down (Unless they were frozen to begin with).
 
I just think we have no option to support the extra value for FREEZE (visually, on the right side) because you would need to add an extra field just for that.

freeze {x} {y} {right} {down} {damage} {time} {block} {noflash} {pausetime} {z}

And now you know why I depreciated all that stuff and won't touch it moving forward. It just wasn't made with much foresight and is a drag on us to keep supporting.

DC
 
It just wasn't made with much foresight and is a drag on us to keep supporting.
Yes, on this case I can totally understand.
What baffles me is why this extra value is in the middle of the other ones, and not on at the end.
Because you can't simply convert ATTACK to FREEZE, because in this case the KNOCKDOWN power turns into TIME.

freeze 240 2 143 338 5 10 0 0 0 30

And the target will get frozen for 10 seconds...
 
What baffles me is why this extra value is in the middle of the other ones, and not on at the end.

Have no clue, that predated me. Same reason there are entirely different commands for freeze, blast, and steal at all. Just not really thinking from a modular, future-proofing perspective.

DC
 
hi hi, trying to use the tool to check orginal bor.pak levels but getting this error:


Traceback (most recent call last):

File "gui\main\__init__.py", line 493, in <lambda>

File "gui\main\__init__.py", line 355, in setView

File "gui\level\__init__.py", line 285, in loadLines

File "gui\level\__init__.py", line 1734, in loadLines

KeyError: 'xMin'
 
When I started deleting one project from the list, the deleted space is there, so no project name after that doesn't automatically move up like it used to. I remember one project name in the list moving up after deleting one from it.
 
Is it me or the tool overwrites original files without even asking ?
I messed up anim by trying to change "at" to "attack" and undo does not work , the buttons do nothing in animation editor , also i do not like that even that file on the disk is already overwritten which is strange , i did not choose to save it yet , so now i dont have good version of this animation /a backup.
Id rather have the tool NOT save to original file on the disk at all , only overwrite it when i choose to save especially when undo isnt working, undo should take me back to original state of the file when i click it multiple times but it doesnt.
Ok i know the issue - renaming is not stored in undo states. So when you rename attack1 to attack2 - say goodbye to all undos.

Also i noticed now the tool centers the offset to be in the middle on anim change... it wasnt like this in previous versions , this is defo a NO from me , it jumps around on anim change to be centered on canvas .
How to turn that off ? I want it to work like before and remember where i moved the whole animation on canvas.
Also, there arent many characters if any at all that have graphics below the offset, but when it centers it now theres ton of wasted space below offset, most characters take space above from offset cause they stand on the ground. Sure some explosions do go into all directions but still, i place my anim higher or lower on canvas and on anim change its not in that place anymore, it disrupts the workflow.
Maybe i pressed some shortcut?

Code:
anim    attack1
loop 0
shadowcoords 83 280
            offset    139 295
    bbox    102 92 76 204
    delay    5
    range   -20 150
        @cmd setentityvar getlocalvar("self") "frozen"  NULL()
          sound    dattacktacka/chars/octo/attacktack.wav
    forcedirection -1
alphamask      dattacktacka/chars/octo/attacktack_000-mask.png
frame           dattacktacka/chars/octo/attacktack_000.png
alphamask      dattacktacka/chars/octo/attacktack_001-mask.png
frame           dattacktacka/chars/octo/attacktack_001.png
alphamask      dattacktacka/chars/octo/attacktack_002-mask.png
frame           dattacktacka/chars/octo/attacktack_002.png
 sound    dattacktacka/sounds/a4.wav
alphamask      dattacktacka/chars/octo/attacktack_003-mask.png
frame           dattacktacka/chars/octo/attacktack_003.png
alphamask      dattacktacka/chars/octo/attacktack_004-mask.png
frame           dattacktacka/chars/octo/attacktack_004.png
alphamask      dattacktacka/chars/octo/attacktack_005-mask.png
frame           dattacktacka/chars/octo/attacktack_005.png
      attacktacktack    113 72 187 77 30 1 0 0 20 70
    dropv 4.0 6.0
    hitflash bloo

alphamask      dattacktacka/chars/octo/attacktack_006-mask.png
frame           dattacktacka/chars/octo/attacktack_006.png
  attacktacktack 0 0 0 0 0 0 0 0

alphamask      dattacktacka/chars/octo/attacktack_007-mask.png
frame           dattacktacka/chars/octo/attacktack_007.png
alphamask      dattacktacka/chars/octo/attacktack_008-mask.png
frame           dattacktacka/chars/octo/attacktack_008.png
alphamask      dattacktacka/chars/octo/attacktack_009-mask.png
frame           dattacktacka/chars/octo/attacktack_009.png
alphamask      dattacktacka/chars/octo/attacktack_010-mask.png
frame           dattacktacka/chars/octo/attacktack_010.png
alphamask      dattacktacka/chars/octo/attacktack_011-mask.png
frame           dattacktacka/chars/octo/attacktack_011.png
alphamask      dattacktacka/chars/octo/attacktack_012-mask.png
frame           dattacktacka/chars/octo/attacktack_012.png
 
