03-30-2009, 03:46 PM
(This post was last modified: 03-30-2009, 03:50 PM by Angel_Adam.)
here is a data changing tutorial for who doesnt know how to DC...
hope you like it..if you dont wanna read click the link to download it...
here is a download link...for the tut..
http://www.mediafire.com/file/thybtjjqyy... tut...doc
hope you like it..if you dont wanna read click the link to download it...
Spoiler (Click to View)
[color=#32CD32]
BY ANGEL_ADAM. (The Empire’s Angel).
SA: means special attacks.
MP: means mana power.
HP: means healt power. EX: means example.
DCing is very simple not that hard you think…first thing you need is to know what every state means,here is a col.that contains state explanation.
STATE: Description:
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
100
3??
301
400
500/501
1000
1001
1002
1003
1004
1700
2000
2001
2002
3000
3001
3002
3003
3004
3005
3006
80??
9995
9996
9997
9998
9999 Stand (can be picking a weapon or a man)
Walk
Run
Normal punch, kick
Jumping
Dashing
Rowing
Defending
Defend broken
Catching
Caught
Injured (being Hurt)
Falling (being hurt in the sky)
Ice
Lying
Other
Faint
Drinking
Burning
Burning Run
Louis' special move (sky) cause the crouch action -> 94
short distance special move
deep's dash special move ( can control up, down )
using teleport 1 (jump to the nearest enemy's side)
transform to past character again (ninja Rudolf only)
Light weapon on the sky
light weapon on hand
light weapon being thrown
light weapon rebounding on the ground
light weapon on the ground
heal self magic
heavy weapon on the sky
heavy weapon on hand
heavy weapon on ground
ball's flying
ball's hit enemy and explosion
ball's cancel and explosion
ball's rebound and explosion
ball's disappearing
wind's flying
super arrow
transform to id: ?? (criminal)
change to LouisEX
Louis off armour
message (can be seen it at anywhere)
deleted by itself
effect/ broken thing
And here you have the char speed information…
walking_frame_rate 3
walking_speed 4.000000
walking_speedz 2.000000
running_frame_rate 3
running_speed 8.000000
running_speedz 1.300000
heavy_walking_speed 3.000000
heavy_walking_speedz 1.500000
heavy_running_speed 5.000000
heavy_running_speedz 0.800000
jump_height -16.299999
jump_distance 8.000000
jump_distancez 3.000000
dash_height -11.000000
dash_distance 15.000000
dash_distancez 3.750000
rowing_height -2.000000
rowing_distance 5.000000
Walking_Frame_Rate: indicates the number of frames what will be used per second while this character is walking.
Walking_Speed: indicates the movement speed(left-right) while this character is walking.
Walking_Speedz: indicates the movement speed(up-down) while this character is walking.
Running_Frame_Rate: indicates the number of frames what will be used per second while this character is running.
Running_Speed: indicates the movement speed(left-right) while this character is running.
Running_Speedz: indicates the movement speed(up-down) while this character is running.
Heavy_Walking_Speed: indicates the movement speed(left-right) while this character is walking carrying a heavy weapon.
Heavy_Walking_Speedz: indicates the movement speed(up-down) while this character is walking a heavy weapon.
Heavy_Running_Speed: indicates the movement speed(left-right) while this character is running a heavy weapon.
Heavy_Running_Speedz: indicates the movement speed(up-down) while this
character is running a heavy weapon.
Jump_Height: indicates the jump height (the lower the number, the higher the jump).
Jump_Distance: indicates the jump distance(left-right).
Jump_Distancez: indicates the jump distance(up-down).
Dash_Height: indicates the run + jump height (the lower the number, the higher the jump).
Dash_Distance: indicates the run + jump distance(left-right).
