Posts: 13
Threads: 2
Joined: Oct 2010
10-07-2010, 09:01 AM

I have read the official tutorial guidance:
Quote:Code: #7 How do I add new attacks?
If you want to copy a move from one character to another, you have to copy the frames to the character's dat.-file. Keep in mind that you can't have frames with the same number. If the frames you copied are already in use, you have to change the frame-numbers (do not use frames bigger than 399!) and the next frame noted by "next".
Then, in order to use the move, you have to allocate a key-combination to it. The possible combinations are:
D + > + A = hit_Fa:
D + > + J = hit_Fj:
D + ^ + A = hit_Ua:
D + ^ + J = hit_Uj:
D + J + A = hit_ja:
D + v + A = hit_Da:
D + v + J = hit_Dj:
Finally, add this tag with the first frame-number of the move behind the other input tags in the "standing", "walking", and "defend" frames.
I don't quite understand the line:
Quote:Code: Finally, add this tag with the first frame-number of the move behind the other input tags in the "standing", "walking", and "defend" frames.
What do I do with it? I wish to create an entirely new move for an existing character, how do I do that without replacing the old moves?
I need help.
Thanks given by:
Posts: 70
Threads: 9
Joined: Sep 2010
Like written, add, for example, hit_Uj: 300
here 300 is your move starting frame
you add it behind standing, walking, defending frames
for example:
<frame> 0 standing
pic: 0 state: 0 wait: 3 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Uj: 300
Posts: 13
Threads: 2
Joined: Oct 2010
Oh! Thanks! Now, I noticed that Davis' move file is called "davis_ball.dat".
How does the game knows that the original character file "davis.dat" is
associated with "davis_ball.dat"?
Sorry, because I do programming in other languages, so it's hard the grasp the concept of this unique language.
Thanks given by:
Posts: 2,340
Threads: 78
Joined: Mar 2008
(10-07-2010, 09:42 AM)BlackDotNet Wrote: Oh! Thanks! Now, I noticed that Davis' move file is called "davis_ball.dat".
How does the game knows that the original character file "davis.dat" is
associated with "davis_ball.dat"? they are all listed in the data.txt and given an id each with wich objects are opointed in game (see oid - 'object id')
(10-07-2010, 09:42 AM)BlackDotNet Wrote: Sorry, because I do programming in other languages, so it's hard the grasp the concept of this unique language. this is only scripting - it should be much easier than programming
Posts: 297
Threads: 17
Joined: Oct 2008
10-08-2010, 03:44 AM
(This post was last modified: 10-08-2010, 03:46 AM by Jed37.)
(10-07-2010, 10:21 AM)YinYin Wrote: this is only scripting - it should be much easier than programming
Not necessarily. I mean, sure, for the simple stuff, it is. But you can't say that, for example, at least half the stuff itrk8 is used for couldn't be made much simpler with plain old variables.
(10-07-2010, 09:42 AM)BlackDotNet Wrote: Sorry, because I do programming in other languages, so it's hard the grasp the concept of this unique language.
The idea is that the people who developed LF2 (hats off to Marti and Starsky Wong! Woohoo!) made a game engine in C++ (You're not modding that right now, that's HEX editing, and I know almost nothing about it), and you're modifying the resources it uses. These resources, the .dat files, are interpreted by the game engine.
The .dat files are comprised entirely of frames, aside from the header. Each frame has the information for what the entity (character, ball, etc.) is doing at a specific moment in time, including things such as what picture in the spritesheet is displayed, and at what coordinates, where the hitboxes are and what they do, etc. Many frames are organized in sequences, controlled by
"next: ###" values.
There is much more to modding than this, but it's not as hard as it sounds. This concludes my lecture on LF2 modding theory. Welcome to LF-Empire!
...
And if I hear so much as a single "tl;dr" from anybody, heads will roll.
Henry David Thoreau Wrote:Let your life be a counter-friction to stop the machine.
Posts: 13
Threads: 2
Joined: Oct 2010
10-08-2010, 06:25 AM
(This post was last modified: 10-08-2010, 06:50 AM by BlackDotNet.)
(10-07-2010, 10:21 AM)YinYin Wrote: they are all listed in the data.txt and given an id each with wich objects are opointed in game (see oid - 'object id')
(10-08-2010, 03:44 AM)Jed37 Wrote: The idea is that the people who developed LF2 (hats off to Marti and Starsky Wong! Woohoo!) made a game engine in C++ (You're not modding that right now, that's HEX editing, and I know almost nothing about it), and you're modifying the resources it uses. These resources, the .dat files, are interpreted by the game engine.
The .dat files are comprised entirely of frames, aside from the header. Each frame has the information for what the entity (character, ball, etc.) is doing at a specific moment in time, including things such as what picture in the spritesheet is displayed, and at what coordinates, where the hitboxes are and what they do, etc. Many frames are organized in sequences, controlled by
"next: ###" values.
There is much more to modding than this, but it's not as hard as it sounds. This concludes my lecture on LF2 modding theory. Welcome to LF-Empire!
...
And if I hear so much as a single "tl;dr" from anybody, heads will roll.
Thanks you guys! This forum is really helpful.
EDIT: Oh yeah one more thing before I click Solve.
Would this work?
Or do I have to stick with the pre-existing combinations?
Thanks given by:
Posts: 1,696
Threads: 60
Joined: Jan 2009
IT will not work, you can only use the alöready existent 7 Tags... BUT you can make multiple inputs:
Frame1: hit_Fa: 300
Frame300: hit_j: 320
If you press D > A J it would move to frame 320 instead of 300.
You could download my char Cleric for this, he contains more then 30 moves, linked with these technique ^^
Btw, Frame limit is (in normal, unmodified exe's) 399
3969 wouldn't work ^^
Version 1.10 out now!
Version 1.02 out now!
Version 1.22 out now!
Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka
Posts: 13
Threads: 2
Joined: Oct 2010
(10-08-2010, 07:08 AM)Alblaka Wrote: IT will not work, you can only use the alöready existent 7 Tags... BUT you can make multiple inputs:
Frame1: hit_Fa: 300
Frame300: hit_j: 320
If you press D > A J it would move to frame 320 instead of 300.
You could download my char Cleric for this, he contains more then 30 moves, linked with these technique ^^
Btw, Frame limit is (in normal, unmodified exe's) 399
3969 wouldn't work ^^
Thanks! What a fast reply!
Frame limits? That sucks... So I can't go over 399 frames?
Thanks given by:
Posts: 1,696
Threads: 60
Joined: Jan 2009
You can't. With a normal exe.
If you search around the forum, you will find modified exe's with additional functions and f.e. a frame limit of 799 ^^
Version 1.10 out now!
Version 1.02 out now!
Version 1.22 out now!
Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka
Thanks given by:
Posts: 13
Threads: 2
Joined: Oct 2010
Thanks given by:
|