Posts: 69
Threads: 2
Joined: Oct 2014
12-26-2014, 09:56 AM
(This post was last modified: 07-18-2021, 09:50 PM by Archer-Dante.)
Hello everybody~
This thread is originaly translated from Russian LFF Topic
Now i'm working on some kind of merging Alkarter's Exe и Silva's and folks DLL framework.
And also wanna ask you to forgive me 'bout mistakes. If u can tell me what i'm said here wrong way then PM me, please, and i'll fix that issue.
Let's do some introduce.
I call this project Neora by mixing from "Neo" (as New) and "Ra" (from rarara.dll project). If fact it's just DLL-project for PDK (Alkarter's Base) Engine, because it's much more useful than regular DLL project or LDK stuff. By the way i'm really miss some old DLL features, and as long it's not only i am.
I decided to learn ASM, reversing and kinda stuff to do all that by myself. That's the story
Neora is Basement for mods. And it's alsolutly compatible with all existing mods based on PDK 1.2+
You can just do exe replace from your mod project and use Neora stuff as you want. You don't need to rewrite your old DC codes, everything is compatible.
![[Image: 7262652.png]](http://lfforever.ru/_fr/22/7262652.png)
- State 8xxx is reworked. Now it won't add +140 pic shift to object after transform. For original characters from LF2 there is ID exceptions those adds 'em +140 pic shift.
- New State 3xxyzzz for Time Stop
—— xx - chance of Time Stop (0 = 100%)
—— zzz - time of Time Stop
—— y - Time Stop Type:
————— 0 - stops EVERYTHING, except TS user
————— 1 - stops EVERYTHING, except characters and objects with same team as TS user
————— 2 - stops EVERY object, except characters
- New State 2xxxyyy, ХХХ - mana value, with one you compares. If there is enough mana, then characters goes to "Next:". But if there is not enough - he goes to YYY frame.
- New States for "facing" change:
————— State 30 - object turns to the left
————— State 31 - object turns to the right
- State 9ххх. If object made any attack with ITR, it goes to the XXX frame. XXX must be between 0 and 799 (frame limit).
- Original "bdy: 1xxx" is reworked, now the "criminal-object" takes the team on his saviour! Also now you can use "bdy 1xxx" with any ID, not only Criminal.dat (ID 300). And now this body allows you transfer object to 0 frame.
- New "bdy: 2xxx", that works same as 1xxx, but without Shaking.
- New "bdy: 3xxx", that works like 1xxx, but allows even the enemy team (Stage Team) trigger this objects. Yet this bdy can be triggered by any ball or item (any type).
- New "bdy: 4xxx", that works same as 3xxx, but without Shaking.
- New "bdy 50", allows the character to take damage and don't go to the Injury or DOP frames. Unintrerruptable bdy!
- New complex "bdy: 1xxyyyzzzw":
————— XX - probability chance in % (0 = 100%)
————— YYY - frame where Target goes on hit (bdy owner)
————— ZZZ - frame where Attacker goes on hit
————— W - additional effect on trigger:
—————————— Without Shaking:
—————————— 0 ~ no effect
—————————— 1 ~ Target will take Attacker's team
—————————— 2 ~ Target will recieve Damage
—————————— 3 ~ Target will take Attacker's team and recieve Damage
—————————— With Shaking:
—————————— 4 ~ no effect
—————————— 5 ~ Target will take Attacker's team
—————————— 6 ~ Target will recieve Damage
—————————— 7 ~ Target will take Attacker's team and recieve Damage
- New "Body Kind 1XXYYYZ":
————— XX - probability chance (0 = 100%)
————— YYY - % of damage that Attacker will take back in self
————— Z - Damage Type (This cell is just template, for now there is no use expect "0" value)
(The Armor works BEFORE this "bdy", so till armor is up, bdy will not triggers. Works only with Type-0 attacker and target)
- New Itr\Kind 8 variations:
————— 800 - dvx, X-pos (standart, same as ik8, type 0)
————— 801 - dvx, X-pos, Y-pos (type 0)
————— 802 - dvx, Y-pos (type 0)
————— 803 - X-pos (type 0)
————— 804 - X-pos, Y-pos (type 0)
