Chris Monvel updated Resident Evil: Survive with a new update entry:
Season 2.5
Read the rest of this update entry...
Congrats on the update!
DC
Chris Monvel updated Resident Evil: Survive with a new update entry:
Season 2.5
Read the rest of this update entry...
anim walk
loop 1
delay 8
offset 30 97
bbox 0 0 57 100
frame data/chars/Cindy/walk_01.gif
bbox 10 0 45 104
offset 35 99
sound data/sounds/heels.wav
frame data/chars/Cindy/walk_02.gif
bbox 6 0 35 104
offset 30 100
frame data/chars/Cindy/walk_03.gif
bbox 0 0 36 104
offset 23 100
frame data/chars/Cindy/walk_04.gif
bbox 0 0 43 102
offset 26 99
frame data/chars/Cindy/walk_05.gif
bbox 4 0 48 97
offset 30 96
frame data/chars/Cindy/walk_06.gif
bbox 10 0 48 102
offset 38 98
sound data/sounds/heels.wav
frame data/chars/Cindy/walk_07.gif
bbox 8 0 41 103
offset 34 99
frame data/chars/Cindy/walk_08.gif
bbox 0 0 42 103
offset 29 100
frame data/chars/Cindy/walk_09.gif
bbox 0 0 35 102
offset 19 99
frame data/chars/Cindy/walk_10.gif
bbox 0 0 48 99
offset 23 98
frame data/chars/Cindy/walk_11.gif
anim run
loop 1
delay 9
offset 39 90
bbox 13 0 57 94
frame data/chars/Cindy/run_01.gif
bbox 18 0 52 89
offset 38 87
frame data/chars/Cindy/run_02.gif
bbox 0 0 45 93
offset 21 90
sound data/sounds/heels.wav
frame data/chars/Cindy/run_03.gif
bbox 19 0 56 92
offset 43 88
frame data/chars/Cindy/run_04.gif
bbox 19 0 62 91
offset 46 87
frame data/chars/Cindy/run_05.gif
bbox 11 0 49 87
offset 30 86
sound data/sounds/heels.wav
frame data/chars/Cindy/run_06.gif
create a MENU.txt at data folder, and put it there:Can you give me an example of how rename buttons?
Cool! I'll give it a try man. Thank you!create a MENU.txt at data folder, and put it there:
renamekey attack1 Attack
renamekey attack3 Helper
renamekey attack2 Special
renamekey special Block
renamekey attack4 ULTRA
how is the progress on the resident evil openbor gameCool! I'll give it a try man. Thank you!
Season 3 based on Resident Evil 3: Nemesis is scheduled for September, 28. A cinematic teaser will be released next month, so stay tuned to the channel updates.how is the progress on the resident evil openbor game
name Nemesis_enemy
subtype chase
running 20 4 2 1 1
health 500
speed 6
type enemy
candamage player npc
hostile player npc
lifebarstatus 250 5 1 0 0 1 1 0 0
lifeposition 129 232
nameposition 129 241
iconposition 97 230
shadow 4
gfxshadow 1 1
aimove chase
aggression 500
nodieblink 1
nopain 1
nolife 1
blockodds 1
icon data/chars/Nemesis/icon.gif
diesound data/chars/Nemesis/nemesis_death.wav
palette data/chars/Nemesis/palette_boss.gif
anim attack1
hitflash flash2
rangea 0 100
range 1 100
loop 0
delay 5
offset 93 152
bbox 57 7 79 150
frame data/chars/Nemesis/attack_C01.gif
sound data/chars/Nemesis/nemesis_melee3.wav
offset 102 156
bbox 59 16 86 145
frame data/chars/Nemesis/attack_C02.gif
offset 49 196
bbox 19 55 71 146
frame data/chars/Nemesis/attack_C03.gif
offset 48 159
bbox 21 26 70 139
sound data/chars/Nemesis/nem_se_rocketswish.wav
frame data/chars/Nemesis/attack_C04.gif
offset 49 128
bbox 26 0 66 133
attack2 77 0 98 108 15 10 0 0 7 0
frame data/chars/Nemesis/attack_C05.gif
delay 20
offset 48 117
bbox 27 0 76 123
frame data/chars/Nemesis/attack_C06.gif
anim attack2
hitflash flash2
rangea 0 100
range 1 100
energycost 5 1 0
