The first alternative to the ID-Fusion. DarkLord found the solution, but the code is quite complicated...
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Data Change on Fusing
By DarkLordXIII
Date: 29/5/2004

Alright man,i am writing a short guide on fusing without the use of the "id" method Most players know about fusing through the replacement of freeze and firen id already,i wont be explaining anything on that,my method works without the use of id and since it is in great demand i would post it here. Sort of like something you can study about Bascially you wont find much of the reason stated here in this guide,so dont come and ask me WHY should it be done this way,you got to study it yourself. If you dont understand at all dont come and ask me to simplfy it,i would only put my method here,whether you can understasd or whether it works for you is another thing. Dont come and ask me about it ok?

Another thing is i wrote it in a sort of an kind of english use mainly online, pretty much because i am lazy, so expect to find a lot of broken english in my guide :P

Let me brief you a bit on the things i am going to do here,and what i expect you to know a bit on here and there. Bascially,i am going to put a state: 18 on the running frames of character "A",however though,it must be do in such a way that you wont interrupt the use of state: 2 (the running state). Next,i am going to put a itr: kind: 3 on character A (on the running frames with special state: 18 ). Also,i put a y: -1000 so it is somewhere unreachable and it could only hit someone with a bdy on y: -1000. (Note: itr: kind: 3 is a catching itr)

Now on character B,i would be putting a bdy of -1000 so that itr: kind: 3 on the character A would hit it. Not to mention i have to set the caughtact to direct it to a new frames so that character A would transform upon catching (and thus deleting character B from the game)

Finally,i would edit the broken weapon.dat in such a way that state: 18 wont load out little bit of fire. Simple edit the pic of the burning smoke!

So bascially you would need to know roughly the following things itr: kind: 3 running with 2 different state (state: 18 and state: 2) setting the y to somewhere unreachable transform using state: 80 trick (i would not cover this in this part,i expect you to know) deleting another character upon catching (i am not quite sure about it) caught act cpoint

Other Things some things you should know about my fusing 1. Freeze and Firen can always fuse in this way 2. You can have as many character to fuse as you want 3. You can fuse with players that is not your team mate 4. One character would always be remove on gameplay upon fusing and the process is irrevesible!!! 5. If you done it without the id method then you are really very good!!!!

thats quite a lot you should know ,but anyway,dont bomb me with question,i would not answer anything on fusing, but i would cover a bit of what u should know a bit down below

ok lets us start out on editing the running frame with 2 state

ok,lets us took a running frame for example

 

<frame> 9 running
pic: 20  state: 2  wait: 0  next: 329  dvx: 0  dvy: 0  dvz: 0
centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
bpoint:
x: 55  y: 51
bpoint_end:
wpoint:
kind: 1  x: 46  y: 54  weaponact: 32  attacking: 0  cover: 1
dvx: 0  dvy: 0  dvz: 0 
wpoint_end:
bdy:
kind: 0  x: 25  y: 19  w: 38  h: 60
bdy_end:
<frame_end>
<frame> 10 running
pic: 21  state: 2  wait: 0  next: 330 dvx: 0  dvy: 0  dvz: 0
centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
bpoint:
x: 55  y: 53
bpoint_end:
wpoint:
kind: 1  x: 46  y: 55  weaponact: 32  attacking: 0  cover: 1
dvx: 0  dvy: 0  dvz: 0 
wpoint_end:
bdy:
kind: 0  x: 25  y: 19  w: 38  h: 60
bdy_end:
<frame_end>
<frame> 11 running
pic: 22  state: 2  wait: 0  next: 331 dvx: 0  dvy: 0  dvz: 0
centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
bpoint:
x: 56  y: 54
bpoint_end:
wpoint:
kind: 1  x: 46  y: 56  weaponact: 32  attacking: 0  cover: 1
dvx: 0  dvy: 0  dvz: 0 
wpoint_end:
bdy:
kind: 0  x: 25  y: 19  w: 38  h: 60
bdy_end:
<frame_end>

  compare my running frame to an ordinary one,i change 2 things one is the next,i would show u next: 330 i mean frame 330 later on but here look at wait: 0,i change it,dont worry about the funny running frames (ignore looking at the pic)