————— 805 - Y-pos (type 0)
————— 806 - dvx (type 0)
————— 810 - dvx, X-pos (type 1)
————— 811 - dvx, X-pos, Y-pos (type 1)
————— 812 - dvx, Y-pos (type 1)
————— 813 - X-pos (type 1)
————— 814 - X-pos, Y-pos (type 1)
————— 815 - Y-pos (type 1)
————— 816 - dvx (type 1)
————— 820 - dvx, X-pos (type 2)
————— 821 - dvx, X-pos, Y-pos (type 2)
————— 822 - dvx, Y-pos (type 2)
————— 823 - X-pos (type 2)
————— 824 - X-pos, Y-pos (type 2)
————— 825 - Y-pos (type 2)
————— 826 - dvx (type 2)
————— 830 - dvx, X-pos (type 3)
————— 831 - dvx, X-pos, Y-pos (type 3)
————— 832 - dvx, Y-pos (type 3)
————— 833 - X-pos (type 3)
————— 834 - X-pos, Y-pos (type 3)
————— 835 - Y-pos (type 3)
————— 836 - dvx (type 3)
————— 840 - dvx, X-pos (type 4)
————— 841 - dvx, X-pos, Y-pos (type 4)
————— 842 - dvx, Y-pos (type 4)
————— 843 - X-pos (type 4)
————— 844 - X-pos, Y-pos (type 4)
————— 845 - Y-pos (type 4)
————— 846 - dvx (type 4)
————— 850 - dvx, X-pos (type 5)
————— 851 - dvx, X-pos, Y-pos (type 5)
————— 852 - dvx, Y-pos (type 5)
————— 853 - X-pos (type 5)
————— 854 - X-pos, Y-pos (type 5)
————— 855 - Y-pos (type 5)
————— 856 - dvx (type 5)
————— 860 - dvx, X-pos (type 6)
————— 861 - dvx, X-pos, Y-pos (type 6)
————— 862 - dvx, Y-pos (type 6)
————— 863 - X-pos (type 6)
————— 864 - X-pos, Y-pos (type 6)
————— 865 - Y-pos (type 6)
————— 866 - dvx (type 6)
————— 870 - dvx, X-pos (type 1, 2, 4, 6)
————— 871 - dvx, X-pos, Y-pos (type 1, 2, 4, 6)
————— 872 - dvx, Y-pos (type 1, 2, 4, 6)
————— 873 - X-pos (type 1, 2, 4, 6)
————— 874 - X-pos, Y-pos (type 1, 2, 4, 6)
————— 875 - Y-pos (type 1, 2, 4, 6)
————— 876 - dvx (type 1, 2, 4, 6)
- New "Itr\Kind: 1000" for instant move to X, Y and Z coordinates
To set them use "x:", "y:" и "z:" inside ITR.
Set "Injury:" to change Frame instantly after transfer.
All 4 attributes can be set to "-1" for skipping. Additional things:
——— "dvx:" - minimum HP requirement for transfer
——— "dvy:" - minimum MP requirement for transfer
(HP and MP substracts only if both of them is enough)
——— Effect 50, makes no sound and doesn't force the Target go to Injury frames.
——— Effect 1XXX - Attacker loses XXX HP on effect, can kill Attacker.
——— Effect 2XXX - Attacker gains XXX HP on effect with type-0
——— Effect 3XXX - Attacker gains XXX HP on effect with any type
——— Effect 4XXX - Attacker loses XXX MP on effect
——— Effect 5XXX - Attacker gains XXX MP on effect with type-0
——— Effect 6XXX - Attacker gains XXX MP on effect with any type
——— Effect 7XXX - Target loses XXX MP
——— Effect 8XXX - Target loses XXX MP and Attacker recieves it
——— Effect 9ХХХ - Target with Type-0 will be trasfered to XXX frame
With thouse Effects you can use "sound:" attribute with value:
——— 0 - regular hit sound
——— 1 - hit to the block or Julian's armor
——— 2 - strong hit sound
——— 3 - stone hit sound
——— 4 - stick sound
——— 5 - step sound
——— 6 - falling body sound
——— 7 - dash sound
——— 8 - t3 hit sound
——— 9 - broken stone sound
——— 10 - Henry's arrow sound
——— 11 - silent slice sound
——— 12 - bright slice sound
——— 13 - hitting baseball with stick sound
——— 14 - freezing sound
——— 15 - breaking ice sound
——— 16 - firing sound
——— 17 - Louis or Knight 's armor hit sound
- New attribute "shp:" (start health power) for setting hp on game start. Must be set between <bmp_begin> and <bmp_end>
- New attribute "smp:" (start mana power) for setting mp on game start. Must be set between <bmp_begin> and <bmp_end>
- "hiden:" now can be used as "hidden:"
- "confus:" now can be used as "confuse:"
- "manacle:" now can be used as "silence:"
- "delay:" now can be used as "slow:"
- "respond:" replaced to "sound:" and used for making sound for "effect"
- Now you can use Randomizer of summoned object in Stages for optional purpore. Use "1xxxxx" for making object appears on level WITHOUT LF2 random. And if you're interested to use Random, then use regular values below "100000".
