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The Data Changer
By shicks_007 at 2007-05-20 03:58

The Data changer

By Razen

Data changing is pretty simple, in this tutorial I will try to explain all the things I know about it.

The things you will need are:

the data changer (found at Jiquera’s website).

 

Some thing you should know in this tutorial:

SA’s means: special attack(s)

MP: mana power

HP: health power

EX.: Example

 

Some advice you should be aware of:

Backup your succeded files,

It stinks when  you ruin them after a week of  work.

 

To begin with, I start with the begginning of the text when you open template’s data file.

 

<bmp_begin>

name: Template

the name of your character.

 

head: sprite\template1\face.bmp

the face of your character at the selection screen.

This also indicates the location of the bmp.

 

small: sprite\template1\s.bmp

the small character left from your hp/mp bar.

 

file(0-69): sprite\template1\0.bmp  w: 79  h: 79  row: 10  col: 7

file(0-69) number of squares in the bmp.

sprite\template1\0.bmp the location of 0.bmp (first series of moves)   

w: 79 h: 79 if you go to the 0.bmp of template with windows paint you will see green lines around the pictures

              one square is 79 pixels in length (w) and 79 pixels in height (h).

row: 10 count of squares in length

col: 7  count of squares in height

 

file(70-139): sprite\template1\1.bmp  w: 79  h: 79  row: 10  col: 7

see above

 

walking_frame_rate 3

? i think how many frames per sec. When he walks.

 

walking_speed 4.000000

how fast he walks

 

walking_speedz 2.000000

how fast he walks (diagonal)

 

running_frame_rate 3

see above

 

running_speed 8.000000

see above

 

running_speedz 1.300000

see above

 

heavy_walking_speed 3.000000

how fast he walks when carring a crate/rock/armour

 

heavy_walking_speedz 1.500000

see above

 

heavy_running_speed 5.000000

see above

 

heavy_running_speedz 0.800000

see above

 

jump_height -16.299999

how high he jumps

 

jump_distance 8.000000

how far he jumps to the left/right

 

jump_distancez 3.000000

how far he jumps diagonal

 

dash_height -11.000000

how far you jump after the previous in height.

 

dash_distance 15.000000

how far you jump after the previous jump to the right/left

 

dash_distancez 3.750000

how far you jump after the previous jump (diagonal)

 

rowing_height -2.000000

if someone gives you a blow that you will be knocked on the floor, you can recover pressing JUMP while in the air.

The height of this is showed bij the number

 

rowing_distance 5.000000

look line above for discription, this indicates how far you’ll jump backwards.

 

<bmp_end>

 

 

 

If you look further you will see more data:

 

<frame> 0 standing

for each character there are about 300 frame’s (template got 234) i don’t no exactly what a frame is, but i it contains information about the next frame the character will do. Each frame has a number like: <frame> 1 if you look at the next lines, you’ll understand it better.

 

   pic: 0  state: 0  wait: 3  next: 1  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

pic: 0 The number of the square in the bmp. (0 is the first square)

state: 3    the action that your character will do. Only one problem, there are 1700 diffrent states: there just to many of them to name them all.

wait: 3       how long your character will wait until the next frame

next: 1     indicates that you must go to the next frame, the number says what frame number ( <frame> 999 to stop series of frames)

dvx: 0 how far you will go foreward

dvy: 0 how high you will go upwards (use – if you want to go up ex. Dvy: -3)

              just remember that   X is horizontal

                                          Y vertical

                                          Z diagonal

centerx: 39 ? I think the location in the bmp files

centery: 79 see above

hit_a: the number indicates the frame number when you hit the attack button.

hit_d: the number indicates the frame number when you hit the defend button.

hit_j:        the number indicates the frame number when you hit the jump button.

Just remember that     A means attack

                       D defend

                       J jump

 

 

With this you can also create SA’s. But not with A, D, and J. After this frame I will explain how to create SA’s.

 

   wpoint:

      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

What this says I don’t understand (sorry)

 

Special Attack’s

I now will teach how to make SA’s lets take DEEP for ex.

Your goal should be that instead you use D +      > + A for the blast but D +     ^ + A it is weird, but a good practice.

 

1.      ask yourself, when can you activate SA’s? (when standing, walking, defending, but not running, jumping etc.)

2.      search all the frames when you can activate  a SA.

