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 Data Changing Guide [part 2]

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Kevin
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PostSubject: Data Changing Guide [part 2]   Fri Oct 02, 2009 3:46 am

PART I
DATA.TXT

REQUIRED: LF2 Data Changer
Contents:
I. Data.txt - Structure
II. ID, Type, and File explanation
III. How to insert or change a character


Guides
I. Data.txt - Structure
The Data.txt is stored in your LF2 folder/data/data.txt
This is the content of data.txt
Spoiler:
 

So there are:
1. Characters
2. Weapons
3. Projectiles / balls
4. Backgrounds
all stored in the data.txt, making the data file the most important to data changing in LF2.

II. ID, Type, and File explanation

at the 2nd line we can see:
id: 0 type: 0 file: data\template.dat

The components:
ID. ID is the identifier of all objects. The identifier is used on stage mode, and the CPU player intelligence.
There should be no object with the same ID, or at least, you cannot input the objects with the same ID both into the stage mode, only one of them.

Type. The type tells the game what the object is:
0 = Fighters
1 = Weapons
2 = Heavy Weapons (Rock, Wooden box, Louis Armor)
3 = Projectile (Balls like Deep's blast, Freeze/Firen ball, etc)
4 = Baseball
5 = Others (Broken Weapons, etc)
6 = Drinks (Milk & Beer)

File. The file tells the game where the data file of the object is. "data\template.dat" means it is stored in yourLF2Directory\data\template.dat .

III. How to insert or change a character.
Once again, see the Characters in the data.txt.
Spoiler:
 

You can insert another character below davis.
For example you want to insert 'Hero' in the game.
Add it to the list:
Spoiler:
 
Why will we use id: 401? You can avoid using same ID as the other objects by choosing a number greater than 400. (If the ID is the same as the ID of a background, it is not a problem)
type: 0 because it is a fighter/character

Next you must make the Hero.dat, the file where you tell the CPU what character you want it to be.


TO BE CONTINUED

Waiting for replies about the guide because if it is bad I need to improve it


Next Part:
How To Make Characters - Basic Profile, Sprites, Movement Speed
With these you will be able to: Change name, face, sprites, movement speed, jump & dash heights & distance Peace


Last edited by Kevin on Tue Jan 05, 2010 10:18 pm; edited 3 times in total
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PostSubject: Re: Data Changing Guide [part 2]   Fri Oct 02, 2009 4:29 am

Nice Very Happy:D:D:D
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PostSubject: Re: Data Changing Guide [part 2]   Fri Oct 02, 2009 5:38 am

cool guide but can you please make that the spoiler backgrnd has another coulour than the text in it?
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PostSubject: Re: Data Changing Guide [part 2]   Fri Oct 02, 2009 10:55 pm

oh yea sorry it was the template.. ok fixed
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PostSubject: Re: Data Changing Guide [part 2]   Sun Oct 04, 2009 4:09 am

Thank
Work for me
Very Happy
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PostSubject: Re: Data Changing Guide [part 2]   Wed Oct 07, 2009 8:34 am

PART 2
HOW TO MAKE CHARACTERS

REQUIRED: LF2 DATA CHANGER
Contents:
I. Basic Profile
II. Sprites
III. Movement Speed

Guides
I. Basic Profile
Character's data is stored in YourLF2Directory\data
Open someone - for example Woody - 's data with the data changer.
This is what you can see on the top:
Spoiler:
 

This is pretty simple.
The basic profiles are:
name: Woody
head: sprite\sys\woody_f.bmp
small: sprite\sys\woody_s.bmp

1. Name. In game-play, the name will be shown when selecting character. The name has no other function.
2. Head. In game-play, the head/face will also be shown when selecting character. "sprite\sys\woody_f.bmp" is the image's directory. So you can find the image from YourLF2Directory\sprite\sys\woody_f.bmp .
3. Small. In game-play, this is the small icon shown on the left of the HP/MP bar. This also used when selecting character in battle mode or championship.

For example we want to change the character into Hero.
First, make the images. The face and the small icon.
Let's say we have made it in LF2Directory\sprite\sys\Hero_f.bmp and the small icon in LF2Directory\sprite\sys\Hero_s.bmp

Then, we should fill the basic profile with:
name: Hero
head: sprite\sys\Hero_f.bmp
small: sprite\sys\Hero_s.bmp

II. Sprites
Let's see again Woody's profile.
Spoiler:
 

After the basic profile you can find the sprites:

file(0-69): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7

1. File. File is a number that indicates 1 pose of a character's sprite. As we know, each character got more than 100 poses. You can find this in the LF2Directory\sprite\sys\ .
The number is an ID to each pose. The woody_0.bmp have 10 rows and 7 columns of poses, so there are 70 in total. File(0-69) means pic number 0 is row 1 col 1. See the diagram below
Pic 0 Pic 1 Pic 2 Pic 3 Pic 4 Pic 5 Pic 6 Pic 7 Pic 8 Pic 9

Pic 10 Pic 11 Pic 12 Pic 13 Pic 14 Pic 15 Pic 16 Pic 17 Pic 18 Pic 19

Pic 20 so on

The numbers will be used in the frames which I will explain later.

