RE: Data Changing Course/Class - Gespenst - 07-24-2013
previous lesson
DC-Code:
<bmp_begin>
name: EXG9
walking_frame_rate 3
walking_speed 6.000000
walking_speedz 3.000000
running_frame_rate 3
running_speed 11.000000
running_speedz 1.800000
heavy_walking_speed 4.700000
heavy_walking_speedz 2.850000
heavy_running_speed 3.200000
heavy_running_speedz 1.000000
jump_height -17.299999
jump_distance 10.000000
jump_distancez 3.750000
dash_height -11.000000
|
DC-Code:
<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
<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> 292 dash_sword
pic: 162 state: 301 wait: 1 next: 293 dvx: 11 dvy: 0 dvz: 0 centerx: 17 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 21 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 18 y: 18 w: 76 h: 62 dvx: 10 dvy: -8 fall: 70 vrest: 10 bdefend: 60 injury: 54
effect: 1
itr_end:
bdy:
kind: 0 x: 2 y: 21 w: 18 h: 58
bdy_end:
<frame_end>
<frame> 293 dash_sword
pic: 163 state: 301 wait: 1 next: 294 dvx: 6 dvy: 0 dvz: 0 centerx: 42 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 44 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 60 y: 8 w: 14 h: 70 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
itr:
kind: 0 x: -4 y: 47 w: 62 h: 24 dvx: -7 fall: 25 bdefend: 30 injury: 15
effect: 1
itr_end:
bdy:
kind: 0 x: 20 y: 16 w: 20 h: 60
bdy_end:
<frame_end>
<frame> 294 dash_sword
pic: 164 state: 301 wait: 1 next: 295 dvx: 6 dvy: 0 dvz: 0 centerx: 41 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 43 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 56 y: 12 w: 14 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 25 y: 20 w: 16 h: 59
bdy_end:
<frame_end>
<frame> 295 dash_sword
pic: 165 state: 301 wait: 1 next: 296 dvx: 12 dvy: 0 dvz: 0 centerx: 44 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\054.wav
wpoint:
kind: 1 x: 43 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: 24 y: 15 w: 19 h: 64
bdy_end:
<frame_end>
<frame> 296 dash_sword
pic: 166 state: 301 wait: 1 next: 297 dvx: 6 dvy: 0 dvz: 0 centerx: 26 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 2 y: 15 w: 90 h: 63 dvx: 10 dvy: -6 fall: 70 vrest: 10 bdefend: 60 injury: 42
effect: 1
itr_end:
bdy:
kind: 0 x: 5 y: 16 w: 17 h: 63
bdy_end:
<frame_end>
<frame> 297 dash_sword
pic: 167 state: 301 wait: 1 next: 298 dvx: 6 dvy: 0 dvz: 0 centerx: 19 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 28 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 43 y: 0 w: 46 h: 78 dvx: 10 dvy: -6 fall: 70 vrest: 10 bdefend: 60 injury: 42
effect: 1
itr_end:
bdy:
kind: 0 x: 7 y: 12 w: 18 h: 65
bdy_end:
<frame_end>
<frame> 298 dash_sword
pic: 168 state: 301 wait: 1 next: 299 dvx: 6 dvy: 0 dvz: 0 centerx: 26 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 35 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 54 y: 3 w: 14 h: 72 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 16 y: 14 w: 17 h: 63
bdy_end:
<frame_end>
<frame> 299 dash_sword
pic: 169 state: 301 wait: 1 next: 300 dvx: 12 dvy: 0 dvz: 0 centerx: 19 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\054.wav
wpoint:
kind: 1 x: 31 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: 7 y: 12 w: 18 h: 65
bdy_end:
<frame_end>
<frame> 300 dash_sword
pic: 179 state: 301 wait: 1 next: 301 dvx: 6 dvy: 0 dvz: 0 centerx: 20 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 25 y: 4 w: 57 h: 77 dvx: 10 dvy: -7 fall: 70 vrest: 10 bdefend: 60 injury: 42
effect: 1
itr_end:
bdy:
kind: 0 x: 9 y: 12 w: 15 h: 65
bdy_end:
<frame_end>
<frame> 301 dash_sword
pic: 178 state: 301 wait: 1 next: 302 dvx: 6 dvy: 0 dvz: 0 centerx: 48 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 55 y: 50 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 4 y: 38 w: 82 h: 39 dvx: -8 fall: 25 bdefend: 30 injury: 42
effect: 1
itr_end:
bdy:
kind: 0 x: 36 y: 13 w: 17 h: 65
bdy_end:
<frame_end>
<frame> 302 dash_sword