Dash_Distancez: indicates the run + jump distance(up-down).
if u r being attacked and tossed into the air u can press jump to get back on your feet again: Rowing_height: the height of the flight you made.
if u r being attacked and tossed into the air u can press jump to get back on your feet again: Rowing_Distance: the distance(left-right) of the flight you made
Second thing is to know what the codes like pic,dvy ,dvx,hit_fa,hit,hit_da and hit_ja what means…
0 standing
pic : 0 state : 0 wait : 5 next : 1 dvx : 0 dvy : 0 dvz : 0 centerx : 39 centery : 79 hit_a : 0 hit_d : 0 hit_j : 0
bpoint:
x: 43 y: 38
bpoint_end:
wpoint :
kind : 1 x : 23 y : 46 weaponact : 35 attacking : 0 cover : 0 dvx : 0 dvy : 0 dvz : 0
wpoint_end :
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
If you are wondering what those things mean check the col.below….
Name Description
pic
state
wait
next
dvx
dvy
dvz
centerx
centery
hit_a
hit_j
hit_d
hit_back
hit_Fa
hit_Ua
hit_Da
hit_Fj
hit_Uj
hit_Dj
hit_ja
mp
sound Indicates the begin/end of a frame after this command comes the frame number(must be unique) and frame name
contains the number of the picture(assigned in the index ) which is displayed on the screen
is needed for the computer to recognize the frame, see state explanation
times+1 to display the frame (1 time lasts 1/30 second) (“wait: 5” lasts 6/30 second)
indicates the number of the frame to jump to after this frame is finished (if 999 it jumps to the "standing" frame)
indicates number of pixels to move in X-direction (left-right)
indicates number of pixels to move in Y-direction (height)
indicates number of pixels to move in Z-direction (up-down) (if the character is a ball then 999 means autochase)
center of the picture in pixels (pic with width 50, centerx = 25)
chars: bottom of the picture in pixels (pic with heigth 50, centery = 50)
balls: center of the picture in pixels (pic with heigth 50, centery = 25)
indicates the number of the frame to jump to when "attack" is pressed
indicates the number of the frame to jump to when "jump" is pressed
indicates the number of the frame to jump to when "defend" is pressed
indicates the number of the frame to jump to when the arrowkey is pressed which is opposite to the direction you are facing
indicates the number of the frame to jump to when "forward + attack" is pressed
indicates the number of the frame to jump to when "up + attack" is pressed
indicates the number of the frame to jump to when "down + attack" is pressed
indicates the number of the frame to jump to when "forward + jump" is pressed
indicates the number of the frame to jump to when "up + jump " is pressed
indicates the number of the frame to jump to when "down + jump " is pressed
indicates the number of the frame to jump to when " jump + attack" is pressed
mana points which is needed and is consumed when using this frame. (if its negative it is the maintainance cost of a move (firzen cannon), when not enough mana hit_d is called
the path of the sound which is played when using this frame
Adding new moves to the game:
1st: Put the "nameofmove.dat" file of your new move into "your LF2 folder\data\"
2nd: Open up "data.txt".
3rd: The third part of the data is a list of the moves. Find it.
4th: Add to the bottom of this list a line like this: id: "NUMBER" type: 3 file: data\"your move".dat
5th: Make sure the ID is higher then 199 and is unique!
6th: To add a move to a Character see Character Data File Index Explanation!
How to add new SA’s to chars.
Now here you want to add a new move for EX dennis…
Add him a new data frame like the chase ball,look below.
