RE: Data Changing Course/Class - Hero destroyer - 07-18-2013
Nope. Frame ends in 399. NEVER EVER use frame 400 or larger.
Anyway, I got no work?
*Totally excited* xD
RE: Data Changing Course/Class - empirefantasy - 07-18-2013
@Draya Vartaila
hero destroyer answered it
@HD
i have been thinking about you but its a few hard to give you something.
ok do you know how itr kind 8 works?
if not learn it: http://www.lf-empire.de/forum/showthread.php?tid=6788
if yes, then make an fusion move. thats for now.
@v
sure you can join. and i will not make it once a year but when other needs it. now just do homeworks that i have given.
and yeah i remember that thread.
RE: Data Changing Course/Class - Gespenst - 07-18-2013
Good thing to see how people are helping each other.
Brings back some memo~
http://www.lf-empire.de/forum/showthread.php?tid=7311
@empire fantasy, can I join too, or am I realy late? Do I need to try next year?
RE: Data Changing Course/Class - Draya Vartaila - 07-18-2013
I know nothing about kinds 0-?
and nothing about cpoint XD...the rest advanced knowledghe
To learn a Fusion would be nice!
Kind: 8 made objekts join the objekts that The kind: 8 objekt hit?
The ne knowledges mutivate me to create a char XD! thanks Empirefantasie
RE: Data Changing Course/Class - Dr. Time - 07-19-2013
(07-18-2013, 10:57 AM)empirefantasy Wrote: Homework
Make davis do D^A when we press D when he is doing DVA. Just show me here the DC code.
Too easy :P
The D^A starts in frame 278.
The D^J in DvA in frame 281 has been left just as it was.I have not removed it.
Here:
DC-Code:
<frame> 270 many_punch
pic: 153 state: 3 wait: 1 next: 271 dvx: 7 dvy: 0 dvz: 0 centerx: 37 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 75
sound: data\007.wav
wpoint:
kind: 1 x: 37 y: 47 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 271 many_punch
pic: 154 state: 3 wait: 1 next: 272 dvx: 5 dvy: 0 dvz: 0 centerx: 33 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 31 y: 47 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 63 y: 9 w: 16 h: 67 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
itr:
kind: 0 x: 17 y: 35 w: 61 h: 13 dvx: 7 fall: 1 vrest: 7 bdefend: 16 injury: 25
itr_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 272 many_punch
pic: 155 state: 3 wait: 1 next: 273 dvx: 3 dvy: 0 dvz: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 35 y: 44 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 273 many_punch
pic: 156 state: 3 wait: 1 next: 274 dvx: 3 dvy: 0 dvz: 0 centerx: 32 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 29 y: 45 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 57 y: 9 w: 18 h: 67 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
itr:
kind: 0 x: 14 y: 35 w: 58 h: 18 dvx: 7 fall: 1 vrest: 7 bdefend: 16 injury: 25
itr_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 274 many_punch
pic: 157 state: 3 wait: 1 next: 275 dvx: 3 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 75
wpoint:
kind: 1 x: 26 y: 43 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 275 many_punch
pic: 158 state: 3 wait: 1 next: 276 dvx: 5 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 28 y: 43 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 276 many_punch
pic: 159 state: 3 wait: 1 next: 277 dvx: 5 dvy: 0 dvz: 0 centerx: 22 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 27 y: 41 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 64 y: 10 w: 18 h: 68 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
itr:
kind: 0 x: -1 y: 22 w: 81 h: 25 dvx: 10 fall: 1 vrest: 7 bdefend: 16 injury: 25
itr_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 277 many_punch
pic: 169 state: 3 wait: 1 next: 278 dvx: 3 dvy: 0 dvz: 0 centerx: 18 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 27 y: 43 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 278 many_punch
pic: 168 state: 3 wait: 1 next: 279 dvx: 5 dvy: 0 dvz: 0 centerx: 22 centery: 79 hit_a: 0 hit_d: 300 hit_j: 0
wpoint:
kind: 1 x: 32 y: 40 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 279 many_punch
pic: 167 state: 3 wait: 1 next: 280 dvx: 7 dvy: 0 dvz: 0 centerx: 26 centery: 79 hit_a: 0 hit_d: 300 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 33 y: 40 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 280 many_punch
pic: 166 state: 3 wait: 1 next: 281 dvx: 3 dvy: 0 dvz: 0 centerx: 22 centery: 79 hit_a: 0 hit_d: 300 hit_j: 0
wpoint:
kind: 1 x: 34 y: 41 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 10 y: 2 w: 75 h: 68 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
itr:
kind: 0 x: 12 y: 11 w: 70 h: 51 dvx: 7 dvy: -15 fall: 70 vrest: 15 bdefend: 60 injury: 25
itr_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 281 many_punch
pic: 165 state: 3 wait: 2 next: 282 dvx: 3 dvy: 0 dvz: 0 centerx: 27 centery: 79 hit_a: 0 hit_d: 300 hit_j: 290
wpoint:
kind: 1 x: 33 y: 42 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 282 many_punch
pic: 164 state: 3 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 79 hit_a: 0 hit_d: 300 hit_j: 290
wpoint:
kind: 1 x: 41 y: 44 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
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RE: Data Changing Course/Class - Sam Fisher - 07-20-2013
(07-18-2013, 10:57 AM)empirefantasy Wrote: (07-15-2013, 12:19 PM)The Hari Wrote: - Don't you think it's easier to just read few articles from mainsite?
- I don't have to spend 2 days for understanding how to change name of character.
- Everyone will get all basic of dc in about 15-30 minutes.
-might be easier. but for some who are 0 in dc its better to read mine lessons.
--Nope you dont need to spend 2 days nor 15-30 minutes, you just spend 3-4 minutes by reading my post and some mins more to work by yourself.