Example:
x: 100300 ~ makes object appears correctly in that place
x: 300 ~ allows the game randomize this position for a like +\- 100
- "act: zzz" have less limits. Now it can be used for type 0 \ 1 \ 2 \ 3 \ 4 \ 5 \ 6.
- "act:" is reworked. You can use "act: xxxyyyzz":
xxx - the object appears in this frame if CHANCE is FAILED
yyy - the object appears in this frame if CHANCE is SUCCEED
zz - probability chance.
- You can set up in what Game Modes F6, F7, F8 and F9 is allowed. Сustomizable thro DLL.
- Now F7 ressurects dead characters after round finished, like it was in LF 1.9
- F7 now cures Poison, Slow, Confuse and Silence effects from PDK engine
- F9 is reworked, now it doen't killing enemy characters if used in mode different from VS. Also there is filter for making some object in game unbrekable by F9, for example if you're using items for Level Design.
- Last version of PDK with all features included (exe from Al'Karter)
- All exe pictures now located in path \sprite\UI\ and stored in PNG format
- Enabled transparency in different interface elements and alike (RFace.png, *_s.bmp, FRAME.png, e.c.t.)
- Replays now will work even there are from out-of-dated version of mod. Enabled by default.
- Fixed high MP regen missing with Julian and Firzen from PDK
- With Neora archive there is right data files with enabled armor for Louis, Knight и Julian as like in original LF2
- Fixed cursor dissapear after pressing Start Game (PDK original bug =\)
- The feature of choosing team in Stage Modes is back! Like in old LF2 versions. Enabled by default.
- CRAZY! mode now can be used even in Battle Mode. Enabled by default.
- Mana regen is reworked. Now it's truly have a MP regen increasing if owner lost some HP in percentage. Original code always calculate it relative 500 value. But as long as Bosses and Characters in Neora can have much more max HP, they are now getting additional MP regen only relative % of wantage HP.
- Added Slow Motion on last hit on Round or Stage. Enabled by default (FPS_rework proc)
- Now you can change Window Title of your game. Open in DLL project "lf2.asm", find "GameName" variable and change it as you want. Compile and enjoy ![:) :)](https://lf-empire.de/forum/images/smilies/smile.gif)
- The debug info in-game in left up corner with "u0 d0 l0 r0" or alike is now removed.
![[Image: 3681975.png]](http://lfforever.ru/_fr/22/3681975.png)
- Rewrited code to manipulate HP\MP Regen with ID binding. Demo added to ID 55.
- Added function for permanent replays validation. Now you can run replays from old Mod versions. Enabled by default.
- Wrapped code for start coordinates:
——— Opportunity to turn on the Random X-coord spawn of characters in Stage mode, like in VS mode.
——— Opportunity to set accurate spawn point of characters in Stage mode, by X \ Z .
- Wrapped code for start MP value for different Modes:
——— Opportunity to set start MP value for Players in different modes (by default it's 200 for VS and 500 for Stage). Can be used for special ID.
——— Opportunity to set start MP value for Com-Players in different modes (by default it's 200 for VS and 500 for Stage). Can be used for special ID.
- Added reset code for setting CHARMENU-image in 0.0 coordinates. For activation just remove comments ";" for "ResetCoord" procedure invoke.
- A way to enable "Independent" team for all players for Stage Mode instead Team 1. Everyone can hurt everyone! THIS IS HARDCORE!! (btw it's disabled by default ![:D :D](https://lf-empire.de/forum/images/smilies/biggrin.gif) )
- Method to use custom HP-bars for characters. Demo is enabled for Julian, try it out!
![[Image: 1940849.png]](http://lfforever.ru/_fr/22/1940849.png)
- heavy_* attributes from character's <bmp_begin\end> doesn't works.
- Dropbox v.3+ loves to break PDK engine in weird way
- Strange jump with turning (or kinda)
- Ability can't be reset by pressing any movement keys if character is lying
- No AI for Julian, Justin and some stage characters.
艾爾卡特 (Alkarter) - developer of engine that was called PDK in LFF
Drakken - Creating DLL-prototype
Lord Silva - Rework of DLL for LF2 needs
1477 - a lot of functions that i looks at for example and some of them even ported
Surik - some things and help me for understanding ASM-logic
Archer-Dante - rework of old DLL features and adding more new
DOWNLOADS
Neora 2.09 - ☢ | Download |
‽ - Experimental version
✔ - Stable version. Recommend it.
Thanks given by: Silverthorn , Electric2Shock , mfc , Dragon5 , Ariel , Deep , hkmnhkmn , Ariyan , bashscrazy , Dr. Time , empirefantasy , FerZ , darkfiren , Alinz
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