3.      change the following thing:              

 

<frame> 0 standing

   pic: 0  state: 0  wait: 4  next: 1  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 235 hit_Da: 260 hit_Fj: 290 hit_Uj: 266

   bpoint:

      x: 36  y: 35

   bpoint_end:

   wpoint:

      kind: 1  x: 21  y: 55  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

What i marked is the input of the SA’s

 

Hit_fa: 235 means hit defend, forward, attack

                            D     +  >  +  A

There is never a combinatation between 3 letters (D is used bij all attacks so it isn’t written).

 

All inputs are:

Fa     D +    >    + A

Ua     D +    ^    + A

Da     D +    v    + A

Fj     D +    >    + J

Uj     D +    ^    + J

Dj     D +    v    + J

Ja     D +    j      + A

 

Just remember that   F means       foreward

                            U             Up

                            D             Down

                            A             Attack

                            J             Jump

 

Be sure that you first input the direction, then the A/ J button.

 

So if you want to change it you type Ua instead of Fa. get it?.

 

 

Now some other stuff, if you open dennis.dat you will see at frame 295 this.

Now look for OID: 215

 

<frame> 295 chase_ball

   pic: 181  state: 3  wait: 2  next: 296  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 100

   wpoint:

      kind: 1  x: 28  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 12  y: 20  w: 36  h: 60

   bdy_end:

<frame_end>

 

<frame> 296 chase_ball

   pic: 182  state: 3  wait: 2  next: 297  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

  sound: data\077.wav

   wpoint:

      kind: 1  x: 26  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 12  y: 20  w: 36  h: 60

   bdy_end:

<frame_end>

 

<frame> 297 chase_ball

   pic: 183  state: 3  wait: 2  next: 298  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 25  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 12  y: 20  w: 36  h: 60

   bdy_end:

<frame_end>

 

<frame> 298 chase_ball

   pic: 184  state: 3  wait: 1  next: 299  dvx: 6  dvy: 0  dvz: 0  centerx: 31  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   opoint:

      kind: 1  x: 88  y: 42  action: 0  dvx: 0  dvy: 0  oid: 215  facing: 0

   opoint_end:

   wpoint:

      kind: 1  x: 44  y: 46  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 12  y: 20  w: 36  h: 60

   bdy_end:

<frame_end>

 

<frame> 299 chase_ball

   pic: 185  state: 3  wait: 4  next: 300  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 49  y: 47  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 12  y: 20  w: 36  h: 60

   bdy_end:

<frame_end>

 

<frame> 300 chase_ball

   pic: 186  state: 3  wait: 2  next: 301  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 47  y: 47  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 12  y: 20  w: 36  h: 60

   bdy_end:

<frame_end>

 

<frame> 301 chase_ball

   pic: 187  state: 3  wait: 2  next: 999  dvx: 3  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 28  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 12  y: 20  w: 36  h: 60

   bdy_end:

<frame_end>

 

Oid refers to another data file, if you look in data.txt you will see this:

Look now for id: 215 (oid: 215)

 

<object>

id:  0  type: 0  file: data\template.dat

id:  52  type: 0  file: data\julian.dat

id:  51  type: 0  file: data\firzen.dat

id:  50  type: 0  file: data\louisEX.dat

id:  38  type: 0  file: data\bat.dat

id:  39  type: 0  file: data\justin.dat

id:  37  type: 0  file: data\knight.dat

id:  36  type: 0  file: data\jan.dat

id:  35  type: 0  file: data\monk.dat

id:  34  type: 0  file: data\sorcerer.dat

id:  33  type: 0  file: data\jack.dat

id:  32  type: 0  file: data\mark.dat

id:  31  type: 0  file: data\hunter.dat

id:  30  type: 0  file: data\bandit.dat

id:  1  type: 0  file: data\deep.dat

id:  2  type: 0  file: data\john.dat

id:  4  type: 0  file: data\henry.dat

id:  5  type: 0  file: data\rudolf.dat

id:  6  type: 0  file: data\louis.dat

id:  7  type: 0  file: data\firen.dat

id:  8  type: 0  file: data\freeze.dat

id:  9  type: 0  file: data\dennis.dat

id: 10  type: 0  file: data\woody.dat

id: 11  type: 0  file: data\davis.dat

 

id: 100  type: 1  file: data\weapon0.dat   #stick

id: 101  type: 1  file: data\weapon2.dat   #hoe

id: 120  type: 1  file: data\weapon4.dat   #knife

id: 121  type: 4  file: data\weapon5.dat   #baseball

id: 122  type: 6  file: data\weapon6.dat   #milk

id: 150  type: 2  file: data\weapon1.dat   #stone

id: 151  type: 2  file: data\weapon3.dat   #wooden_box

id: 123  type: 6  file: data\weapon8.dat   #beer

id: 124  type: 1  file: data\weapon9.dat   #<

id: 217  type: 2  file: data\weapon10.dat  #louis_armour

id: 218  type: 2  file: data\weapon11.dat  #louis_armour

id: 300  type: 5  file: data\criminal.dat  #criminal

 