pic: 177 state: 301 wait: 1 next: 303 dvx: 6 dvy: 0 dvz: 0 centerx: 34 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 47 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 61 y: 9 w: 14 h: 66 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 23 y: 13 w: 22 h: 67
bdy_end:
<frame_end>
<frame> 303 dash_sword
pic: 176 state: 301 wait: 1 next: 304 dvx: 6 dvy: 0 dvz: 0 centerx: 31 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\054.wav
wpoint:
kind: 1 x: 49 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 55 y: 7 w: 19 h: 70 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 31 y: 11 w: 14 h: 69
bdy_end:
<frame_end>
<frame> 304 dash_sword
pic: 175 state: 301 wait: 1 next: 305 dvx: 6 dvy: 0 dvz: 0 centerx: 10 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 23 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: -4 y: 27 w: 99 h: 42 dvx: 17 dvy: -11 fall: 70 vrest: 10 bdefend: 60 injury: 48
effect: 1
itr_end:
bdy:
kind: 0 x: 5 y: 19 w: 15 h: 63
bdy_end:
<frame_end>
<frame> 305 dash_sword
pic: 174 state: 301 wait: 1 next: 306 dvx: 12 dvy: 0 dvz: 0 centerx: 14 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 25 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: -6 y: 31 w: 98 h: 34 dvx: 17 dvy: -11 fall: 70 vrest: 10 bdefend: 60 injury: 48
effect: 1
itr_end:
bdy:
kind: 0 x: 6 y: 13 w: 15 h: 69
bdy_end:
<frame_end>
<frame> 306 dash_sword
pic: 173 state: 301 wait: 1 next: 307 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 47 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: -11 y: 30 w: 102 h: 18 dvx: -7 fall: 25 bdefend: 30 injury: 20
effect: 1
itr_end:
bdy:
kind: 0 x: 24 y: 30 w: 21 h: 48
bdy_end:
<frame_end>
<frame> 307 dash_sword
pic: 172 state: 301 wait: 1 next: 308 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 46 y: 53 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 24 y: 22 w: 53 h: 58
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
pic: 170 state: 3 wait: 2 next: 260 dvx: 0 dvy: 0 dvz: 0 centerx: 35 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
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> 310 dash_sword
pic: 168 state: 301 wait: 1 next: 311 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0 mp: 75
wpoint:
kind: 1 x: 35 y: 52 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 16 y: 14 w: 17 h: 63
bdy_end:
<frame_end>
<frame> 311 dash_sword
pic: 169 state: 301 wait: 1 next: 300 dvx: 2 dvy: 0 dvz: 0 centerx: 19 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\054.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: 7 y: 12 w: 18 h: 65
bdy_end:
<frame_end>
<frame> 260 jump_sword
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>
<frame> 262 jump_sword
pic: 142 state: 3 wait: 1 next: 263 dvx: 0 dvy: 0 dvz: 0 centerx: 23 centery: 74 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 29 y: 44 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 26 y: -1 w: 61 h: 75 dvx: 6 dvy: -17 fall: 70 vrest: 10 bdefend: 60 injury: 54
effect: 1
itr_end:
bdy:
kind: 0 x: 11 y: 17 w: 17 h: 57
bdy_end:
<frame_end>
|
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: 0 hit_j: 0 hit_Ua: 300
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: 0 hit_j: 0 hit_Ua: 300
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: 0 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: 0 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>
<frame> 300 singlong
pic: 170 state: 3 wait: 1 next: 301 dvx: 7 dvy: -9 dvz: 0 centerx: 30 centery: 76 hit_a: 0 hit_d: 0 hit_j: 0 mp: 225
sound: data\095.wav
wpoint:
kind: 1 x: 31 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 301 singlong
pic: 171 state: 3 wait: 1 next: 302 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\031.wav
wpoint:
kind: 1 x: 37 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 10 y: 3 w: 72 h: 75 dvx: 7 dvy: -13 fall: 70 vrest: 10 bdefend: 60 injury: 85
itr_end:
<frame_end>
<frame> 302 singlong
