Welcome to the Ulimate Little Fighter 4 World

Data Changing Section!

 

Wroten by Robotical Computer, LF4MASTER, Jiquera, howard917, THE LITTLE REALM, Vegeto666, mssjsg, Razon, zizibaluba, briankid and yokinakiwa.
 

Click here to Return to Little Fighter 4 World

Last Updated on : September 16, 2003.

 

Data Changing will require a data changer. You can download it from my downloads section. The data file is called deep_chop.dat. Remember, if you add more characters, weapons, and backgrounds, it WILL TAKE LONGER TO LOAD LITTLE FIGHTERS 2. SO MAKE A BACKUP OF deep_chop.dat

Activating all of the characters:

  1. First thing to do is to open the deep_chop.dat with the data changer.

  2. The first part of the data is a list of the characters. Find it.

  3. Now you should see Bandit, Hunter, Mark, LouisEX, Firzen, ect.

  4. Copy their line and put them on the bottom of the list. Like this:

  5. Now change the numbers of the original ones. Because the original numbers are used for stage mode. One way is to add a "8" before each of their id numbers. For instace: Bandit is number 30, if you add a 8 before his id number. It would be 830. Just make sure the number isn't already in used. To check if it is in use, scroll down and look at the id numbers ABOVE THE BACKGROUNDS. SAVE

  6. If you run Little Fighters, you should be able to select all of the characters now.

Adding new characters:

  1. Extract the file in the desktop and then rename to it's real name EXAMPLE-"NeoWoody" and make sure it's called a ".dat" file. Then put that file into the "your LF2 folder"\data\

  2. Open up deep_chop.dat with the data changer.

  3. Go to the character parts. Now all you have to do is make your own character with their own ID number.

  4. Make a empty row where you want them to be when you select them and put down a ID number. I recommand making them a 400 and then make the next character you install one extra. For example: if you wanted to install NeoWoody, give him the ID number of 400. Then if you install NeoDavis, make him number 401. Never make any character have the numbers of 100-199.

  5. Next is their type, characters always have a type of "0" so give them a type of zero. After that is where the file is, the file must always be in the "data" folder. SAVE

  6. So if all goes well, it should be like this:

       id:  400  type: 0  file: data\"your new character's name".dat

   7.  Run Little Fighters 2 and while it's loading, it should take a little longer and it shouldn't break. Look for your character and you should see him.

Adding New Weapons with just a .bmp file:

  1. If you are wanting to install a new weapon that only comes with just a .bmp file it means it was meant to just replace a orignal weapon.

  2. Take that file and place it on your desktop.

  3. Look in the "data" folder for the name of the data. EXAMPLE: If the .bmp is called weapon0.bmp, look for the weapon0.dat, copy the data and call it whatever you want your weapon to be or just call it weapon12 and if you install another weapon, it could be called weapon13.

  4. Now rename the .bmp on your desktop to the same as the data file of the new weapon, EXAMPLE: If you named the new weapon Weapon12.dat, rename the .bmp to Weapon12.bmp.

  5. Move that .bmp into the sprite\sys\ folder.

  6. Now in the deep_chop.dat with the Data Changer, adding a new weapon is just like adding in a new character.

  7. If you want the weapon to drop from the sky, it has to be have a ID number between 100-199.

  8. Now the type is more diffucult.

  9. If the data file came from:

      DATA FILE - TYPE NUMBER
weapon0 - Type = 1
weapon1 - Type = 2
weapon2 - Type = 1
weapon3 - Type = 2
weapon4 - Type = 1
weapon5 - Type = 4
weapon6 - Type = 6
weapon8 - Type = 6
weapon9 - Type = 1
weapon10 - Type = 2
weapon11 - Type = 2

  10. Put the Type Number after the ID number.
  11. Then put where the weapon is located, it has to be in the "data" folder. Then put a space and then a "#", to finish, put the name of what ever you want that weapon to be called after the "#". 
  12. The line should look like this:
id: "NUMBER" type: "1,2,4, or 6" file: data\"something".dat #"weapon name". SAVE
  13. Load up Little Fighters 2 and play a "VS" game. Keep pressing F8 till you see the new weapon fall from the sky.

Adding in a New Weapon with .dat and .bmp

  1. When installing a weapon with a .dat and a .bmp, copy both to your desktop. Rename both of them to the weapon you want. EXAMPLE: "weapon21.dat" and "weapon21.bmp" Move them both to the "data" folder.

  2. Load up the weapon data on your desktop with the data changer. The top should say: file(0-99): sprite\sys\"something".bmp. Change that "something" to the name of the weapon file. SAVE

  3. Load up deep_chop.dat and go down to the weapons sections.

  4. If you want the weapon to drop from the sky, it has to be have a ID number between 100-199.
    Now the type is more diffucult.
    If the first name of the data file came from:

      DATA FILE - TYPE NUMBER
weapon0 - Type = 1
weapon1 - Type = 2
weapon2 - Type = 1
weapon3 - Type = 2
weapon4 - Type = 1
weapon5 - Type = 4
weapon6 - Type = 6
weapon8 - Type = 6
weapon9 - Type = 1
weapon10 - Type = 2
weapon11 - Type = 2

  5. Put the type number after the ID number 
  6. Then put where the weapon is located, it has to be in the "data" folder. Then put a space and then a "#", to finish, put the name of what ever you want that weapon to be called after the "#".
  7. The lines should turn out likes this:
id: "NUMBER" type: "1,2,4,or 6" file: data\"something".dat #"weapon name" . SAVE
  8. Load up Little Fighters 2 and play a "VS" game. Keep pressing F8 till you see the new weapon fall from the sky.

Adding a new Template Background

  1. To add a new background, go into bg\template\ folder. Make a new folder called anything you want. 

  2. Go into the 3 folder and copy everything in that folder.

  3. Go into your new folder and paste the things there.

  4. Load up the bg.dat in your new folder with the data changer

  5. If you like, you may rename the map but it can only hold one word. You could use underlines.

  6. The layers should look like
    "layer:
    bg\template\3\pic1.bmp
    transparency: 0 width: 967 x: 0 y: 128
    layer_end"

  7. Rename the "3" to whatever the folder is called. Rename the "3" for all of the other layers. SAVE

  8. Load up the deep_chop.dat with the data changer and go to the very bottom. You should see somewhere the list of backgrounds. Make a new with a ID number not in used by any other backgrounds. Then add the file name. It should look like:
    id: "NUMBER" file: bg\template\"folder name"\bg.dat. SAVE

  9. Load up Little Fighters and play a "VS". You should see a new map to pick.

Every character is based on frames. On every frame, you must:
1. Say where the next frame is once the frame is completed
2. Specify a picture to go with it
Don go and modify the w: ? and x: ? and stuff like that unless youe very experienced

Other things are optional, such as:
1. Specifying the weaponact (The move the character will use)
2. If it a ball type (He is shooting something) then you also need to specify the object ID (that also goes with casting other characters)
3. Sound effects etc.
There lots

About the hit_a and stuff:
On every frame, you can specify where you can go next by using these. They can be either hit_a (means A), hit_j, hit_d, hit_Fa (means D>A), hit_Ua, hit_Da, hit_Fj (means D>J), hit_Uj, hit_Dj, and hit_ja (means DJA). They will be followed by the frame you wish to go to once they do that particular thing.

 

effect--the attack effect
effect:
0---normal
1---blood
2---fire
3---ice
4---just attack weapon through chars
5---no effect
....

mp---the magic point use
special:
4300: hp-40 mp-300
10100: hp-100 mp-100,etc
-5050: hp+500 mp+500,etc

fall--fall down %, 70fall down, 60stomach, if its -1 or lower never fall,

bdefend--broke defect %, 60 broke

fall, bdefend will continous add when you attect...

tranform

state: 80xx xx=char id



the fall

  hit_ua = D^A, hit_j = J, hit_Fa = D>a, hit_Da = DvA,etc...
hit_ua: 321(frame number,press D^A go to frame 321 and play)
 

every chars grid in the .bmp is 79x79
x: the width start point from the grid.
y: the high start point from the grid.


-1
-1 -0---------------------79
-----------------------
-----------------------
-----------------------
79

but all chars doesn't use all of the 79x79 space.
davis'super punch for an example
<frame> 72 super_punch
pic: 8 state: 3 wait: 2 next: 73 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66
bdy_end:
<frame_end>

>pic: 8
the pic no. is from 0 begin.

>state: 3
the char state
state: 0 = stand
state: 1 = walk
state: 2 = run
state: 3 = attack
.......: 7 = defend
.......: 1700 = heal yourself
...
so many state, I cant list all...

>wait: 2
the frame play how long.

>next: 73
the frame that next goto

>dvx: 0 dvy: 0 dvz: 0
example:
dvx: 10 move forward 10 if -10 that means move back 10
dvy: -10 move up to sky 10(like jump) if 10 move down to ground 10
dvz: is the move position of ground

>centerx: 28 centery: 79
centerx: 28 not important, centery: 79, if the no. larger the char will stay in the sky.

>hit_a: 0 hit_d: 0 hit_j: 0
hit_a: 0 mean hit attack key go to what frame(the no.),etc
hit_fj : d>j
hit_uj: d^j
hit_dj: dvj
hit_fa: d>a
hit_ua: d^a
hit_da: dva
hit_ja: dja

> itr:
kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
itr_end:

kind: 0--attact kind, 0 is normal, 10 is flute...
x: 40--the starting point of x y: 5 the starting point of y
w: 35--the width from the x, h: 45--the high from the y

>bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66
bdy_end:

kind: 0 -- body be attack kind
x: 26 y: 12 w: 35 h: 66> attack ambit

effect--the attack effect
effect:
0---normal
1---blood
2---fire
3---ice
4---just attack weapon through chars
5---no effect
....

mp---the magic point use
special:
4300: hp-40 mp-300
10100: hp-100 mp-100,etc
-5050: hp+500 mp+500,etc

fall--fall down %, 70fall down, 60stomach, if its -1 or lower never fall,

bdefend--broke defect %, 60 broke

fall, bdefend will continous add when you attect...


tranform

state: 80xx xx=char id

the fall

Some More Tutorial



every chars grid in the .bmp is 79x79
x: the width start point from the grid.
y: the high start point from the grid.


-1
-1 -0---------------------79
-----------------------
-----------------------
-----------------------
79

but all chars doesn't use all of the 79x79 space.
davis'super punch for an example
<frame> 72 super_punch
pic: 8 state: 3 wait: 2 next: 73 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66
bdy_end:
<frame_end>

>pic: 8
the pic no. is from 0 begin.

>state: 3
the char state
state: 0 = stand
state: 1 = walk
state: 2 = run
state: 3 = attack
.......: 7 = defend
.......: 1700 = heal yourself
...
so many state, I cant list all...

>wait: 2
the frame play how long.

>next: 73
the frame that next goto

>dvx: 0 dvy: 0 dvz: 0
example:
dvx: 10 move forward 10 if -10 that means move back 10
dvy: -10 move up to sky 10(like jump) if 10 move down to ground 10
dvz: is the move position of ground

>centerx: 28 centery: 79
centerx: 28 not important, centery: 79, if the no. larger the char will stay in the sky.

