Basic Data Changing Tutorial by zizibaluba/briankid/yokinakiwa ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
############################################################################## line of = is: another part of the data line of - is: another piece of the data I'm talking about or something that is important that needs space line of + is: something else other than explained
box made of _ is: example
a * is: I'll explain more later a ! is: something important a ? is something I'm not sure about (which means I'll update if i find out anything else than what I already know) a EX is: example ------------------------------------------------------------------------------ d stands for: defend j stands for: jump a stands for: attack ^ stands for: up v stands for: down > stands for: right < stands for: left ##############################################################################
============================================================================== -We'll use the data on the very top for DDavis for these few examples ______________________________________________________________________________ name: Davis head: sprite\sys\davis_f.bmp small: sprite\sys\davis_s.bmp file(0-69): sprite\sys\davis_0.bmp w: 79 h: 79 row: 10 col: 7 file(70-139): sprite\sys\davis_1.bmp w: 79 h: 79 row: 10 col: 7 file(140-209): sprite\sys\davis_2.bmp w: 79 h: 79 row: 10 col: 7 ______________________________________________________________________________
-name: Davis ---> name of the Character -head: sprite\sys\davis_f.bmp ---> the faace of the Character on the selection screen -small: sprite\sys\davis_s.bmp ---> the fface of the Character on the side of the HP and MP bars
-w: 79 ---> the width of a pic. in a spriite * -h: 79 ---> the height of pic. in a spritte * -row: 10 col: 7 ---> the number of rows aand columns in the sprite file *
============================================================================== z-axis ---> The columns or up and down you can walk or move ============================================================================== walking_speed =====> how fast you walk walking_speedz =====> going toward z-axis's speed when walking running_speed =====> how fast you run running_speedz =====> going toward z-axis's speed when running heavy_walking_speed =====> how fast you walk when holding a heavy item heavy_walking_speedz =====> going toward z-axis's speed when walking with a heavy item heavy_running_speed =====> how fast you run when holding a heavy item heavy_running_speedz =====> going toward z-axis's speed when running with a heavy item jump_height =====> how high you can jump jump_distance =====> how far you can jump jump_distancez =====> going toward z-axis's distance when jumping dash_height =====> how high you can jump when running dash_distance =====> how far you can jump when running dash_distancez =====> going toward z-axis's distance when running then jumping rowing_distance =====> how far you would roll ============================================================================== -We'll use Davis run and punch for the neext few examples ______________________________________________________________________________ 72 super_punch pic: 8 state: 3 wait: 2 next: 73 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40 itr_end: bdy: kind: 0 x: 26 y: 12 w: 35 h: 66 bdy_end: ______________________________________________________________________________ 72 super_punch ---> Frame Number and Name of Move (name is usually shorten)+ (the name of move is just there to let people find it easily) pic: 8 ---> The Picture the frame loads (!The picture is counted from left to right in sprites and the first picture is 0 not 1!) state: 3 ---> The character's state* wait: 2 ---> How long this frame lasts next: 73 ---> The next frame to go to dvx: 0 ---> Moves foward how much dvy: 0 ---> Moves upwards/downwards how much (!As in sky and ground NOT the up and down when walking!) dvz: 0 ---> Moves up and down how much (!Now it's the walking up and down!) centerx: 28 ---> centerx is using which point as the character's center (!I suggest that you don't mess around with this one!) centery: 79 ---> What point for the feet (If the point is larger than 79, the character will be in the air) ------------------------------------------------------------------------------ hit_a: 0 ---> What frame it goes to when you press attack at this frame hit_d: 0 ---> What frame it goes to when you press defend at this frame hit_j: 0 ---> What frame it goes to when you press jump at this frame ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ hit_fj: ---> What frame it goes to when you input d>j at this frame hit_uj: ---> What frame it goes to when you input d^j at this frame hit_dj: ---> What frame it goes to when you input dvj at