pic: 172 state: 3 wait: 1 next: 303 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 81 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 36 y: 42 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 13 y: -1 w: 67 h: 80 dvx: 7 dvy: -11 fall: 70 vrest: 10 bdefend: 60 injury: 60
itr_end:
bdy:
kind: 0 x: 19 y: 7 w: 36 h: 69
bdy_end:
<frame_end>
<frame> 303 singlong
pic: 173 state: 3 wait: 1 next: 304 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 41 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 11 y: -2 w: 63 h: 80 dvx: 7 dvy: -9 fall: 70 vrest: 10 bdefend: 60 injury: 45
itr_end:
bdy:
kind: 0 x: 22 y: 6 w: 30 h: 69
bdy_end:
<frame_end>
<frame> 304 singlong
pic: 174 state: 3 wait: 2 next: 305 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 81 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 45 y: 39 weaponact: 28 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 19 y: 1 w: 61 h: 80 dvx: 7 dvy: -7 fall: 70 vrest: 10 bdefend: 60 injury: 30
itr_end:
bdy:
kind: 0 x: 28 y: 12 w: 29 h: 66
bdy_end:
<frame_end>
<frame> 305 singlong
pic: 175 state: 3 wait: 2 next: 306 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 42 y: 36 weaponact: 27 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 27 y: 7 w: 28 h: 65
bdy_end:
<frame_end>
<frame> 306 singlong
pic: 176 state: 3 wait: 3 next: 307 dvx: 0 dvy: 0 dvz: 0 centerx: 29 centery: 74 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 30 y: 35 weaponact: 29 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 23 y: 11 w: 30 h: 61
bdy_end:
<frame_end>
<frame> 307 singlong
pic: 177 state: 3 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 29 centery: 73 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 36 y: 37 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 3 w: 33 h: 68
bdy_end:
<frame_end>
sorry for being late, teacher, was busy and bit lazy, but today I got opportunity to use pc internet.
Ill be chillin in the corner now
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RE: Data Changing Course/Class - empirefantasy - 07-24-2013
@exg9 where is hit_d: O.o
its not to make next 260, but hit_d: 260.
Sprites and pics
Sprites can be loaded by 2 ways:
1. By exe file
2. By dat files
We can only edit those in dat files, which are used for DC things (like cars,weapon,bg,etc).
If we want to put some bmp files in a char,weapon or whatever (field) object it is, then we have to wrtie the following line in bmp part of the dat file. Let's take an example:
DC-Code:
<bmp_begin>
name: Dennis
head: sprite\sys\dennis_f.bmp <-- the location of dennis face (used in character menu, must be addaed in characters)
small: sprite\sys\dennis_s.bmp <--- the location of dennis small icon (used in battla mode, during the fight,etc)
file(0-69): sprite\sys\dennis_0.bmp w: 79 h: 79 row: 10 col: 7 <-- dennis sprites
file(70-139): sprite\sys\dennis_1.bmp w: 79 h: 79 row: 10 col: 7 <-- dennis sprites
file(140-209): sprite\sys\dennis_2.bmp w: 79 h: 79 row: 10 col: 7 <-- dennis sprites
walking_frame_rate 3
walking_speed 5.000000
walking_speedz 2.500000
running_frame_rate 3
running_speed 10.500000
running_speedz 1.650000
heavy_walking_speed 3.700000
heavy_walking_speedz 1.850000
heavy_running_speed 6.200000
heavy_running_speedz 1.000000
jump_height -16.299999
jump_distance 10.000000
jump_distancez 3.750000
dash_height -10.000000
dash_distance 18.000000
dash_distancez 5.000000
rowing_height -2.000000
rowing_distance 5.000000
<bmp_end>
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Now, let's split one of them:
file(0-69): sprite\sys\dennis_0.bmp w: 79 h: 79 row: 10 col: 7
Now analyse every element of it:
file(0-69): sprite\sys\dennis_0.bmp <---bmp file location
w: 79 <-- weight of one gird
h: 79 <--- height of one gird
row: 10 <--- number of grids in one row
col: 7 <--- number of girds in one coloumn
*(0-69) It is a refering number that helps you to show what number of pics does this bmp include.