id: 200  type: 3  file: data\john_ball.dat

id: 201  type: 1  file: data\henry_arrow1.dat

id: 202  type: 1  file: data\rudolf_weapon.dat

id: 203  type: 3  file: data\deep_ball.dat

id: 204  type: 3  file: data\henry_wind.dat

id: 205  type: 3  file: data\dennis_ball.dat

id: 206  type: 3  file: data\woody_ball.dat

id: 207  type: 3  file: data\davis_ball.dat

id: 208  type: 3  file: data\henry_arrow2.dat

id: 209  type: 3  file: data\freeze_ball.dat

id: 210  type: 3  file: data\firen_ball.dat

id: 211  type: 3  file: data\firen_flame.dat

id: 212  type: 3  file: data\freeze_column.dat

id: 213  type: 1  file: data\weapon7.dat   #ice_sword

id: 214  type: 3  file: data\john_biscuit.dat

id: 215  type: 3  file: data\dennis_chase.dat

id: 216  type: 3  file: data\jack_ball.dat

id: 219  type: 3  file: data\jan_chaseh.dat

id: 220  type: 3  file: data\jan_chase.dat

id: 221  type: 3  file: data\firzen_chasef.dat

id: 222  type: 3  file: data\firzen_chasei.dat

id: 223  type: 3  file: data\firzen_ball.dat

id: 224  type: 3  file: data\bat_ball.dat

id: 225  type: 3  file: data\bat_chase.dat

id: 226  type: 3  file: data\justin_ball.dat

id: 228  type: 3  file: data\julian_ball.dat

id: 229  type: 3  file: data\julian_ball2.dat

 

id: 998  type: 5  file: data\etc.dat

id: 999  type: 5  file: data\broken_weapon.dat

<object_end>

 

<file_editing>

data\nothing.txt

<file_editing_end>

 

<background>

id: 4    file: bg\sys\hkc\bg.dat

id: 2    file: bg\sys\lf\bg.dat

id: 3    file: bg\sys\sp\bg.dat

id: 5    file: bg\sys\gw\bg.dat

id: 6    file: bg\sys\qi\bg.dat

id: 7    file: bg\sys\ft\bg.dat

id: 1    file: bg\sys\cuhk\bg.dat

id: 0    file: bg\sys\thv\bg.dat

id: 10    file: bg\template\1\bg.dat

id: 11    file: bg\template\2\bg.dat

id: 12    file: bg\template\3\bg.dat

<background_end>

 

id: 100~199 drop weapon

 

If you now open this file you will see all the statistics of Dennis chase ball.

So if you want to create a new ball for dennis just add under

id: 229  type: 3  file: data\julian_ball2.dat

id: 230  type: 3  file: data\dennis_chase2.dat

and change back in the dennis data file at frame 298, oid number 215 into 230.

 

How to make a object chasing.

There are 2 chase modes,

Dennis’ chase balls and Jullian’s balls.

The chase ball of dennis chases the target longer then the skulls of jullian.

To make a object chasing is quite simple,

Go to the dat. File of the ball. And add behind hit_j: 0

Hit_Fa: 2              for a long chase.

Hit_Fa: 14            for a short chase.

 

Weapons.

Now it’s time for weapon’s.

If you look in the data.txt you’ll see behind each character/weapon “TYPE:” standing.

There are 7 type’s, i will explain them all.

 

Type 0:   a character

Type 1:   a slamming weapon (stick, ice sword, etc.)

Type 2:   a heave weapon (stone, rock.)

Type 3:   a second data file (davis_ball.dat etc.)

Type 4:   a throwing weapon (baseball)

Type 5:   a other data file (criminal)

Type 6:   a drink (milk)

 

If you make a weapon, and you want it to fall out of the sky,

Make the id number between 100 an 199.

The only problem i have when i make weapons, that they just dissapear when i throw them away.

 

Stage mode.

About the stage mode there is not much about to explain,

Most things are pretty clear, just to make this a compleet tutorail i will explain it.

 

<stage> id: 44  #stage 5-5

stage: idicates that it’s the beginning of a stage

id: 44  #stage 5-5: indicates that it’s stage 5-5

 

        <phase> bound: 1500

<phase>: the beginning of the first assault.

