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:
- check or there arn’t frames that are allready used.
- 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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