>hit_a: 0 hit_d: 0 hit_j: 0
hit_a: 0 mean hit attack key go to what frame(the no.),etc
hit_fj : d>j
hit_uj: d^j
hit_dj: dvj
hit_fa: d>a
hit_ua: d^a
hit_da: dva
hit_ja: dja

> itr:
kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
itr_end:

kind: 0--attact kind, 0 is normal, 10 is flute...
x: 40--the starting point of x y: 5 the starting point of y
w: 35--the width from the x, h: 45--the high from the y

>bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66
bdy_end:

kind: 0 -- body be attack kind
x: 26 y: 12 w: 35 h: 66> attack ambit

my english is too bad, hope you unstand what I say...

effect--the attack effect
effect:
0---normal
1---blood
2---fire
3---ice
4---just attack weapon through chars
5---no effect
....

mp---the magic point use
special:
4300: hp-40 mp-300
10100: hp-100 mp-100,etc
-5050: hp+500 mp+500,etc

fall--fall down %, 70fall down, 60stomach, if its -1 or lower never fall,

bdefend--broke defect %, 60 broke

fall, bdefend will continous add when you attect...

all my known is learn from others, almost learn from gptony.

tranform

state: 80xx xx=char id

To make and object chasing, at the end of the first line, where it says: "hit_a: 0 hit_d: 0", at the end of the line put " hit_Fa: 2", then the object chases! Can anyone tell me how to configurate the weapon's weight?



the fall

every chars grid in the .bmp is 79x79
x: the width start point from the grid.
y: the high start point from the grid.
-1
-1 -0---------------------79
-----------------------
-----------------------
-----------------------
79
but all chars doesn't use all of the 79x79 space.
davis' punch for an example
<frame> 72 super_punch
pic: 8 state: 3 wait: 2 next: 73 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66 bdy_end:
<frame_end>
>pic: 8
the pic no. from 0 to the no.
>state: 3
the char state
state: 0 = stand
state: 1 = walk
state: 2 = run
state: 3 = attack
state: 7 = defend
state: 1700 = heal yourself
>wait: 2
the frame plays how long.
>next: 73
the pic's no.
>dvx: 0 dvy: 0 dvz: 0
example:
dvx: 10 move forwards 10 cubes,if -10 that means move backwards 10 cubes
dvy: -10 move up to sky 10(like jump) if 10 move down to ground 10
dvz: is the move position of ground
>centerx: 28 centery: 79
centerx: 28 not important, centery: 79, if the no. larger the char will stay in the sky.
>hit_a: 0 hit_d: 0 hit_j: 0
hit_a: 0 mean hit attack key go to what frame(the no.),etc
hit_fj : d>j
hit_uj: d^j
hit_dj: dvj
hit_fa: d>a
hit_ua: d^a
hit_da: dva
hit_ja: dja
> itr:
kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
itr_end:
kind: 0--attack kind, 0 is normal, 10 is the flute...
x: 40--the starting point of x y: 5 the starting point of y
w: 35--the width from the x, h: 45--the high from the y
>bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66
bdy_end:
kind: 0 -- attack kind
x: 26 y: 12 w: 35 h: 66> attack a bit
effect--the attack effect
effect:
0---normal
1---blood
2---fire
3---ice
4---just attack weapon through chars
5---no effect
mp---the magic point use
special:
4300: hp-40 mp-300
10100: hp-100 mp-100,etc
-5050: hp+500 mp+500,etc
fall--fall down %, 70 is fall down, 60 is stomach, if its -1 or lower never fall,
bdefend--broken defend %, 60 broken
fall, bdefend will continously add when you attack...
tranform
state: 80xx xx=char id
To make and object chase, at the end of the first line, where it says: "hit_a: 0 hit_d: 0", at the end of the line put " hit_Fa: 2", then the object chases!
opoint creates a weapon, then oid is the id of the weapon.
Stage help
1????<stage> id: 0 #stage 1-1
2????????<phase> bound: 900
3????????????id: 30 hp: 50 times: 2 ratio: 1.0
4????????<phase_end>
5????????<phase> bound: 1300
6????????????id: 30 hp: 50 times: 2 ratio: 1.0
7????????????id: 31 hp: 50 times: 1
8????????????id: 31 hp: 50 times: 1 ratio: .4
9????????<phase_end> ????
10????????<phase> bound: 1700
11????????????id: 3000 hp: 50 times: 2
12????????????id: 3000 hp: 50 times: 2 ratio: 1.0
13????????<phase_end>
14????????<phase> bound: 2200
15????????????id: 122 x: 1100 #milk
16????????????id: 123 x: 1100 #beer
17????????????id: 30 hp: 50 ratio: 1
18????????????id: 30 hp: 50
19????????????id: 31 hp: 50
20????????????id: 31 hp: 50 ratio: .4
21????????????id: 31 hp: 50 ratio: .2
22????????<phase_end>
23????<stage_end>
the <stage><stage_end> parameters obviously is used to enclose the coding of each stage.
In line 1, we see the items "id: 0" and "#stage 1-1".
"id: 0" would mean the sequence of the stages. So "0" would represent stage 1 and "1" would represent stage 2. Stage 2 would actually mean Stage 1-2 and stage 7, "8", would be Stage 2-2.
"#stage 1-1" is probably just a comment tag, and does nothing useful besides helping you identify which stage is which. So anything entered after the Pound (#) would not affect the coding.
In line 2-4, we see the parameters <phase> and <phase_end>. These would indicate what happens in each "phase" of enemy that appears. Every phase would be followed by the Go arrow and followed by the next phase of enemies. If there aren't any more enemies, it'll move onto the next stage.
"bound: 900" would probably mean the distance of the the x-coordinates the the area of the phase has, so in phase 1 of our example, you can only move 900 points on the x-coordinate before you get stopped by an invisible wall. Phase 2 has a bound of 1300, so by Phase 2, so the previous bound of 900 has been extended to 1300 of space for you to move horizontally.
Anything within the <phase> parameters would be Objects in the Phase. These can include enemies, hostages/criminals, items (ex. milk). In Phase 1 of our example, we see this tag:
????id: 30 hp: 50 times: 2 ratio: 1.0
"id: 30" would represent the id of the object. What each ID corresponds to can be found in "Data.txt" in the \data directory of LF2. "id:30" means a Bandit.
"hp: 50" would be refering to how much HP (hitpoints) the object appearing has. In this case, our Bandit has 50 HP.
"times: 2" means how many times this object appears. So in this case, 2 bandits will come out, the 2nd one coming out after the previous one's dead.
"ratio: 1.0" refers to when more than one player is playing. So right now, 1 bandit appears for every player there is. If the ratio is, say 5, there would be 5 bandits for every player, whereas a ratio of 0.5 would mean only 1 bandit would come up for every 1 player.
In line 15 and 16, we see:
????id: 122 x: 1100 #milk
????id: 123 x: 1100 #beer
Again, id: refers to the id of the object, and # is the comment sign. id: 122 would be milk, 123 would be beer, as shown in data.txt. #milk and #beer are disregarded by the game, as these are only comment lines.
(x: 1100) would refer to where on the field does these items appear. So since by this phase the bound has already extended to 2200, coordinates of 1100 would mean that the milk and beer would appear in around the center of the playing area.
Lets look at another example. This time this is from 4-4, (id: 33).
????<phase> bound: 1800
????????id: 300 hp: 100 act: 40 x: 1000 y: 0 reserve: 8
????????id: 300 hp: 100 act: 40 x: 1100 y: 0 reserve: 8
????????id: 122 x: 900 #milk ratio: 2
????????id: 123 x: 900 #beer ratio: 1
????????id: 3000 hp: 50 times: 2 ratio: 2
????<phase_end>
The only thing of notice here is the line:
????id: 300 hp: 100 act: 40 x: 1000 y: 0 reserve: 8
Id 300 is criminal.dat I believe (or, hostages). act: 40 would refer to which criminal is set. If we take a look at criminal.txt, we can see that:
????<frame> 40 bandit
???? pic: 20 state: 0 wait: 7 next: 41 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
???? bdy:
???? kind: 1043 x: 21 y: 18 w: 43 h: 62
???? bdy_end:
????<frame_end>
We don't have to worry about the other code for now. What we do want to look at, is "40 bandit". This means that act: 40 refers to bandits. (0 is monk, 10 is mark... etc.).
"x" as we stated before is just the coordinates where they appear. A "x" value of a negative # (ex. x: -1000) would simply mean that they appear from behind you... 1000 units behind your screen.
Reserve would be the # of reserves they have... or "Continues".

Transform:

 

My Full Example:
<frame> 308 transform
sound: data\063.wav
pic: 210 state: 0 wait: 2 next: 309 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0 mp: 100
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 309 transform
pic: 211 state: 0 wait: 2 next: 310 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 310 transform
pic: 212 state: 0 wait: 2 next: 311 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 311 transform
pic: 213 state: 0 wait: 2 next: 312 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 312 transform
pic: 214 state: 0 wait: 2 next: 313 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 313 transform
pic: 215 state: 0 wait: 2 next: 314 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 314 transform
pic: 216 state: 0 wait: 2 next: 315 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 315 transform
pic: 217 state: 0 wait: 2 next: 316 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 316 transform
pic: 218 state: 0 wait: 2 next: 317 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 317 transform
pic: 220 state: 0 wait: 2 next: 318 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 318 transform
pic: 221 state: 0 wait: 2 next: 319 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 319 transform
pic: 222 state: 0 wait: 2 next: 320 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 320 transform
pic: 223 state: 0 wait: 2 next: 321 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 321 transform
pic: 224 state: 0 wait: 2 next: 322 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 322 transform
pic: 225 state: 0 wait: 2 next: 323 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 323 transform
pic: 226 state: 0 wait: 2 next: 324 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 324 transform
pic: 227 state: 0 wait: 2 next: 325 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 325 transform
pic: 228 state: 0 wait: 2 next: 326 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 326 transform
pic: 230 state: 0 wait: 2 next: 327 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 327 transform
pic: 231 state: 0 wait: 2 next: 328 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 328 transform
pic: 232 state: 0 wait: 2 next: 329 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 329 transform
pic: 233 state: 0 wait: 2 next: 330 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 330 transform
pic: 234 state: 0 wait: 2 next: 331 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 331 transform
pic: 235 state: 0 wait: 2 next: 332 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

<frame> 332 transform
pic: 236 state: 0 wait: 2 next: 333 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 333 transform
pic: 237 state: 0 wait: 2 next: 334 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 334 transform
pic: 238 state: 0 wait: 2 next: 335 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 335 transform
sound: data\045.wav
pic: 239 state: 0 wait: 2 next: 336 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 336 transform
pic: 241 state: 0 wait: 2 next: 337 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 337 transform
pic: 242 state: 0 wait: 2 next: 338 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 338 transform
pic: 243 state: 0 wait: 2 next: 339 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 339 transform
pic: 244 state: 15 wait: 2 next: 340 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 340 transform
pic: 245 state: 15 wait: 2 next: 341 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 341 transform
pic: 246 state: 15 wait: 2 next: 342 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 342 transform
pic: 247 state: 15 wait: 1 next: 343 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 48 y: 81 action: 109 dvx: 0 dvy: 0 oid: 211 facing: 1
opoint_end:
wpoint:
kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 343 transform
pic: 248 state: 15 wait: 2 next: 344 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 344 transform
pic: 250 state: 15 wait: 2 next: 345 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 345 transform
pic: 251 state: 15 wait: 2 next: 346 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 346 transform
pic: 252 state: 8054 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

When it become to ssj3: xx=id put 80 before id, and remember to make a pic of deep ssj2 to ssj3!
Example:

<frame> 346 transform
pic: 252 state: 80xx wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

Please look at Class2!

