Odd crash when enemy spawns

Kanbei

New member
So as the title states... Today when I was changing an enemies sprite to a better one I noticed when I went to encounter him in the game, it just crashes the second he spawns in. The only thing I changed was his static animation/standing animation.
here is his code idk if I am over looking anything.

Code:
name	Koopa_Troopa
health	150
speed	3
type	enemy
shadow	1
hostile player npc
candamage player npc obstacle
icon	data/chars/Enemies/Koopa/icon.gif
diesound data/sounds/Minions/Koopas/Dead.wav
falldie  3
aggression  9
jugglepoints 1


palette         data/chars/Enemies/Colors/Koopa/static1.gif
alternatepal  data/chars/Enemies/Colors/Koopa/alt1.gif
alternatepal  data/chars/Enemies/Colors/Koopa/alt2.gif
alternatepal  data/chars/Enemies/Colors/Koopa/alt3.gif



anim	attack1
	bbox	25 46 31 32
	offset	36 75
	range	-11 55
	loop	0
	delay	7
	frame	data/chars/Enemies/Koopa/punch1.gif
	bbox	25 40 31 36
	frame	data/chars/Enemies/Koopa/punch2.gif
	bbox	28 37 31 36
	frame	data/chars/Enemies/Koopa/punch3.gif
	attack	40 36 27 38 6 0 1 0 0 0
	bbox	30 36 37 38
	Move	13
	Sound	data/sounds/Minions/Koopas/Attack.wav
	frame	data/chars/Enemies/Koopa/punch4.gif
	bbox	29 41 27 33
	delay	8
	frame	data/chars/Enemies/Koopa/punch5.gif
	bbox	29 44 27 33
	Move	0
	frame	data/chars/Enemies/Koopa/punch6.gif
	bbox	27 44 30 34
	delay	9
	frame	data/chars/Enemies/Koopa/punch7.gif
	bbox	29 44 25 34
	delay	11
	frame	data/chars/Enemies/Koopa/punch8.gif
		
anim	fall
	bbox	6 3 28 34
	loop	0
	delay	20
	offset	14 34
	frame	data/chars/Enemies/Koopa/ko1.gif
	bbox	2 11 35 27
	attack	41 99 47 48 15 1 0 0 0 0
	frame	data/chars/Enemies/Koopa/ko3.gif
	bbox	2 14 35 25
	attack	18 150 82 27 15 1 0 0 0 0
	frame	data/chars/Enemies/Koopa/ko5.gif
		
anim	idle
	loop	1
	offset	18 56
	bbox	1 0 33 59
	delay	11
	frame	data/chars/Enemies/Koopa/static1.gif
	offset	17 55
	frame	data/chars/Enemies/Koopa/static2.gif
	offset	16 54
	frame	data/chars/Enemies/Koopa/static3.gif
	offset	18 56
	bbox	1 0 33 59
	delay	11
	frame	data/chars/Enemies/Koopa/static1.gif
	offset	17 55
	frame	data/chars/Enemies/Koopa/static2.gif
	offset	16 54
	frame	data/chars/Enemies/Koopa/static3.gif
	offset	18 56
	bbox	1 0 33 59
	delay	11
	frame	data/chars/Enemies/Koopa/static1.gif
	offset	17 55
	frame	data/chars/Enemies/Koopa/static4.gif
	offset	16 54
	frame	data/chars/Enemies/Koopa/static5.gif
		
anim	pain
	loop	0
	offset	14 34
	bbox	7 1 31 38
	delay	10
	Sound	data/sounds/Minions/Koopas/Hurt.wav
	frame	data/chars/Enemies/Koopa/hurt1.gif
	bbox	7 1 28 37
	delay	40
	frame	data/chars/Enemies/Koopa/hurt2.gif
	bbox	7 6 31 32
	delay	10
	frame	data/chars/Enemies/Koopa/hurt1.gif
		
anim	rise
	loop	0
	offset	14 34
	delay	5
	frame	data/chars/Enemies/Koopa/rise1.gif
	frame	data/chars/Enemies/Koopa/rise2.gif
	frame	data/chars/Enemies/Koopa/rise3.gif
	frame	data/chars/Enemies/Koopa/rise4.gif
	frame	data/chars/Enemies/Koopa/rise5.gif
	frame	data/chars/Enemies/Koopa/rise6.gif
	frame	data/chars/Enemies/Koopa/rise7.gif
		
anim	walk
	loop	1
	offset	18 56
	bbox	0 0 30 59
	delay	12
	frame	data/chars/Enemies/Koopa/walk1.gif
	frame	data/chars/Enemies/Koopa/walk2.gif
	frame	data/chars/Enemies/Koopa/walk3.gif
	frame	data/chars/Enemies/Koopa/walk4.gif
	frame	data/chars/Enemies/Koopa/walk5.gif
	frame	data/chars/Enemies/Koopa/walk6.gif
 
Wow, this just happened to me today and when I checked the scriptlog and openbor logs, the problem was not listed.

Funny enough,  I to just changed the animation of one of my attacks.  So after an hour or two of trying to figure out what I did wrong,  I happen to notice that one of the sprites was missing.  (a3.png)
In my char/enemies/gangster/ folder.

So yeah,  I'm unsure of why openbor didn't just tell me in the log, hey you are missing a3.png!


data/chars/Enemies/gangster/a1.png
data/chars/Enemies/gangster/a2.png
data/chars/Enemies//gangster/a3.png


Go and check that all of your sprites are in the folder or thar that you didn't added a sprite in you char.txt that should not be there.


Good luck.
 
You can also check if it has been loaded correctly.

An enemy that comes out normally in a level must cache itself in memory (know)

An enemy that is used as a projectile or summon must have the option to load in memory (load)
 
Thanks, I got the file to work but you were right it was listed wrong I must've been really tried the other day and forgot to fix it. Goes to show ya, get some rest and game later. lol
 
Kanbei said:
Thanks, I got the file to work but you were right it was listed wrong I must've been really tried the other day and forgot to fix it. Goes to show ya, get some rest and game later. lol

Blade master was right?
Or did are you referring to me? I want to know if I did something good :)
if not that's okay  - I'm just glad you didn't spend anymore time with that.
 
Funny enough,  I to just changed the animation of one of my attacks.  So after an hour or two of trying to figure out what I did wrong,  I happen to notice that one of the sprites was missing.  (a3.png)
In my char/enemies/gangster/ folder.

So yeah,  I'm unsure of why openbor didn't just tell me in the log, hey you are missing a3.png!


data/chars/Enemies/gangster/a1.png
data/chars/Enemies/gangster/a2.png
data/chars/Enemies//gangster/a3.png

PS VITA It does, take a look.
And notice that you have included a double / sign.
 
O Ilusionista said:
Funny enough,  I to just changed the animation of one of my attacks.  So after an hour or two of trying to figure out what I did wrong,  I happen to notice that one of the sprites was missing.  (a3.png)
In my char/enemies/gangster/ folder.

So yeah,  I'm unsure of why openbor didn't just tell me in the log, hey you are missing a3.png!


data/chars/Enemies/gangster/a1.png
data/chars/Enemies/gangster/a2.png
data/chars/Enemies//gangster/a3.png

PS VITA It does, take a look.
And notice that you have included a double / sign.


Oh okay, and lol /the double / sign,  that was just an example for kanbei to learn from.

But I messed that up too... like him I need some rest..... :p
 
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