04-14-2015, 11:30 PM
(This post was last modified: 04-15-2015, 03:52 PM by Archer-Dante.)
Version 2.00 is Up!
First post updated and now have full info about engine.
Hope you enjoy it!
Well, i did my weird translation all of PDK features
Chinese -> Russian -> English
So that's a really long path
All features of PDK listed HERE
Don't forget that some of PDK features are reworked in Neora!
Codename: Time Tracing
States (Click to View)
- 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.
—— 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.
Bodies (Click to View)
- 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 withous 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: xxyyyzzzw":
————— XX - possibility 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 - possibility 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 "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 withous 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: xxyyyzzzw":
————— XX - possibility 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 - possibility 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)
Itr Kind (Click to View)
- 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)
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)
Effects (Click to View)
——— Effect 50, makes no sound and doesn't force the Target go to Injury frames.
Attributes (Click to View)
- New "base_hp:", for using between <bmp_begin> ... <bmp_end>. Sets the start HP for Character.
Stages (Click to View)
- 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 - possibility chance.
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 - possibility chance.
F-kets (Click to View)
- 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.
- 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.
Tweaks (Click to View)
- Possibility to use custom HP-bars for characters. Demo is enabled for Julian, try it out!
Other (Click to View)
- Picture spark.png moved to \sprite\UI\ as all other exe pictures
- Added a transparency support and fixes for CMA.png and CMA2.png, and now also allowed for small character pictures *_s.bmp
- 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.
- "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"
- 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
- The debug info in-game in left up corner with "u0 d0 l0 r0" or alike is now removed.
- Added a transparency support and fixes for CMA.png and CMA2.png, and now also allowed for small character pictures *_s.bmp
- 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.
- "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"
- 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
- The debug info in-game in left up corner with "u0 d0 l0 r0" or alike is now removed.
First post updated and now have full info about engine.
Hope you enjoy it!
Well, i did my weird translation all of PDK features
Chinese -> Russian -> English
So that's a really long path
All features of PDK listed HERE
Don't forget that some of PDK features are reworked in Neora!