 

well, the bmp for the moves, like a beam, is in the move file that the character is using. for example, if the character is useing firen's ball then in YOUR characters dat file where this move is the oid will be 210, indicating that it is using firen's ball move. to change what bmp firen's ball will use you have to open the firen_ball.dat itself. at the top it will have the location of the bmp file and throughout the dat it will have the frames and what pics of the bmp they use.

as for the kickin lots of ass with the run move thing,

here is an example

<frame> 91 dash_attack
pic: 107 state: 15 wait: 20 next: 999 dvx: 0 dvy: 0 centerx: 31 centery: 68 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
itr:
kind: 0 x: 27 y: 38 w: 53 h: 23 dvx: 12 fall: 70 arest: 20 bdefend: 60 injury: 70 (this right here controls the damage)
itr_end:
bdy:
kind: 0 x: 7 y: 19 w: 37 h: 45
bdy_end:
bdy:
kind: 0 x: 22 y: 36 w: 50 h: 18
bdy_end:
<frame_end>


look up to see the words in these()

any part that you want to change the attack strength change the injury amount. and i think that is about it. oh, another thing is if you want to change what move the guy uses, open the deep_chop.dat to get the id's for the moves, then change the oid # for the move you want to change in your guy's dat file.

 

How to Fly?

Here:
 

<frame> 210 jump
pic: 60 state: 4 wait: 1 next: 211 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 210
wpoint:
kind: 1 x: 43 y: 63 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
kind: 0 x: 22 y: 24 w: 35 h: 58
bdy_end:
<frame_end>


<frame> 211 jump
pic: 61 state: 4 wait: 1 next: 212 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 210
sound: data\017.wav
wpoint:
kind: 1 x: 43 y: 64 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 26 w: 34 h: 56
bdy_end:
<frame_end>

<frame> 212 jump
pic: 62 state: 4 wait: 1 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 210 hit_Uj: 275 hit_Dj: 290 hit_Fj: 311 hit_Ua: 250
wpoint:
kind: 1 x: 26 y: 38 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:dy:
kind: 0 x: 20 y: 11 w: 29 h: 61
bdy_end:
<frame_end>
kind: 0 x: 26 y: 26 w: 34 h: 56
bdy_end:
<frame_end>

<frame> 212 jump
pic: 62 state: 4 wait: 1 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 30 y: 42 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 20 y: 11 w: 29 h: 61
bdy_end:
<frame_end>

 

Tutorial For Data Editing

>Lecon:1

Every chars grid in the .bmp is 79x79
x: the width start point from the grid.
y: the height start point from the grid.
-1
-1 -0---------------------79
-----------------------
-----------------------
-----------------------
79
but all chars doesn't use all of the 79x79 space.
Davis' punch for an example
<frame> 72 super_punch
pic: 8 state: 3 wait: 2 next: 73 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66 bdy_end:
<frame_end>
>pic: 8
the pic no. from 0 to the no.
>state: 3

 

Info:Super speed

wait: 2 =wait for the next pic,you can make him faster or slower,but when you make wait: 0 it doesn´t work because then you don´t see any pic, wait: 1 ist the fastest that you can make him(then he is really fast).

 

>Lecon:2

the char state
state: 0 = stand
state: 1 = walk
state: 2 = run
state: 3 = attack
state: 7 = defend
state: 1700 = heal yourself
>wait: 2
the frame plays how long.
>next: 73
the pic's no.
>dvx: 0 dvy: 0 dvz: 0
example:
dvx: 10 move forwards 10 cubes,if -10 that means move backwards 10 cubes
dvy: -10 move up to sky 10(like jump) if 10 move down to ground 10
dvz: is the move position of ground
>centerx: 28 centery: 79
centerx: 28 not important, centery: 79, if the no. larger the char will stay in the sky.

 

>Lecon:3 VERY IMPORTANT TO ADD ATTACKS!

>hit_a: 0 hit_d: 0 hit_j: 0
hit_a: 0 mean hit attack key go to what frame(the no.),etc
hit_fj : d>j
hit_uj: d^j
hit_dj: dvj
hit_fa: d>a
hit_ua: d^a
hit_da: dva
hit_ja: dja
example: hit_dj: 264

>>>>>>>

<frame> 264 ball1

   pic: 159  state: 3  wait: 1  next: 265  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 100

  sound: data\064.wav

   wpoint:

      kind: 1  x: 40  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 26  y: 12  w: 27  h: 68

   bdy_end:

<frame_end>

> itr:
kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
itr_end:
kind: 0--attack kind, 0 is normal, 10 is the flute...
x: 40--the starting point of x y: 5 the starting point of y
w: 35--the width from the x, h: 45--the high from the y
>bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66
bdy_end:
kind: 0 -- attack kind
x: 26 y: 12 w: 35 h: 66> attack a bit
When you wan´t to make a new attack like fire biscuit

then you must change deep_chop first:

 

there you must add a new id number and the new file name

id: 200  type: 3  file: data\john_ball.dat

id: 201  type: 1  file: data\henry_arrow1.dat

id: 202  type: 1  file: data\rudolf_weapon.dat

id: 203  type: 3  file: data\deep_ball.dat

id: 204  type: 3  file: data\henry_wind.dat

id: 205  type: 3  file: data\dennis_ball.dat

id: 206  type: 3  file: data\woody_ball.dat

id: 207  type: 3  file: data\davis_ball.dat

id: 208  type: 3  file: data\henry_arrow2.dat

id: 209  type: 3  file: data\freeze_ball.dat

id: 210  type: 3  file: data\firen_ball.dat

id: 211  type: 3  file: data\firen_flame.dat

id: 212  type: 3  file: data\freeze_column.dat

id: 213  type: 1  file: data\weapon7.dat   #ice_sword

id: 214  type: 3  file: data\john_biscuit.dat

id: 215  type: 3  file: data\dennis_chase.dat

id: 216  type: 3  file: data\jack_ball.dat

id: 219  type: 3  file: data\jan_chaseh.dat

id: 220  type: 3  file: data\jan_chase.dat

id: 221  type: 3  file: data\firzen_chasef.dat

id: 222  type: 3  file: data\firzen_chasei.dat

id: 223  type: 3  file: data\firzen_ball.dat

id: 224  type: 3  file: data\thecharacter_firebicuit.data

then he takes the the file from data\...

before you change deep_chop open john_biscuit.dat

there you look at the effect

looks like this:

<frame> 0 flying

   pic: 0  state: 3006  wait: 1  next: 1  dvx: 0 dvy: 0  dvz: 0  centerx: 45  centery: 38  hit_a: 7  hit_d: 4  hit_j: 0 hit_Fa: 1

   sound: data\076.wav

   itr:

      kind: 0  x: 8  y: 1  w: 74  h: 19  dvx: 14  fall: 70  vrest: 25  bdefend: 20  injury: 50 

      effect: 1 

   itr_end:

   bdy:

      kind: 0  x: 8  y: 1  w: 74  h: 19

   bdy_end:

<frame_end>

 

change it into effect: 2 then the biscuit effect is fire

then you must make in the whole john_biscuit.dat attention: first when you are finished to change john_biscuit save as the file name "thecharacter_biscuit"

example: icefiredeep_biscuit.dat

When you copyed a attack from a char. you must change first the frames

that all the frames are like a track(frame:1 frame:2...)

when they are not like this it will be a error.

that means a "bug"

When you change the frames you must scroll up to his namem

there you must change the bmp number:

 

<bmp_begin>

name: Hunter

head: sprite\sys\hunter_f.bmp

small: sprite\sys\hunter_s.bmp

file(0-69): sprite\sys\hunter_0.bmp  w: 79  h: 79  row: 10  col: 7

file(70-139): sprite\sys\hunter_1.bmp  w: 79  h: 79  row: 10  col: 7

file(140-209): sprite\sys\hunter_0b.bmp  w: 79  h: 79  row: 10  col: 7

file(210-279): sprite\sys\hunter_1b.bmp  w: 79  h: 79  row: 10  col: 7

walking_frame_rate 3

walking_speed 4.200000

walking_speedz 2.100000

running_frame_rate 3

running_speed 8.400000

running_speedz 1.500000

heavy_walking_speed 3.200000

heavy_walking_speedz 1.600000

heavy_running_speed 5.200000

heavy_running_speedz 0.850000

jump_height -16.299999

jump_distance 8.000000

jump_distancez 3.000000

dash_height -11.000000

dash_distance 15.000000

dash_distancez 3.750000

rowing_height -2.000000

rowing_distance 5.000000

<bmp_end>

 

when you are finished then you go to the attack id number...

 

<frame> 262 firzens_ball

   pic: 157  state: 3  wait: 3  next: 263  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 72  hit_a: 0  hit_d: 0  hit_j: 0

      opoint:

      kind: 1  x: 33  y: -220  action: 150  dvx: 0  dvy: 0  oid: 223  facing: 1

   opoint_end:

   wpoint:

      kind: 1  x: 35  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 24  y: 14  w: 31  h: 64

   bdy_end:

<frame_end>

 

there you see the id(oid)

oid:223

>>>>>>>

id: 200  type: 3  file: data\john_ball.dat

id: 201  type: 1  file: data\henry_arrow1.dat

id: 202  type: 1  file: data\rudolf_weapon.dat

id: 203  type: 3  file: data\deep_ball.dat

id: 204  type: 3  file: data\henry_wind.dat

id: 205  type: 3  file: data\dennis_ball.dat

id: 206  type: 3  file: data\woody_ball.dat

id: 207  type: 3  file: data\davis_ball.dat

id: 208  type: 3  file: data\henry_arrow2.dat

id: 209  type: 3  file: data\freeze_ball.dat

id: 210  type: 3  file: data\firen_ball.dat

id: 211  type: 3  file: data\firen_flame.dat

id: 212  type: 3  file: data\freeze_column.dat

id: 213  type: 1  file: data\weapon7.dat   #ice_sword

id: 214  type: 3  file: data\john_biscuit.dat

id: 215  type: 3  file: data\dennis_chase.dat

id: 216  type: 3  file: data\jack_ball.dat

id: 219  type: 3  file: data\jan_chaseh.dat

id: 220  type: 3  file: data\jan_chase.dat

id: 221  type: 3  file: data\firzen_chasef.dat

id: 222  type: 3  file: data\firzen_chasei.dat

id: 223  type: 3  file: data\firzen_ball.dat

you can do the same with your own attacks

example:

 

<frame> 262 chase_ball

   pic: 157  state: 3  wait: 3  next: 263  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 72  hit_a: 0  hit_d: 0  hit_j: 0

      opoint:

      kind: 1  x: 33  y: -220  action: 150  dvx: 0  dvy: 0  oid: 224  facing: 1

   opoint_end:

   wpoint:

      kind: 1  x: 35  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 24  y: 14  w: 31  h: 64

   bdy_end:

<frame_end>

 

id: 200  type: 3  file: data\john_ball.dat

id: 201  type: 1  file: data\henry_arrow1.dat

id: 202  type: 1  file: data\rudolf_weapon.dat

id: 203  type: 3  file: data\deep_ball.dat

id: 204  type: 3  file: data\henry_wind.dat

id: 205  type: 3  file: data\dennis_ball.dat

id: 206  type: 3  file: data\woody_ball.dat

id: 207  type: 3  file: data\davis_ball.dat

id: 208  type: 3  file: data\henry_arrow2.dat

id: 209  type: 3  file: data\freeze_ball.dat

id: 210  type: 3  file: data\firen_ball.dat

id: 211  type: 3  file: data\firen_flame.dat

id: 212  type: 3  file: data\freeze_column.dat

id: 213  type: 1  file: data\weapon7.dat   #ice_sword

id: 214  type: 3  file: data\john_biscuit.dat

id: 215  type: 3  file: data\dennis_chase.dat

id: 216  type: 3  file: data\jack_ball.dat

id: 219  type: 3  file: data\jan_chaseh.dat

id: 220  type: 3  file: data\jan_chase.dat

id: 221  type: 3  file: data\firzen_chasef.dat

id: 222  type: 3  file: data\firzen_chasei.dat

id: 223  type: 3  file: data\firzen_ball.dat

id: 224  type: 3  file: data\yourchar_chase.dat

 

>Lecon:4 important,too

effect--the attack effect
effect:
0---normal
1---blood
2---fire
3---ice
4---just attack weapon through chars
5---no effect
mp---the magic point use
special:
4300: hp-40 mp-300
10100: hp-100 mp-100,etc
-5050: hp+500 mp+500,etc
fall--fall down %, 70 is fall down, 60 is stomach, if its -1 or lower never fall,
bdefend--broken defend %, 60 broken
fall, bdefend will continously add when you attack...
tranform
state: 80xx xx=char id
To make and object chase, at the end of the first line, where it says: "hit_a: 0 hit_d: 0", at the end of the line put " hit_Fa: 2", then the object chases!
opoint creates a weapon, then oid is the id of the weapon.
Stage help
1 <stage> id: 0 #stage 1-1
2 <phase> bound: 900
3 id: 30 hp: 50 times: 2 ratio: 1.0
4 <phase_end>
5 <phase> bound: 1300
6 id: 30 hp: 50 times: 2 ratio: 1.0
7 id: 31 hp: 50 times: 1
8 id: 31 hp: 50 times: 1 ratio: .4
9 <phase_end>
10 <phase> bound: 1700
11 id: 3000 hp: 50 times: 2
12 id: 3000 hp: 50 times: 2 ratio: 1.0
13 <phase_end>
14 <phase> bound: 2200
15 id: 122 x: 1100 #milk
16 id: 123 x: 1100 #beer
17 id: 30 hp: 50 ratio: 1
18 id: 30 hp: 50
19 id: 31 hp: 50
20 id: 31 hp: 50 ratio: .4
21 id: 31 hp: 50 ratio: .2
22 <phase_end>
23 <stage_end>
the <stage><stage_end> parameters obviously is used to enclose the coding of each stage.
In line 1, we see the items "id: 0" and "#stage 1-1".
"id: 0" would mean the sequence of the stages. So "0" would represent stage 1 and "1" would represent stage 2. Stage 2 would actually mean Stage 1-2 and stage 7, "8", would be Stage 2-2.
"#stage 1-1" is probably just a comment tag, and does nothing useful besides helping you identify which stage is which. So anything entered after the Pound (#) would not affect the coding.
In line 2-4, we see the parameters <phase> and <phase_end>. These would indicate what happens in each "phase" of enemy that appears. Every phase would be followed by the Go arrow and followed by the next phase of enemies. If there aren't any more enemies, it'll move onto the next stage.
"bound: 900" would probably mean the distance of the the x-coordinates the the area of the phase has, so in phase 1 of our example, you can only move 900 points on the x-coordinate before you get stopped by an invisible wall. Phase 2 has a bound of 1300, so by Phase 2, so the previous bound of 900 has been extended to 1300 of space for you to move horizontally.
Anything within the <phase> parameters would be Objects in the Phase. These can include enemies, hostages/criminals, items (ex. milk). In Phase 1 of our example, we see this tag:
id: 30 hp: 50 times: 2 ratio: 1.0
"id: 30" would represent the id of the object. What each ID corresponds to can be found in "Data.txt" in the \data directory of LF2. "id:30" means a Bandit.
"hp: 50" would be refering to how much HP (hitpoints) the object appearing has. In this case, our Bandit has 50 HP.
"times: 2" means how many times this object appears. So in this case, 2 bandits will come out, the 2nd one coming out after the previous one's dead.
"ratio: 1.0" refers to when more than one player is playing. So right now, 1 bandit appears for every player there is. If the ratio is, say 5, there would be 5 bandits for every player, whereas a ratio of 0.5 would mean only 1 bandit would come up for every 1 player.
In line 15 and 16, we see:
id: 122 x: 1100 #milk
id: 123 x: 1100 #beer
Again, id: refers to the id of the object, and # is the comment sign. id: 122 would be milk, 123 would be beer, as shown in data.txt. #milk and #beer are disregarded by the game, as these are only comment lines.
(x: 1100) would refer to where on the field does these items appear. So since by this phase the bound has already extended to 2200, coordinates of 1100 would mean that the milk and beer would appear in around the center of the playing area.
Lets look at another example. This time this is from 4-4, (id: 33).
<phase> bound: 1800
id: 300 hp: 100 act: 40 x: 1000 y: 0 reserve: 8
id: 300 hp: 100 act: 40 x: 1100 y: 0 reserve: 8
id: 122 x: 900 #milk ratio: 2
id: 123 x: 900 #beer ratio: 1
id: 3000 hp: 50 times: 2 ratio: 2
<phase_end>
The only thing of notice here is the line:
id: 300 hp: 100 act: 40 x: 1000 y: 0 reserve: 8
Id 300 is criminal.dat I believe (or, hostages). act: 40 would refer to which criminal is set. If we take a look at criminal.txt, we can see that:
<frame> 40 bandit
pic: 20 state: 0 wait: 7 next: 41 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 1043 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
We don't have to worry about the other code for now. What we do want to look at, is "40 bandit". This means that act: 40 refers to bandits. (0 is monk, 10 is mark... etc.).
"x" as we stated before is just the coordinates where they appear. A "x" value of a negative # (ex. x: -1000) would simply mean that they appear from behind you... 1000 units behind your screen.
Reserve would be the # of reserves they have... or "Continues".

Data Changing Guide V1.2

 

 

 

 

INDEX:

 

 

·   Introduction (read this first plz)

 

 

·   Type Explanation

 

 

·   State Explanation

 

 

·   Character Data File Index Explanation

 

 

·   Data File Frame Explanation

 

 

·   Activating all of the characters

 

 

·   Adding new moves to the game

 

 

·   Adding new characters

 

 

·   Adding New Weapons with just a .bmp file

 

 

·   Adding in a New Weapon with .dat and .bmp

 

 

·   Adding a new Template Background


Introduction:

 

 


I'm Jiquera Mondilano I made the Data Changer for Little Fighter 2 and a few other programs. If u want to see all other programs i made for LF2 check this site:
jiquera.web1000.com . if u wanna know what LF2 is check this site: lf2.net .

After almost the entire world asked me how to use the data changer i decided to make this guide. Not everything what's in this guide is made by me I thank all LF2 fans who helped me making this guide, and of course Marti Wong who explained the most to me. If u think the guide is unclear, incorrect, incomplete or parts are useless plz
mail me .

data changing will require Jiquera's LF2 Data Changer v1.4. You can download it from this
link . We use LF2 version 1.9 here. The data file is called "data.txt". Remember, if you add more characters, weapons, and backgrounds, it will longer to load Little Fighter 2. So MAKE A BACKUP of “data.txt” . Data.txt is stored at "yourlf2folder\data\data.txt"

A small tip: it's easy to create an undetectable character but it's way more fun to have character which victory depends on your fighting skills.

Top

Type Explanation:

 

 

 

 

  1. in Data.txt are types used to determine with what kind of data file the computer is dealing.

  2. Type 0 = A Character (Bandit)

  3. Type 1 = A weapon which can be used to slam enemies (Baseball Bat)

  4. Type 2 = A heavy weapon which can be thrown to knock down enemies, it slows down you movement speed (Stone)

  5. Type 3 = A special move of a character (Fire Ball)

  6. Type 4 = A weapon which can be thrown to hurt an enemy (Baseball)

  7. Type 5 = A data file which contains "special data" (criminal.dat)

  8. Type 6 = A bottle which can be drunk (Beer)

 

 

Top

State Explanation:

 

 

 

 

  1. in *.dat files are States used to determine with what kind of frame the computer is dealing.

 

 

 

STATE:

 

 

Description:

 

 

0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
100
3??
301
400
500/501
1000
1001
1002
1003
1004
1700
2000
2001
2002
3000
3001
3002
3003
3004
3005
3006
80??
9995
9996
9997
9998
9999

 

 

Stand (can be picking a weapon or a man)
Walk
Run
Normal punch, kick
Jumping
Dashing
Rowing
Defending
Defend broken
Catching
Caught
Injured (being Hurt)
Falling (being hurt in the sky)
Ice
Lying
Other
Faint
Drinking
Burning
Burning Run
Louis' special move (sky) cause the crouch action -> 94
short distance special move
deep's dash special move ( can control up, down )
using teleport 1 (jump to the nearest enemy's side)
transform to past character again (ninja Rudolf only)
Light weapon on the sky
light weapon on hand
light weapon being thrown
light weapon rebounding on the ground
light weapon on the ground
heal self magic
heavy weapon on the sky
heavy weapon on hand
heavy weapon on ground
ball's flying
ball's hit enemy and explosion
ball's cancel and explosion
ball's rebound and explosion
ball's disappearing
wind's flying
super arrow
transform to id: ?? (criminal)
change to LouisEX
Louis off armour
message (can be seen it at anywhere)
deleted by itself
effect/ broken thing

 

 

 

 

 

Top

Character Data File Index Explanation:

 

 

 

 

  1. In every characterdata file is an index which contains the basic information of the character. I suggest that u open a "Bandit.dat", for example, so u can see what I mean

  2. U should see this list:

 

 


name: Bandit
head: sprite\sys\bandit_f.bmp
small: sprite\sys\bandit_s.bmp
file(0-69): sprite\sys\bandit_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\bandit_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\bandit_0b.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\bandit_1b.bmp w: 79 h: 79 row: 10 col: 7
walking_frame_rate 3
walking_speed 4.000000
walking_speedz 2.000000
running_frame_rate 3
running_speed 8.000000
running_speedz 1.300000
heavy_walking_speed 3.000000
heavy_walking_speedz 1.500000
heavy_running_speed 5.000000
heavy_running_speedz 0.800000
jump_height -16.299999
jump_distance 8.000000
jump_distancez 3.000000
dash_height -11.000000
dash_distance 15.000000
dash_distancez 3.750000
rowing_height -2.000000
rowing_distance 5.000000
 

 

 

 

 

  1. Everything between and contains the basic information of the character

  2. Behind Name: is the text what will be displayed when u chose this character in the selection menu

  3. Behind Head: is the path of the image stored which will be displayed when u chose this character in the selection menu

  4. Behind Small: is the path of the image stored which will be displayed un top of the screen while playing with this char.

