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!

   
© Little Fighter Empire