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Angel_Adam's DCing tut.... - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Tutorials (https://lf-empire.de/forum/forumdisplay.php?fid=12) +---- Thread: Angel_Adam's DCing tut.... (/showthread.php?tid=2494) Pages:
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Angel_Adam's DCing tut.... - Angel_Adam - 03-30-2009 here is a data changing tutorial for who doesnt know how to DC... hope you like it..if you dont wanna read click the link to download it... Spoiler (Click to View)
[color=#32CD32] BY ANGEL_ADAM. (The Empire’s Angel). SA: means special attacks. MP: means mana power. HP: means healt power. EX: means example. DCing is very simple not that hard you think…first thing you need is to know what every state means,here is a col.that contains state explanation. 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 And here you have the char speed information… 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 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 Second thing is to know what the codes like pic,dvy ,dvx,hit_fa,hit,hit_da and hit_ja what means… 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: If you are wondering what those things mean check the col.below…. 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 the 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 Adding new moves to the game: 1st: Put the "nameofmove.dat" file of your new move into "your LF2 folder\data\" 2nd: Open up "data.txt". 3rd: The third part of the data is a list of the moves. Find it. 4th: Add to the bottom of this list a line like this: id: "NUMBER" type: 3 file: data\"your move".dat 5th: Make sure the ID is higher then 199 and is unique! 6th: To add a move to a Character see Character Data File Index Explanation! How to add new SA’s to chars. Now here you want to add a new move for EX dennis… Add him a new data frame like the chase ball,look below. <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 the 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 So you change in the frame of dennis chase ball the oid,for EX instead of blasting a chase ball he blasts julians bigball…all what you have to do is change the oid: 215 to oid: 229. and that’s it..it alsow works to you own made chars… Add new ball dat ,new bmb and do not forget the id in the dat file for your ball… How to make an object chasing. There are 2 chase modes, Dennis’ chase ball and Jullian’s ball. The chase ball of dennis chases the target longer then the skulls of jullian. It chases him five times and julian’s skulls chase’s once. 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 is for a long chase. Hit_Fa: 14 is for a short chase. How to transform. This is one of the greatest things of LF2.its simple. First make a new SA code named hit_ja: 308. (you can change the frame number to the frame that starts the transformation. BUT: 1. check or there arn’t frames that are allready used. 2. not by each character works hit_ja: ###, just make anather code. Add between the last frame and <frame> 399 dummy these data frames. <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 for wich char you want to transform to. (52 = Julian, 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! It will think that the pic of the first char is the same as the transformed one crouch=72 To solve this problem go to the data file of the char that you transformed to and fix the following thing: but: Julian=bmb of the char that you transformed to. 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 bmb 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 bmb 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 the file numbers.so that the dat.dont get messy. 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 And that’s it everyone,this is all I have for you. Hope it will make you DCERS. ANGEL_ADAM…. [color] http://www.mediafire.com/file/thybtjjqyyz/angel_adam DC tut...doc RE: Angel_Adam DCing tut.... - vandesdelca - 03-30-2009 that spoiler... could u pls make it shorter? RE: Angel_Adam DCing tut.... - Ramond - 03-30-2009 vandesdelca, that is just a... preview of his tutorial file. Download from the link he gave if you want to read it Although it doesn't show up correctly in the spoiler (misplaced descriptions). RE: Angel_Adam's DCing tut.... - Angel_Adam - 03-30-2009 yes ramond...its better to download the tut then reading it from the spoiler... RE: Angel_Adam DCing tut.... - Silverthorn - 03-30-2009 that green font is really unnecessary and makes it just hard to read. Same in here, btw, just so you know. Also, as about the special attacks you described, all you need is to write down the essential frames. You posted a whole bunch of frames but the only important one in the transformation-thingy, for example, is the last frame. The rest is unneeded for the transformation. You could've at least stated that. People will think that all frames are needed when you do such an attack. Also, there are quite a few spelling mistakes in there. The tables are all messed up, the keywords are not right next to the explanation, making it hard to navigate for beginners. Color changes during the guide are acceptable but here they are unnecessary. The same applies for font-changes; sometimes you use Arial and sometimes Times New Roman. I'll move this to tuts but I'm not too fond of the current version. RE: Angel_Adam's DCing tut.... - Angel_Adam - 03-30-2009 ok,here is another link to the tut,NOT with green,but black...thanks BP. http://www.mediafire.com/file/wzmjw2dn3hj/angel_adam DC tut...doc RE: Angel_Adam's DCing tut.... - Jason_Wong - 03-30-2009 Even though this was long it helps I copyied entire thing to my word document for further use thanks Angel Adam ![]() RE: Angel_Adam's DCing tut.... - xkaipp - 10-24-2009 hello angel adam could you send me your tut somehow? its no longer on mediafire greets xkaipp RE: Angel_Adam's DCing tut.... - HappyHouR - 10-24-2009 (10-24-2009, 05:04 PM)xkaipp Wrote: hello http://www.2shared.com/file/8649745/579f5c19/Angel_Adams_DCing_tut.html Look for : Save file to your PC: click here to download. RE: Angel_Adam's DCing tut.... - xkaipp - 10-24-2009 thanks happyhour!! |