  5. file(*-*): this command indicates which images this character uses. it also cuts the image in smaller images and assigns every small image with a number. Between the “ (“ and “ )” are the numbers stored which will be assigned to the small images, then comes the file path of the original image, w = width of each small image, h = height of each small image, row = number of small images in the width of the original image, col = number of small images in the height of the original image. For each "original" image u use u should make a new file command.

  6. Walking_Frame_Rate: indicates the number of frames what will be used per second while this character is walking.

  7. Walking_Speed: indicates the movement speed(left-right) while this character is walking.

  8. Walking_Speedz: indicates the movement speed(up-down) while this character is walking.

  9. Running_Frame_Rate: indicates the number of frames what will be used per second while this character is running.

  10. Running_Speed: indicates the movement speed(left-right) while this character is running.

  11. Running_Speedz: indicates the movement speed(up-down) while this character is running.

  12. Heavy_Walking_Speed: indicates the movement speed(left-right) while this character is walking carrying a heavy weapon.

  13. Heavy_Walking_Speedz: indicates the movement speed(up-down) while this character is walking a heavy weapon.

  14. Heavy_Running_Speed: indicates the movement speed(left-right) while this character is running a heavy weapon.

  15. Heavy_Running_Speedz: indicates the movement speed(up-down) while this character is running a heavy weapon.

  16. Jump_Height: indicates the jump height (the lower the number, the higher the jump).

  17. Jump_Distance: indicates the jump distance(left-right).

  18. Jump_Distancez: indicates the jump distance(up-down).

  19. Dash_Height: indicates the run + jump height (the lower the number, the higher the jump).

  20. Dash_Distance: indicates the run + jump distance(left-right).

  21. Dash_Distancez: indicates the run + jump distance(up-down).

  22. if u r being attacked and tossed into the air u can press jump to get back on your feet again: Rowing_height: the height of the flight you made.

  23. if u r being attacked and tossed into the air u can press jump to get back on your feet again: Rowing_Distance: the distance(left-right) of the flight you made.

 

 

Top

 

 

 

Data File Frame Explanation :

 

 

 

 

  1. Almost every data-file contains frames ( , ). Every frame contains the properties of a picture wich is viewed on the screen.

Hint: when "defend" is pressed the "defend-frame" is loaded. So a special move always starts in the "defend-frame"!

 

 

Open up "Bandit.dat" with the datachanger and scroll down to the first frame u see it should look like this:

 

 

 

 

0 standing

 

 

   pic : 0   state : 0   wait : 5   next : 1   dvx : 0   dvy : 0   dvz : 0   centerx : 39   centery : 79   hit_a : 0   hit_d : 0   hit_j : 0

 

 

   bpoint:

 

 

      x: 43   y: 38

 

 

   bpoint_end:

 

 

   wpoint :

 

 

      kind : 1   x : 23   y : 46   weaponact : 35   attacking : 0   cover : 0   dvx : 0   dvy : 0   dvz : 0

 

 

   wpoint_end :

 

 

   bdy:

 

 

      kind: 0   x: 21   y: 18   w: 43   h: 62

 

 

   bdy_end:

 

 

 

 

 

 

 

Basic frame parameters

 

 

Name

 

 

Description

 

 

 

 

 

 

pic

 

 

state

 

 

wait

 

 

next

 

 

 

 

dvx

 

 

dvy

 

 

dvz

 

 

 

 

centerx

 

 

centery

 

 

 

 

hit_a

 

 

hit_j

 

 

hit_d

 

 

hit_back

 

 

 

 

hit_Fa

 

 

hit_Ua

 

 

hit_Da

 

 

hit_Fj

 

 

hit_Uj

 

 

hit_Dj

 

 

hit_ja

 

 

mp

 

 

 

 

sound

 

 

Indicates the begin/end of a frame after this command comes the frame number(must be unique) and frame name
contains the number of the picture(assigned in de
index ) which is displayed on the screen

 

 

is needed for the computer to recognize the frame, see state explanation

 

 

times+1 to display the frame (1 time lasts 1/30 second) (“wait: 5” lasts 6/30 second)

 

 

indicates the number of the frame to jump to after this frame is finished (if 999 it jumps to the "standing" frame)

 

 

indicates number of pixels to move in X-direction (left-right)

 

 

indicates number of pixels to move in Y-direction (height)

 

 

indicates number of pixels to move in Z-direction (up-down) (if the character is a ball then 999 means autochase)

 

 

center of the picture in pixels (pic with width 50, centerx = 25)

 

 

chars: bottom of the picture in pixels (pic with heigth 50, centery = 50)

 

 

balls: center of the picture in pixels (pic with heigth 50, centery = 25)

 

 

indicates the number of the frame to jump to when "attack" is pressed

 

 

indicates the number of the frame to jump to when "jump" is pressed

 

 

indicates the number of the frame to jump to when "defend" is pressed

 

 

indicates the number of the frame to jump to when the arrowkey is pressed which is opposite to the direction you are facing

 

 

indicates the number of the frame to jump to when "forward + attack" is pressed

 

 

indicates the number of the frame to jump to when "up + attack" is pressed

 

 

indicates the number of the frame to jump to when "down + attack" is pressed

 

 

indicates the number of the frame to jump to when "forward + jump" is pressed

 

 

indicates the number of the frame to jump to when "up + jump " is pressed

 

 

indicates the number of the frame to jump to when "down + jump " is pressed

 

 

indicates the number of the frame to jump to when " jump + attack" is pressed

 

 

mana points which is needed and is consumed when using this frame. (if its negative it is the maintainance cost of a move (firzen cannon), when not enough mana hit_d is called

 

 

the path of the sound which is played when using this frame

 

 

 

 

 

 

 

 

Wpoint parameters

 

 

Name

 

 

Description

 

 

wpoint: wpoint_end

 

 

kind

 

 

x

 

 

y

 

 

weaponact

 

 

attacking

 

 

cover

 

 

dvx

 

 

dvy

 

 

dvz

 

 

If you are carrying a weapon this contains all information about the weapon

 

 

always 1

 

 

X-coordinate of the left upper corner of the weapon picture in the character picture

 

 

Y-coordinate of the left upper corner of the weapon picture in the character picture

 

 

the frame number of the weapon you are holding in your hand

 

 

is 0 when you are not attacking and 1 when u are

 

 

if you don’t want to display the weapon make this 1 (rudulf carrying a weapon) else make it 0

 

 

when a weapon is thrown this is this indicates number of pixels to move in X-direction (left-right)

 

 

when a weapon is thrown this is this indicates number of pixels to move in Y-direction (heigth)

 

 

when a weapon is thrown this is this indicates number of pixels to move in Z-direction (up-down)

 

 

 

 

 

 

 

Top

Activating all of the characters:

 

 

 

 

  1. First thing to do is to open the "data.txt".

  2. The first part of the data is a list of the characters. Find it.

  3. Now you should see Bandit, Hunter, Mark, LouisEX, Firzen, etc...

  4. Copy their line and put them on top of the list again.

  5. Now change the numbers of the original ones. Because the original numbers are used for stage mode. One way is to add a "8" before each of their id numbers. For instance: Bandit is number 30, if you add a 8 before his id number. It would be 830. Just make sure the number isn't already in used. To check if it is in use, scroll down and look at the id numbers ABOVE THE BACKGROUNDS . SAVE, if you did everything right the list should look like this now:

 

 

id: 852 type: 0 file: data\julian.dat
id: 851 type: 0 file: data\firzen.dat
id: 850 type: 0 file: data\louisEX.dat
id: 838 type: 0 file: data\bat.dat
id: 839 type: 0 file: data\justin.dat
id: 837 type: 0 file: data\knight.dat
id: 836 type: 0 file: data\jan.dat
id: 835 type: 0 file: data\monk.dat
id: 834 type: 0 file: data\sorcerer.dat
id: 833 type: 0 file: data\jack.dat
id: 832 type: 0 file: data\mark.dat
id: 831 type: 0 file: data\hunter.dat
id: 830 type: 0 file: data\bandit.dat

id: 52 type: 0 file: data\julian.dat
id: 51 type: 0 file: data\firzen.dat
id: 50 type: 0 file: data\louisEX.dat
id: 38 type: 0 file: data\bat.dat
id: 39 type: 0 file: data\justin.dat
id: 37 type: 0 file: data\knight.dat
id: 36 type: 0 file: data\jan.dat
id: 35 type: 0 file: data\monk.dat
id: 34 type: 0 file: data\sorcerer.dat
id: 33 type: 0 file: data\jack.dat
id: 32 type: 0 file: data\mark.dat
id: 31 type: 0 file: data\hunter.dat
id: 30 type: 0 file: data\bandit.dat
id: 0 type: 0 file: data\template.dat
id: 1 type: 0 file: data\deep.dat
id: 2 type: 0 file: data\john.dat
id: 4 type: 0 file: data\henry.dat
id: 5 type: 0 file: data\rudolf.dat
id: 6 type: 0 file: data\louis.dat
id: 7 type: 0 file: data\firen.dat
id: 8 type: 0 file: data\freeze.dat
id: 9 type: 0 file: data\dennis.dat
id: 10 type: 0 file: data\woody.dat
id: 11 type: 0 file: data\davis.dat

 

 

 

 

  1. If you run Little Fighters, you should be able to select all of the characters now. NOTE: Julian and Knight won't have armour

 

 

Top

Adding new moves to the game:

 

 

 

 

  1. Put the "nameofmove.dat" file of your new move into "your LF2 folder\data\"

  2. Open up “data.txt”.

  3. The third part of the data is a list of the moves. Find it.

  4. Add to the bottom of this list a line like this:

 

 

       id:  "NUMBER"  type: 3  file: data\"your move".dat

 

 

 

 

  1. Make sure the ID is higher then 199 and is unique

  2. To add a move to a Character see Character Frame Explanation

 

 

Top

Adding new characters:

 

 

 

 

  1. Find the "nameofchar.dat" file of the character. Put that file into the "your LF2 folder"\data\

  2. Open up “data.txt”.

  3. Go to the character parts. Now all you have to do is make your own character with their own ID number.

  4. Make a empty row where you want them to be when you select them and put down a ID number. I recommend making them a 400 and then make the next character you install one extra. For example: if you wanted to install NeoWoody, give him the ID number of 400. Then if you install NeoDavis, make him number 401. Never make any character have the numbers of 100-199.

  5. Next is their type, characters always have a type of "0" so give them a type of zero. After that is where the file is, the file must always be in the "data" folder. SAVE

6.       So if all goes well, it should be like this:

 

 

 

 

id:  400  type: 0  file: data\"your new character's name".dat

 

 

 

 

  1. Run Little Fighters 2 and while it's loading, it should take a little longer and it shouldn't break. Look for your character and you should see him.

 

 

Top

Adding New Weapons with just a .bmp file:

 

 

 

 

  1. If you are wanting to install a new weapon that only comes with just a .bmp file it means it was meant to just replace a original weapon.

