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In the julian war 2 stage mod, on stage 5-5 i think, all of the little fighters join, except for the ones already there. (the ones you're playing as.) Can someone help explain to me how to do this? i've tried myself but once i change the ids the little fighters always show up, even if there one already there. I checked the references to criminal.dat and music.dat, and i dont think i missed anything... (sorry if this is confusing, but if you play the jw2 mod you'll know what im talkingabout.)
hi is julian war2 a mode
if it is give me a download link

may be i am not helping but it
would be cool if you give a download link so that others coul also play
Go to LFE-File Planet there go to stage and You will find there JW2

Here is the direct download link of julian war 2
Download->
http://www.lf-empire.de/downloads/stages/LF2_JW2.zip

Open stag2.dat fron the Data folder & you will find
Quote:id: 1 act: 370 x: -500 join: 500 hp: 0 y: -69 #10 fighters
id: 2 act: 370 x: -500 join: 500 hp: 0 y: -69 #10 fighters
id: 4 act: 370 x: -500 join: 500 hp: 0 y: -69 #10 fighters
id: 5 act: 370 x: -500 join: 500 hp: 0 y: -69 #10 fighters
Here you see act: 370 in every line with id of the characters.
Now open, any character data file(I am taking deep) and you will see this
Quote:<frame> 370 All fighters
pic: 0 state: 15 wait: 50 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 3 x: -4000 y: -6200 w: 8000 h: 65 vrest: 7 zwidth: 1000
catchingact: 371 371 caughtact: 0 0
itr_end:
<frame_end>

<frame> 371 Change Bat
pic: 87 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>


<frame> 372 Change Bat
pic: 87 state: 3005 wait: 1 next: 373 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>

<frame> 373 Change Bat
pic: 87 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0
opoint:
kind: 1 x: 39 y: 78 action: 322 dvx: 0 dvy: 0 oid: 244 facing: 0
opoint_end:
<frame_end>
In id: 244 and frame 322 we get

Quote: <frame> 322 Bat > Deep
pic: 143 state: 3005 wait: 3 next: 323 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 8 x: -4000 y: -6200 w: 8000 h: 79 dvx: 324 injury: 0 zwidth: 1000 vrest: 3
itr_end:
<frame_end>

<frame> 323 Bat > Deep
pic: 143 state: 3005 wait: 250 next: 1000 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 8 x: -4000 y: -5000 w: 8000 h: 79 dvx: 323 injury: 0 zwidth: 1000 vrest: 6
itr_end:
itr:
kind: 3 x: 0 y: -5000 w: 79 h: 79 vrest: 7 zwidth: 1000
catchingact: 319 319 caughtact: 397 397
itr_end:
<frame_end>
Quote:<frame> 319 Nothing
pic: 143 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
Hope you understood.
So basically, each of the 10 heroes has his unique special bdy. In the stage mode dat, each hero was made to appear at frame 370. At frame 370, there is ikr3 which checks if the special bdy of its hero exist. And if it does, it catches it and go to another frame which next-s to 1000, i.e, nothing (this object is deleted from the game) and cancels the summon. If its hero, with its respective special bdy, doesn't exist, the frame continues to 999 (which is the standing frame), and so the summon goes normally, and the hero appears.
Yeah thats the part i found out, but i dont see any connection for frame 372 and 373. i know that the stage file makes the characters go into frame 370, which in turn moves them to frame 371 but doesnt connect to the frames 372 and 373. thats the part that confuses me
does that mean that i have to make some changes in the caught frames as well?
(01-03-2013, 04:54 PM)NinjaExplosive Wrote: [ -> ]Yeah thats the part i found out, but i dont see any connection for frame 372 and 373. i know that the stage file makes the characters go into frame 370, which in turn moves them to frame 371 but doesnt connect to the frames 372 and 373. thats the part that confuses me
does that mean that i have to make some changes in the caught frames as well?
I don't really have a lot of knowledge with cpoints. You can just have a look at Deep's frame 0 and see if there is anything special there (thats where the caughtact takes). If you did find anything special and you find problems understanding it, post the frames here and i will do my best to help you :)

Ok, so im gonna post an example of my stage data and a character that doesnt work(This character replaces Dennis)
The stage:
Code:
<stage> id: 40  #stage 5-1
        <phase> bound: 10
music: bgm\stage5.wma
        id: 300 act: 230 x: 330 #Julian Laugh
        id: 300 act: 140 x: 100 #Two Sides
        id: 300 x: 200 hp: 0 act: 320 #no others
       <phase_end>  

         <phase> bound: 11
        id: 47 act: 370 x: -500 join: 500 hp: 0 y: -79 #10 fighters Luc
<phase_end>
The character:
Code:
<frame> 370 All fighters
   pic: 0  state: 15  wait: 50  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
itr:
      kind: 3  x: -4000  y: -6400  w: 8000  h: 65  vrest: 7 zwidth: 1000
      catchingact: 371 371  caughtact: 1 1  
   itr_end:
<frame_end>

<frame> 371 All fighters
   pic: 18  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


