Ok... *copying everything that could help*
onimaru.dat
Properties of the .bmp-files
data.txt
*attaching the sprites*
That was everything...
PS:
I'm noe on making a clone attack fotthe 6th fighter. He should be able to summon knights and hunters.
Funnyly i thought of the same method to create 10hp-characters like that one, which was described on LFE.
But somehow the created knights use wrong pic-numbers. He acts normally, but all pics seem to be wrong...
Anybopy already had that problem?
onimaru.dat
Code:
<bmp_begin>
name: Onimaru
head: sprite\sys\onimaru_f.bmp
small: sprite\sys\onimaru_s.bmp
file(0-69): sprite\sys\onimaru_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\onimaru_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-149): sprite\sys\onimaru_2.bmp w: 149 h: 87 row: 5 col: 2
file(150-155): sprite\sys\onimaru_3.bmp w: 94 h: 64 row: 6 col: 1
(...)Properties of the .bmp-files
Code:
(...)
Location: C:\Spiele\Jump & Run\Little Fighter II\sprite\sys
(...)data.txt
Code:
(...)
id: 1 type: 0 file: data\deep.dat
id: 2 type: 0 file: data\john.dat
id: 4 type: 0 file: data\henry.dat
id: 5 type: 0 file: data\rudolf.dat
id: 6 type: 0 file: data\louis.dat
id: 7 type: 0 file: data\firen.dat
id: 8 type: 0 file: data\freeze.dat
id: 9 type: 0 file: data\dennis.dat
id: 10 type: 0 file: data\woody.dat
id: 11 type: 0 file: data\davis.dat
id: 99 type: 0 file: data\onimaru.dat
id: 98 type: 0 file: data\amaya.dat
id: 97 type: 0 file: data\rim.dat
id: 96 type: 0 file: data\avien.dat
id: 95 type: 0 file: data\kamil.dat
(...)*attaching the sprites*
That was everything...
PS:
I'm noe on making a clone attack fotthe 6th fighter. He should be able to summon knights and hunters.
Funnyly i thought of the same method to create 10hp-characters like that one, which was described on LFE.
But somehow the created knights use wrong pic-numbers. He acts normally, but all pics seem to be wrong...
Anybopy already had that problem?
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