  2. Take that file and place it on your desktop.

  3. Look in the "data" folder for the name of the data. EXAMPLE: If the .bmp is called weapon0.bmp, look for the weapon0.dat, copy the data and call it whatever you want your weapon to be or just call it weapon12 and if you install another weapon, it could be called weapon13.

  4. Now rename the .bmp on your desktop to the same as the data file of the new weapon, EXAMPLE: If you named the new weapon Weapon12.dat, rename the .bmp to Weapon12.bmp.

  5. Move that .bmp into the sprite\sys\ folder.

  6. Now in the “data.txt”, adding a new weapon is just like adding in a new character.

  7. If you want the weapon to drop from the sky, it has to be have a ID number between 100-199.

  8. For the type see Type Explanation

  9. Put the Type Number after the ID number.

  10. Then put where the weapon is located, it has to be in the "data" folder. Then put a space and then a "#", to finish, put the name of what ever you want that weapon to be called after the "#". 

  11. The line should look like this:

 

 

       id: "NUMBER" type: "NUMBER" file: data\"something".dat #"weapon name".

 

 

 

 

  1. SAVE

  2. Load up Little Fighters 2 and play a "VS" game. Keep pressing F8 till you see the new weapon fall from the sky.

 

 

Top

Adding in a New Weapon with .dat and .bmp:

 

 

 

 

  1. When installing a weapon with a .dat file and a .bmp file, copy both to your desktop. Rename both of them to the weapon you want. EXAMPLE: "weapon21.dat" and "weapon21.bmp" Move them both to the "data" folder.

  2. Load up the weapon data on your desktop with the data changer. The top should say: file(0-99): sprite\sys\"something".bmp. Change that "something" to the name of the weapon file. SAVE

  3. Load up data.txt and go down to the weapons sections.

  4. If you want the weapon to drop from the sky, it has to be have a ID number between 100-199.

  5. For the type see Type Explanation

  6. Put the type number after the ID number 

  7. Then put where the weapon is located, it has to be in the "data" folder. Then put a space and then a "#", to finish, put the name of what ever you want that weapon to be called after the "#".

  8. The lines should turn out likes this:

 

 

       id: "NUMBER" type: "NUMBER" file: data\"something".dat #"weapon name".

 

 

 

 

  1. SAVE

  2. Load up Little Fighters 2 and play a "VS" game. Keep pressing F8 till you see the new weapon fall from the sky.

 

 

Top

Adding a new Template Background:

 

 

 

 

  1. To add a new background, go into bg\template\ folder. Make a new folder called anything you want.

  2. Go into the 3 folder and copy everything in that folder.

  3. Go into your new folder and paste the things there.

  4. Load up the "bg.dat" in your new folder with the data changer

  5. If you like, you may rename the map but it can only hold one word. You could use underlines.

  6. The layers should look like

    layer:
    bg\template\3\pic1.bmp
    transparency: 0 width: 967 x: 0 y: 128
    layer_end

 

 

7.       Rename the "3" to whatever the folder is called. Rename the "3" for all of the other layers. SAVE

 

 

8.       Load up the data.txt and go to the very bottom. You should see somewhere the list of backgrounds. Make a new with a ID number not in used by any other backgrounds. Then add the file name. It should look like:

 

 

 

 

       id: "NUMBER" file: bg\template\"folder name"\bg.dat.

 

 

 

 

  1. SAVE

  2. Load up Little Fighters and play a "VS". You should see a new map to pick.

    Data changing is pretty simple, in this tutorial I will try to explain all the things I know about it.
    The things you will need are:
    the data changer (found at Jiquera’s website).

    Some thing you should know in this tutorial:
    SA’s means: special attack(s)
    MP: mana power
    HP: health power
    EX.: Example

    Some advice you should be aware of:
    Backup your succeded files,
    It stinks when  you ruin them after a week of  work.

    To begin with, I start with the begginning of the text when you open template’s data file.

    <bmp_begin>
    name: Template
    the name of your character.

    head: sprite\template1\face.bmp
    the face of your character at the selection screen.
    This also indicates the location of the bmp.

    small: sprite\template1\s.bmp
    the small character left from your hp/mp bar.

    file(0-69): sprite\template1\0.bmp  w: 79  h: 79  row: 10  col: 7
    file(0-69) number of squares in the bmp.
    sprite\template1\0.bmp the location of 0.bmp (first series of moves)   
    w: 79 h: 79 if you go to the 0.bmp of template with windows paint you will see green lines around the pictures
    one square is 79 pixels in length (w) and 79 pixels in height (h).
     
    row: 10 count of squares in length
    col: 7  count of squares in height

    file(70-139): sprite\template1\1.bmp  w: 79  h: 79  row: 10  col: 7
    see above

    walking_frame_rate 3
    ? i think how many frames per sec. When he walks.

    walking_speed 4.000000
    how fast he walks

    walking_speedz 2.000000
    how fast he walks (diagonal)

    running_frame_rate 3
    see above

    running_speed 8.000000
    see above

    running_speedz 1.300000
    see above

    heavy_walking_speed 3.000000
    how fast he walks when carring a crate/rock/armour

    heavy_walking_speedz 1.500000
    see above

    heavy_running_speed 5.000000
    see above

    heavy_running_speedz 0.800000
    see above

    jump_height -16.299999
    how high he jumps

    jump_distance 8.000000
    how far he jumps to the left/right

    jump_distancez 3.000000
    how far he jumps diagonal

    dash_height -11.000000
    how far you jump after the previous in height.

    dash_distance 15.000000
    how far you jump after the previous jump to the right/left

    dash_distancez 3.750000
    how far you jump after the previous jump (diagonal)

    rowing_height -2.000000
    if someone gives you a blow that you will be knocked on the floor, you can recover pressing JUMP while in the air.
    The height of this is showed bij the number

    rowing_distance 5.000000
    look line above for discription, this indicates how far you’ll jump backwards.

    <bmp_end>



    If you look further you will see more data:

    <frame> 0 standing
    for each character there are about 300 frame’s (template got 234) i don’t no exactly what a frame is, but i it contains information
    about the next frame the character will do. Each frame has a number like: <frame> 1 if you look at the next lines, you’ll understand it better.

       pic: 0  state: 0  wait: 3  next: 1  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
    pic: 0 The number of the square in the bmp. (0 is the first square)
    state: 3 the action that your character will do. Only one problem, there are 1700 diffrent states: there just to many of them to name them all.
    wait: 3 how long your character will wait until the next frame
    next: 1 indicates that you must go to the next frame, the number says what frame number ( <frame> 999 to stop series of frames)
    dvx: 0 how far you will go foreward
    dvy: 0 how high you will go upwards (use – if you want to go up ex. Dvy: -3)
    just remember that X is horizontal
      Y vertical
    Z diagonal
    centerx: 39 ? I think the location in the bmp files
    centery: 79 see above
    hit_a: the number indicates the frame number when you hit the attack button.
    hit_d: the number indicates the frame number when you hit the defend button.
    hit_j:  the number indicates the frame number when you hit the jump button.
    Just remember that A means attack
    D defend
    J jump


    With this you can also create SA’s. But not with A, D, and J. After this frame I will explain how to create SA’s.

       wpoint:
          kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>
    What this says I don’t understand (sorry)

    Special Attack’s
    I now will teach how to make SA’s lets take DEEP for ex.
    Your goal should be that instead you use D +      > + A for the blast but D +     ^ + A it is weird, but a good practice.

    1. ask yourself, when can you activate SA’s? (when standing, walking, defending, but not running, jumping etc.)
    2. search all the frames when you can activate  a SA.
    3. change the following thing:  

    <frame> 0 standing
       pic: 0  state: 0  wait: 4  next: 1  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 235 hit_Da: 260 hit_Fj: 290 hit_Uj: 266
       bpoint:
          x: 36  y: 35
       bpoint_end:
       wpoint:
          kind: 1  x: 21  y: 55  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    What i marked is the input of the SA’s

    Hit_fa: 235 means hit defend, forward, attack
    D     +  >  +  A
    There is never a combinatation between 3 letters (D is used bij all attacks so it isn’t written).

    All inputs are:
    Fa D + >  + A
    Ua D + ^  + A
    Da D + v  + A
    Fj D + >  + J
    Uj D + ^  + J
    Dj D + v  + J
    Ja D + j  + A

    Just remember that F means foreward
    U Up
    D Down
    A Attack
    J Jump

    Be sure that you first input the direction, then the A/ J button.

    So if you want to change it you type Ua instead of Fa. get it?.


    Now some other stuff, if you open dennis.dat you will see at frame 295 this.
    Now look for OID: 215

    <frame> 295 chase_ball
       pic: 181  state: 3  wait: 2  next: 296  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 100
       wpoint:
          kind: 1  x: 28  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 12  y: 20  w: 36  h: 60
       bdy_end:
    <frame_end>

    <frame> 296 chase_ball
       pic: 182  state: 3  wait: 2  next: 297  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
      sound: data\077.wav
       wpoint:
          kind: 1  x: 26  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 12  y: 20  w: 36  h: 60
       bdy_end:
    <frame_end>

    <frame> 297 chase_ball
       pic: 183  state: 3  wait: 2  next: 298  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 25  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 12  y: 20  w: 36  h: 60
       bdy_end:
    <frame_end>

    <frame> 298 chase_ball
       pic: 184  state: 3  wait: 1  next: 299  dvx: 6  dvy: 0  dvz: 0  centerx: 31  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       opoint:
          kind: 1  x: 88  y: 42  action: 0  dvx: 0  dvy: 0  oid: 215  facing: 0
       opoint_end:
       wpoint:
          kind: 1  x: 44  y: 46  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 12  y: 20  w: 36  h: 60
       bdy_end:
    <frame_end>

    <frame> 299 chase_ball
       pic: 185  state: 3  wait: 4  next: 300  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 49  y: 47  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 12  y: 20  w: 36  h: 60
       bdy_end:
    <frame_end>

    <frame> 300 chase_ball
       pic: 186  state: 3  wait: 2  next: 301  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 47  y: 47  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 12  y: 20  w: 36  h: 60
       bdy_end:
    <frame_end>

    <frame> 301 chase_ball
       pic: 187  state: 3  wait: 2  next: 999  dvx: 3  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 28  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 12  y: 20  w: 36  h: 60
       bdy_end:
    <frame_end>

    Oid refers to another data file, if you look in data.txt you will see this:
    Look now for id: 215 (oid: 215)