First sorry, but i forgot yesterday so we will continue today.
--------------------------------------------------------------------------------------------------------------------------------
Today i will tell you about frames organisation and connection. A frame is a moment of character moving. Frames begin with "<frame> xxx name" and end with "<frame_end>", where xxx is frame number and "name" is frame's name. Frames usually are connected with each-other with "next: xxx". xxx is the number of the next frame that will come.
Let's take an example.
DC-Code:
<frame> 0 standing <--- from here we read that this is frame number 0 and it is called "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 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
"pic: 0" meas that it shows image with number 0, we will learn later about these things. "state: 0" is character state! "wait: 5" means we will wait 5 TU* before character goes in the next frame. "next: 1" means character will go to frame number 1.
bpoint:
x: 39 y: 34
bpoint_end:
wpoint:
kind: 1 x: 23 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>
<frame> 1 standing <---- frame number 1, the one where character goes after frame 0 (the frame above).
pic: 1 state: 0 wait: 3 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 54 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>
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next: 999 means that character have finished that move and he will go to frame that we have determined usually in standing frames. But after a move (D>A) which finishes with next: 999 we press buttons for another move (D^A), char will go directly from finishing D>A, to D^A.
*1 TU= 1/30 second.
Job1
Open some character dat files and look how frames are connected with each other via "next:" tag.
Except next there are other tags which make the character goes to the next frame.
hit_a: xxx <-- xxx the frame where character goes when we press attack
hit_j: xxx <-- xxx the frame where character goes when we press jump
hit_d: xxx <-- xxx the frame where character goes when we press defend
For special moves. since all special moves start with D, we dont write it, so we write only the direction "U" (up), "D" (down), "F" (forward (left or right)) and "a" or "j". So the direction is always with capital letter with jupm and attack are always with small letters. Example:
hit_Fa: xxx <-- xxx the frame where character goes when we press D>A.
The DJA case: hit_ja: xxx
Job2
Open deep.dat and go to dash sword (D>J), you know that since it is a long move it should have many frames. (To notice where are move's frames, look in standing and walking frames and watch commands of special moves (like: hit_Da: xxx or hit_Uj: xxx), that becaouse usually moves starts from standing or walking, in original version we cant do any special move when we are jumping.) It starts from frame 290 to frame 309. Now your job is to make it do DvA move after he finishes D>J. To do that you delete 999 number in the last frame's next: and replace it with the first frame number of DvA, which is frame 260.
DC-Code:
the beggingin of D>J
<frame> 290 dash_sword
pic: 160 state: 301 wait: 1 next: 291 dvx: 3 dvy: 0 dvz: 0 centerx: 25 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0 mp: 150
sound: data\045.wav
wpoint:
kind: 1 x: 31 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 8 y: 14 w: 18 h: 60
bdy_end:
<frame_end>
<frame> 291 dash_sword
pic: 161 state: 301 wait: 1 next: 292 dvx: 6 dvy: 0 dvz: 0 centerx: 18 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\054.wav
wpoint:
kind: 1 x: 22 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 3 y: 17 w: 19 h: 59
bdy_end:
<frame_end>
..........
<frame> 308 dash_sword
pic: 171 state: 3 wait: 1 next: 309 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 19 y: 17 w: 48 h: 62
bdy_end:
<frame_end>
<frame> 309 dash_sword <-- the last frame of D>J
pic: 170 state: 3 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 35 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
NOW CHANGE "next: 999" TO "next: 260".
wpoint:
kind: 1 x: 36 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 16 y: 16 w: 40 h: 65
bdy_end:
<frame_end>
<frame> 260 jump_sword <---The first frame of DVA
pic: 140 state: 3 wait: 1 next: 261 dvx: 5 dvy: 0 dvz: 0 centerx: 29 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0 mp: 75
wpoint:
kind: 1 x: 36 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 13 y: 20 w: 13 h: 60
bdy_end:
<frame_end>
<frame> 261 jump_sword
pic: 141 state: 3 wait: 1 next: 262 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 68 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\054.wav
wpoint:
kind: 1 x: 35 y: 40 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 6 y: 39 w: 83 h: 28 dvx: 6 dvy: -17 fall: 70 vrest: 10 bdefend: 60 injury: 54
effect: 1
itr_end:
bdy:
kind: 0 x: 12 y: 12 w: 20 h: 59
bdy_end:
<frame_end>
....
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Homework
Make davis do D^A when we press D when he is doing DVA. Just show me here the DC code.
We will meet on monday or sunday.
Teacher, Can I copy the h.w from other student ? ;)
I didn't understand the next: tag and the after that.. davis will do the D^A
Can you explain this again ?
RE: Data Changing Course/Class - AmadisLFE - 07-20-2013
I Was Begginer But Somehow I Found Out All Myself But I Cant draw (Shading Making etc.........)
Empirefantasy means Davis before he launches the last punch He Uses Uppercut and launches himself and the enemy my example download in my next post
That Was Easy Heres The Example before he launches enemy press attack key
RE: Data Changing Course/Class - Gespenst - 07-20-2013
Teacher, today I will post my job1, job2, homework after I will finnish helping my grandpa with some work.
Ok?
I might not post as code but as attachment because I dont have internet on pc, just phone browser
RE: Data Changing Course/Class - AmadisLFE - 07-20-2013
Deep Example is here don't copy and post cause if u try urself it will be better to u and u will learn try it in ur way
RE: Data Changing Course/Class - Dr. Time - 07-20-2013
Uhm...are you sure we have to show Job 1 and 2 empirefantasy mentioned?
I think he showed us examples to help us practice and understand better.
Empirefantasy,correct me if I'm wrong.If I have to,I'll post Job 1 and 2 right away,no sweat.
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