Tip: When you are trying to add a new bmp, just copy another line and then make changes.
It is important to know that every gird is seperated with one pixel line, so be careful when you calculate. Every count starts from 0.
WARNING
Computer only read what is written on dat file, it does not count girds that are out of determined size and number of (row/col) in dat file.
Pics usage:
DC-Code:
<frame> 0 standing
pic: 0 // in this case this frame is using pic number 0// state: 0 wait: 16 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 235 hit_Fj: 245
hit_Uj: 260 hit_Dj: 270
bpoint:
x: 40 y: 35
bpoint_end:
wpoint:
kind: 1 x: 40 y: 43 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:
<frame_end>
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Coordinates
when you see x: 45 and y: 13 (numbers are the example), that means that we have coordinates (of a single pixel). When you see centerx: and centery: (in frame header) they show
the coordiantes of the shadow (the center pixel of the shadow). These images will help you how to find coordinates :D
The first pixel has coordinates (0,0) just like when they are in paint, but be carefull, when you are not in the pic 0, you must not put coordinates that are shown in pain, substract
number of passed girds multiplying weight/height of gird.
Refering system
Starting coordinate
Coordiantes
Complex coordinates
Width and height (in bdy,itr)
when you see w: or h: it shows the filed height/width that it cover.
This is better than words
Now go experiment with those things, i will give you HW tomorrow
RE: Data Changing Course/Class - empirefantasy - 07-25-2013
Homework
Make a new bmp file and change freeze D>A pics. Dimensions of pics must be 85X29. Drawing inside new sprite can be whatever you want, you can just draw some lines or take anything from another char or whatever.
Deadline Sunday
If you have not understand something, reread this, look at any other tutorial or ask me here. This is an important lessons becaouse it includes almost everything from graphical part of DC.
RE: Data Changing Course/Class - Dr. Time - 07-26-2013
Here is teh homework. (I'm the first one again? :P)
BTW, I wanted to point out something. You wrote that w=weight. I think it should be width.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDIT2-Huge misunderstanding. I changed the ball sprites for teh homework.Sorry,EF.
____________________________________________________
[Misunderstanding result]
New sprites,eh? Well,I just copied and resized firzen's "chasei.bmp".
Here are the sprites-
(each grid=85x29)(name is "freezeball2.bmp")
Now,the DC.
I changed the coordinates of the bdy and itr.(and centery)
DC-Code:
<bmp_begin>
file(0-11): sprite\sys\freeze_ball2.bmp w: 85 h: 29 row: 4 col: 2
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 0 flying
pic: 0 state: 3000 wait: 0 next: 1 dvx: 9 dvy: 0 dvz: 0 centerx: 40 centery: 24 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 32 y: 2 w: 22 h: 24 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 45
effect: 3
itr_end:
bdy:
kind: 0 x: 32 y: 2 w: 22 h: 24
bdy_end:
<frame_end>
<frame> 1 flying
pic: 1 state: 3000 wait: 0 next: 2 dvx: 9 dvy: 0 dvz: 0 centerx: 40 centery: 26 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 34 y: 2 w: 23 h: 26 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 45
effect: 3
itr_end:
bdy:
kind: 0 x: 34 y: 2 w: 23 h: 26
bdy_end:
<frame_end>
<frame> 2 flying
pic: 0 state: 3000 wait: 0 next: 3 dvx: 9 dvy: 0 dvz: 0 centerx: 40 centery: 24 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 32 y: 2 w: 22 h: 24 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 45
effect: 3
itr_end:
bdy:
kind: 0 x: 32 y: 2 w: 22 h: 24
bdy_end:
<frame_end>
<frame> 3 flying
pic: 1 state: 3000 wait: 0 next: 4 dvx: 9 dvy: 0 dvz: 0 centerx: 40 centery: 26 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 34 y: 2 w: 23 h: 26 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 45
effect: 3
itr_end:
bdy:
kind: 0 x: 34 y: 2 w: 23 h: 26
bdy_end:
<frame_end>
<frame> 4 flying
pic: 1 state: 3000 wait: 0 next: 5 dvx: 9 dvy: 0 dvz: 0 centerx: 40 centery: 24 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 32 y: 2 w: 22 h: 24 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 45
effect: 3
itr_end:
bdy:
kind: 0 x: 32 y: 2 w: 22 h: 24
bdy_end:
<frame_end>
<frame> 5 flying
pic: 2 state: 3000 wait: 0 next: 999 dvx: 9 dvy: 0 dvz: 0 centerx: 40 centery: 26 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 34 y: 2 w: 23 h: 26 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 45
effect: 3
itr_end:
bdy:
kind: 0 x: 34 y: 2 w: 23 h: 26
bdy_end:
<frame_end>
<frame> 10 hiting
pic: 4 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 5 state: 3001 wait: 1 next: 12 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 6 state: 3001 wait: 1 next: 13 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 13 hiting
pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 4 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 5 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 6 state: 3002 wait: 1 next: 23 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 hit
pic: 7 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 4 state: 3003 wait: 1 next: 31 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 5 state: 3003 wait: 1 next: 32 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 41 y: 41 action: 0 dvx: 0 dvy: 0 oid: 209 facing: 1
opoint_end:
<frame_end>
<frame> 32 rebounding
pic: 6 state: 3003 wait: 1 next: 33 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 33 rebounding
pic: 7 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 40 rebounding
pic: 4 state: 3003 wait: 1 next: 41 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 41 rebounding
pic: 5 state: 3003 wait: 1 next: 42 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 42 rebounding
pic: 4 state: 3003 wait: 1 next: 31 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 399 dummy
pic: 0 state: 0 wait: 0 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
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And here is the result in-game.
(It's a bit crappy,ain't it)
I could have made the ball spawn a bit lower,a well, too lazy now
EDIT-Yeah fixed it. Changed the centery.(Was lazy before :P)
[/misuderstanding result]
RE: Data Changing Course/Class - Gespenst - 07-26-2013
(07-24-2013, 06:52 PM)empirefantasy Wrote: @exg9 where is hit_d:
its not to make next 260, but hit_d: 260.
In some strange way, I am confused
(07-18-2013, 10:57 AM)empirefantasy Wrote: 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. are you sure?
Idk,
RE: Data Changing Course/Class - empirefantasy - 07-26-2013
@dr time my idea was to change freeze sprites, but you are still ok. i will check n detail later, thx for notice
@exg9
you must put hit_d: in some frames, else hw cant be done.
yes im sure why?
RE: Data Changing Course/Class - Gespenst - 07-26-2013
(07-26-2013, 03:37 PM)empirefantasy Wrote: @exg9
you must put hit_d: in some frames, else hw cant be done. home work? Are you sure?
In your edited post you said. Need to make hit_d: 260.
But 260 is deep which is not homework.
In deep you said change next 999 to 260
wtf?
In HW there is hit_d:
check it.
RE: Data Changing Course/Class - Dr. Time - 07-27-2013
(07-26-2013, 03:37 PM)empirefantasy Wrote: @dr time my idea was to change freeze sprites, but you are still ok. i will check n detail later, thx for notice
:P
Oops,sorry.Misunderstanding.I changed the ball sprites.
Oh well,as long as it's okay by you.
RE: Data Changing Course/Class - Sam Fisher - 07-27-2013
Ahh, teacher ?
I want to ask you question.
If I want to build a mod that when I press D on the choose character it will change me "style", it means the char will be different.
It's DCing or exe ?
RE: Data Changing Course/Class - The Lost Global Mod - 07-27-2013
can i join starting now? i have been following the thread anyways (so no knowledge lack until now)
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