89% Complete - Rebuilding Phase
⸻⸻ Introduction ⸻⸻
Little Fighter 2 : Enchanted 4th (LF2 EF), a modification of LF2 (v2.0a) which brings it's own modern "platform", and meant to be the "beta" state of Hepta : Enchanted (just a game i want to make.)
As mentioned before, this Mod/Project comes with new "platform" (or usually called as engine, but i prefer to call it "platform"), this new "platform" has amazing feature compared to original "platform", mainly such as;
• Up to 960 FPS (The in-game mechanism remains at 30 FPS, but overclock is possible)
• Modern UI & System
• High Modifiability
• Multi-engine
• Written in C++ and Open-source >///< (GitHub)
When will this project be finished? Don't ask such a nightmare question, please.
Chronicle (Click to View)
At the first, the title of this project was "Little Fighter 2 Evolution", but since i realized that someone were using this title too.. and because there's alot of "Enchanted" word in characters' skills' descriptions, the title were changed into "Little Fighter 2 Enchanted".
It's ain't "Enhanced" since it may end up not better than the original (in term of 'taste' and etc).
LF2EF is a project that has been started since around 2017 where it's start with a simple idea which was "Lying enemies could be damaged too." (1st Ver.). But for somewhat reason, i lost the datas and that force me to recreate the new one, of course by keeping the first idea with an addition which was "All main characters could fusion until become one character." (2nd Ver.).
And the reason why it's become 3rd is simply because.. e.. .... whatever.
And ... somewhat now it's been the 4th...
It's ain't "Enhanced" since it may end up not better than the original (in term of 'taste' and etc).
LF2EF is a project that has been started since around 2017 where it's start with a simple idea which was "Lying enemies could be damaged too." (1st Ver.). But for somewhat reason, i lost the datas and that force me to recreate the new one, of course by keeping the first idea with an addition which was "All main characters could fusion until become one character." (2nd Ver.).
And the reason why it's become 3rd is simply because.. e.. .... whatever.
And ... somewhat now it's been the 4th...
⸻⸻ Preview ⸻⸻
⸻⸻ Download ⸻⸻
Download : Mediafire, GoogleDrive, GitHub.
Moving from 3rd, in the 4th generation, this project will bring a whole new engine.. or i would like to call it.. a whole new "platform".
(This new engine is massively only meant/made for this project/mod, you may take this engine for your own mod or something but i won't help.)
This is a beta ver, to test out the new engine, "does it works finely?" "is it work on your PC?" and such, so it'll be helpful if you would tell me if the new engine isn't working properly on your device.
Back to the mod, it may be moving into 4th, but things from 3rd will remains, some parts, especially the engine might be different in the 4th, but skill idea and stuff will remains the same. So it doesn't meant that what i have done here is going to be "totally" useless.
Moving from 3rd, in the 4th generation, this project will bring a whole new engine.. or i would like to call it.. a whole new "platform".
(This new engine is massively only meant/made for this project/mod, you may take this engine for your own mod or something but i won't help.)
This is a beta ver, to test out the new engine, "does it works finely?" "is it work on your PC?" and such, so it'll be helpful if you would tell me if the new engine isn't working properly on your device.
Back to the mod, it may be moving into 4th, but things from 3rd will remains, some parts, especially the engine might be different in the 4th, but skill idea and stuff will remains the same. So it doesn't meant that what i have done here is going to be "totally" useless.
Older Versions (Click to View)
Download : Mediafire, GoogleDrive.
Thanks to @Gad for the Sprite of Elq and thanks to @RazenBrenday for his Face Pic.
Btw, i just realized there's already a mod that using 'Evolution' title too, so i decided to.. change the title into 'Enchanted 3rd' since there's alot usage of 'Enchanted' word and this mod has been remaked for two times. I think it wouldn't be a problem now.
• Greatly reducing mod's size and the memory usage when the .exe are launched.
• Finished in rearranging all Minion Characters, some Main Characters and some Items. Tho some skills are yet available.
