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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:
-
First
thing to do is to open the deep_chop.dat with the data
changer.
-
The
first part of the data is a list of the characters. Find it.
-
Now
you should see Bandit, Hunter, Mark, LouisEX, Firzen, ect.
-
Copy
their line and put them on the bottom of the list. Like this:
-
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
-
If you
run Little Fighters, you should be able to select all of the characters
now.
Adding new characters:
-
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\
-
Open
up deep_chop.dat with the data changer.
-
Go to
the character parts. Now all you have to do is make your own character
with their own ID number.
-
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.
-
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
-
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:
-
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.
-
Take
that file and place it on your desktop.
-
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.
-
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.
-
Move
that .bmp into the sprite\sys\ folder.
-
Now in
the deep_chop.dat with the Data Changer, adding a new weapon is just
like adding in a new character.
-
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
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
-
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.
-
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
-
Load
up deep_chop.dat and go down to the weapons sections.
-
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
-
To add
a new background, go into bg\template\ folder. Make a new folder called
anything you want.
-
Go
into the 3 folder and copy everything in that folder.
-
Go
into your new folder and paste the things there.
-
Load
up the bg.dat in your new folder with the data changer
-
If you
like, you may rename the map but it can only hold one word. You could
use underlines.
-
The
layers should look
like "layer: bg\template\3\pic1.bmp transparency: 0 width: 967
x: 0 y: 128 layer_end"
-
Rename
the "3" to whatever the folder is called. Rename the "3" for all of the
other layers. SAVE
-
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
-
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
youe 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:
- in Data.txt are types used to
determine with what kind of data file the computer is dealing.
- Type 0 = A Character (Bandit)
- Type 1 = A weapon which can be used
to slam enemies (Baseball Bat)
- Type 2 = A heavy weapon which can
be thrown to knock down enemies, it slows down you movement speed
(Stone)
- Type 3 = A special move of a
character (Fire Ball)
- Type 4 = A weapon which can be
thrown to hurt an enemy (Baseball)
- Type 5 = A data file which contains
"special data" (criminal.dat)
- Type 6 = A bottle which can be
drunk (Beer)
Top
State Explanation:
- 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:
- 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
- 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
- Everything between and contains the basic information of the
character
- Behind Name: is the text
what will be displayed when u chose this character in the selection menu
- Behind Head: is the path of
the image stored which will be displayed when u chose this character in
the selection menu
- Behind Small: is the path of
the image stored which will be displayed un top of the screen while
playing with this char.
- 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.
- Walking_Frame_Rate:
indicates the number of frames what will be
used per second while this character is walking.
- Walking_Speed: indicates the movement speed(left-right) while this character
is walking.
- Walking_Speedz: indicates the movement speed(up-down) while this character is
walking.
- Running_Frame_Rate:
indicates the number of frames what will be
used per second while this character is running.
- Running_Speed: indicates the movement speed(left-right) while this character
is running.
- Running_Speedz: indicates the movement speed(up-down) while this character is
running.
- Heavy_Walking_Speed:
indicates the movement speed(left-right)
while this character is walking carrying a heavy weapon.
- Heavy_Walking_Speedz:
indicates the movement speed(up-down) while
this character is walking a heavy weapon.
- Heavy_Running_Speed:
indicates the movement speed(left-right)
while this character is running a heavy weapon.
- Heavy_Running_Speedz:
indicates the movement speed(up-down) while
this character is running a heavy weapon.
- Jump_Height: indicates the jump height (the lower the number, the higher
the jump).
- Jump_Distance: indicates the jump distance(left-right).
- Jump_Distancez: indicates the jump distance(up-down).
- Dash_Height: indicates the run + jump height (the lower the number, the
higher the jump).
- Dash_Distance: indicates the run + jump distance(left-right).
- Dash_Distancez: indicates the run + jump distance(up-down).
- 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.
- 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
:
- 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:
- First thing to do is to open the
"data.txt".
- The first part of the data is a
list of the characters. Find it.
- Now you should see Bandit, Hunter,
Mark, LouisEX, Firzen, etc...
- Copy their line and put them on top
of the list again.
- 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
- 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:
- Put the "nameofmove.dat" file of
your new move into "your LF2 folder\data\"
- Open up “data.txt”.
- The third part of the data is a
list of the moves. Find it.
- Add to the bottom of this list a
line like this:
id: "NUMBER" type: 3 file:
data\"your move".dat
- Make sure the ID is higher then 199
and is unique
- To add a move to a Character see
Character Frame Explanation
Top
Adding new characters:
- Find the "nameofchar.dat" file of
the character. Put that file into the "your LF2 folder"\data\
- Open up “data.txt”.
- Go to the character parts. Now all
you have to do is make your own character with their own ID number.
- 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.
- 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
- 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:
- 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.
- Take that file and place it on your
desktop.
- 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.
- 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.
- Move that .bmp into the sprite\sys\
folder.
- Now in the “data.txt”, adding a new
weapon is just like adding in a new character.
- If you want the weapon to drop from
the sky, it has to be have a ID number between 100-199.
- For the type see Type Explanation
- Put the Type Number after the ID
number.
- 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 "#".
- The line should look like this:
id: "NUMBER" type: "NUMBER" file:
data\"something".dat #"weapon name".
- SAVE
- 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:
- 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.
- 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
- Load up data.txt and go down to the
weapons sections.
- If you want the weapon to drop from
the sky, it has to be have a ID number between 100-199.
- For the type see Type Explanation
- Put the type number after the ID
number
- 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 "#".
- The lines should turn out likes
this:
id: "NUMBER" type: "NUMBER" file:
data\"something".dat #"weapon name".
- SAVE
- 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:
- To add a new background, go into
bg\template\ folder. Make a new folder called anything you want.
- Go into the 3 folder and copy
everything in that folder.
- Go into your new folder and paste
the things there.
- Load up the "bg.dat" in your new
folder with the data changer
- If you like, you may rename the map
but it can only hold one word. You could use underlines.
- 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.
- SAVE
- 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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