Bound: how large the stage is

 

                id: 300 hp: 100 act: 40 x: 900  y: 0  reserve: 5

id: 300: a hostage

hp: 100: how much hp he has

act: 40: who the hostage is. (look in criminal.dat)

x: 900  y: 0: the position.

Reserve: count of lives.

 

                id: 300 hp: 100 act: 50 x: 900  y: 0  reserve: 5

                id: 300 hp: 100 act: 50 x: 900  y: 0  reserve: 5

                id: 122  x: 300  #milk

milk

                id: 122  x: 300  #milk

                id: 122  x: 300  #milk

                id: 122  x: 300  #milk  ratio: .7

ratio: .7:    ? i think the count that will fall depends on difficulty.

 

                id: 123  x: 300  #beer 

                id: 123  x: 300  #beer  ratio: .7      

                id: 3000 hp: 50  times: 3  ratio: 1

id: 3000: a random normal character

                id: 34 hp: 100  times: 3

                id: 34 hp: 100  times: 3  ratio: .5

        <phase_end>

indicates “go” if you have beaten all the character’s

 

        <phase> bound: 1800

                id: 1000  hp: 250 <boss>

id: 1000: a random hero.

                id: 1000  hp: 250 <boss>

                id: 1000  hp: 250 <boss>

                id: 1000  hp: 250 <boss>  ratio: .2

                id: 33 hp: 150  x: -1000 ratio: .5

                id: 34 hp: 100  x: -1000 ratio: .6

                id: 33 hp: 150  x: -1000

                id: 31 hp: 50  x: -1000

                id: 31 hp: 50  x: -1000

 

                id: 37 hp: 200  ratio: .4

                id: 37 hp: 200  

        <phase_end>

        <phase> bound: 2000

                id: 122  x: 300  #milk

                id: 122  x: 300  #milk

                id: 122  x: 300  #milk

                id: 122  x: 300  #milk  ratio: .7

                id: 123  x: 300  #beer 

                id: 123  x: 300  #beer  ratio: .7      

                id: 3000 hp: 50  times: 2  ratio: 1

                id: 34 hp: 100  times: 2

                id: 34 hp: 100  times: 2  ratio: .5

        <phase_end>    

       

        <phase> bound: 2200

                id: 52  hp: 2500 <boss>

                id: 1000  hp: 250  times: 3 ratio: .2 <soldier>

                id: 33 hp: 150  x: -1000 <soldier>  times: 7 ratio: .4

                id: 34 hp: 100  x: -1000 <soldier>   times: 13 ratio: .6

                id: 33 hp: 150  x: -1000 <soldier>   times: 13

                id: 31 hp: 50  x: -1000 <soldier>  times: 7

                id: 37 hp: 200 <soldier>  times: 13 ratio: .5

                id: 37 hp: 200 <soldier> times: 7

                id: 39 hp: 150  x: -1000 <soldier>

                id: 39 hp: 150  x: -1000 <soldier> ratio: .4

        <phase_end>    

<stage_end>

indicates end of stage.

 

 

To make a character join you if you killed him,

Add join: # behind the line (# = count of hp)

 

You can’t make new stages, but you can make new levels, make a new id. (id: 45 means that after 5-5 comes 5-6)

 

How to add a new character/background to LF2

Warning: if you make new things to add with little fighter, it will take longer to load lf2

 

Character’s:

If you want to add a new character to lf2 open data.txt

If you want to make a secret character, make a id higher then 52 but lower then 60.

If you want to make a random character make the id 3, or between 11 and 29.

If you want to make a new character, but you don’t wan’t to make him random make the higher then 60

 

Ex.

id:  ##  type: 0  file: data\***.dat

##   = id number

*** = your new character name

 

Warning: The A.I. doen’t know the special moves of a character.

 

Background’s:

To add a background make a new id, (8) add the location, and a new bg.dat file

It’s best that you copy the bg.dat of template1, found in: yourlf2folder/bg/template/1

 

name: Template1

name of bg.

 

width: 1600   zboundary: 370 510

width: 1600   groote in lengte

zboundary: 370 510   ?

 

shadow: bg\template\1\shadow.bmp  shadowsize: 37 9

Location of the shadow.bmp, and how large it is.

 

layer:

  bg\template\1\pic1.bmp

  transparency: 0 width: 967  x: 0  y: 128

layer_end

 

each background is built out of layers play the original background for the proper order.