• Adjust a lot unimportant but has an affect stuffs. (Check the detailed changelog at the bottom if you're interested.)
• Stage returned to original version and the bosses are replaced with with Mahoro atm. (Will be modded on Ver. 0.85++)
• All Unofficial characters except Mahoro are still pretty far from complete, so i'll make them unselectable in this update. Anyway, you can simply edit the data.txt to make them available by removing the 'Hastag' (#).
• Thanks to @darkfiren for the modded .exe.
• Somehow Steiner join LF2ET's world as R-Steiner.
About next update, it'll be focused on finishing AI, Unofficial chars, Bosses chars, then Stage.
.. and since i start my college this year, the progress that was being targeted to reach 85% when this update released can't be realized ;-;.
.. just want to justify, the stars on the top of the face_pic of a char wasn't a rarity but a difficulty level of the char, and it's colour were indicating char's type, White = Main, Red = Unofficial, Purple = Boss, Brown = Minion.
Anyway, here's the another detailed update that you may wouldn't care tho -'
Thanks to @Gad for the Sprite of Elq and thanks to @RazenBrenday for his Face Pic.
Btw, i just realized there's already a mod that using 'Evolution' title too, so i decided to.. change the title into 'Enchanted 3rd' since there's alot usage of 'Enchanted' word and this mod has been remaked for two times. I think it wouldn't be a problem now.
• Greatly reducing mod's size and the memory usage when the .exe are launched.
• Finished in rearranging all Minion Characters, some Main Characters and some Items. Tho some skills are yet available.
• Adjust a lot unimportant but has an affect stuffs. (Check the detailed changelog at the bottom if you're interested.)
• Stage returned to original version and the bosses are replaced with with Mahoro atm. (Will be modded on Ver. 0.85++)
• All Unofficial characters except Mahoro are still pretty far from complete, so i'll make them unselectable in this update. Anyway, you can simply edit the data.txt to make them available by removing the 'Hastag' (#).
• Thanks to @darkfiren for the modded .exe.
• Somehow Steiner join LF2ET's world as R-Steiner.
About next update, it'll be focused on finishing AI, Unofficial chars, Bosses chars, then Stage.
.. and since i start my college this year, the progress that was being targeted to reach 85% when this update released can't be realized ;-;.
.. just want to justify, the stars on the top of the face_pic of a char wasn't a rarity but a difficulty level of the char, and it's colour were indicating char's type, White = Main, Red = Unofficial, Purple = Boss, Brown = Minion.
Classement (Click to View)
In short, there's 3 class in this mod, Regener, Dodger, and Killer. Each class have advantage to other class.
Simply;
Regener > Dodger > Killer > Regener.
Defender = Dodger/Regener, Fighter = Killer/Dodger, Advancer = Killer/Regener.
*Do note that Dodger/Regener ≠ Regener/Dodger.
Simply;
Regener > Dodger > Killer > Regener.
Defender = Dodger/Regener, Fighter = Killer/Dodger, Advancer = Killer/Regener.
*Do note that Dodger/Regener ≠ Regener/Dodger.
Further Explanation (Click to View)
As you have read before, there's 3 class in this mod which is;
• Regener
Means the character having an ability to restoring his HP, DHP, and gaining Resistance(-fall).
If this class are just determined from Defender or just as a side Class, the char won't be able restoring his DHP.
Having advantage to Dodger because a Dodger might be able to dodge Regener's attack, but since Regener may restoring his HP easily, a Dodger will just lose because a Dodger having low survivability.
• Dodger
Means the character having an ability to evading incoming attack or releasing himself from a controling attack or infinity combo.
If this class are just determined from Defender, Fighter, or just as a side Class, the char might still be able to using an Evade skill at anytime, but it has longer cooldown than pure Dodger.
Having advantage to Killer since Dodger may dodge Killer's high damage attack or Killer's infinity combo easily to doing a counter attack.
• Killer
Means the character having an ability to deal a high damage attack or long combo attack, even may become an infinity-like combo when at low HP.