<frame> 295 chase_ball
pic: 181 state: 3 wait: 2 next: 296 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 100
wpoint:
kind: 1 x: 28 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 296 chase_ball
pic: 182 state: 3 wait: 2 next: 297 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\077.wav
wpoint:
kind: 1 x: 26 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 297 chase_ball
pic: 183 state: 3 wait: 2 next: 298 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 25 y: 47 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 298 chase_ball
pic: 184 state: 3 wait: 1 next: 299 dvx: 6 dvy: 0 dvz: 0 centerx: 31 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 88 y: 42 action: 0 dvx: 0 dvy: 0 oid: 215 facing: 0
opoint_end:
wpoint:
kind: 1 x: 44 y: 46 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 299 chase_ball
pic: 185 state: 3 wait: 4 next: 300 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 49 y: 47 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 300 chase_ball
pic: 186 state: 3 wait: 2 next: 301 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 47 y: 47 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 301 chase_ball
pic: 187 state: 3 wait: 2 next: 999 dvx: 3 dvy: 0 dvz: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 28 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
Oid refers to the data file, if you look in data.txt you will see this:
Look now for id: 215 (oid: 215)
<object>
id: 0 type: 0 file: data\template.dat
id: 52 type: 0 file: data\julian.dat
id: 51 type: 0 file: data\firzen.dat
id: 50 type: 0 file: data\louisEX.dat
id: 38 type: 0 file: data\bat.dat
id: 39 type: 0 file: data\justin.dat
id: 37 type: 0 file: data\knight.dat
id: 36 type: 0 file: data\jan.dat
id: 35 type: 0 file: data\monk.dat
id: 34 type: 0 file: data\sorcerer.dat
id: 33 type: 0 file: data\jack.dat
id: 32 type: 0 file: data\mark.dat
id: 31 type: 0 file: data\hunter.dat
id: 30 type: 0 file: data\bandit.dat
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: 100 type: 1 file: data\weapon0.dat #stick
id: 101 type: 1 file: data\weapon2.dat #hoe
id: 120 type: 1 file: data\weapon4.dat #knife
id: 121 type: 4 file: data\weapon5.dat #baseball
id: 122 type: 6 file: data\weapon6.dat #milk
id: 150 type: 2 file: data\weapon1.dat #stone
id: 151 type: 2 file: data\weapon3.dat #wooden_box
id: 123 type: 6 file: data\weapon8.dat #beer
id: 124 type: 1 file: data\weapon9.dat #<
id: 217 type: 2 file: data\weapon10.dat #louis_armour
id: 218 type: 2 file: data\weapon11.dat #louis_armour
id: 300 type: 5 file: data\criminal.dat #criminal
id: 200 type: 3 file: data\john_ball.dat
id: 201 type: 1 file: data\henry_arrow1.dat
id: 202 type: 1 file: data\rudolf_weapon.dat
id: 203 type: 3 file: data\deep_ball.dat
id: 204 type: 3 file: data\henry_wind.dat
id: 205 type: 3 file: data\dennis_ball.dat
id: 206 type: 3 file: data\woody_ball.dat
id: 207 type: 3 file: data\davis_ball.dat
id: 208 type: 3 file: data\henry_arrow2.dat
id: 209 type: 3 file: data\freeze_ball.dat
id: 210 type: 3 file: data\firen_ball.dat
id: 211 type: 3 file: data\firen_flame.dat
id: 212 type: 3 file: data\freeze_column.dat
id: 213 type: 1 file: data\weapon7.dat #ice_sword
id: 214 type: 3 file: data\john_biscuit.dat
id: 215 type: 3 file: data\dennis_chase.dat
id: 216 type: 3 file: data\jack_ball.dat
id: 219 type: 3 file: data\jan_chaseh.dat
id: 220 type: 3 file: data\jan_chase.dat
id: 221 type: 3 file: data\firzen_chasef.dat
id: 222 type: 3 file: data\firzen_chasei.dat
id: 223 type: 3 file: data\firzen_ball.dat
id: 224 type: 3 file: data\bat_ball.dat
id: 225 type: 3 file: data\bat_chase.dat
id: 226 type: 3 file: data\justin_ball.dat
id: 228 type: 3 file: data\julian_ball.dat
id: 229 type: 3 file: data\julian_ball2.dat
So you change in the frame of dennis chase ball the oid,for EX instead of blasting a chase ball he blasts julians bigball…all what you have to do is change the oid: 215 to oid: 229. and that’s it..it alsow works to you own made chars…
Add new ball dat ,new bmb and do not forget the id in the dat file for your ball…
How to make an object chasing.
