With the information I explain here, it's not possible to create your own characters, but you can modify characters which already exist and make them stronger. However, with this, you can't create high-quality characters.  If you want to do this, you'll need a lot of time, patience, and a desire to learn new techniques. 

Characters

Attacks

 

#1 How do I make my character faster?
At the beginning of the dat.-file there's a long list of basic characteristics concerning the movements of the character. The speed for walking and running is defined in "walking_speed" and "running_speed". The following lines with a "z" at the end set the movement speed toward and away from the front of the screen.


#2 How do I make my character jump higher?
Also noted at the top of the data file are the jump-heights and distances of the character. "Jump_[...]" is for the normal jump, "Dash_[...]" for the jump while running, and "Rowing_[...]" for the jump out of falling. You have to keep in mind that all of the heights have to be negative.


#3 How do I change the mp cost of my character's moves?
Normally, energy is only used in the special attacks of the characters - usually they begin around frame 235. The energy is always noted in the first frame of a move by the "mp" tag. Keep in mind: a character has a maximum of 500 mp points.


#4 How can my character shoot multiple balls at once?
To create multiple objects during a move you have to modify the "facing" part of the opoint. The "facing" value should be 10 times the number of objects that you want to appear. So "facing: 50" creates five objects.


#5 How do I change the damage of an attack?
All damage is defined by various instances of "itr" tags. In itrs, the "injury" allows you to set how much hp a character loses if they are hit by the attack. At the beginning of the game the character has 500 hp, so an "injury"larger than 500 is usually overkill.


#6 How do I add an effect?
The effect of an attack is also noted in "itr". The "effect"-tag is optional and so you won't always see it in itr. "effect: 1" creates blood, "effect: 2" burns, and "effect: 3" freezes the enemy.


#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.



#8 How do I make my ball fly forward?
Forward movements of the ball are noted by "dvx". Using this, you can set the speed of the ball.


#9 How do I make a ball chase an enemy?
To make the ball chase an enemy, just note "hit_Fa: 1" behind "hit_j". Also make sure "dvx" and "dvy" are both zero in order to make the chasing work properly.

   
© Little Fighter Empire

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.

Ok