If this class are just determined from Fighter or just as a side Class, the char might not having a high damage attack or infinity-like combo, or the char need longer charge to launching high damage attack or infinity-like combo.
Having advantage to Regener since even Regener have high survivability, it'll be hard for Regener to survive from Killer's high damage attack or infinity-like combo
• Regener
Means the character having an ability to restoring his HP, DHP, and gaining Resistance(-fall).
If this class are just determined from Defender or just as a side Class, the char won't be able restoring his DHP.
Having advantage to Dodger because a Dodger might be able to dodge Regener's attack, but since Regener may restoring his HP easily, a Dodger will just lose because a Dodger having low survivability.
• Dodger
Means the character having an ability to evading incoming attack or releasing himself from a controling attack or infinity combo.
If this class are just determined from Defender, Fighter, or just as a side Class, the char might still be able to using an Evade skill at anytime, but it has longer cooldown than pure Dodger.
Having advantage to Killer since Dodger may dodge Killer's high damage attack or Killer's infinity combo easily to doing a counter attack.
• Killer
Means the character having an ability to deal a high damage attack or long combo attack, even may become an infinity-like combo when at low HP.
If this class are just determined from Fighter or just as a side Class, the char might not having a high damage attack or infinity-like combo, or the char need longer charge to launching high damage attack or infinity-like combo.
Having advantage to Regener since even Regener have high survivability, it'll be hard for Regener to survive from Killer's high damage attack or infinity-like combo
Anyway, here's the another detailed update that you may wouldn't care tho -'
Characters Update (Click to View)
Actually there's a lot of info like Deep for other characters, but i think it's just too messy to be texted.
Deep (↓):
- Fix some bug issue.
- Changing his main skill to grant a lot Bloodstack from Azure's Evasion(D^A) to Swing(AJ).
- Release(DvJ) added to release his sword then entering Barehand Mode.
• Basic Movement (↓): Reduce Run Attack's motion speed. (Infinity issue)
• Passive (↓): On Barehand Mode, how Deep's run can hit an enemy are remodeled, this action won't rebound Projectile with easily anymore.
• Slash(D>A) (↓): Damage decreased from 35 to 10. The slash doesn't carry Ancient Sword anymore.
• Frontal(D>J) (↓): Damage decreased from 40 to 25 for each slash.
• Leap(DvA) (↓): Damage decreased from 40 to 25.
• Azure's Evasion(D^A) (↓): The spinning sword's attack won't rebounding Projectile anymore and doesn't grant Bloodstack.
• Dawn(D^J) (↓): Damage decreased from 50 to 35.
• Seventh Move(D^J) (↓): Now will cost 7 stack of Bloodstack to make Deep can Mobilized enemies.
John (↓):
- Pixie Trick(AD/DvA) removed.
• Passive (↓): Extra damage when dealing damage with Physical attack reduced from 5 to 3.
• Pixie Dust(D J) (↓): Area of attack reduced a lot. Quicker motion. Reduce catch time from 2.5 seconds to 1 seconds.
• Biscuit(D^A) (~): Damage increased from 30 to 35, First damage decreased from 3 to 0. HP Cost increased from 150 to 200.
• Perfect Shield(D>J) (~): Restun attack removed. Quicker motion.
Julian (↑):
- Improve Centering quality.
- New Passive added.
- Uppercut(D^A) removed.
- Perfect Copy(DvJ) added.
- Roll removed, Shadow Step(DJA) changed to Ancestor's Demonizing(DJA).
• Basic Movement (~): Adjust the damage with new ratio damage. Run Attack now has Resistance penetration and it's become a Magical attack. Slower Normal Attack's speed.
• Soul Haunt(D>A) (↑): Damage decreased from 40 to 10 each soul. Now it's hard to fall the enemy but may hit falling enemy. MP Cost reduced.
• Soul Bomb(D>J) (~): Normal damage increased from 40 to 45. Lying damage decreased from 20 to 15.
