ID Properties & Frames - 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: ID Properties & Frames (/showthread.php?tid=279) Pages:
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ID Properties & Frames - Silverthorn - 05-01-2008 I found this post in the officials and thought that this list is pretty useful. I guess, you won't kill me if I post a part of your post here, Marshall :P 1 deep's AI 2 john's AI 5 rudolf's AI, when opointed out, hp is only 10 6 louis's AI,hv an armour value of 1 when not attacking,doesn't prevent you from being frozen or burnt, only when hp is less than 1/3, you'll be able to use the input hit_ja 8 freeze's AI,when you hit some balls,the balls would become his freezing ball when rebounded 7,8 hp less than 1/5,u'll become firzen when running towards each other 37 amour value of 2,doesn't prevent you from being frozen or burnt 51 firzen's AI,quick manna regeneration, enemies in stage mode×2 52 julian's AI,quick manna regeneration,armour value of 2,prevents you from being frozen or burnt,when opointed out, hp is only 10,enemies in stage mode×3 122 when a character wpoints it,and has a state: 17,hp of the object decreases 123 same as 122 201 when attacking someone (type: 0 ) it will disappear 209 when being hit,the balls would become freezing ball when rebounded 212 can be hit by your team mates (apart from id:212) 213 when hitting some balls,the balls would become freezing ball when rebounded 214 after attacking someone (type: 0 ),the ball's hp→0 223,224 shadowless,when opointed out (even with state: 3000 ), can't move along the z axis Just for quick reference, I created a list of every frame that a normal LF2-character must have to be completely integrated in the game. You can omit some frames in your character, but some weird results could occur. Code: 000 - 003: standing I hope this helps DCers for creating characters or a whole mod RE: ID Properties & Frames - YinYin - 05-01-2008 a bit ... incomplete - but w/e just a few fixes: 212 can be hit by your team mates (apart from id:212) totally wrong? - thats just because the icicles are using state 13 214 after attacking someone (type: 0 ),the ball's hp→0 another wrong one - thats just a property of kind 9 itrs, works with any id/type RE: ID Properties & Frames - MH-Razen - 05-01-2008 Wow, definitly useful, http://www.lf-empire.de/content/view/195/170/lang,en/ I never added basic frames cause I always was to lazy ... RE: ID Properties & Frames - Silverthorn - 05-02-2008 YinYin Wrote:a bit ... incomplete - but w/ejust skimmed it Anyways, thx for fixing^^ @MH Finally, my first entry on the mainsite I just had these notes lying around on my computer because I wanted to create some new standard-frames, and therefore I needed to know which ones I could use that don't occupy any attack-space (which I consider <f> >235) RE: ID Properties & Frames - MH-Razen - 05-02-2008 Well, think of submitting the ID-Stuff to, when I started with writing tutorials I had a section called Souce Code Depenmdance or so, where I wanted to post which ID's have special functions, but I never ifnished it. actually it would be useful Think I'll submit this site in Reference Pages... Edit: submitted http://www.lf-empire.de/content/view/594/267/lang,en/ RE: ID Properties & Frames - YinYin - 05-02-2008 better fix it fully ... 1 deep's AI - melee 2 john's AI - melee 4 henry's AI - long ranged 5 rudolf's AI - long ranged, 10hp when opointed 6 louis' AI - melee, level 1 armor when not attacking doesn't prevent you from being frozen or burnt, 085.wav when hit, hit_ja available when hp < 1/3 (or lf2.net enabled) 7 firen's AI - melee, fuse to id: 51 frame 290 with 8 when hp < 1/3 (or lf2.net enabled) 8 freeze' AI - melee, fuse to id: 51 frame 290 with 7 when hp < 1/3 (or lf2.net enabled), balls turn into id: 209 when hit 9 dennis' AI - melee 10 woody's AI - melee 11 davis' AI - melee 31 hunter's AI - long ranged 32 mark's AI - melee 33 jack's AI - melee 34 sorcerer's AI - melee 35 monk's AI - melee 36 jan's AI - melee 37 knight's AI - melee, level 2 armor doesn't prevent you from being frozen or burnt, 085.wav when hit 38 bat's AI - melee 39 justin's AI - melee 50 louisEX' AI - melee, state: 9995 turns an object into id: 50 51 firzen's AI - melee, fusion of 7 and 8, fast mp regeneration, enemies in stage mode×2 52 julian's AI - melee, 10hp when opointed, level 2 armor prevents from being frozen or burnt, 002.wav when hit, fast mp regeneration, enemies in stage mode×3 0-29 - characters included in the random function if not in the first line 30-59 - locked character ids, unlocked with lf2.net 100 stick - broken id: 999 frame 10-17, 039.wav when hitting id: 121 101 hoe - broken id: 999 frame 20-27, 30-33 120 knife - broken id: 999 frame 30-33, 54-57, >A throw 121 baseball - broken id: 999 frame 60-63 122 milk - broken id: 999 frame 70-77, 80-83, if held with state: 17 object hp decreases and character hp and mp increases 123 beer - broken id: 999 frame 160-167, 80-83, if held with state: 17 object hp decreases and character mp increases fast 124 boomerang - broken id: 999 frame 170-173, >A throw 150 stone - broken id: 999 frame 0-7 151 box - broken id: 999 frame 40-47, 50-57 100-199 - dropped at random or upon F8 201 - broken id: 999 frame 4-7, disappears upon hitting a character 202 - disappears upon hitting the ground 209 - balls turn into id: 209 when hit 213 - broken id: 999 frame 150-157 217 - broken id: 999 frame 174-177, created 4 times by state: 9996 218 - broken id: 999 frame 174-177, created by state: 9996 219 - created by hit_Fa: 5, ratio chasing your team 220 - created by hit_Fa: 6, jans ratio attack 221 - created by hit_Fa: 9, firzens ratio attack 222 - created by hit_Fa: 9, firzens ratio attack 223 - no shadow, can't move on z-axis 224 - no shadow, can't move on z-axis 225 - created by hit_Fa: 8, bats ratio attack 300 - case sensitive bodys available (e.g.: kind: 1080 leads to frame 80 when hit) 998 - frame 0 created upon DJDJ, frame 2 created upon DDDD, frame 4 created upon DADA, frame 6 created upon enemy joining your team 999 - ice effect frame 120-123, 125-128, 130-133, 135-138, fire effect frame 140-143 edit: things like com writing in stage mode and random ids for stage mode are still missing RE: ID Properties & Frames - Silverthorn - 05-02-2008 id: 3000 - as far as I know randoms b/w id: 30 & 31 id: 1000 - picks an id b/w 1 and 11 coms... I believe these ones: 40-59 (dunno about >60) 1-11 RE: ID Properties & Frames - YinYin - 05-02-2008 BluePhoenix Wrote:id: 1000 - picks an id b/w 1 and 111000 uses the random function which is why ids used more than once will work aswell meaning it should be 0-29 except for the first line again RE: ID Properties & Frames - MH-Razen - 05-02-2008 CHanged the ID Properties site, used YinYins version (and thank him a lot that he also translated it!!!). The id 1000/3000 is already added to thispage: http://www.lf-empire.de/content/view/202/177/lang,en/ RE: ID Properties & Frames - Marshall - 05-03-2008 YinYin, do you mind using that in the officials? |