There are 2 chase modes,
Dennis’ chase ball and Jullian’s ball.
The chase ball of dennis chases the target longer then the skulls of jullian.
It chases him five times and julian’s skulls chase’s once.
To make a object chasing is quite simple,
Go to the dat. File of the ball. And add behind hit_j: 0
Hit_Fa: 2 is for a long chase.
Hit_Fa: 14 is for a short chase.
How to transform.
This is one of the greatest things of LF2.its simple.
First make a new SA code named hit_ja: 308. (you can change the frame number to the frame that starts the transformation.
BUT:
1. check or there arn’t frames that are allready used.
2. not by each character works hit_ja: ###, just make anather code.
Add between the last frame and <frame> 399 dummy these data frames.
<frame> 308 transform
sound: data\063.wav
pic: 210 state: 0 wait: 2 next: 309 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 100
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 309 transform
pic: 211 state: 0 wait: 2 next: 310 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 310 transform
pic: 212 state: 0 wait: 2 next: 311 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 311 transform
pic: 213 state: 0 wait: 2 next: 312 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 312 transform
pic: 214 state: 0 wait: 2 next: 313 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 313 transform
pic: 215 state: 0 wait: 2 next: 314 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 314 transform
pic: 216 state: 0 wait: 2 next: 315 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 315 transform
pic: 217 state: 0 wait: 2 next: 316 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 316 transform
pic: 218 state: 0 wait: 2 next: 317 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 317 transform
pic: 220 state: 0 wait: 2 next: 318 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 318 transform
pic: 221 state: 0 wait: 2 next: 319 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 319 transform
pic: 222 state: 0 wait: 2 next: 320 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 320 transform
pic: 223 state: 0 wait: 2 next: 321 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 321 transform
pic: 224 state: 0 wait: 2 next: 322 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 322 transform
pic: 225 state: 0 wait: 2 next: 323 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 323 transform
pic: 226 state: 0 wait: 2 next: 324 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 324 transform
pic: 227 state: 0 wait: 2 next: 325 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 325 transform
pic: 228 state: 0 wait: 2 next: 326 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 326 transform
pic: 230 state: 0 wait: 2 next: 327 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 327 transform
pic: 231 state: 0 wait: 2 next: 328 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 328 transform
pic: 232 state: 0 wait: 2 next: 329 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 329 transform
pic: 233 state: 80## wait: 2 next: 330 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
Now look at the final frame (frame 329)
You will standing by “state” number 80## the ## means the id for wich char you want to transform to.
(52 = Julian, but 1 = deep, if you want to transform into deep add instead of the “##” 01.
Now go at the top of your character data file.
file(0-69): sprite\sys\deep_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\deep_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\deep_2.bmp w: 79 h: 79 row: 10 col: 7
Add a new line under the last:
file(210-280): sprite\sys\deep_3.bmp w: 79 h: 79 row: 10 col: 7
make a new bmp called “deep_3.bmp” and draw your transform action.
But your transformed character is not finished,
The data now thinks that Jullian_2.bmp = Jullian_0.bmp
Jullian_3.bmp = Jullian_1.bmp
Etc. So the whole bmp srews up! It will think that the pic of the first char is the same as the transformed one crouch=72
To solve this problem go to the data file of the char that you transformed to and fix the following thing: but: Julian=bmb of the char that you transformed to.
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(50-63): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
file(64-113): sprite\sys\julian_2.bmp w: 79 h: 99 row: 10 col: 5
1. copy the first bmb line and add it under the second.
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(50-63): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
2. copy the second bmb line and add it under the third.
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(50-63): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(50-63): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
3. change the file numbers.so that the dat.dont get messy.
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(50-63): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
file(64-134): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(135-148): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
file(64-113): sprite\sys\julian_2.bmp w: 79 h: 99 row: 10 col: 5
And that’s it everyone,this is all I have for you.