• Soul Pillar(D^J) (↑): Damage increased from 75 to 120. Added a cooldown to deal the normal damage at same location within 5 seconds that reduce it's damage into 30 damage. Become Perfectly Immune when the pillar are released. Longer casting animation.
Deep (↓):
- Fix some bug issue.
- Changing his main skill to grant a lot Bloodstack from Azure's Evasion(D^A) to Swing(AJ).
- Release(DvJ) added to release his sword then entering Barehand Mode.
• Basic Movement (↓): Reduce Run Attack's motion speed. (Infinity issue)
• Passive (↓): On Barehand Mode, how Deep's run can hit an enemy are remodeled, this action won't rebound Projectile with easily anymore.
• Slash(D>A) (↓): Damage decreased from 35 to 10. The slash doesn't carry Ancient Sword anymore.
• Frontal(D>J) (↓): Damage decreased from 40 to 25 for each slash.
• Leap(DvA) (↓): Damage decreased from 40 to 25.
• Azure's Evasion(D^A) (↓): The spinning sword's attack won't rebounding Projectile anymore and doesn't grant Bloodstack.
• Dawn(D^J) (↓): Damage decreased from 50 to 35.
• Seventh Move(D^J) (↓): Now will cost 7 stack of Bloodstack to make Deep can Mobilized enemies.
John (↓):
- Pixie Trick(AD/DvA) removed.
• Passive (↓): Extra damage when dealing damage with Physical attack reduced from 5 to 3.
• Pixie Dust(D J) (↓): Area of attack reduced a lot. Quicker motion. Reduce catch time from 2.5 seconds to 1 seconds.
• Biscuit(D^A) (~): Damage increased from 30 to 35, First damage decreased from 3 to 0. HP Cost increased from 150 to 200.
• Perfect Shield(D>J) (~): Restun attack removed. Quicker motion.
Julian (↑):
- Improve Centering quality.
- New Passive added.
- Uppercut(D^A) removed.
- Perfect Copy(DvJ) added.
- Roll removed, Shadow Step(DJA) changed to Ancestor's Demonizing(DJA).
• Basic Movement (~): Adjust the damage with new ratio damage. Run Attack now has Resistance penetration and it's become a Magical attack. Slower Normal Attack's speed.
• Soul Haunt(D>A) (↑): Damage decreased from 40 to 10 each soul. Now it's hard to fall the enemy but may hit falling enemy. MP Cost reduced.
• Soul Bomb(D>J) (~): Normal damage increased from 40 to 45. Lying damage decreased from 20 to 15.
• Soul Pillar(D^J) (↑): Damage increased from 75 to 120. Added a cooldown to deal the normal damage at same location within 5 seconds that reduce it's damage into 30 damage. Become Perfectly Immune when the pillar are released. Longer casting animation.
Nerd Stuff Update (Click to View)
▷ Reconsidering more about Bdefend.. now it'll be scaled with Fall;
Normal Attack (Fall: 20) => 5 Bdef
Normal Attack lv2 (Fall: 25) => 6 Bdef
Stun Attack (Fall: 41) => 10 Bdef
Stun Attack lv2 (Fall: 60) => 15 Bdef
Restun Attack (Fall: 2) => 10 Bdef
Fall Attack (Fall: 81) => 20 Bdef
Fall Attack lv2 (Fall: 100) => 25 Bdef
Knockup Attack (Fall: =2) => 15 Bdef + 0 Bdef
Knockup Attack lv2 (Fall: =60) => 15 Bdef + 10 Bdef
Tho some skill has bdef: 99 to ignore enemy's Defend but it will not exceed 99.
▷ Adjust Movement Speed to be more effective on Zaxis and it's scaling. Making all speed will be based on one number.
