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| | Data Changing Guide made by Kevin | |
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Master Administrator
Posts : 429 Points : 5684 Reputation : 1 Join date : 2010-08-27 Location : India
| Subject: Data Changing Guide made by Kevin Wed Sep 01, 2010 3:00 pm | |
| Data Changing Guide made by Kevin Part I: - Spoiler:
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
<object> id: 0 type: 0 file: data\template.dat ---> This is the Characters in LF2 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 ---> This is the weapons. 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 ---> This is the projectiles 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 -----> And this is the backgrounds. 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: 8 file: bg\sys\bc\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
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.
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
You can insert another character below davis. For example you want to insert 'Hero' in the game. Add it to the list:
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: 401 type: 0 file: data\Hero.dat
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.
Part II: - Spoiler:
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:
<bmp_begin> name: Woody head: sprite\sys\woody_f.bmp small: sprite\sys\woody_s.bmp 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 walking_frame_rate 3 walking_speed 5.000000 walking_speedz 2.500000 running_frame_rate 3 running_speed 10.000000 running_speedz 1.600000 heavy_walking_speed 3.700000 heavy_walking_speedz 1.850000 heavy_running_speed 6.200000 heavy_running_speedz 1.000000 jump_height -16.299999 jump_distance 10.000000 jump_distancez 3.750000 dash_height -10.000000 dash_distance 18.000000 dash_distancez 5.000000 rowing_height -2.000000 rowing_distance 5.000000 <bmp_end>
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.
<bmp_begin> name: Woody head: sprite\sys\woody_f.bmp small: sprite\sys\woody_s.bmp 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 walking_frame_rate 3 walking_speed 5.000000 walking_speedz 2.500000 running_frame_rate 3 running_speed 10.000000 running_speedz 1.600000 heavy_walking_speed 3.700000 heavy_walking_speedz 1.850000 heavy_running_speed 6.200000 heavy_running_speedz 1.000000 jump_height -16.299999 jump_distance 10.000000 jump_distancez 3.750000 dash_height -10.000000 dash_distance 18.000000 dash_distancez 5.000000 rowing_height -2.000000 rowing_distance 5.000000 <bmp_end>
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 ^^.
<bmp_begin> name: Woody head: sprite\sys\woody_f.bmp small: sprite\sys\woody_s.bmp 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 walking_frame_rate 3 walking_speed 5.000000 walking_speedz 2.500000 running_frame_rate 3 running_speed 10.000000 running_speedz 1.600000 heavy_walking_speed 3.700000 heavy_walking_speedz 1.850000 heavy_running_speed 6.200000 heavy_running_speedz 1.000000 jump_height -16.299999 jump_distance 10.000000 jump_distancez 3.750000 dash_height -10.000000 dash_distance 18.000000 dash_distancez 5.000000 rowing_height -2.000000 rowing_distance 5.000000 <bmp_end>
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
Compiled by ace - I take absolutely no credit for this guide
Last edited by ace on Sun Sep 19, 2010 5:09 pm; edited 1 time in total | |
| | | Guest Guest
| Subject: Re: Data Changing Guide made by Kevin Wed Sep 01, 2010 3:13 pm | |
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| | | ace Founder
Posts : 604 Points : 5713 Reputation : -2 Join date : 2010-08-05 Location : Behind your hoplite phalanx (pulls out cavalry)
| Subject: Re: Data Changing Guide made by Kevin Thu Sep 02, 2010 3:12 am | |
| Yes it is very good... We can learn a lot from it. | |
| | | DarkNight{GOkU} Global Moderator
Posts : 148 Points : 5254 Reputation : 0 Join date : 2010-08-23 Age : 27 Location : Kochi
| Subject: Re: Data Changing Guide made by Kevin Sat Sep 18, 2010 10:34 pm | |
| can anyone SHOW me how to use this data changer.i have it but idk anything about it. all i know we can change the data but how? | |
| | | Shaco Members
Posts : 225 Points : 5237 Reputation : -16 Join date : 2010-09-08 Age : 28 Location : Right Behind you !!!
| Subject: Re: Data Changing Guide made by Kevin Sat Sep 18, 2010 11:07 pm | |
| i wanna see how too btw like 1 attack takes all opponent hp | |
| | | Kevin Members
Posts : 122 Points : 5263 Reputation : 5 Join date : 2010-09-06
| Subject: Re: Data Changing Guide made by Kevin Sun Sep 19, 2010 3:08 am | |
| Change the ITR parameter Each frames have sections the Body sections for example states where attacks can hit the fighter. the ITR section states damage. ITR has these parameters: position: x, y, width, height, zwidth injury: the amount of damage dealt if the attack hit --> change this to 500 or more to make a one hit KO attack vrest: (i don't really understand this but if it's set to certain number (maybe 8 or 7) the attack will hit all enemies in AOE, else it will only hit an enemy in AOE) back up files tho, coz you can't play online with changed data (outcome: data error) btw that's not a way to give credit to oO you shouldn't censor any letter | |
| | | Master Administrator
Posts : 429 Points : 5684 Reputation : 1 Join date : 2010-08-27 Location : India
| Subject: Re: Data Changing Guide made by Kevin Sun Sep 19, 2010 5:08 pm | |
| I didn't do it Master did because you weren't a member at that time... Edit: I changed it back thx for reminding me | |
| | | ace Founder
Posts : 604 Points : 5713 Reputation : -2 Join date : 2010-08-05 Location : Behind your hoplite phalanx (pulls out cavalry)
| Subject: Re: Data Changing Guide made by Kevin Fri Sep 24, 2010 1:38 am | |
| hmm. Right... I forgot to do it.... | |
| | | Xtremegamer Members
Posts : 25 Points : 4603 Reputation : 0 Join date : 2011-10-19
| Subject: Re: Data Changing Guide made by Kevin Sun Oct 23, 2011 4:21 am | |
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