Hope it will make you DCERS.
ANGEL_ADAM….
[color]
BY ANGEL_ADAM. (The Empire’s Angel).
SA: means special attacks.
MP: means mana power.
HP: means healt power. EX: means example.
DCing is very simple not that hard you think…first thing you need is to know what every state means,here is a col.that contains state explanation.
STATE: Description:
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
100
3??
301
400
500/501
1000
1001
1002
1003
1004
1700
2000
2001
2002
3000
3001
3002
3003
3004
3005
3006
80??
9995
9996
9997
9998
9999 Stand (can be picking a weapon or a man)
Walk
Run
Normal punch, kick
Jumping
Dashing
Rowing
Defending
Defend broken
Catching
Caught
Injured (being Hurt)
Falling (being hurt in the sky)
Ice
Lying
Other
Faint
Drinking
Burning
Burning Run
Louis' special move (sky) cause the crouch action -> 94
short distance special move
deep's dash special move ( can control up, down )
using teleport 1 (jump to the nearest enemy's side)
transform to past character again (ninja Rudolf only)
Light weapon on the sky
light weapon on hand
light weapon being thrown
light weapon rebounding on the ground
light weapon on the ground
heal self magic
heavy weapon on the sky
heavy weapon on hand
heavy weapon on ground
ball's flying
ball's hit enemy and explosion
ball's cancel and explosion
ball's rebound and explosion
ball's disappearing
wind's flying
super arrow
transform to id: ?? (criminal)
change to LouisEX
Louis off armour
message (can be seen it at anywhere)
deleted by itself
effect/ broken thing
And here you have the char speed information…
walking_frame_rate 3
walking_speed 4.000000
walking_speedz 2.000000
running_frame_rate 3
running_speed 8.000000
running_speedz 1.300000
heavy_walking_speed 3.000000
heavy_walking_speedz 1.500000
heavy_running_speed 5.000000
heavy_running_speedz 0.800000
jump_height -16.299999
jump_distance 8.000000
jump_distancez 3.000000
dash_height -11.000000
dash_distance 15.000000
dash_distancez 3.750000
rowing_height -2.000000
rowing_distance 5.000000
Walking_Frame_Rate: indicates the number of frames what will be used per second while this character is walking.
Walking_Speed: indicates the movement speed(left-right) while this character is walking.
Walking_Speedz: indicates the movement speed(up-down) while this character is walking.
Running_Frame_Rate: indicates the number of frames what will be used per second while this character is running.
Running_Speed: indicates the movement speed(left-right) while this character is running.
Running_Speedz: indicates the movement speed(up-down) while this character is running.
Heavy_Walking_Speed: indicates the movement speed(left-right) while this character is walking carrying a heavy weapon.
Heavy_Walking_Speedz: indicates the movement speed(up-down) while this character is walking a heavy weapon.
Heavy_Running_Speed: indicates the movement speed(left-right) while this character is running a heavy weapon.
Heavy_Running_Speedz: indicates the movement speed(up-down) while this
character is running a heavy weapon.
Jump_Height: indicates the jump height (the lower the number, the higher the jump).
Jump_Distance: indicates the jump distance(left-right).
Jump_Distancez: indicates the jump distance(up-down).
Dash_Height: indicates the run + jump height (the lower the number, the higher the jump).
Dash_Distance: indicates the run + jump distance(left-right).
Dash_Distancez: indicates the run + jump distance(up-down).
if u r being attacked and tossed into the air u can press jump to get back on your feet again: Rowing_height: the height of the flight you made.
if u r being attacked and tossed into the air u can press jump to get back on your feet again: Rowing_Distance: the distance(left-right) of the flight you made
Second thing is to know what the codes like pic,dvy ,dvx,hit_fa,hit,hit_da and hit_ja what means…
0 standing
pic : 0 state : 0 wait : 5 next : 1 dvx : 0 dvy : 0 dvz : 0 centerx : 39 centery : 79 hit_a : 0 hit_d : 0 hit_j : 0
bpoint:
x: 43 y: 38
bpoint_end:
wpoint :
kind : 1 x : 23 y : 46 weaponact : 35 attacking : 0 cover : 0 dvx : 0 dvy : 0 dvz : 0
wpoint_end :
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
If you are wondering what those things mean check the col.below….