Walkingx : x (Base number)
Walkingz : 0.4x
Runningx : 2x
Runningz : 0.275x
Heavywalkx : 0.8x
Heavywalkz : 0.32x
Heavyrunx : 1.6x
Heavyrunz : 0.22x
Jumpheight : 16 + 0.1x
Jumpspdx : 1.7x
Jumpspdz : 0.68x
Dashheight : 10 + 0.1x
Dashspdx : 3x
Dashspdz : 0.5x
Rowingheight : 2 (Default for everyone)
Rowingspdx : 5 (Default for everyone)
▷ Adjust CPoint to be more effective for eveyone. Making the position after a Catch ends or cancelled will end up at same location. Also adjust Normal Catch's damage to 5 for each punch that maxed at 5 times of punches.
The damage once thrown to the ground will also reduced to 10 since it's a True Damage, thrown character also won't hurt an enemy or ally anymore.
Bdy size;
• Frame 130 - 136 & 138 - 142 & 144
x: (CPointX - 15) y: (CPointY - 15) w: 30 h: 30
• Frame 137 & 143
x: (CPointX - 15) y: (CPointY - 30) w: 30 h: 30
And the CenterXY;
• Frame 130 - 133 & 139
CenterX: (CPointX) CenterY: (CPointY + 40)
• Frame 134 & 140
CenterX: (CPointX) CenterY: (CPointY + 35)
• Frame 135 & 141
CenterX: (CPointX) CenterY: (CPointY + 30)
• Frame 136 & 142
CenterX: (CPointX) CenterY: (CPointY + 25)
• Frame 137 & 143
CenterX: (CPointX) CenterY: (CPointY + 1)
• Frame 138 & 144
CenterX: (CPointX) CenterY: (CPointY + 20)
The CPoint's position itself are based on their neck.
These idea are same as the identity of Falling body's size idea to make the combo will works to every char.
Also add new CPoint frame, 164 - 175 that looks like Falling frame but the CPoint are based on their CenterXY instead of their neck.
▷ Adjust the throwing speed;
• Light = dvx: (walkingx × 4) dvy: -1 dvz: (dvx / 10 + 1)
• Midair light = dvx: (walkingx × 3) dvy: (walkingx) dvz: ((walkingx × 4) / 10 + 1)
• Heavy/Catch_Throw = dvx: (Heavywalkx × 3) dvy: -1 dvz: (dvx / 10 + 1)
▷ Adjust Roll speed to be equal to Running speed.
▷ Allowing Roll/Dash to be able to be done after Rolling.
▷ Improving Jump, using any Action won't disabling the Roll/Dash to be done once landing.
▷ Burn's damage reduced from 30 to 15 Damage. Item will be dropped immediately once receiving Burn effect.
▷ Frozen time reduced from 3 to 2 seconds. Item will be dropped immediately once receiving Frozen effect.
▷ Remodel the Immobilize, now Attack, Defend, and Jump won't be available during the Immobilized time. Certain Skills will be disabled too. Also grant a Wind Resistance during the Immobilized. Increase Immobilized time from 1.43 to 2 seconds.
Normal Attack (Fall: 20) => 5 Bdef
Normal Attack lv2 (Fall: 25) => 6 Bdef
Stun Attack (Fall: 41) => 10 Bdef
Stun Attack lv2 (Fall: 60) => 15 Bdef
Restun Attack (Fall: 2) => 10 Bdef
Fall Attack (Fall: 81) => 20 Bdef
Fall Attack lv2 (Fall: 100) => 25 Bdef
Knockup Attack (Fall: =2) => 15 Bdef + 0 Bdef
Knockup Attack lv2 (Fall: =60) => 15 Bdef + 10 Bdef
Tho some skill has bdef: 99 to ignore enemy's Defend but it will not exceed 99.
▷ Adjust Movement Speed to be more effective on Zaxis and it's scaling. Making all speed will be based on one number.