loop 0
fastattack 1
delay 5
attack 0
offset 130 140
bbox 100 0 79 145
Frame data/chars/Nemesis/A2_A01.gif
offset 46 143
bbox 11 0 79 148
hitfx data/sounds/slash.wav
attack2 -51 14 203 92 16 0 0 0 6 12
Frame data/chars/Nemesis/A2_A02.gif
attack 0
offset 60 175
bbox 32 30 71 150
Frame data/chars/Nemesis/A2_A03.gif
attack 0
offset 43 165
bbox 6 19 79 150
Frame data/chars/Nemesis/A2_B01.gif
offset 50 147
bbox 12 2 79 150
hitfx data/sounds/slash.wav
attack2 -46 9 221 92 16 15 0 0 6 12
Frame data/chars/Nemesis/A2_B02.gif
attack 0
offset 54 151
bbox 19 0 72 156
Frame data/chars/Nemesis/A2_B03.gif
anim attack3
hitflash flash2
loop 0
delay 4
offset 66 153
bbox 28 0 74 159
frame data/chars/Nemesis/special_01.gif
offset 73 148
bbox 27 0 75 153
frame data/chars/Nemesis/special_02.gif
offset 61 145
bbox 17 0 79 150
frame data/chars/Nemesis/special_03.gif
sound data/chars/Nemesis/nemesis_melee4.wav
offset 91 145
bbox 48 0 79 150
frame data/chars/Nemesis/special_04.gif
offset 79 136
bbox 38 0 79 140
frame data/chars/Nemesis/special_05.gif
offset 71 151
bbox 21 24 79 130
frame data/chars/Nemesis/special_06.gif
sound data/chars/Nemesis/nem_se_syokusyuground.wav
offset 103 151
bbox 57 33 79 123
frame data/chars/Nemesis/special_07.gif
offset 99 151
bbox 57 28 79 128
frame data/chars/Nemesis/special_08.gif
offset 94 151
bbox 47 35 79 123
attack3 -10 0 206 156 20 5 0 0 10 0
frame data/chars/Nemesis/special_09.gif
offset 99 151
frame data/chars/Nemesis/special_08.gif
offset 103 151
frame data/chars/Nemesis/special_07.gif
offset 71 151
frame data/chars/Nemesis/special_06.gif
offset 79 136
frame data/chars/Nemesis/special_05.gif
anim attack4
hitflash flash2
fastattack 1
loop 0
delay 6
attack 0
offset 97 147
bbox 57 0 79 150
frame data/chars/Nemesis/victory_01.gif
attack 0
offset 54 148
bbox 19 0 79 150
frame data/chars/Nemesis/victory_02.gif
attack 0
offset 81 153
bbox 44 13 79 144
frame data/chars/Nemesis/victory_03.gif
delay 20
attack 0
offset 75 153
frame data/chars/Nemesis/victory_04.gif
delay 6
attack 0
offset 48 188
sound data/chars/Nemesis/nemesis_melee5.wav
frame data/chars/Nemesis/growl_01.gif
offset 48 188
hitfx data/sounds/none.wav
attack3 77 0 375 198 20 0 0 1 10 100
frame data/chars/Nemesis/growl_02.gif
attack 0
offset 48 184
frame data/chars/Nemesis/growl_03.gif
offset 48 183
hitfx data/sounds/none.wav
attack3 77 0 375 198 20 0 0 1 10 100
frame data/chars/Nemesis/growl_04.gif
attack 0
offset 48 184
frame data/chars/Nemesis/growl_05.gif
offset 48 179
attack3 77 0 375 198 20 0 0 1 10 100
hitfx data/sounds/none.wav
frame data/chars/Nemesis/growl_06.gif
anim attack5
hitflash flash2
loop 0
delay 4
offset 158 150
frame data/chars/Nemesis/flame_01.gif
offset 67 143
sound data/chars/Nemesis/nemesis_melee3.wav
frame data/chars/Nemesis/flame_02.gif
offset 67 143
frame data/chars/Nemesis/flame_03.gif
offset 67 143
frame data/chars/Nemesis/flame_04.gif
offset 151 194
burn -28 0 376 205 40 5 0 0 0 200
sound data/sounds/flamethrower.wav
frame data/chars/Nemesis/flame_05.gif
offset 151 198
frame data/chars/Nemesis/flame_06.gif
offset 150 200
frame data/chars/Nemesis/flame_07.gif
offset 151 198
frame data/chars/Nemesis/flame_08.gif
offset 151 184
frame data/chars/Nemesis/flame_09.gif
offset 151 165
frame data/chars/Nemesis/flame_10.gif