 

If you want to make a new background, (a random)

Be sure to edit all the location’s of the layer’s.

 bg\newbackgound\pic1.bmp

 

 

How to transform.

This is one of the coolest things of LF2.

Butt how?

To tell you the truth, i don’t no for myself to,

But that doesn’t mean it’s not possible

Just make a new SA code named hit_ja: 308.

 

Warning:

  1. check or there arn’t frames that are allready used.
  2. not by each character works hit_ja: ###, just make anather code.

 

Then add between the last frame and <frame> 399 dummy this tekst.

 

<frame> 308 transform

  sound: data\063.wav

   pic: 210  state: 0  wait: 2  next: 309  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 100

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 309 transform

   pic: 211  state: 0  wait: 2  next: 310  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 310 transform

   pic: 212  state: 0  wait: 2  next: 311  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 311 transform

   pic: 213  state: 0  wait: 2  next: 312  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 312 transform

   pic: 214  state: 0  wait: 2  next: 313  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 313 transform

   pic: 215  state: 0  wait: 2  next: 314  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 314 transform

   pic: 216  state: 0  wait: 2  next: 315  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 315 transform

   pic: 217  state: 0  wait: 2  next: 316  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 316 transform

   pic: 218  state: 0  wait: 2  next: 317  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 317 transform

   pic: 220  state: 0  wait: 2  next: 318  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 318 transform

   pic: 221  state: 0  wait: 2  next: 319  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 319 transform

   pic: 222  state: 0  wait: 2  next: 320  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 320 transform

   pic: 223  state: 0  wait: 2  next: 321  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 321 transform

   pic: 224  state: 0  wait: 2  next: 322  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 322 transform

   pic: 225  state: 0  wait: 2  next: 323  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 323 transform

   pic: 226  state: 0  wait: 2  next: 324  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 324 transform

   pic: 227  state: 0  wait: 2  next: 325  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 325 transform

   pic: 228  state: 0  wait: 2  next: 326  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 326 transform

   pic: 230  state: 0  wait: 2  next: 327  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 327 transform

   pic: 231  state: 0  wait: 2  next: 328  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 328 transform

   pic: 232  state: 0  wait: 2  next: 329  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

<frame> 329 transform

   pic: 233  state: 80##  wait: 2  next: 330  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0

   wpoint:

      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0

   wpoint_end:

   bdy:

      kind: 0  x: 21  y: 18  w: 43  h: 62

   bdy_end:

<frame_end>

 

Now look at the final frame (frame 329)

You will standing by “state” number 80## the ## means the ID number of the character you want to transform in.

(52 = jullian, but  1 = deep, if you want to transform into deep add instead of the “##” 01.

Now go at the top of your character data file.

 

 file(0-69): sprite\sys\deep_0.bmp  w: 79  h: 79  row: 10  col: 7

file(70-139): sprite\sys\deep_1.bmp  w: 79  h: 79  row: 10  col: 7

file(140-209): sprite\sys\deep_2.bmp  w: 79  h: 79  row: 10  col: 7

 

Add a new line under the last:

file(210-280): sprite\sys\deep_3.bmp  w: 79  h: 79  row: 10  col: 7

 

make a new bmp called “deep_3.bmp” and draw your transform action.

 

But your transformed character is not finished,

The data now thinks that    Jullian_2.bmp = Jullian_0.bmp

                                                      Jullian_3.bmp = Jullian_1.bmp

Etc. So the whole bmp srews up!

To solve this problem go to jullians data file and fix the following thing:

 

 file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5

file(50-63): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2

file(64-113): sprite\sys\julian_2.bmp  w: 79  h: 99  row: 10  col: 5

 

1. copy the first line and add it under the second.

file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5

file(50-63): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2

file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5

 

2. copy the second line and add it under the third.

file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5

file(50-63): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2

file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5

file(50-63): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2

 

3. change file numbers

 file(0-49): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5

file(50-63): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2

file(64-134): sprite\sys\julian_0.bmp  w: 79  h: 99  row: 10  col: 5

file(135-148): sprite\sys\julian_1.bmp  w: 109  h: 99  row: 7  col: 2

file(64-113): sprite\sys\julian_2.bmp  w: 79  h: 99  row: 10  col: 5

 

Well,

Thats it!

That’s all you should know about data changing!

If something doesn’t work, or you don’t get it right.

 

Special thanks.

I would like to give my thanks to:

Jiquera  Mondilano for his data changer.

Andy Jayne For some help.

Valkyrie For making some space on his site.

 

And of course:

Marti & Starski Wong for making the best game i’ve ever played.

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