Walkingx : x (Base number)
Walkingz : 0.4x
Runningx : 2x
Runningz : 0.275x
Heavywalkx : 0.8x
Heavywalkz : 0.32x
Heavyrunx : 1.6x
Heavyrunz : 0.22x
Jumpheight : 16 + 0.1x
Jumpspdx : 1.7x
Jumpspdz : 0.68x
Dashheight : 10 + 0.1x
Dashspdx : 3x
Dashspdz : 0.5x
Rowingheight : 2 (Default for everyone)
Rowingspdx : 5 (Default for everyone)
▷ Adjust CPoint to be more effective for eveyone. Making the position after a Catch ends or cancelled will end up at same location. Also adjust Normal Catch's damage to 5 for each punch that maxed at 5 times of punches.
The damage once thrown to the ground will also reduced to 10 since it's a True Damage, thrown character also won't hurt an enemy or ally anymore.
Bdy size;
• Frame 130 - 136 & 138 - 142 & 144
x: (CPointX - 15) y: (CPointY - 15) w: 30 h: 30
• Frame 137 & 143
x: (CPointX - 15) y: (CPointY - 30) w: 30 h: 30
And the CenterXY;
• Frame 130 - 133 & 139
CenterX: (CPointX) CenterY: (CPointY + 40)
• Frame 134 & 140
CenterX: (CPointX) CenterY: (CPointY + 35)
• Frame 135 & 141
CenterX: (CPointX) CenterY: (CPointY + 30)
• Frame 136 & 142
CenterX: (CPointX) CenterY: (CPointY + 25)
• Frame 137 & 143
CenterX: (CPointX) CenterY: (CPointY + 1)
• Frame 138 & 144
CenterX: (CPointX) CenterY: (CPointY + 20)
The CPoint's position itself are based on their neck.
These idea are same as the identity of Falling body's size idea to make the combo will works to every char.
Also add new CPoint frame, 164 - 175 that looks like Falling frame but the CPoint are based on their CenterXY instead of their neck.
▷ Adjust the throwing speed;
• Light = dvx: (walkingx × 4) dvy: -1 dvz: (dvx / 10 + 1)
• Midair light = dvx: (walkingx × 3) dvy: (walkingx) dvz: ((walkingx × 4) / 10 + 1)
• Heavy/Catch_Throw = dvx: (Heavywalkx × 3) dvy: -1 dvz: (dvx / 10 + 1)
▷ Adjust Roll speed to be equal to Running speed.
▷ Allowing Roll/Dash to be able to be done after Rolling.
▷ Improving Jump, using any Action won't disabling the Roll/Dash to be done once landing.
▷ Burn's damage reduced from 30 to 15 Damage. Item will be dropped immediately once receiving Burn effect.
▷ Frozen time reduced from 3 to 2 seconds. Item will be dropped immediately once receiving Frozen effect.
▷ Remodel the Immobilize, now Attack, Defend, and Jump won't be available during the Immobilized time. Certain Skills will be disabled too. Also grant a Wind Resistance during the Immobilized. Increase Immobilized time from 1.43 to 2 seconds.
Download : Mediafire, Google Drive.
Just saving my project this time, no new char update, just rearranging Deep and John.
Currently John can only use D>A D>J DvJ D^A D^J.
And Deep still lacks D>J(Barehand) and DJA(Barehand)'s Animation.
I also made the Thread little colourful.
this update is just a re-upload, with little update, cuz the lastest update's link has expired.
DO NOT USE Elq(new fcking char), IT'S TOTALLY BRUH.
This new char are inspired from Eugene(Guardian Tales).
Here the another detailed update that you may wouldn't care tho -'
Just saving my project this time, no new char update, just rearranging Deep and John.
Currently John can only use D>A D>J DvJ D^A D^J.
And Deep still lacks D>J(Barehand) and DJA(Barehand)'s Animation.
I also made the Thread little colourful.
this update is just a re-upload, with little update, cuz the lastest update's link has expired.
DO NOT USE Elq(new fcking char), IT'S TOTALLY BRUH.
This new char are inspired from Eugene(Guardian Tales).
Here the another detailed update that you may wouldn't care tho -'
Nerd Stuff Update (Click to View)
▷ New body size to improve the combo, so everyone may receive combo as same as other characters and just same when being combo from front or back.