offset 151 165
frame data/chars/Nemesis/flame_11.gif
offset 151 165
frame data/chars/Nemesis/flame_12.gif
delay 20
offset 90 165
frame data/chars/Nemesis/flame_13.gif
anim attack6
rangea 0 100
range 1 200
delay 6
loop 0
offset 43 141
bbox 57 7 79 150
frame data/chars/Nemesis/rise_03.gif
offset 45 129
bbox 57 7 79 150
frame data/chars/Nemesis/rise_02.gif
offset 38 107
bbox 57 7 79 150
frame data/chars/Nemesis/rise_01.gif
offset 43 107
bbox 57 7 79 150
Frame data/chars/Nemesis/minigun_01.gif
offset 57 129
bbox 57 7 79 150
Frame data/chars/Nemesis/minigun_02.gif
offset 51 141
bbox 57 7 79 150
Frame data/chars/Nemesis/minigun_03.gif
sound data/chars/Nemesis/minigun_wind_up.wav
delay 15
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
delay 6
sound data/chars/Nemesis/minigun_fire.wav
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
offset 51 141
Frame data/chars/Nemesis/minigun_03.gif
offset 57 129
Frame data/chars/Nemesis/minigun_02.gif
offset 43 107
Frame data/chars/Nemesis/minigun_01.gif
offset 38 107
frame data/chars/Nemesis/rise_01.gif
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 43 141
frame data/chars/Nemesis/rise_03.gif
anim attack7
rangea 0 100
range 1 200
delay 5
loop 0
offset 40 141
bbox 57 7 79 150
frame data/chars/Nemesis/get_01.gif
offset 42 129
bbox 57 7 79 150
frame data/chars/Nemesis/get_02.gif
offset 38 107
bbox 57 7 79 150
frame data/chars/Nemesis/get_03.gif
offset 79 113
bbox 57 7 79 150
sound data/chars/Nemesis/nemesis_melee5.wav
Frame data/chars/Nemesis/A4_01.gif
offset 86 132
bbox 57 7 79 150
Frame data/chars/Nemesis/A4_02.gif
offset 86 145
bbox 57 7 79 150
Frame data/chars/Nemesis/A4_03.gif
delay 15
offset 53 140
Frame data/chars/Nemesis/A4_04.gif
delay 5
offset 53 140
Frame data/chars/Nemesis/A4_05.gif
offset 53 140
Frame data/chars/Nemesis/A4_06.gif
offset 53 140
Frame data/chars/Nemesis/A4_07.gif
offset 53 140
burn 127 21 237 87 40 10 0 0 0 150
sound data/sounds/flamethrower.wav
Frame data/chars/Nemesis/A4_08.gif
offset 53 140
Frame data/chars/Nemesis/A4_09.gif
offset 53 151
Frame data/chars/Nemesis/A4_10.gif
offset 53 168
Frame data/chars/Nemesis/A4_11.gif
offset 53 163
Frame data/chars/Nemesis/A4_12.gif
offset 53 161
Frame data/chars/Nemesis/A4_13.gif
offset 53 159
Frame data/chars/Nemesis/A4_14.gif
offset 53 151
Frame data/chars/Nemesis/A4_15.gif
offset 53 162
Frame data/chars/Nemesis/A4_16.gif
offset 53 153
Frame data/chars/Nemesis/A4_17.gif
offset 53 161
Frame data/chars/Nemesis/A4_18.gif
offset 53 140
Frame data/chars/Nemesis/A4_19.gif
offset 53 140
Frame data/chars/Nemesis/A4_20.gif
offset 53 140
Frame data/chars/Nemesis/A4_04.gif
offset 86 145
Frame data/chars/Nemesis/A4_03.gif
offset 86 132
Frame data/chars/Nemesis/A4_02.gif
offset 79 113
Frame data/chars/Nemesis/A4_01.gif
offset 38 107
frame data/chars/Nemesis/rise_01.gif
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 43 141
frame data/chars/Nemesis/rise_03.gif
anim block
hitflash flash2
loop 0
delay 20
offset 158 150
frame data/chars/Nemesis/cover.gif
anim grab
loop 0
delay 1000
offset 77 142
bbox 47 0 75 147
frame data/chars/Nemesis/grab.gif
anim throw
loop 0
delay 5
offset 84 134
frame data/chars/Nemesis/throw_01.gif
sound data/chars/Nemesis/nemesis_melee5.wav
offset 67 153
frame data/chars/Nemesis/throw_02.gif