Name Description
pic
state
wait
next
dvx
dvy
dvz
centerx
centery
hit_a
hit_j
hit_d
hit_back
hit_Fa
hit_Ua
hit_Da
hit_Fj
hit_Uj
hit_Dj
hit_ja
mp
sound Indicates the begin/end of a frame after this command comes the frame number(must be unique) and frame name
contains the number of the picture(assigned in the index ) which is displayed on the screen
is needed for the computer to recognize the frame, see state explanation
times+1 to display the frame (1 time lasts 1/30 second) (“wait: 5” lasts 6/30 second)
indicates the number of the frame to jump to after this frame is finished (if 999 it jumps to the "standing" frame)
indicates number of pixels to move in X-direction (left-right)
indicates number of pixels to move in Y-direction (height)
indicates number of pixels to move in Z-direction (up-down) (if the character is a ball then 999 means autochase)
center of the picture in pixels (pic with width 50, centerx = 25)
chars: bottom of the picture in pixels (pic with heigth 50, centery = 50)
balls: center of the picture in pixels (pic with heigth 50, centery = 25)
indicates the number of the frame to jump to when "attack" is pressed
indicates the number of the frame to jump to when "jump" is pressed
indicates the number of the frame to jump to when "defend" is pressed
indicates the number of the frame to jump to when the arrowkey is pressed which is opposite to the direction you are facing
indicates the number of the frame to jump to when "forward + attack" is pressed
indicates the number of the frame to jump to when "up + attack" is pressed
indicates the number of the frame to jump to when "down + attack" is pressed
indicates the number of the frame to jump to when "forward + jump" is pressed
indicates the number of the frame to jump to when "up + jump " is pressed
indicates the number of the frame to jump to when "down + jump " is pressed
indicates the number of the frame to jump to when " jump + attack" is pressed
mana points which is needed and is consumed when using this frame. (if its negative it is the maintainance cost of a move (firzen cannon), when not enough mana hit_d is called
the path of the sound which is played when using this frame
Adding new moves to the game:
1st: Put the "nameofmove.dat" file of your new move into "your LF2 folder\data\"
2nd: Open up "data.txt".
3rd: The third part of the data is a list of the moves. Find it.
4th: Add to the bottom of this list a line like this: id: "NUMBER" type: 3 file: data\"your move".dat
5th: Make sure the ID is higher then 199 and is unique!
6th: To add a move to a Character see Character Data File Index Explanation!
How to add new SA’s to chars.
Now here you want to add a new move for EX dennis…
Add him a new data frame like the chase ball,look below.
