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ID Properties & Frames - Printable Version

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Pages: 1 2


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
005 - 008: walking
009 - 011: running
012 - 015: heavy_obj_walk
016 - 018: heavy_obj_run
019      : heavy_stop_run
020 - 028: normal_weapon_atck
030 - 033: jump_weapon_atck
035 - 037: run_weapon_atck
040 - 043: dash_weapon_atck
045 - 047: light_weapon_thw
050 - 051: heavy_weapon_thw
052 - 054: sky_lgt_wp_thw
055 - 058: weapon_drink
060 - 068: punch
070 - 073: super_punch
080 - 081: jump_attack
085 - 087: run_attack
090 - 091: dash_attack
095      : dash_defend
100 - 101: rowing (from falling-frames)
102 - 109: rowing (rolling)
110 - 111: defend (111, if char is being hit)
112 - 114: broken_defend
115      : picking_light
116 - 117: picking_heavy
120 - 123: catching
130 - 144: picked_caught
180 - 191: falling (180-185 foward, 186-191 backward
200 - 202: ice
203 - 206: fire (203/4 & 205/6)
207      : tired
210 - 212: jump
213 - 214: dash
215      : crouch
216 - 217: dash
218      : stop_running
219      : crouch2 (aus lying)
220 - 229: injured
230 - 231: lying (0=stomach 1=back)
232 - 234: throw_lying_man

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 ... :p


RE: ID Properties & Frames - Silverthorn - 05-02-2008

YinYin Wrote: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
just skimmed it :)
Anyways, thx for fixing^^


@MH
Finally, my first entry on the mainsite :D
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) :p


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 :p
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 11
1000 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?