Hope this helps:
its very basic and if there is any thing wrong please tell.
Spoiler (Click to View)
pic: tells the number of the sprite used by that frame
state: tells the computer wat this frame really is [{defending(state7)}, {attacking(state3)}, {teleporting to the nearest enemie(state 400)}, teleporting to the nearest ally(state401)}, transforming(state 80xx when xx is the id number of the character U wish to transform into)}]
wait: for how long is it gonna stay in this frame ( 1 is 1/30 of a second ).
centerx: it is the position of the shadow from the character in the x-axis(horizantly) {can be found easily using Azriel's data frame maker}note: don't confuse this with the dvx
centery: it is the position of the shadow from the character in the y-axis(vertically) {can be found easily using Azriel's data frame maker}note: don't confuse this with the dvy
dvx: it let the character move automatically forward if in this frame (or backward if the dvx value is negative)note: don't confuse this with the centerx
dvy: it let the character move automatically upward if in this frame (or downward if the value is negative)note: don't confuse this with the dvy
next: tells the computer what frame should come after this.
hit_a: tells the computer what frame should come if attack button is pressed and if U are in this frame
hit_j: tells the computer what frame should come if jump button is pressed and if U are in this frame
hit_d: tells the computer what frame should come if defense button is pressed and if U are in this frame
hit_Fa: tells the computer what frame should come if the combination of (defend+forward+attack) is pressed and if U are in this frame ("F" stands for forward and "a" stands for attack{defend is not in the shortcut because all the combinations use it})
hit_Ua: tells the computer what frame should come if the combination of (defend+up+attack) is pressed and if U are in this frame ("U" stands for up and "a" stands for attack{defend is not in the shortcut because all the combinations use it})
hit_Da: tells the computer what frame should come if the combination of (defend+down+attack) is pressed and if U are in this frame ("D" stands for down and "a" stands for attack{defend is not in the shortcut because all the combinations use it})
hit_Fj: tells the computer what frame should come if the combination of (defend+forward+jump) is pressed and if U are in this frame ("F" stands for forward and "j" stands for jump{defend is not in the shortcut because all the combinations use it})
hit_Uj: tells the computer what frame should come if the combination of (defend+up+jump) is pressed and if U are in this frame ("U" stands for up and "j" stands for jump{defend is not in the shortcut because all the combinations use it})
hit_Dj: tells the computer what frame should come if the combination of (defend+down+jump) is pressed and if U are in this frame ("D" stands for down and "j" stands for jump{defend is not in the shortcut because all the combinations use it})
hit_Ja: tells the computer what frame should come if the combination of (defend+attack+jump) is pressed and if U are in this frame ("J" stands for jump and "a" stands for attack{defend is not in the shortcut because all the combinations use it})
sound: tells the computer what sound file(wav) should be played in this frame.[ e.g: sound: data\007.wav .].
mp: here right the amount of mana this frame will use
other frame elements:
first the body and its job is to show the region were the character can be hit when in a frame
bdy: (it shows the beginning of the body sub-frame)
kind: 0 (its regularly 0 {the other kind is rarely used so I am not gonna explain it)
x: and y: (show the pont were the body will be extended from)
w: and h ({w stands for width and h stands for hight} and here U can write the width and the hight of the body )
bdy_end: ( it show the end of the body sub-frame)
and the whole body "sub-frame" can be find easily using Azriels frame maker.
second interaction and its job is to show the region of an interaction (any thing that affects the opponent mainly attacks )
ltr: (it shows the beginning of the interaction "sub-frame")
kind: 0 ( there are a lot which I don't really have time to explain)
x: and y: (show the pont were the interaction will be extended from)
w: and h ({w stands for width and h stands for hight} and here U can write the width and the hight of the interaction )
dvx: it let the character who is strucked by this lts move automatically forward (or backward if the dvx value is negative)
dvy: it let the character who is strucked by this lts move automatically upward (or backward if the dvy value is negative)
fall: the job of this is to tell whether the attack is heavy(make the foe fall imediatly {use the value 70}) or light(doesn't make the character fall{use a value under 70} ) note if the value is under 70 (light) the values will be added till it reaches 70 and the foe will fall.
vrest/arest : this will tell if the attack will hit more than a foe or only one(arest for a single enemy and vrest for multiple enemies)
injury: here right the amount of damage the attack will inflect.