Bdy;
• Injury & BDefend
x: (CenterX - 20) y: (CenterY - 64) w: 40 h: 64
BigChar; x: (CenterX - 20) y: (CenterY - 84) w: 40 h: 84
• Falling & Burn
x: (CenterX - 13) y: (CenterY - 38) w: 26 h: 26
• Freeze
x: (CenterX - 28) y: (CenterY - 70) w: 56 h: 68
BigChar; x: (CenterX - 28) y: (CenterY - 78) w: 56 h: 78
• Lying
x: (CenterX - 38) y: (CenterY - 4) w: 76 h: 10
• PerfectBDY
x: (CenterX - 5) y: (10000 + CenterY - 5) w: 10 h: 10
Anyway, Julian, Louis, & Knight has dvy: 1 on their Falling, Burn & Freeze, so some combo may won't work for them.
To balance these stuff, Julian, Louis, & Knight 's Flip will be disabled but Julian may awake immediately while Lying.
▷ Balancing all character's Basic Attacks damage to 10/20/30 from 20/40/80.(Normal Attack/Jump and Run Attack/Dash Attack).
(Some character may have different damage, but it won't far from it.)
The purpose is to make the Player more care about Items, since Items can greatly increase their Basic Attacks' damage..
Bdy;
• Injury & BDefend
x: (CenterX - 20) y: (CenterY - 64) w: 40 h: 64
BigChar; x: (CenterX - 20) y: (CenterY - 84) w: 40 h: 84
• Falling & Burn
x: (CenterX - 13) y: (CenterY - 38) w: 26 h: 26
• Freeze
x: (CenterX - 28) y: (CenterY - 70) w: 56 h: 68
BigChar; x: (CenterX - 28) y: (CenterY - 78) w: 56 h: 78
• Lying
x: (CenterX - 38) y: (CenterY - 4) w: 76 h: 10
• PerfectBDY
x: (CenterX - 5) y: (10000 + CenterY - 5) w: 10 h: 10
Anyway, Julian, Louis, & Knight has dvy: 1 on their Falling, Burn & Freeze, so some combo may won't work for them.
To balance these stuff, Julian, Louis, & Knight 's Flip will be disabled but Julian may awake immediately while Lying.
▷ Balancing all character's Basic Attacks damage to 10/20/30 from 20/40/80.(Normal Attack/Jump and Run Attack/Dash Attack).
(Some character may have different damage, but it won't far from it.)
The purpose is to make the Player more care about Items, since Items can greatly increase their Basic Attacks' damage..
Download : Mediafire, Google Drive.
Deep really made me confused.. he take 1 month only for his fking bloodstack lol.(1 month with ±9 hours for each days.)
• Firen 99% Complete.
• Henry 60% Complete. Lacks D>J, D^J, AJ, DA.
• Liso added, 80% Complete. Lacks DJA, "Midair magic axe", and his ultimate( i think i'll finish louis first before his ultimate("berserk mode"))
• Shirotaka added, 55% Complete. Lacks DJA of Yin Mode.
• Deep (↓): Spinning sword's lifetime drastically reduced.
• Change John's Pixie's dust input from A J to AJ. bad..
Deep really made me confused.. he take 1 month only for his fking bloodstack lol.(1 month with ±9 hours for each days.)
• Firen 99% Complete.
• Henry 60% Complete. Lacks D>J, D^J, AJ, DA.
• Liso added, 80% Complete. Lacks DJA, "Midair magic axe", and his ultimate( i think i'll finish louis first before his ultimate("berserk mode"))
• Shirotaka added, 55% Complete. Lacks DJA of Yin Mode.
• Deep (↓): Spinning sword's lifetime drastically reduced.
• Change John's Pixie's dust input from A J to AJ. bad..
Download : Mediafire, Google Drive.
Dirty version mean there's still something useless file in the LF2E folder, and file size would be bit bigger.
Deep ;
- 77% complete, ready to rearrange.
- Passive added.
- All normal skill finished.
John ;
- 100% complete, ready to rearrange.
- Passive adjusted.
