I copied this from the one i posted in the old LFCG.
http://lfchallenges.webs.com/apps/forums/topics/show/1185069-stage-making-guideYourLF2Directory means the address to your LF2. Example: C:\Program Files\LittleFighter2\
You'll need Data Changer to edit the stage.dat.
Download LF2 Data Changer v 1.5 Highly recommended to make a backup for the normal stage by copying it.You can find the stage.dat in YourLF2Directory\data\stage.dat
Add objects:
You can add objects to the stage like the enemies, criminals (tied persons), milk and beer. You can also add some weapon other than drinks like Stick or Boomerang.
To add objects, first add the id. You can see the id numbers on the YourLF2Directory\data\data.txt. Add the id of the object you want to add. Example:
id: 32 hp: 200 ratio: 1 times: 1 adds Mark because Mark's id number is 32. You can set HP next to the id. Example:
id: 32 hp: 800 ratio: 1 times: 1 so the HP is 800. Then you can add set ratio. Enemy quantity is ratio X number of players
(Firzen is valued as 2 players and Julian as 3, so if you use Firzen the enemy's quantity will 2x and if you use Julian there'll be 3x.). You can also set the times. If the times is 5 then it will have 4 reserves. You can add tags (optional) like this:
<soldier> or
<boss>If there are soldier and boss(es), while the boss(es) not killed, the soldier will keep coming but if the soldier have times. Soldier with times will reserve while boss(es) not dead until the boss(es) killed or the times has elapsed. You can add X & Y. For example:
id: 30 ratio: 1 x: -1200 y: -1000
So the bandit (id 30) will come from back because of the X and from up because the Y. You can also add "act: xxx" (optional) to make the starting frame of the object. For example if you add " act: 270" on Freeze enemy Freeze will have a sword, because Freeze's frame 270 is making ice sword.
Extra ID's that's not in data.txt:3000: Bandit or Hunter.
1000: Deep ~ Davis.
Criminals(tied persons):
You can see in criminal.dat, but i'll describe.
Add the "act:" tag, and the X. Example:
id: 300 hp: 100 act: 0 x: 1000 y: 0 reserve: 8it'll add tied Monk in position of X 1000 and with "8x" up of the Monk. And the HP is 100. So you can set the HP and the X and the Reserve (times just for tied persons). It'll add monk because the act 0 in the criminal is tied monk. If you set the act like 4, 14 or 24, it will became enemy because those are freed frames.
Acts for criminals:0: Monk
10: Mark
20: Jack
30: Sorcerer
40: Bandit
50: Hunter
60: Jan
Commands:
<stage> command: Start a stage. It ended with <stage_end>
<phase> command: Start a phase. Ended with <phase_end>
bound: command: Determines the size of the arena (X only).
id of the stage, not for the object, for example:
<stage> id: 24 #stage 3-5, the first digit of the ID is the stage - 1, the second is substage - 1.
music to add music, add "music: " then the directory of the music. Example:
music: bgm\boss1.wma
Add Projectiles:If you want to add some projectiles in your stage, the projectile will be on up, but there are a solution for that.
Make a character that the "act: " is making the projectile and set the HP 0. Example:
id: 52 hp: 0 act: 280
the Julian will make a Soul Bomb.
You can also ask question here about stage data changing.