delay 30
offset 71 145
frame data/chars/Nemesis/throw_03.gif
anim upper
rangea 0 100
range 1 700
delay 5
offset 68 151
Frame data/chars/Nemesis/A3_01.gif
offset 41 149
Frame data/chars/Nemesis/A3_02.gif
offset 51 149
Frame data/chars/Nemesis/A3_03.gif
offset 52 174
Frame data/chars/Nemesis/A3_04.gif
offset 51 194
Frame data/chars/Nemesis/A3_05.gif
offset 51 140
Frame data/chars/Nemesis/A3_06.gif
offset 51 145
sound data/chars/Nemesis/nem_se_rocketshot.wav
@cmd projectile 1 "Missile" 5 1 135 1 0
Frame data/chars/Nemesis/A3_07.gif
offset 51 182
frame data/chars/Nemesis/A3_08.gif
offset 51 140
Frame data/chars/Nemesis/A3_06.gif
anim special
hitflash flash2
loop 0
delay 5
offset 80 140
frame data/chars/Nemesis/attack_B01.gif
sound data/chars/Nemesis/nemesis_melee2.wav
offset 46 143
frame data/chars/Nemesis/attack_B02.gif
offset 51 172
attack2 63 16 105 115 15 0 0 0 5 0
sound data/chars/Nemesis/nem_se_rocketswish.wav
frame data/chars/Nemesis/attack_B03.gif
offset 60 173
delay 20
frame data/chars/Nemesis/attack_B04.gif
anim special2
rangea 0 100
range 1 50
escapehits 2
hitflash flash2
loop 0
delay 4
move -20
offset 61 145
frame data/chars/Nemesis/dodge_01.gif
offset 82 146
frame data/chars/Nemesis/dodge_02.gif
delay 20
offset 66 146
frame data/chars/Nemesis/dodge_03.gif
delay 4
move 20
offset 34 161
frame data/chars/Nemesis/runattack_01.gif
sound data/chars/Nemesis/nemesis_melee4.wav
offset 50 152
frame data/chars/Nemesis/runattack_02.gif
offset 51 165
frame data/chars/Nemesis/runattack_03.gif
offset 51 165
frame data/chars/Nemesis/runattack_04.gif
offset 51 165
frame data/chars/Nemesis/runattack_05.gif
offset 51 165
attack2 92 40 173 50 50 5 0 0 5 0
frame data/chars/Nemesis/runattack_06.gif
delay 15
frame data/chars/Nemesis/runattack_06.gif
delay 4
offset 51 165
frame data/chars/Nemesis/runattack_05.gif
offset 51 165
frame data/chars/Nemesis/runattack_04.gif
offset 51 165
frame data/chars/Nemesis/runattack_03.gif
delay 30
offset 50 152
frame data/chars/Nemesis/runattack_02.gif
anim jumpdelay
loop 0
delay 4
offset 43 141
frame data/chars/Nemesis/rise_03.gif
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 38 107
frame data/chars/Nemesis/rise_01.gif
anim jumpattack
loop 0
delay 6
offset 43 198
frame data/chars/Nemesis/jump_01.gif
offset 58 151
frame data/chars/Nemesis/jump_02.gif
offset 61 120
frame data/chars/Nemesis/jump_03.gif
offset 58 151
frame data/chars/Nemesis/jump_02.gif
offset 43 198
frame data/chars/Nemesis/jump_01.gif
anim jumpland
hitflash flash2
loop 0
delay 6
offset 78 107
sound data/sounds/rocks.wav
attack2 0 0 170 113 20 5 0 0 10 50
frame data/chars/Nemesis/spawn_01.gif
offset 82 107
frame data/chars/Nemesis/spawn_02.gif
offset 75 107
frame data/chars/Nemesis/spawn_03.gif
offset 75 107
frame data/chars/Nemesis/spawn_04.gif
offset 75 107
frame data/chars/Nemesis/spawn_05.gif
offset 73 107
frame data/chars/Nemesis/spawn_06.gif
offset 38 107
frame data/chars/Nemesis/rise_01.gif
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 43 141
frame data/chars/Nemesis/rise_03.gif
anim burn
loop 0
delay 10
offset 116 110
sound data/sounds/burn.wav
frame data/chars/Nemesis/burn_01.gif
offset 187 110
frame data/chars/Nemesis/burn_02.gif
offset 154 110
frame data/chars/Nemesis/burn_03.gif
offset 116 110