2. Address. The directory of the sprite: "sprite\sys\woody_0.bmp

3. Width, Height, Row, and Column. "w: 79" means each picture is 79 pixels wide. "h: 79" means each picture is 79 pixels height. "row: 10" means in each row there are 10 pictures. "col: 7" means in each column there are 7 pictures. Each picture have 1 pixel distance, so each picture takes 80x80 pixels.

III. Movement Speed
Let's see Woody's profile once again ^^.
Spoiler:
 

Below the sprites, there are the character's movement speeds.
Walking: hold any direction button
Running: Push Left or Right twice quickly
Heavy: Carrying wooden box or rock
Jump: Press jump
Dash: Press jump while running
Rowing: There are 2 moves named rowing: 1. Press defend while running. 2. Press jump when falling (after being hit). This is what the movement speed controls.

After understanding these things, you can adjust the movement speed by simply change the numbers.

Jump and Dash heights are negative and must be negative, because they jumps to the top.
If you set dvy/jump height/dash height into positive the character will fall down instead of up.


TO BE CONTINUED

Waiting for replies about the guide because if it is bad I need to improve it


Next Part:
How To Make Characters - Frame: Basic control : pic, state, wait, next, dvx, dvy, dvz, centerx, centery, hit_button, mp

With these you will be able to: Modify a move/special move.


I hope people can learn data changing from start to good with my guides xD
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PostSubject: Re: Data Changing Guide [part 2]   Thu Oct 08, 2009 6:24 am

kevin
one thing i dont know how i make moves
like DJA
Sad
xD
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PostSubject: Re: Data Changing Guide [part 2]   Thu Oct 08, 2009 7:30 am

PART 3
HOW TO MAKE CHARACTERS - FRAMES


REQUIRED: LF2 DATA CHANGER
Contents:
I. Picture and Frame Control
II. Positioning
III. Special Moves


I. Picture and Frame Control
This is a frame:
Spoiler:
 

A frame shows one of the character's moves. For example, Woody has 4 frames for standing, because it have 4 poses of standing.
"<frame>" starts a frame and "<end_frame> ends. The word "standing" is only a comment. The function is to make it easier to identify the frame. Nothing more Smile .

See the second line:
pic: 0 state: 0 wait: 5 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 235 hit_Ua: 70 hit_Da: 260 hit_Fj: 250 hit_Uj: 275 hit_Dj: 290

There are many keywords Shocked
This will explain it:
1. "Pic: 0" . This tells the game that when the character is in this frame, he use the sprite number 0.
2. "Next: 1". This tells the game that when the frame has ended it must move the frame 1.
3. "Wait: 5". This tells the game that it must delay 5 frames before it proceed into the 'next' frame. Delay 5 frames means this will take 6 frames. The game is 30 fps so 6 frames will take 1/5 seconds.


II. Positioning
Take a look again on the second line:
pic: 0 state: 0 wait: 5 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 235 hit_Ua: 70 hit_Da: 260 hit_Fj: 250 hit_Uj: 275 hit_Dj: 290

These statements control the position of the character:
1. "dvx: 0". The number shows how fast the character must move to the front. For example, Woody's fly crash has "dvx: 20". "dvx: 0" means the character shall not move. If a move have negative dvx (for example john when shooting ball), the character will go to the back.
2. "dvy: 0". The number shows how fast the character must move to the bottom. For example, Woody's fly crash has "dvy: -7". It is negative, so it means that the character will go up.
3. "dvz: 0". This also shows how fast the character move, to the side (when you press up or down your character move to the side). This can only be triggered by holding up or down in game play. For example, Woody's fly crash has "dvz: 4", and only when we press up or down will Woody do it diagonally.
4. "centerx: 39". This shows the center of character's body. Body is a 3D block area where the character can be hit. 39 pixels are counted from the back (if char facing right, from the left)
5. "centery: 79". This also shows the center of character's body. The 79 pixels are counted from the top.


III. Special Moves
There are also statements that is used to control special moves.
These statements are:
1. hit_button
This specifies a button combination to trigger a move. It is necessary to put this on all walking frames, standing frames, defend frames, etc. so the move can be triggered.
Let's see the 2nd line once again ^^"
pic: 0 state: 0 wait: 5 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 235 hit_Ua: 70 hit_Da: 260 hit_Fj: 250 hit_Uj: 275 hit_Dj: 290
"hit_a: *" means when the player hit attack, he moves to frame number * , except if *=0, nothing will be triggered. The same thing goes on "hit_j" when the player hit jump and "hit_d" when the player hit defend.