this frame hit_fa: ---> What frame it goes to when you input d>a at this frame hit_ua: ---> What frame it goes to when you input d^a at this frame hit_da: ---> What frame it goes to when you input dva at this frame hit_ja: ---> What frame it goes to when you input dja at this frame ------------------------------------------------------------------------------ itr: ---> Attack starts kind: 0 ---> What kind of attack* x: 40, w: 35 ---> How far the attack goes (!Forward and Backward!) (if you learned pre-algebra the x is like x-axis(right and left) and the w is like width) y: 5, h: 45 ---> How far the attack goes (!Up and Down!As in sky and ground!) (if you learned pre-algebra the y is like y-axis(up and down) and the h is like height) dvx: 3 ---> How far the enemy falls backwards when hit (If you put negative number the enemy will fall fowards) dvy: -10 ---> How high the enemy falls upwards when hit (!The number here is negative so that means the enemy will fall downto the ground not fly into the sky!) fall: 70 ---> The chance of the enemy falling down arest: 15 ---> ?Currently Unknown? bdefend: 60 ---> The chance of breaking through a defence and hitting the enemy, almost the same as fall injury: 40 ---> The amount of damage the attack deals* itr_end: ---> Attack ends ------------------------------------------------------------------------------ bdy: ---> Body Starts (What body does) kind: 0 ---> ?Special Effect? (I'm not sure what will happen, maybe I'll experiment with it later) x: 26, w: 35 ---> How far when attacked (!Forward and Backward!) (if you learned pre-algebra the x is like x-axis (right and left) and the w is like width) y: 12, h: 66 ---> How far when attacked (!Up and Down!As in sky and ground!) (if you learned pre-algebra the y is like y-axis (up and down) and the h is like height) bdy_end ---> Body Ends ------------------------------------------------------------------------------ mp: How much mp is used (If you add this onto a move after the hit_a, hit_d, hit_j, you could make that move take mp)
============================================================================== SOUND ------------------------------------------------------------------------------ Adding sounds to a move is really easy but making that sound come out at the right moment takes lots of testing... To add a whole new sound all you have to do is put the sound file into the folder that is called "Data" To add a sound to a move or like drinking milk, all you have to do is put this on the second line of the frame (after the pic:, etc): !sound: data\(sound name).wav!
For example: I got a new sound called "beep.wav" into the "Data" folder Now I want my new character to make that sound when he/she walks I put !sound: data\beep.wav! to the second line of the place I want it to make that sound Now I got sounds at those frames.
============================================================================== INJURY ------------------------------------------------------------------------------ We all know now that adding injury increses damage but there are special codes you can add after the injury codes.
effect: 0 ---> Punch effect: 1 ---> Sharp Weapon (Blood Comes Out) effect: 2 ---> Fire effect: 3 ---> Ice effect: 4 ---> Goes Through Enemy (?Most Likely For The Healing Balls That Doesn't Let Enemy Heal?) effect: 5 or Higher ---> ? effect: 20 ---> Fire
______________________________________________________________________________ injury: 40 +++++++++++++++++++ Then Add effect: 2 +++++++++++++++++++ injury: 40 effect: 2 -------------------- Now this attack does 40 damage and burn people ______________________________________________________________________________
============================================================================== Sprite ------------------------------------------------------------------------------ The height and width of the sprite could be changed at the beginning of the data. Ususlly they're 79 by 79 pixels. Also you could change the amount of sprites on the Sprite sheets. !The first box is 0 not 1! When they say a "row" they mean how many boxes in a row not how many rows. ==============================================================================
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $ $ $ THE BASICS TUTORAL ENDS HERE PLEASE MOVE ON TO THE ADVANCE TUTORAL $ $ IF YOU DON'T SEE ANYTHING YOU NEED HERE. $ $ $ $ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
We use cookies on our website. Some of them are essential for the operation of the site, while others help us to improve this site and the user experience (tracking cookies). You can decide for yourself whether you want to allow cookies or not. Please note that if you reject them, you may not be able to use all the functionalities of the site.