BALL
<frame> 0 (frame #) carrot
pic: 0 (pic in bmp files #)
state: 3006 (code for what kind of ball it is[3000 regular, 3006 penetrative,3005 w/out shadow])
wait: 1 (how long until next frame)
next: 1 (next frame #)
dvx: 0 (movement of ball going forward[+ #] or backwards[- #])
dvy: 0 (movement of ball going up[- #] or down[+ #])
centerx: 24 (where the middle of the ball is in the pic)
centery: 41 (where the ground would be in the pic) hit_a: 0 (timer)
hit_d: 0 (frame activated when timer runs out)
hit_j: 0 (can give ball slight “diagonal” movement[51 down,49 up)
hit_Fa: 2 (short chase) [or] hit_Fa: 14 (long chase)
<frame_end>
itr (damage area) :
kind: 0 (code for what type of attack it is)
x: 3 y: 4 w: 40 h: 39 (to find these, open bmp file use the box tool & find where start of ball is from top left, record numbers for x & y and from that point go around ball area & record numbers for w & h)
dvx: 12 (how far the enemy falls back when hit)
arest: 0 (hits single person & how much delay in the ball hitting again) [or]
vrest: 0 (can hit multiple ppl & how much delay in the ball hitting again)
fall: 70 (possibility of ball causing fall [100 will fall,70 will fall if defend not up,60 stunned])
bdefend: 60 (possibility of ball breaking defense[16 broken in 3 hits, 30 broken in 2, 60 stunned, 70 defense broken and foe goes to broken defend frames, 100 defense broken])
injury: 70 (how much damage[health bar =500])
effect: 1 (added effect like freeze[3], fire[2],or blood[1])
itr_end:
bdy (tell area of ball or how big it is use box tool to find) :
kind: 0
x: 3 y: 4 w: 40 h: 39
bdy_end:
CHARACTER
<frame> 236 (frame #) carrot
pic: 137 (pic in bmp files #)
state: 3 (code for what character does[7 defend])
wait: 3 (how long until next frame)
next: 237 (next frame #)
dvx: 0 (movement of char going forward[+ #] or backwards[- #])
dvy: 0 (movement of char going up[- #] or down[+ #]) dvz: 0 (movement of char “diagonally” if up or down pressed)
centerx: 30 (where the middle of the char is)
centery: 79 (where the ground is in the pic/bottom of char)
hit_a: 0 (next frame # if attack pressed) hit_d: 0 (next frame # if defend pressed)
hit_j: 0 (next frame # if jump pressed)
mp: 200 (how much magic used [mp bar=500])
<frame_end>
bpoint (blood point, use box tool to find) :
x: 37 y: 44
bpoint_end:
opoint: (creates ball)
kind: 1
x: 95 (where attack comes from forward and backwards)
y: 41 (where attack comes from up and down)
action: 0 (frame # in ball data where the attack begins)
dvx: 22 (how fast the attack goes forward)
dvy: 0 (how fast attack goes up)
oid: 230 (move's id [add to data.txt])
facing: 0 (how many balls come out[0=1 ball,50=5 balls])
opoint_end:
wpoint: (weapon point)
kind: 1
x: 31 y: 48 (use box tool to find)
weaponact: 30 (pic in bmp files #)
attacking: 0 (weapon body causes damage[1,2,3] or not[0])
cover: 1 (weapon in front[0] or behind[1] char)
dvx: 0 (movement of held item going forward or backwards)
dvy: 0 (similar to previous but up and down)
dvz: 0 (similar to previous but “diagonal” if up or down pressed)
wpoint_end:
itr (damage area) :
kind: 0 (code for what type of attack it is)
x: 3 y: 4 w: 40 h: 39 (use box tool to find)
dvx: 12 (how far the enemy falls back when hit)
vrest: 0 (how much delay in the ball hitting again)
fall: 70 (possibility of hit causing fall)
bdefend: 60 (possibility of hit breaking defense)
injury: 70 (how much damage[health bar =500])
effect: 1 (added effect like freeze[3], fire[2], or blood[1])
itr_end:
bdy (tell area of char or how big he is use box tool to find) :
kind: 0
x: 26 y: 12 w: 27 h: 68
bdy_end:
well thats all so far, but i expect to make some more updates like adding cpoint etc. if u'd like to point out a mistake please do so...there may be a few
i began making these to help me when i started datachanging and to give just a brief definition of what everything means. Remember that they r just notes and i did not try to get too detailed w/ them, u'll still have to do a lot of experimenting to get the big picture and become a more experienced datachanger...those that are already experienced can maybe learn a little from how i personally defined what each thing means (they may have thought of them differently) or could just check if they have forgotten something
I hope this helps and happy datachanging!