frame data/chars/Nemesis/burn_01.gif
offset 187 110
frame data/chars/Nemesis/burn_02.gif
offset 154 110
frame data/chars/Nemesis/burn_03.gif
delay 8
sound data/chars/Nemesis/nemesis_damage1.wav
offset 93 110
frame data/chars/Nemesis/fall_02.gif
offset 59 144
frame data/chars/Nemesis/fall_03.gif
offset 82 25
frame data/chars/Nemesis/fall_04.gif
anim shock
loop 0
delay 10
offset 105 122
sound data/sounds/shock.wav
frame data/chars/Nemesis/shock_01.gif
offset 113 126
frame data/chars/Nemesis/shock_02.gif
offset 105 122
frame data/chars/Nemesis/shock_01.gif
offset 113 126
frame data/chars/Nemesis/shock_02.gif
delay 8
sound data/chars/Nemesis/nemesis_damage1.wav
offset 93 110
frame data/chars/Nemesis/fall_02.gif
offset 59 144
frame data/chars/Nemesis/fall_03.gif
offset 82 25
frame data/chars/Nemesis/fall_04.gif
anim fall
loop 0
delay 8
offset 75 113
frame data/chars/Nemesis/fall_01.gif
sound data/chars/Nemesis/nemesis_damage3.wav
offset 93 110
frame data/chars/Nemesis/fall_02.gif
offset 59 144
frame data/chars/Nemesis/fall_03.gif
offset 82 25
frame data/chars/Nemesis/fall_04.gif
anim idle
loop 1
delay 14
offset 48 153
bbox 13 0 72 158
frame data/chars/Nemesis/idle_01.gif
offset 48 152
bbox 13 0 72 158
frame data/chars/Nemesis/idle_02.gif
offset 48 151
bbox 13 0 72 158
frame data/chars/Nemesis/idle_03.gif
delay 30
offset 48 150
bbox 13 0 72 158
frame data/chars/Nemesis/idle_04.gif
delay 14
offset 48 150
bbox 13 0 72 158
frame data/chars/Nemesis/idle_04.gif
offset 48 151
bbox 13 0 72 158
frame data/chars/Nemesis/idle_03.gif
offset 48 152
bbox 13 0 72 158
frame data/chars/Nemesis/idle_02.gif
delay 30
offset 48 153
bbox 13 0 72 158
frame data/chars/Nemesis/idle_01.gif
anim pain1
loop 0
delay 8
offset 41 144
bbox 9 4 76 146
frame data/chars/Nemesis/pain.gif
sound data/chars/Nemesis/nemesis_damage1.wav
anim rise
loop 0
delay 10
offset 38 107
frame data/chars/Nemesis/rise_01.gif
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 43 141
frame data/chars/Nemesis/rise_03.gif
anim riseattack
hitflash flash2
loop 0
delay 5
offset 80 140
frame data/chars/Nemesis/attack_B01.gif
sound data/chars/Nemesis/nemesis_melee2.wav
offset 46 143
frame data/chars/Nemesis/attack_B02.gif
offset 51 172
attack2 63 16 105 115 15 0 0 0 5 0
sound data/chars/Nemesis/nem_se_rocketswish.wav
frame data/chars/Nemesis/attack_B03.gif
offset 60 173
delay 20
frame data/chars/Nemesis/attack_B04.gif
anim walk
loop 1
delay 13
offset 37 147
bbox 10 0 64 152
frame data/chars/Nemesis/walk_01.gif
bbox 17 0 76 144
offset 53 139
frame data/chars/Nemesis/walk_02.gif
bbox 25 0 75 147
offset 49 142
sound data/chars/Nemesis/nemesis_footstep.wav
frame data/chars/Nemesis/walk_03.gif
bbox 27 0 70 148
offset 47 143
frame data/chars/Nemesis/walk_04.gif
bbox 1 0 68 158
offset 36 153
frame data/chars/Nemesis/walk_05.gif
bbox 37 0 64 146
offset 56 141
frame data/chars/Nemesis/walk_06.gif
bbox 37 0 61 151
offset 54 146
sound data/chars/Nemesis/nemesis_footstep.wav
frame data/chars/Nemesis/walk_07.gif
bbox 10 0 69 154
offset 39 149
frame data/chars/Nemesis/walk_08.gif
anim run
loop 1
delay 10
offset 65 135
bbox 42 0 76 140
frame data/chars/Nemesis/run_01.gif
bbox 53 0 80 143
offset 72 138
frame data/chars/Nemesis/run_02.gif
bbox 36 0 69 150
offset 53 145
sound data/chars/Nemesis/nemesis_footstep.wav