    <object>
    id:  0  type: 0  file: data\template.dat
    id:  52  type: 0  file: data\julian.dat
    id:  51  type: 0  file: data\firzen.dat
    id:  50  type: 0  file: data\louisEX.dat
    id:  38  type: 0  file: data\bat.dat
    id:  39  type: 0  file: data\justin.dat
    id:  37  type: 0  file: data\knight.dat
    id:  36  type: 0  file: data\jan.dat
    id:  35  type: 0  file: data\monk.dat
    id:  34  type: 0  file: data\sorcerer.dat
    id:  33  type: 0  file: data\jack.dat
    id:  32  type: 0  file: data\mark.dat
    id:  31  type: 0  file: data\hunter.dat
    id:  30  type: 0  file: data\bandit.dat
    id:  1  type: 0  file: data\deep.dat
    id:  2  type: 0  file: data\john.dat
    id:  4  type: 0  file: data\henry.dat
    id:  5  type: 0  file: data\rudolf.dat
    id:  6  type: 0  file: data\louis.dat
    id:  7  type: 0  file: data\firen.dat
    id:  8  type: 0  file: data\freeze.dat
    id:  9  type: 0  file: data\dennis.dat
    id: 10  type: 0  file: data\woody.dat
    id: 11  type: 0  file: data\davis.dat

    id: 100  type: 1  file: data\weapon0.dat   #stick
    id: 101  type: 1  file: data\weapon2.dat   #hoe
    id: 120  type: 1  file: data\weapon4.dat   #knife
    id: 121  type: 4  file: data\weapon5.dat   #baseball
    id: 122  type: 6  file: data\weapon6.dat   #milk
    id: 150  type: 2  file: data\weapon1.dat   #stone
    id: 151  type: 2  file: data\weapon3.dat   #wooden_box
    id: 123  type: 6  file: data\weapon8.dat   #beer
    id: 124  type: 1  file: data\weapon9.dat   #<
    id: 217  type: 2  file: data\weapon10.dat  #louis_armour
    id: 218  type: 2  file: data\weapon11.dat  #louis_armour
    id: 300  type: 5  file: data\criminal.dat  #criminal

    id: 200  type: 3  file: data\john_ball.dat
    id: 201  type: 1  file: data\henry_arrow1.dat
    id: 202  type: 1  file: data\rudolf_weapon.dat
    id: 203  type: 3  file: data\deep_ball.dat
    id: 204  type: 3  file: data\henry_wind.dat
    id: 205  type: 3  file: data\dennis_ball.dat
    id: 206  type: 3  file: data\woody_ball.dat
    id: 207  type: 3  file: data\davis_ball.dat
    id: 208  type: 3  file: data\henry_arrow2.dat
    id: 209  type: 3  file: data\freeze_ball.dat
    id: 210  type: 3  file: data\firen_ball.dat
    id: 211  type: 3  file: data\firen_flame.dat
    id: 212  type: 3  file: data\freeze_column.dat
    id: 213  type: 1  file: data\weapon7.dat   #ice_sword
    id: 214  type: 3  file: data\john_biscuit.dat
    id: 215  type: 3  file: data\dennis_chase.dat
    id: 216  type: 3  file: data\jack_ball.dat
    id: 219  type: 3  file: data\jan_chaseh.dat
    id: 220  type: 3  file: data\jan_chase.dat
    id: 221  type: 3  file: data\firzen_chasef.dat
    id: 222  type: 3  file: data\firzen_chasei.dat
    id: 223  type: 3  file: data\firzen_ball.dat
    id: 224  type: 3  file: data\bat_ball.dat
    id: 225  type: 3  file: data\bat_chase.dat
    id: 226  type: 3  file: data\justin_ball.dat
    id: 228  type: 3  file: data\julian_ball.dat
    id: 229  type: 3  file: data\julian_ball2.dat

    id: 998  type: 5  file: data\etc.dat
    id: 999  type: 5  file: data\broken_weapon.dat
    <object_end>

    <file_editing>
    data\nothing.txt
    <file_editing_end>

    <background>
    id: 4    file: bg\sys\hkc\bg.dat
    id: 2    file: bg\sys\lf\bg.dat
    id: 3    file: bg\sys\sp\bg.dat
    id: 5    file: bg\sys\gw\bg.dat
    id: 6    file: bg\sys\qi\bg.dat
    id: 7    file: bg\sys\ft\bg.dat
    id: 1    file: bg\sys\cuhk\bg.dat
    id: 0    file: bg\sys\thv\bg.dat
    id: 10    file: bg\template\1\bg.dat
    id: 11    file: bg\template\2\bg.dat
    id: 12    file: bg\template\3\bg.dat
    <background_end>

    id: 100~199 drop weapon

    If you now open this file you will see all the statistics of Dennis chase ball.
    So if you want to create a new ball for dennis just add under
    id: 229  type: 3  file: data\julian_ball2.dat
    id: 230  type: 3  file: data\dennis_chase2.dat
    and change back in the dennis data file at frame 298, oid number 215 into 230.

    How to make a object chasing.
    There are 2 chase modes,
    Dennis’ chase balls and Jullian’s balls.
    The chase ball of dennis chases the target longer then the skulls of jullian.
    To make a object chasing is quite simple,
    Go to the dat. File of the ball. And add behind hit_j: 0
    Hit_Fa: 2 for a long chase.
    Hit_Fa: 14 for a short chase.

    Weapons.
    Now it’s time for weapon’s.
    If you look in the data.txt you’ll see behind each character/weapon “TYPE:” standing.
    There are 7 type’s, i will explain them all.

    Type 0: a character
    Type 1: a slamming weapon (stick, ice sword, etc.)
    Type 2: a heave weapon (stone, rock.)
    Type 3: a second data file (davis_ball.dat etc.)
    Type 4: a throwing weapon (baseball)
    Type 5: a other data file (criminal)
    Type 6: a drink (milk)

    If you make a weapon, and you want it to fall out of the sky,
    Make the id number between 100 an 199.
    The only problem i have when i make weapons, that they just dissapear when i throw them away.

    Stage mode.
    About the stage mode there is not much about to explain,
    Most things are pretty clear, just to make this a compleet tutorail i will explain it.

    <stage> id: 44  #stage 5-5
    stage: idicates that it’s the beginning of a stage
    id: 44  #stage 5-5: indicates that it’s stage 5-5

            <phase> bound: 1500
    <phase>: the beginning of the first assault.
    Bound: how large the stage is

                    id: 300 hp: 100 act: 40 x: 900  y: 0  reserve: 5
    id: 300: a hostage
    hp: 100: how much hp he has
    act: 40: who the hostage is. (look in criminal.dat)
    x: 900  y: 0: the position.
    Reserve: count of lives.

                    id: 300 hp: 100 act: 50 x: 900  y: 0  reserve: 5
                    id: 300 hp: 100 act: 50 x: 900  y: 0  reserve: 5
                    id: 122  x: 300  #milk
    milk
                    id: 122  x: 300  #milk
                    id: 122  x: 300  #milk
                    id: 122  x: 300  #milk  ratio: .7
    ratio: .7: ? i think the count that will fall depends on difficulty.

                    id: 123  x: 300  #beer 
                    id: 123  x: 300  #beer  ratio: .7      
                    id: 3000 hp: 50  times: 3  ratio: 1
    id: 3000: a random normal character
                    id: 34 hp: 100  times: 3
                    id: 34 hp: 100  times: 3  ratio: .5
            <phase_end>
    indicates “go” if you have beaten all the character’s

            <phase> bound: 1800
                    id: 1000  hp: 250 <boss>
    id: 1000: a random hero.
                    id: 1000  hp: 250 <boss>
                    id: 1000  hp: 250 <boss>
                    id: 1000  hp: 250 <boss>  ratio: .2
                    id: 33 hp: 150  x: -1000 ratio: .5
                    id: 34 hp: 100  x: -1000 ratio: .6
                    id: 33 hp: 150  x: -1000
                    id: 31 hp: 50  x: -1000
                    id: 31 hp: 50  x: -1000

                    id: 37 hp: 200  ratio: .4
                    id: 37 hp: 200  
            <phase_end>
            <phase> bound: 2000
                    id: 122  x: 300  #milk
                    id: 122  x: 300  #milk
                    id: 122  x: 300  #milk
                    id: 122  x: 300  #milk  ratio: .7
                    id: 123  x: 300  #beer 
                    id: 123  x: 300  #beer  ratio: .7      
                    id: 3000 hp: 50  times: 2  ratio: 1
                    id: 34 hp: 100  times: 2
                    id: 34 hp: 100  times: 2  ratio: .5
            <phase_end>    
           
            <phase> bound: 2200
                    id: 52  hp: 2500 <boss>
                    id: 1000  hp: 250  times: 3 ratio: .2 <soldier>
                    id: 33 hp: 150  x: -1000 <soldier>  times: 7 ratio: .4
                    id: 34 hp: 100  x: -1000 <soldier>   times: 13 ratio: .6
                    id: 33 hp: 150  x: -1000 <soldier>   times: 13
                    id: 31 hp: 50  x: -1000 <soldier>  times: 7
                    id: 37 hp: 200 <soldier>  times: 13 ratio: .5
                    id: 37 hp: 200 <soldier> times: 7
                    id: 39 hp: 150  x: -1000 <soldier>
                    id: 39 hp: 150  x: -1000 <soldier> ratio: .4
            <phase_end>    
    <stage_end>
    indicates end of stage.


    To make a character join you if you killed him,
    Add join: # behind the line (# = count of hp)

    You can’t make new stages, but you can make new levels, make a new id. (id: 45 means that after 5-5 comes 5-6)

    How to add a new character/background to LF2
    Warning: if you make new things to add with little fighter, it will take longer to load lf2

    Character’s:
    If you want to add a new character to lf2 open data.txt
    If you want to make a secret character, make a id higher then 52 but lower then 60.
    If you want to make a random character make the id 3, or between 11 and 29.
    If you want to make a new character, but you don’t wan’t to make him random make the higher then 60

    Ex.
    id:  ##  type: 0  file: data\***.dat
    ##   = id number
    *** = your new character name

    Warning: The A.I. doen’t know the special moves of a character.

    Background’s:
    To add a background make a new id, (8) add the location, and a new bg.dat file
    It’s best that you copy the bg.dat of template1, found in: yourlf2folder/bg/template/1

    name: Template1
    name of bg.

    width: 1600   zboundary: 370 510
    width: 1600 groote in lengte
    zboundary: 370 510   ?

    shadow: bg\template\1\shadow.bmp  shadowsize: 37 9
    Location of the shadow.bmp, and how large it is.

    layer:
      bg\template\1\pic1.bmp
      transparency: 0 width: 967  x: 0  y: 128
    layer_end

    each background is built out of layers play the original background for the proper order.

    If you want to make a new background, (a random)
    Be sure to edit all the location’s of the layer’s.
     bg\newbackgound\pic1.bmp


    How to transform.
    This is one of the coolest things of LF2.
    Butt how?
    To tell you the truth, i don’t no for myself to,
    But that doesn’t mean it’s not possible
    Just make a new SA code named hit_ja: 308.

    Warning:
    1. check or there arn’t frames that are allready used.
    2. not by each character works hit_ja: ###, just make anather code.

    Then add between the last frame and <frame> 399 dummy this tekst.