Now here is the frame 329-331

<frame> 329 running
pic: 20  state: 18  wait: 0  next: 9  dvx: 0  dvy: 0  dvz: 1.6
centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
bpoint:
x: 55  y: 51
bpoint_end:
wpoint:
kind: 1  x: 46  y: 54  weaponact: 32  attacking: 0  cover: 1
dvx: 0  dvy: 0  dvz: 0 
wpoint_end:
bdy:
kind: 0  x: 25  y: 19  w: 38  h: 60
bdy_end:
<frame_end>
<frame> 330 running
pic: 21  state: 18  wait: 0  next: 10  dvx: 0  dvy: 0  dvz: 1.6
centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
bpoint:
x: 55  y: 53
bpoint_end:
wpoint:
kind: 1  x: 46  y: 55  weaponact: 32  attacking: 0  cover: 1
dvx: 0  dvy: 0  dvz: 0 
wpoint_end:
bdy:
kind: 0  x: 25  y: 19  w: 38  h: 60
bdy_end:
<frame_end>
<frame> 331 running
pic: 22  state: 18  wait: 0  next: 11  dvx: 0  dvy: 0  dvz: 1.6
centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
bpoint:
x: 56  y: 54
bpoint_end:
wpoint:
kind: 1  x: 46  y: 56  weaponact: 32  attacking: 0  cover: 1
dvx: 0  dvy: 0  dvz: 0 
wpoint_end:
bdy:
kind: 0  x: 25  y: 19  w: 38  h: 60
bdy_end:
<frame_end>
*Assuming frame 329-331 is not use for anything else

Starting to get confuse?
i am sure you got many question over your head by now ok anyway,i will insert the itr: kind: 3 into this later on currenty,read at my data and take note for the following things

This is a duplicate of the running frames,i change the following things though
1. The state is change to 18 (Note: state 18 allows you to hit your own teamates,thats what the idea is about in the first place)
2. The frame is link back and forth,what i mean is frame 330 next: 9 and frame 9 next: 330, the state: 2 will help to make the running frame jump to frame 10 and then to frame 11, which goes back to frame 9 in the end
3. The dvz is being put into frame 329-331,the dvz number is actually depend on running_speedz which you can find at the top page of yourchar.dat
Now,by setting this way you can have TWO state in the running frame,the frame should run smoothly.

Now you need to put in the itr: kind: 3 etc etc as i said the full information should be
itr:
kind: 3 x: -- (value should be around centerx -20) y: -1000 w: 40 h: 100
catchingact: -- -- caughtact: -- -- (empty frame number)
itr_end:
Now i mean this is an example of how it should really look like,except i havent fill in the numbers. 0k now if i fill the numbers it should look like
itr: 
kind: 3 x: 12 y: -1000 w: 40 h: 100
catchingact: 340 340 caughtact: 350 350 
itr_end:
(assuming frame 340 and frame 350 is not use up) now fill it in the state: 18 running frame
<frame> 329 running
pic: 20  state: 18  wait: 0  next: 9  dvx: 0  dvy: 0  dvz: 1.6
centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
bpoint:
x: 55  y: 51
bpoint_end:
wpoint:
kind: 1  x: 46  y: 54  weaponact: 32  attacking: 0  cover: 1
dvx: 0  dvy: 0  dvz: 0 
wpoint_end:
bdy:
kind: 0  x: 25  y: 19  w: 38  h: 60
bdy_end:
itr: 
kind: 3 x: 12 y: -1000 w: 40 h: 100
catchingact: 340 340 caughtact: 350 350 
itr_end:
<frame_end>
<frame> 330 running
pic: 21  state: 18  wait: 0  next: 10  dvx: 0  dvy: 0  dvz: 1.6
centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
bpoint:
x: 55  y: 53
bpoint_end:
wpoint:
kind: 1  x: 46  y: 55  weaponact: 32  attacking: 0  cover: 1
dvx: 0  dvy: 0  dvz: 0 
wpoint_end:
bdy:
kind: 0  x: 25  y: 19  w: 38  h: 60
bdy_end:
itr: 
kind: 3 x: 12 y: -1000 w: 40 h: 100
catchingact: 340 340 caughtact: 350 350 
itr_end:
<frame_end>
<frame> 331 running
pic: 22  state: 18  wait: 0  next: 11  dvx: 0  dvy: 0  dvz: 1.6
centerx: 32  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
bpoint:
x: 56  y: 54
bpoint_end:
wpoint:
kind: 1  x: 46  y: 56  weaponact: 32  attacking: 0  cover: 1
dvx: 0  dvy: 0  dvz: 0 
wpoint_end:
bdy:
kind: 0  x: 25  y: 19  w: 38  h: 60
bdy_end:
itr: 
kind: 3 x: 12 y: -1000 w: 40 h: 100
catchingact: 340 340 caughtact: 350 350
itr_end:
<frame_end>
Ok now,this character can catch his own teamates,now we go to the running frames of character B and add in this
bdy: 
kind: 0 x: 12 y: -1000 w: 40 h: 100
bdy_end:

afterthat create a new frame for you character A to transform. Note you have to put it in such a way so that character B have a next: 1000 so character B will disappear

making a fusing that works on both character? yep,it is possible,just mix the data,like adding the bdy and state: 18 together in the running frame. NOTE, make sure that there is a differece of the Y axis for the bdy and the itr: kind: 3 for the character

Any comment,suggestion or "maybe" some "question" are welcome
Email: This email address is being protected from spambots. You need JavaScript enabled to view it.

Oh yeah,if you dont understand at all,then you should really learn more into data chaging, this guide can only help you this far

Here's a study Example:

DarkLord Fusion
   
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