frame data/chars/Nemesis/run_03.gif
bbox 30 0 74 150
offset 57 145
frame data/chars/Nemesis/run_04.gif
bbox 34 0 80 146
offset 65 141
frame data/chars/Nemesis/run_05.gif
bbox 44 0 70 151
offset 57 146
sound data/chars/Nemesis/nemesis_footstep.wav
frame data/chars/Nemesis/run_06.gif
anim runattack
hitflash flash2
loop 0
delay 4
move 10
bbox 9 0 62 166
offset 34 161
frame data/chars/Nemesis/runattack_01.gif
sound data/chars/Nemesis/nemesis_melee4.wav
offset 50 152
bbox 26 14 63 143
frame data/chars/Nemesis/runattack_02.gif
bbox 28 27 84 144
offset 51 165
frame data/chars/Nemesis/runattack_03.gif
bbox 28 35 86 135
offset 51 165
frame data/chars/Nemesis/runattack_04.gif
bbox 28 32 89 138
offset 51 165
frame data/chars/Nemesis/runattack_05.gif
bbox 28 30 79 140
offset 51 165
attack2 92 40 173 50 50 5 0 0 5 0
frame data/chars/Nemesis/runattack_06.gif
delay 15
frame data/chars/Nemesis/runattack_06.gif
delay 4
bbox 28 32 89 138
offset 51 165
frame data/chars/Nemesis/runattack_05.gif
bbox 28 35 86 135
offset 51 165
frame data/chars/Nemesis/runattack_04.gif
bbox 28 27 84 144
offset 51 165
frame data/chars/Nemesis/runattack_03.gif
delay 30
offset 50 152
bbox 26 14 63 143
frame data/chars/Nemesis/runattack_02.gif
anim spawn
loop 0
delay 6
offset 43 320
frame data/chars/Nemesis/jump_01.gif
offset 43 290
frame data/chars/Nemesis/jump_01.gif
offset 43 260
frame data/chars/Nemesis/jump_01.gif
offset 43 230
frame data/chars/Nemesis/jump_01.gif
offset 43 198
frame data/chars/Nemesis/jump_01.gif
offset 78 107
sound data/sounds/rocks.wav
attack2 0 0 170 113 20 5 0 0 10 50
frame data/chars/Nemesis/spawn_01.gif
offset 82 107
frame data/chars/Nemesis/spawn_02.gif
offset 75 107
frame data/chars/Nemesis/spawn_03.gif
offset 75 107
frame data/chars/Nemesis/spawn_04.gif
offset 75 107
frame data/chars/Nemesis/spawn_05.gif
offset 73 107
frame data/chars/Nemesis/spawn_06.gif
delay 30
offset 38 107
sound data/chars/Nemesis/nemesis_select.wav
frame data/chars/Nemesis/rise_01.gif
delay 6
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 43 141
frame data/chars/Nemesis/rise_03.gif
offset 97 147
frame data/chars/Nemesis/victory_01.gif
offset 54 148
frame data/chars/Nemesis/victory_02.gif
offset 81 153
frame data/chars/Nemesis/victory_03.gif
offset 75 153
frame data/chars/Nemesis/victory_04.gif
offset 89 131
sound data/chars/Nemesis/nemesis_melee5.wav
frame data/chars/Nemesis/victory_05.gif
offset 89 131
frame data/chars/Nemesis/spawn_08.gif
offset 89 131
frame data/chars/Nemesis/victory_05.gif
offset 89 131
frame data/chars/Nemesis/spawn_08.gif
offset 89 131
frame data/chars/Nemesis/victory_05.gif
offset 89 131
frame data/chars/Nemesis/spawn_08.gif
offset 89 131
frame data/chars/Nemesis/victory_05.gif
offset 89 131
frame data/chars/Nemesis/spawn_08.gif
offset 89 131
frame data/chars/Nemesis/victory_05.gif
offset 89 131
frame data/chars/Nemesis/spawn_08.gif
anim grabwalkgrabwalk 15
I saw that you are using attack types above attack4.I've got a problem while I was working on Nemesis boss txt file. The log says invalid animation name. The problem is that I've checked them all and can´t seem to find the problem:
I did it but still happened. I've set maxattacks 90 and maxattacktypes 30I saw that you are using attack types above attack4.