    <frame> 308 transform
      sound: data\063.wav
       pic: 210  state: 0  wait: 2  next: 309  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 100
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 309 transform
       pic: 211  state: 0  wait: 2  next: 310  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 310 transform
       pic: 212  state: 0  wait: 2  next: 311  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 311 transform
       pic: 213  state: 0  wait: 2  next: 312  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 312 transform
       pic: 214  state: 0  wait: 2  next: 313  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 313 transform
       pic: 215  state: 0  wait: 2  next: 314  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 314 transform
       pic: 216  state: 0  wait: 2  next: 315  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 315 transform
       pic: 217  state: 0  wait: 2  next: 316  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 316 transform
       pic: 218  state: 0  wait: 2  next: 317  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 317 transform
       pic: 220  state: 0  wait: 2  next: 318  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 318 transform
       pic: 221  state: 0  wait: 2  next: 319  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 319 transform
       pic: 222  state: 0  wait: 2  next: 320  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 320 transform
       pic: 223  state: 0  wait: 2  next: 321  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 321 transform
       pic: 224  state: 0  wait: 2  next: 322  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 322 transform
       pic: 225  state: 0  wait: 2  next: 323  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 323 transform
       pic: 226  state: 0  wait: 2  next: 324  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 324 transform
       pic: 227  state: 0  wait: 2  next: 325  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 325 transform
       pic: 228  state: 0  wait: 2  next: 326  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 326 transform
       pic: 230  state: 0  wait: 2  next: 327  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 327 transform
       pic: 231  state: 0  wait: 2  next: 328  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 328 transform
       pic: 232  state: 0  wait: 2  next: 329  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    <frame> 329 transform
       pic: 233  state: 80##  wait: 2  next: 330  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
       wpoint:
          kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
       wpoint_end:
       bdy:
          kind: 0  x: 21  y: 18  w: 43  h: 62
       bdy_end:
    <frame_end>

    Now look at the final frame (frame 329)
    You will standing by “state” number 80## the ## means the ID number of the character you want to transform in.
    (52 = jullian, but  1 = deep, if you want to transform into deep add instead of the “##” 01.
    Now go at the top of your character data file.

     file(0-69): sprite\sys\deep_0.bmp  w: 79  h: 79  row: 10  col: 7
    file(70-139): sprite\sys\deep_1.bmp  w: 79  h: 79  row: 10  col: 7
    file(140-209): sprite\sys\deep_2.bmp  w: 79  h: 79  row: 10  col: 7

    Add a new line under the last:
    file(210-280): sprite\sys\deep_3.bmp  w: 79  h: 79  row: 10  col: 7

    make a new bmp called “deep_3.bmp” and draw your transform action.

    But your transformed character is not finished,
    The data now thinks that Jullian_2.bmp = Jullian_0.bmp
      Jullian_3.bmp = Jullian_1.bmp
    Etc. So the whole bmp srews up!
    To solve this problem go to jullians data file and fix the following thing:

     file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5
    file(50-63): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2
    file(64-113): sprite\sys\julian_2.bmp  w: 79  h: 99  row: 10  col: 5

    1. copy the first line and add it under the second.
    file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5
    file(50-63): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2
    file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5

    2. copy the second line and add it under the third.
    file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5
    file(50-63): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2
    file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5
    file(50-63): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2

    3. change file numbers
     file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5
    file(50-63): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2
    file(64-134): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5
    file(135-148): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2
    file(64-113): sprite\sys\julian_2.bmp  w: 79  h: 99  row: 10  col: 5

    Well,
    Thats it!
    That’s all you should know about data changing!
    If something doesn’t work, or you don’t get it right.
    Mail me at Rockrose@freeler.nl

    Special thanks.
    I would like to give my thanks to:
    Jiquera  Mondilano for his data changer.
    Andy Jayne For some help.
    Valkyrie For making some space on his site.

    And of course:
    Marti & Starski Wong for making the best game i’ve ever played.
     

    Basic Data Changing Tutorial by
    zizibaluba/briankid/yokinakiwa
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    ##############################################################################################################################################################
    line of = is: another part of the data
    line of - is: another piece of the data I'm talking about or something that is important that needs space
    line of + is: something else other than explained

    box made of _ is: example

    a * is: I'll explain more later
    a ! is: something important
    a ? is something I'm not sure about (which means I'll update if i find out anything else than what I already know)
    a EX is: example
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------
    d stands for: defend
    j stands for: jump
    a stands for: attack
    ^ stands for: up
    v stands for: down
    > stands for: right
    ###########################################################################################################################################################

    =============================================================================================================================================================
    -We'll use the data on the very top for DDavis for these few examples
    __________________________________________________________________________________________________________________________________________________________
    name: Davis
    head: spritesysdavis_f.bmp
    small: spritesysdavis_s.bmp
    file(0-69): spritesysdavis_0.bmp w: 79 h: 79 row: 10 col: 7
    file(70-139): spritesysdavis_1.bmp w: 79 h: 79 row: 10 col: 7
    file(140-209): spritesysdavis_2.bmp w: 79 h: 79 row: 10 col: 7
    _____________________________________________________________________________________________________________________________________________________________

    -name: Davis ---> name of the Character
    -head: spritesysdavis_f.bmp ---> the face of the Character on the selection screen
    -small: spritesysdavis_s.bmp ---> the face of the Character on the side of the HP and MP bars

    ------------------------------------------------------------------------------------------------------------------------------------------------------------

    -w: 79 ---> the width of a pic. in a spriite *
    -h: 79 ---> the height of pic. in a spritte *
    -row: 10 col: 7 ---> the number of rows aand columns in the sprite file *

    =========================================================================================================================================================
    z-axis ---> The columns or up and down you can walk or move
    =============================================================================================================================================================
    walking_speed =====> how fast you walk
    walking_speedz =====> going toward z-axis's speed when walking
    running_speed =====> how fast you run
    running_speedz =====> going toward z-axis's speed when running
    heavy_walking_speed =====> how fast you walk when holding a heavy item
    heavy_walking_speedz =====> going toward z-axis's speed when walking with a heavy item
    heavy_running_speed =====> how fast you run when holding a heavy item
    heavy_running_speedz =====> going toward z-axis's speed when running with a heavy item
    jump_height =====> how high you can jump
    jump_distance =====> how far you can jump
    jump_distancez =====> going toward z-axis's distance when jumping
    dash_height =====> how high you can jump when running
    dash_distance =====> how far you can jump when running
    dash_distancez =====> going toward z-axis's distance when running then jumping
    rowing_distance =====> how far you would roll
    ===================================================================================================================================================================
    -We'll use Davis run and punch for the neext few examples
    ______________________________________________________________________________________________________________________________________________________________________
    72 super_punch
    pic: 8 state: 3 wait: 2 next: 73 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
    itr:
    kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
    itr_end:
    bdy:
    kind: 0 x: 26 y: 12 w: 35 h: 66
    bdy_end:
    _______________________________________________________________________________________________________________________________________________________________
    72 super_punch ---> Frame Number and Name of Move (name is usually shorten)+(the name of move is just there to let people find it easily)
    pic: 8 ---> The Picture the frame loads (!The picture is counted from left to right in sprites and the first picture is 0 not 1!)
    state: 3 ---> The character's state*
    wait: 2 ---> How long this frame lasts
    next: 73 ---> The next frame to go to
    dvx: 0 ---> Moves foward how much
    dvy: 0 ---> Moves upwards/downwards how much (!As in sky and ground NOT the up and down when walking!)
    dvz: 0 ---> Moves up and down how much (!Now it's the walking up and down!)
    centerx: 28 ---> centerx is using which point as the character's center (!I suggest that you don't mess around with this one!)
    centery: 79 ---> What point for the feet (If the point is larger than 79, the character will be in the air)
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------
    hit_a: 0 ---> What frame it goes to when you press attack at this frame
    hit_d: 0 ---> What frame it goes to when you press defend at this frame
    hit_j: 0 ---> What frame it goes to when you press jump at this frame
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    hit_fj: ---> What frame it goes to when you input d>j at this frame
    hit_uj: ---> What frame it goes to when you input d^j at this frame
    hit_dj: ---> What frame it goes to when you input dvj at this frame
    hit_fa: ---> What frame it goes to when you input d>a at this frame
    hit_ua: ---> What frame it goes to when you input d^a at this frame
    hit_da: ---> What frame it goes to when you input dva at this frame
    hit_ja: ---> What frame it goes to when you input dja at this frame
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------
    itr: ---> Attack starts
    kind: 0 ---> What kind of attack*
    x: 40, w: 35 ---> How far the attack goes (!Forward and Backward!) (if you learned pre-algebra the x is like x-axis(right and left) and the w is like width)
    y: 5, h: 45 ---> How far the attack goes (!Up and Down!As in sky and ground!) (if you learned pre-algebra the y is like y-axis(up and down)and the h is like height)
    dvx: 3 ---> How far the enemy falls backwards when hit (If you put negative number the enemy will fall fowards)
    dvy: -10 ---> How high the enemy falls upwards when hit (!The number here is negative so that means the enemy will fall downto the ground not fly into the sky!)
    fall: 70 ---> The chance of the enemy falling down
    arest: 15 ---> ?Currently Unknown?
    bdefend: 60 ---> The chance of breaking through a defence and hitting the enemy, almost the same as fall
    injury: 40 ---> The amount of damage the attack deals*
    itr_end: ---> Attack ends
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    bdy: ---> Body Starts (What body does)
    kind: 0 ---> ?Special Effect? (I'm not sure what will happen, maybe I'll experiment with it later)
    x: 26, w: 35 ---> How far when attacked (!Forward and Backward!) (if you learned pre-algebra the x is like x-axis (right and left) and the w is like width)
    y: 12, h: 66 ---> How far when attacked (!Up and Down!As in sky and ground!) (if you learned pre-algebra the y is like y-axis (up and down) and the h is like height)
    bdy_end ---> Body Ends
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    mp: How much mp is used (If you add this onto a move after the hit_a, hit_d, hit_j, you could make that move take mp)

    ======================================================================================================================================================================================
    SOUND
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Adding sounds to a move is really easy but making that sound come out at the right moment takes lots of testing...
    To add a whole new sound all you have to do is put the sound file into the folder that is called "Data" To add a sound to a move or like drinking milk, all you have to do is put this on the second line of the frame (after the pic:, etc): !sound: data(sound name).wav!

    For example:
    I got a new sound called "beep.wav" into the "Data" folder
    Now I want my new character to make that sound when he/she walks
    I put !sound: databeep.wav! to the second line of the place I want it to make that sound
    Now I got sounds at those frames.

    ======================================================================================================================================================================================
    INJURY
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    We all know now that adding injury increses damage but there are special codes you can add after the injury codes.

    effect: 0 ---> Punch
    effect: 1 ---> Sharp Weapon (Blood Comes Out)
    effect: 2 ---> Fire
    effect: 3 ---> Ice
    effect: 4 ---> Goes Through Enemy (?Most Likely For The Healing Balls That Doesn't Let Enemy Heal?)
    effect: 5 or Higher ---> ?
    effect: 20 ---> Fire

    ___________________________________________________________________________________________________________________________________________________________________________________
    injury: 40
    +++++++++++++++++++
    Then Add effect: 2
    +++++++++++++++++++
    injury: 40 effect: 2
    --------------------
    Now this attack does 40 damage and burn people
    _____________________________________________________________________________________________________________________________________________________________________________________

    ======================================================================================================================================================================================
    Sprite
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    The height and width of the sprite could be changed at the beginning of the data. Ususlly they're 79 by 79 pixels.
    Also you could change the amount of sprites on the Sprite sheets.
    !The first box is 0 not 1!
    When they say a "row" they mean how many boxes in a row not how many rows.
    ======================================================================================================================================================================================




    THE BASICS TUTORAL ENDS HERE PLEASE MOVE ON TO THE ADVANCE TUTORAL IF YOU DON'T SEE ANYTHING YOU NEED HERE.

     

     

     

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