In combinations, defend button is not written because it is always used to start the combination.
"F" means hit any direction (left or right, not up nor down).
So hit_Fa means D>A, hit_Ua means D^A, hit_Dj means DvJ.

2. mp
This shows how much MP will be decreased if a character landed on the frame, usually by pressing a button combination. Woody's fly crash --> mp: 200 . You must declare the MP negative if it is used without pressing button combination, for example Firen's burn run or Dennis' whirlwind kick.

~~~~~~~~~~~~~~~~~~~~~
Honesty is the best policy.
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PostSubject: Re: Data Changing Guide [part 2]   Thu Oct 08, 2009 2:36 pm

Your guide is relly good.
But i won't make a character that fast.perhaps in the next holidays on 30. till 7....
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PostSubject: Re: Data Changing Guide [part 2]   Thu Oct 08, 2009 7:20 pm

Thank now i know :O!
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Kevin
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PostSubject: Re: Data Changing Guide [part 2]   Fri Oct 09, 2009 12:32 am

PS: there is no hit_a: 60 in walking/standing frames, though frame 60 is punch.
Punch, Jump, Dash, Walk, Run, basic moves are controlled automatically, that means you cannot change for example you want to make the punch in frame 235, but you can do by changing the 'next' frame to frame 235.

~~~~~~~~~~~~~~~~~~~~~
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PostSubject: Re: Data Changing Guide [part 2]   Fri Oct 09, 2009 9:34 pm

Cool guide Very Happy:D:D
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PostSubject: Re: Data Changing Guide [part 2]   Fri Oct 09, 2009 10:45 pm

The guide is good, but you just make the next part when someone asks? Doubtful
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PostSubject: Re: Data Changing Guide [part 2]   Sat Oct 10, 2009 12:49 am

no no no
but it takes sometime because my bad english, but i won't only post it only when someone asks, but if nobody replies i won't be good enough to complete it
so basically i will post only if i know someone is reading this.. OK

~~~~~~~~~~~~~~~~~~~~~
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PostSubject: Re: Data Changing Guide [part 2]   Mon Oct 12, 2009 11:53 pm

what these mean
fall:
vrest:
injury:

i have no idea what is it Dunno
I found it at Woody,Davis,Dennis etc. ball ?? anyone answer pls

More Davis more
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PostSubject: Re: Data Changing Guide [part 2]   Tue Oct 13, 2009 5:26 am

PART IV
State,

I State
Here is a list contains what each state refers to:
Spoiler:
 

And here's a list which shows basic parameters (variables that have effects on game-play)
Spoiler:
 

This explains the whole frame Very Happy .

This ends the tutorial.
If you still not understand something, ask me here Smile Post a reply

~~~~~~~~~~~~~~~~~~~~~
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PostSubject: Re: Data Changing Guide [part 2]   Tue Oct 13, 2009 6:42 am

Thank Kevin for State.I will make crazy Character Hmmph OK DrBeorn Hmm
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PostSubject: Re: Data Changing Guide [part 2]   Mon Oct 19, 2009 9:06 am

umm whats wpoint and vrest? and fall??


and how do u make the enemy fly in firen's explosion
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PostSubject: Re: Data Changing Guide [part 2]   Fri Nov 13, 2009 2:54 am

Wpoint=If you are carrying a weapon this contains all information about the weapon
Vrest and Fall i dont know OK Flood Cry
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PostSubject: Re: Data Changing Guide [part 2]   Fri Nov 13, 2009 8:56 pm

vrest from itr:
if 2 or 3, it'll hit many times without stop
if 8, it'll can hit many opponent
VRest (Victim Rest) is how much frame should be spend before a same victim can hit that attack on same frame again.

Fall
"fall" is how much the attack to fall opponent... if the fall is much, if can be the opponent fall without DOP or several attacks.
if fall = 60, it'll make the enemy DOP.
if fall = 25, use the attack 2 times with those (fall=25) to make enemy DOP.
etc. Razz

and you mean fly with Firen's Explosion... make the "dvy" negative.
dvy is movement speed of Y-axis.
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PostSubject: Re: Data Changing Guide [part 2]   Thu Jan 21, 2010 6:33 am

If this is the part 2 of this guide, then where is part 1 oO
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PostSubject: Re: Data Changing Guide [part 2]   Thu Jan 21, 2010 6:52 am

What.... I mean my first post is the Part 1. Check it first. Then I mean I have added the 2nd part.

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PostSubject: Re: Data Changing Guide [part 2]   Wed Feb 03, 2010 9:44 am

Yeah. At first I didn't pay close attention.
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