Last edited:
Just spotted this.
Code:
Traceback (most recent call last):
  File "\\VBoxSvr\Partage\CMT\cmt.py", line 254, in autoSave
  File "gui\main\__init__.py", line 103, in backupUnsaved
  File "gui\main\__init__.py", line 417, in updateFD
  File "gui\entity\__init__.py", line 737, in getFullLines
  File "gui\entity\__init__.py", line 1222, in processLines
KeyError: None

Code:
anim freespecial6 #Stand SK
    bbox    8 1 54 100
    offset    26 97
    delay    5
    frame    data/chars/ryu/238.gif
    bbox    8 0 54 97
    offset    22 93
    frame    data/chars/ryu/239.gif
    bbox    1 12 54 94
    offset    13 102
    frame    data/chars/ryu/240.gif
    attack8 41 0 52 63 13 0 0 0 0 0
    offset    15 105
    frame    data/chars/ryu/241.gif
    attack8 43 0 56 42 12 0 0 0 0 0
    offset    13 101
    frame    data/chars/ryu/242.gif
    bbox    2 2 50 94
    offset    12 91
    attack8 0
    frame    data/chars/ryu/243.gif
    offset    12 93
    frame    data/chars/ryu/244.gif
    offset    11 98
    frame    data/chars/ryu/245.gif
    bbox    4 0 50 103
    offset    23 99
    frame    data/chars/ryu/246.gif
    @cmd beidle
    frame    data/chars/ryu/246.gif

Code:
Traceback (most recent call last):
  File "gui\entity\__init__.py", line 972, in notifyChange
  File "gui\entity\__init__.py", line 1222, in processLines
KeyError: None

Untitled.png
 
Is it me or the tool overwrites original files without even asking ?
No there isn't any automatic save to disk for original files. If a file was overwritten, then it means you manually saved the file. Of course CMT does change some parts of the file content, but those changes are never automatically saved to disk.

For the undo/redo buttons, yeah right now it only work for visual stuff (for example if you add a bbox, you can revert to the state of the animation before adding this bbox). I have currently no plan to support text changes through these buttons, but I guess Ctrl + Z should already do that for the most recent changes.

I'll check the centering issue later. But it's probably been like this since several releases as I don't remember modifying this part of the code recently. But yeah I remember adjusting this around the time of 0.6 first release. I did this on purpose though, so I'll have to make sure not to break things.
 
hi hi, trying to use the tool to check orginal bor.pak levels but getting this error:


Traceback (most recent call last):

File "gui\main\__init__.py", line 493, in <lambda>

File "gui\main\__init__.py", line 355, in setView

File "gui\level\__init__.py", line 285, in loadLines

File "gui\level\__init__.py", line 1734, in loadLines

KeyError: 'xMin'
Please copy the content of levels.txt here
 
When I started deleting one project from the list, the deleted space is there, so no project name after that doesn't automatically move up like it used to. I remember one project name in the list moving up after deleting one from it.
I don't understand. I tried to remove a project and it's actually removed from the list.
 
Just spotted this.
Code:
Traceback (most recent call last):
  File "\\VBoxSvr\Partage\CMT\cmt.py", line 254, in autoSave
  File "gui\main\__init__.py", line 103, in backupUnsaved
  File "gui\main\__init__.py", line 417, in updateFD
  File "gui\entity\__init__.py", line 737, in getFullLines
  File "gui\entity\__init__.py", line 1222, in processLines
KeyError: None

Code:
anim freespecial6 #Stand SK
    bbox    8 1 54 100
    offset    26 97
    delay    5
    frame    data/chars/ryu/238.gif
    bbox    8 0 54 97
    offset    22 93
    frame    data/chars/ryu/239.gif
    bbox    1 12 54 94
    offset    13 102
    frame    data/chars/ryu/240.gif
    attack8 41 0 52 63 13 0 0 0 0 0
    offset    15 105
    frame    data/chars/ryu/241.gif
    attack8 43 0 56 42 12 0 0 0 0 0
    offset    13 101
    frame    data/chars/ryu/242.gif
    bbox    2 2 50 94
    offset    12 91
    attack8 0
    frame    data/chars/ryu/243.gif
    offset    12 93
    frame    data/chars/ryu/244.gif
    offset    11 98
    frame    data/chars/ryu/245.gif
    bbox    4 0 50 103
    offset    23 99
    frame    data/chars/ryu/246.gif
    @cmd beidle
    frame    data/chars/ryu/246.gif

Code:
Traceback (most recent call last):
  File "gui\entity\__init__.py", line 972, in notifyChange
  File "gui\entity\__init__.py", line 1222, in processLines
KeyError: None

View attachment 8529
Can't reproduce this bug with the animation you pasted. Maybe it's the previous bug where you removed all frames from animation ?
 
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