- Charge!(D A)'s bug fixed.
Louis ;
- 69% complete.
- Recover(DvJ) added.
Dirty version mean there's still something useless file in the LF2E folder, and file size would be bit bigger.
Deep ;
- 77% complete, ready to rearrange.
- Passive added.
- All normal skill finished.
John ;
- 100% complete, ready to rearrange.
- Passive adjusted.
- Charge!(D A)'s bug fixed.
Louis ;
- 69% complete.
- Recover(DvJ) added.
Download : Mediafire, Google Drive.
Changelog from 2nd version of Little Fighter 2 Evolution..
Current version will be the 3rd.. start again from Ver.0.0.(YYMMDD). (the date when it's posted)
• Thread recreated.
• Almost all character's idea remodeled. Some character still bring old idea.
• John 95% Complete.
• Firen 80% Complete.
• Freeze 65% Complete.
• Dennis 90% Complete.
• Mahoro 99% Complete.
• Other character's progress are less than 50%.
• Minions' special frame finish.
• Bonus char; Leo, Bonu, and Lighto, i ll delete them soon, just for fun xD. (the file won't be deleted because they already modded a bit.)
(The 1st version of LF2E's project are start from 2015 which bring a simple idea that allow lying character to be attack..
..i lost the data when it's reach almost 60% complete, so it's become 2nd version on 2017. Anyway, the 3rd version aren't because a data lost again.. just because almost all characters are will be remaked)
Changelog from 2nd version of Little Fighter 2 Evolution..
Current version will be the 3rd.. start again from Ver.0.0.(YYMMDD). (the date when it's posted)
• Thread recreated.
• Almost all character's idea remodeled. Some character still bring old idea.
• John 95% Complete.
• Firen 80% Complete.
• Freeze 65% Complete.
• Dennis 90% Complete.
• Mahoro 99% Complete.
• Other character's progress are less than 50%.
• Minions' special frame finish.
• Bonus char; Leo, Bonu, and Lighto, i ll delete them soon, just for fun xD. (the file won't be deleted because they already modded a bit.)
(The 1st version of LF2E's project are start from 2015 which bring a simple idea that allow lying character to be attack..
..i lost the data when it's reach almost 60% complete, so it's become 2nd version on 2017. Anyway, the 3rd version aren't because a data lost again.. just because almost all characters are will be remaked)
Next Update (Staff Only) (Click to View)
Version : 0.85.220924 - Release Ver. (Click to View)
Finally, i could post the update. Ofc there's a lot of difference to last downloadable version, since this is the "Release Ver.".
• New Engine.
• Rebuild the Main Post.
• Rerearrange every character a lil in order to applying the new system from the ddraw.dll.
• Revamp the idea of every character a lil, mostly in their Stack System.
• New Engine.
• Rebuild the Main Post.
• Rerearrange every character a lil in order to applying the new system from the ddraw.dll.
• Revamp the idea of every character a lil, mostly in their Stack System.
⸻⸻ System Requirement ⸻⸻
Minimum : Recommended :
• OS: Windows XP or higher up to date • OS: Windows 8 or higher up to date
• Processor: Intel Core2 Duo or higher • Processor: Intel Core2 Duo or higher
• Memory: 2 GB RAM • Memory: 4 GB RAM
• Graphics: DirectX • Graphics: DirectX
• Storage: 2 GB available space • Storage: 3 GB available space
(It might be possible to play with lower spec, but DirectX is must.)
The credit is in the game... or in the code source.
Signature - Mesujin
Data Changer, AI-Scripter, DirectX-App Programmer.
Lastest Work : Little Fighter 2 : Enchanted.
Contact Person : Mesujin#1516 (mesujin), github.com/Mesujin, mesujin.imano@yahoo.com.
Data Changer, AI-Scripter, DirectX-App Programmer.
Lastest Work : Little Fighter 2 : Enchanted.
Contact Person : Mesujin#1516 (mesujin), github.com/Mesujin, mesujin.imano@yahoo.com.