<frame> 295 chase_ball
pic: 181 state: 3 wait: 2 next: 296 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 100
wpoint:
kind: 1 x: 28 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 296 chase_ball
pic: 182 state: 3 wait: 2 next: 297 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\077.wav
wpoint:
kind: 1 x: 26 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 297 chase_ball
pic: 183 state: 3 wait: 2 next: 298 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 25 y: 47 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 298 chase_ball
pic: 184 state: 3 wait: 1 next: 299 dvx: 6 dvy: 0 dvz: 0 centerx: 31 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 88 y: 42 action: 0 dvx: 0 dvy: 0 oid: 215 facing: 0
opoint_end:
wpoint:
kind: 1 x: 44 y: 46 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 299 chase_ball
pic: 185 state: 3 wait: 4 next: 300 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 49 y: 47 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 300 chase_ball
pic: 186 state: 3 wait: 2 next: 301 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 47 y: 47 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
<frame> 301 chase_ball
pic: 187 state: 3 wait: 2 next: 999 dvx: 3 dvy: 0 dvz: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 28 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 12 y: 20 w: 36 h: 60
bdy_end:
<frame_end>
Oid refers to the data file, if you look in data.txt you will see this:
Look now for id: 215 (oid: 215)
<object>
id: 0 type: 0 file: data\template.dat
id: 52 type: 0 file: data\julian.dat
id: 51 type: 0 file: data\firzen.dat
id: 50 type: 0 file: data\louisEX.dat
id: 38 type: 0 file: data\bat.dat
id: 39 type: 0 file: data\justin.dat
id: 37 type: 0 file: data\knight.dat
id: 36 type: 0 file: data\jan.dat
id: 35 type: 0 file: data\monk.dat
id: 34 type: 0 file: data\sorcerer.dat
id: 33 type: 0 file: data\jack.dat
id: 32 type: 0 file: data\mark.dat
id: 31 type: 0 file: data\hunter.dat
id: 30 type: 0 file: data\bandit.dat
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: 100 type: 1 file: data\weapon0.dat #stick
id: 101 type: 1 file: data\weapon2.dat #hoe
id: 120 type: 1 file: data\weapon4.dat #knife
id: 121 type: 4 file: data\weapon5.dat #baseball
id: 122 type: 6 file: data\weapon6.dat #milk
id: 150 type: 2 file: data\weapon1.dat #stone
id: 151 type: 2 file: data\weapon3.dat #wooden_box
id: 123 type: 6 file: data\weapon8.dat #beer
id: 124 type: 1 file: data\weapon9.dat #<
id: 217 type: 2 file: data\weapon10.dat #louis_armour
id: 218 type: 2 file: data\weapon11.dat #louis_armour
id: 300 type: 5 file: data\criminal.dat #criminal
id: 200 type: 3 file: data\john_ball.dat
id: 201 type: 1 file: data\henry_arrow1.dat
id: 202 type: 1 file: data\rudolf_weapon.dat
id: 203 type: 3 file: data\deep_ball.dat
id: 204 type: 3 file: data\henry_wind.dat
id: 205 type: 3 file: data\dennis_ball.dat
id: 206 type: 3 file: data\woody_ball.dat
id: 207 type: 3 file: data\davis_ball.dat
id: 208 type: 3 file: data\henry_arrow2.dat
id: 209 type: 3 file: data\freeze_ball.dat
id: 210 type: 3 file: data\firen_ball.dat
id: 211 type: 3 file: data\firen_flame.dat
id: 212 type: 3 file: data\freeze_column.dat
id: 213 type: 1 file: data\weapon7.dat #ice_sword
id: 214 type: 3 file: data\john_biscuit.dat
id: 215 type: 3 file: data\dennis_chase.dat
id: 216 type: 3 file: data\jack_ball.dat
id: 219 type: 3 file: data\jan_chaseh.dat
id: 220 type: 3 file: data\jan_chase.dat
id: 221 type: 3 file: data\firzen_chasef.dat
id: 222 type: 3 file: data\firzen_chasei.dat
id: 223 type: 3 file: data\firzen_ball.dat
id: 224 type: 3 file: data\bat_ball.dat
id: 225 type: 3 file: data\bat_chase.dat
id: 226 type: 3 file: data\justin_ball.dat
id: 228 type: 3 file: data\julian_ball.dat
id: 229 type: 3 file: data\julian_ball2.dat
So you change in the frame of dennis chase ball the oid,for EX instead of blasting a chase ball he blasts julians bigball…all what you have to do is change the oid: 215 to oid: 229. and that’s it..it alsow works to you own made chars…
Add new ball dat ,new bmb and do not forget the id in the dat file for your ball…
How to make an object chasing.
There are 2 chase modes,
Dennis’ chase ball and Jullian’s ball.
The chase ball of dennis chases the target longer then the skulls of jullian.
It chases him five times and julian’s skulls chase’s once.