and the interaction"sub-frame" can be find easily using Azriels frame maker.
state: tells the computer wat this frame really is [{defending(state7)}, {attacking(state3)}, {teleporting to the nearest enemie(state 400)}, teleporting to the nearest ally(state401)}, transforming(state 80xx when xx is the id number of the character U wish to transform into)}]
wait: for how long is it gonna stay in this frame ( 1 is 1/30 of a second ).
centerx: it is the position of the shadow from the character in the x-axis(horizantly) {can be found easily using Azriel's data frame maker}note: don't confuse this with the dvx
centery: it is the position of the shadow from the character in the y-axis(vertically) {can be found easily using Azriel's data frame maker}note: don't confuse this with the dvy
dvx: it let the character move automatically forward if in this frame (or backward if the dvx value is negative)note: don't confuse this with the centerx
dvy: it let the character move automatically upward if in this frame (or downward if the value is negative)note: don't confuse this with the dvy
next: tells the computer what frame should come after this.
hit_a: tells the computer what frame should come if attack button is pressed and if U are in this frame
hit_j: tells the computer what frame should come if jump button is pressed and if U are in this frame
hit_d: tells the computer what frame should come if defense button is pressed and if U are in this frame
hit_Fa: tells the computer what frame should come if the combination of (defend+forward+attack) is pressed and if U are in this frame ("F" stands for forward and "a" stands for attack{defend is not in the shortcut because all the combinations use it})
hit_Ua: tells the computer what frame should come if the combination of (defend+up+attack) is pressed and if U are in this frame ("U" stands for up and "a" stands for attack{defend is not in the shortcut because all the combinations use it})
hit_Da: tells the computer what frame should come if the combination of (defend+down+attack) is pressed and if U are in this frame ("D" stands for down and "a" stands for attack{defend is not in the shortcut because all the combinations use it})
hit_Fj: tells the computer what frame should come if the combination of (defend+forward+jump) is pressed and if U are in this frame ("F" stands for forward and "j" stands for jump{defend is not in the shortcut because all the combinations use it})
hit_Uj: tells the computer what frame should come if the combination of (defend+up+jump) is pressed and if U are in this frame ("U" stands for up and "j" stands for jump{defend is not in the shortcut because all the combinations use it})
hit_Dj: tells the computer what frame should come if the combination of (defend+down+jump) is pressed and if U are in this frame ("D" stands for down and "j" stands for jump{defend is not in the shortcut because all the combinations use it})
hit_Ja: tells the computer what frame should come if the combination of (defend+attack+jump) is pressed and if U are in this frame ("J" stands for jump and "a" stands for attack{defend is not in the shortcut because all the combinations use it})
sound: tells the computer what sound file(wav) should be played in this frame.[ e.g: sound: data\007.wav .].
mp: here right the amount of mana this frame will use
other frame elements:
first the body and its job is to show the region were the character can be hit when in a frame
bdy: (it shows the beginning of the body sub-frame)
kind: 0 (its regularly 0 {the other kind is rarely used so I am not gonna explain it)
x: and y: (show the pont were the body will be extended from)
w: and h ({w stands for width and h stands for hight} and here U can write the width and the hight of the body )
bdy_end: ( it show the end of the body sub-frame)
and the whole body "sub-frame" can be find easily using Azriels frame maker.
second interaction and its job is to show the region of an interaction (any thing that affects the opponent mainly attacks )
ltr: (it shows the beginning of the interaction "sub-frame")
kind: 0 ( there are a lot which I don't really have time to explain)
x: and y: (show the pont were the interaction will be extended from)
w: and h ({w stands for width and h stands for hight} and here U can write the width and the hight of the interaction )
dvx: it let the character who is strucked by this lts move automatically forward (or backward if the dvx value is negative)
dvy: it let the character who is strucked by this lts move automatically upward (or backward if the dvy value is negative)
fall: the job of this is to tell whether the attack is heavy(make the foe fall imediatly {use the value 70}) or light(doesn't make the character fall{use a value under 70} ) note if the value is under 70 (light) the values will be added till it reaches 70 and the foe will fall.
vrest/arest : this will tell if the attack will hit more than a foe or only one(arest for a single enemy and vrest for multiple enemies)
injury: here right the amount of damage the attack will inflect.
and the interaction"sub-frame" can be find easily using Azriels frame maker.
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