<frame> 372 Change Bat
   pic: 18  state: 3005  wait: 1  next: 373  dvx: 550  dvy: 550  dvz: 550  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 373 Change Bat
   pic: 18  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0
  opoint:
      kind: 1  x: 39  y: 78  action: 324  dvx: 0  dvy: 0  oid: 244  facing: 0
   opoint_end:
<frame_end>
My id: 244 (The frame 396 doesnt exist)
Code:
<frame> 319 Nothing
   pic: 143  state: 3005  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 324 Bat > Luc
   pic: 143  state: 3005  wait: 3  next: 325  dvx: 0  dvy: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
     itr:
      kind: 8 x: -4000  y: -6400  w: 8000  h: 79 dvx: 326 injury: 0 zwidth: 1000 vrest: 3
   itr_end:
<frame_end>

<frame> 325 Bat > Luc
   pic: 143  state: 3005  wait: 250  next: 1000  dvx: 0  dvy: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
    itr:
      kind: 8 x: -4000  y: -5000  w: 8000  h: 79 dvx: 325 injury: 0 zwidth: 1000 vrest: 6
   itr_end:
itr:
      kind: 3  x: 0  y: -5000  w: 79  h: 79  vrest: 7 zwidth: 1000
      catchingact: 319 319  caughtact: 396 396  
   itr_end:
<frame_end>
And yes, i checked the data.txt, and the id's were correct. The problem is when i play as Luc, a com luc shows up anyways.
Have anyone noticed there is two bat-> bat.dat & bat2.dat
I found this in bat2(Don't know if it is related with the chars joining
    DC-Code:
<frame> 379 Woody
   pic: 0  state: 8010  wait: 1  next: 999  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 79  action: 136  dvx: 0  dvy: 0  oid: 300  facing: 10
   opoint_end:
<frame_end>
 
<frame> 380 Rudolf
   pic: 0  state: 8005  wait: 1  next: 999  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 79  action: 136  dvx: 0  dvy: 0  oid: 300  facing: 10
   opoint_end:
<frame_end>
 
<frame> 381 Louis
   pic: 0  state: 8006  wait: 1  next: 999  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 79  action: 136  dvx: 0  dvy: 0  oid: 300  facing: 10
   opoint_end:
<frame_end>
 
<frame> 382 John
   pic: 0  state: 8002  wait: 1  next: 999  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 79  action: 136  dvx: 0  dvy: 0  oid: 300  facing: 10
   opoint_end:
<frame_end>
 
<frame> 383 Henry
   pic: 0  state: 8004  wait: 1  next: 999  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 79  action: 136  dvx: 0  dvy: 0  oid: 300  facing: 10
   opoint_end:
<frame_end>
 
<frame> 384 Freeze
   pic: 0  state: 8008  wait: 1  next: 999  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 79  action: 136  dvx: 0  dvy: 0  oid: 300  facing: 10
   opoint_end:
<frame_end>
 
<frame> 385 Firen
   pic: 0  state: 8007  wait: 1  next: 999  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 79  action: 136  dvx: 0  dvy: 0  oid: 300  facing: 10
   opoint_end:
<frame_end>
 
<frame> 386 Dennis
   pic: 0  state: 8009  wait: 1  next: 999  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 79  action: 136  dvx: 0  dvy: 0  oid: 300  facing: 10
   opoint_end:
<frame_end>
 
<frame> 387 Deep
   pic: 0  state: 8001  wait: 1  next: 999  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 79  action: 136  dvx: 0  dvy: 0  oid: 300  facing: 10
   opoint_end:
<frame_end>
 
<frame> 388 Davis
   pic: 0  state: 8011  wait: 1  next: 999  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 79  action: 22  dvx: 0  dvy: 0  oid: 998  facing: 10
   opoint_end:
<frame_end>
 
 
 
<frame> 389 Woody 1
   pic: 0  state: 15  wait: 1  next: 379  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 390 Rudolf 1
   pic: 0  state: 15  wait: 1  next: 380  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 391 Louis 1
   pic: 0  state: 15  wait: 1  next: 381  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 392 John 1
   pic: 0  state: 15  wait: 1  next: 382  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 393 Henry 1
   pic: 0  state: 15  wait: 1  next: 383  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 394 Freeze 1
   pic: 0  state: 15  wait: 1  next: 384  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 395 Firen 1
   pic: 0  state: 15  wait: 1  next: 385  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 396 Dennis 1
   pic: 0  state: 15  wait: 1  next: 386  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 397 Deep 1
   pic: 0  state: 15  wait: 1  next: 387  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 398 Davis 1
   pic: 0  state: 15  wait: 1  next: 388  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
This is probably because the itr can't find Dennis' bdy to catch at the coords of: x: -4000 y: -6400, and therefore, you have to give Dennis a special body which is only made to react with that ikr3.
Add this to all Dennis' frames:
    DC-Code:
bdy:  #All Fighters Sp. bdy
      kind: 1  x: -4000  y: -6450  w: 8000  h: 130  
bdy_end:
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