To make a object chasing is quite simple,
Go to the dat. File of the ball. And add behind hit_j: 0
Hit_Fa: 2 is for a long chase.
Hit_Fa: 14 is for a short chase.
How to transform.
This is one of the greatest things of LF2.its simple.
First make a new SA code named hit_ja: 308. (you can change the frame number to the frame that starts the transformation.
BUT:
1. check or there arn’t frames that are allready used.
2. not by each character works hit_ja: ###, just make anather code.
Add between the last frame and <frame> 399 dummy these data frames.
<frame> 308 transform
sound: data\063.wav
pic: 210 state: 0 wait: 2 next: 309 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 100
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 309 transform
pic: 211 state: 0 wait: 2 next: 310 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 310 transform
pic: 212 state: 0 wait: 2 next: 311 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 311 transform
pic: 213 state: 0 wait: 2 next: 312 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 312 transform
pic: 214 state: 0 wait: 2 next: 313 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 313 transform
pic: 215 state: 0 wait: 2 next: 314 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 314 transform
pic: 216 state: 0 wait: 2 next: 315 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 315 transform
pic: 217 state: 0 wait: 2 next: 316 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 316 transform
pic: 218 state: 0 wait: 2 next: 317 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 317 transform
pic: 220 state: 0 wait: 2 next: 318 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 318 transform
pic: 221 state: 0 wait: 2 next: 319 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 319 transform
pic: 222 state: 0 wait: 2 next: 320 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 320 transform
pic: 223 state: 0 wait: 2 next: 321 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 321 transform
pic: 224 state: 0 wait: 2 next: 322 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 322 transform
pic: 225 state: 0 wait: 2 next: 323 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 323 transform
pic: 226 state: 0 wait: 2 next: 324 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 324 transform
pic: 227 state: 0 wait: 2 next: 325 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 325 transform
pic: 228 state: 0 wait: 2 next: 326 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 326 transform
pic: 230 state: 0 wait: 2 next: 327 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 327 transform
pic: 231 state: 0 wait: 2 next: 328 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 328 transform
pic: 232 state: 0 wait: 2 next: 329 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 329 transform
pic: 233 state: 80## wait: 2 next: 330 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
Now look at the final frame (frame 329)
You will standing by “state” number 80## the ## means the id for wich char you want to transform to.
(52 = Julian, but 1 = deep, if you want to transform into deep add instead of the “##” 01.
Now go at the top of your character data file.
file(0-69): sprite\sys\deep_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\deep_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\deep_2.bmp w: 79 h: 79 row: 10 col: 7
Add a new line under the last:
file(210-280): sprite\sys\deep_3.bmp w: 79 h: 79 row: 10 col: 7
make a new bmp called “deep_3.bmp” and draw your transform action.
But your transformed character is not finished,
The data now thinks that Jullian_2.bmp = Jullian_0.bmp
Jullian_3.bmp = Jullian_1.bmp
Etc. So the whole bmp srews up! It will think that the pic of the first char is the same as the transformed one crouch=72
To solve this problem go to the data file of the char that you transformed to and fix the following thing: but: Julian=bmb of the char that you transformed to.
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(50-63): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
file(64-113): sprite\sys\julian_2.bmp w: 79 h: 99 row: 10 col: 5
1. copy the first bmb line and add it under the second.
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(50-63): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
2. copy the second bmb line and add it under the third.
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(50-63): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(50-63): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
3. change the file numbers.so that the dat.dont get messy.
file(0-49): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(50-63): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
file(64-134): sprite\sys\julian_0.bmp w: 79 h: 99 row: 10 col: 5
file(135-148): sprite\sys\julian_1.bmp w: 109 h: 99 row: 7 col: 2
file(64-113): sprite\sys\julian_2.bmp w: 79 h: 99 row: 10 col: 5
And that’s it everyone,this is all I have for you.
Hope it will make you DCERS.
ANGEL_ADAM….
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