In this case I suggest checking your "maxattacks" and "maxattacktypes" limits in your models.txt file, otherwise you can have issues with the game.
Indeed, removing animations following attack4 the character spawned. I had to rename attack5, 6 and 7 as freespecials and character worked great! WeirdThat's strange. Try this : make a backup of Nemesis enemy then remove ATTACK5, ATTACK6 and ATTACK7 from Nemesis enemy and see if this works.
anim grabwalk
loop 1
delay 6
offset 64 151
bbox 26 0 63 157
frame data/chars/Nemesis/grabwalk_01.gif
offset 63 146
bbox 25 0 75 151
frame data/chars/Nemesis/grabwalk_02.gif
offset 49 149
bbox 26 0 75 154
frame data/chars/Nemesis/grabwalk_03.gif
offset 55 150
bbox 31 0 66 155
frame data/chars/Nemesis/grabwalk_04.gif
offset 58 157
bbox 26 0 65 165
frame data/chars/Nemesis/grabwalk_05.gif
offset 61 148
bbox 28 0 63 153
frame data/chars/Nemesis/grabwalk_06.gif
offset 54 153
bbox 26 0 69 158
frame data/chars/Nemesis/grabwalk_07.gif
offset 60 156
bbox 21 0 72 161
frame data/chars/Nemesis/grabwalk_08.gif
anim grabbackwalk
loop 1
delay 6
offset 64 151
bbox 26 0 63 157
frame data/chars/Nemesis/grabwalk_01.gif
offset 63 146
bbox 25 0 75 151
frame data/chars/Nemesis/grabwalk_02.gif
offset 49 149
bbox 26 0 75 154
frame data/chars/Nemesis/grabwalk_03.gif
offset 55 150
bbox 31 0 66 155
frame data/chars/Nemesis/grabwalk_04.gif
offset 58 157
bbox 26 0 65 165
frame data/chars/Nemesis/grabwalk_05.gif
offset 61 148
bbox 28 0 63 153
frame data/chars/Nemesis/grabwalk_06.gif
offset 54 153
bbox 26 0 69 158
frame data/chars/Nemesis/grabwalk_07.gif
offset 60 156
bbox 21 0 72 161
frame data/chars/Nemesis/grabwalk_08.gif
I suggest the same as Bloodbane, try to erase every animation until the issue is gone. This way you will discover what animation is causing the problem.I did it but still happened. I've set maxattacks 90 and maxattacktypes 30
That's really strange, I tested both maxattacks/maxattacktypes in a BOR mod and it works fine.Indeed, after attack4 the character spawned. I had to rename attack5, 6 and 7 as freespecials and character worked great! Weird
Yes they are! In fact i declared these during the very early days of development anticipating these type of conflicts and still surprised meThat's really strange, I tested both maxattacks/maxattacktypes in a BOR mod and it works fine.
Are these commands really added in your models.txt file, or maybe in another file like levels.txt? And make sure that both are declared together, declaring just one or another may not work.
versusdamage 0
nodebug 1
maxfreespecials 25
maxattacktypes 90
colourselect 1
spdirection 1 1 1 1
Yeah, I understand. But I still don't see the maxattacks in your code.Yes they are! In fact i declared these during the very early days of development anticipating these type of conflicts and still surprised me
versusdamage 0
nodebug 1
maxfreespecials 25
maxattacktypes 90
colourselect 1
spdirection 1 1 1 1