Post by DX7 on May 20, 2007 4:08:51 GMT 1
Laurent: Can someone give me a state list?
Marshall: here is the State list by gjp4yo and translated by me
0 standing (can freely press any button, when in air it will go to frame 212)
1 walking (can freely press any button)
2 running
3 attack (u r attacking, the computer will use defence against you)
4 jump (can press > or < when in the air)
5 dash ( when dvx:0, can press > or <)
6 rowing (the rolling action when u press D while running, will go to frame 215)
7 defend (defence of the bdy in the forward direction¡Aafter being hit, u'll still complete the frame)
8 broken_defend
9 catching (only in this state¡Acertain funtions of cpoint can be used)
10 picked_caught (being caught, weapon will drop, can be hit by team members aprt from those holding a weapon)
11 injured
12 falling (weapons will drop¡Awill fall when oppent's itr's fall is greater than 60)
13 ice (can be attacked by team mates¡Athere will be a reduction of 10hp after hitting the ground¡Afall immediately after 1 hit¡Awhen linked to other states broken ice will appear)
14 lying (computer will walk away from you)
15 (normal actions, nth special)
16 injured (will be caught by walking frames with kind:1 in itr)
17 weapon_drink (will drain id: 122&123's milk and beer's hp)
18 fire (can harm your team mates¡Aeffect:21,22 can't burn your team mates¡Awon't be burnt by effect:20,21¡A
won't be burnt by state: 19+itr: kind:0's effect:2)
19 burn_run (Firen's Blaze, won't be burnt by effect:20,21¡Acan move on the z axis)
100 [Louis's thunder punch (run+J+A), when landing on the ground, it goes to frame94]
301 (Deep's Dashing Strafe, can move on the z axis)
400 (teleport to your nearest enemy with a distance of 120 units)
401 (teleport to your furthest team mate with a distance of 60units)
500 transform (if you haven't transformed yet¡Ait will jump to frame 0)
501 transform (if you have transformed already¡Atransform back to your previous character)
1700 heal_self (increase the healing of your hp¡Athe red hp bar will flash)
9995 (transform to LouisEX[only suitable for type:0])
9996 (make id: 217,218 louis_armour appear)
9997 etc(shadowless¡Apic can be seen in the whole screen)
9998 (dissapear)
9999 broken_weapon
8000 + a number¡Atransform to the character of id: the number that u put in
states for balls and weapons
1000 (in_the_sky)when speed is greater than 10¡Ait goes to frame 40(type: 4, 6)
1001 (on_hand)
1002 (throwing)when it hits sth¡Ait goes to frames 0 ~15
¡@for type: 4, 6
¡@if the falling speed is slower than 10, it will go to frame 70
1003 (just_on_ground)
1004 (on_ground)can be picked up by itr: kind: 2, 7
2000 (in_the_sky)facing the left
2001 (on_hand)
2004 (on_ground)can be picked up by itr: kind: 2
3000 (flying)when it hits sth, it goes to frame 10
3001 (hitting)
3002 (hit)
3003 (rebounding)
3004 (disappearing)
3005 shadowless
¡@ for type: 3
¡@attacked by state: 3005¡Ait will go to frame 20
¡@attacked by itr: kind: 9 ¡Ait will go to frame 40
¡@when being attacked by other states, it won't go to other frames
3006
¡@for type: 3
¡@attacked by state: 3005, 3006, it will go to frame 20
¡@when being attacked by other states, it won't go to other frames
Add any new states that I hv left and u hv found or correct me if I am wrong (cuz I dun fully understand some of them)
ID list (in data.txt)
ids are very important... let me list some out...
1 deep's AI
2 john's AI
5 rudolf's AI, when opointed out, hp is only 10
6 louis's AI¡Ahv an armour value of 1 when not attacking¡Adoesn't prevent you from being frozen or burnt, only when hp is less than 1/3, you'll be able to use the input hit_ja
8 freeze's AI¡Awhen you hit some balls¡Athe balls would become his freezing ball when rebounded
7,8 hp less than 1/5¡Au'll become firzen when running towards each other
37 amour value of 2¡Adoesn't prevent you from being frozen or burnt
51 firzen's AI¡Aquick manna regeneration, enemies in stage mode¡Ñ2
52 julian's AI¡Aquick manna regeneration¡Aarmour value of 2¡Aprevents you from being frozen or burnt¡Awhen opointed out, hp is only 10¡Aenemies in stage mode¡Ñ3
122 when a character wpoints it¡Aand has a state: 17¡Ahp of the object decreases
123 same as 122
201 when attacking someone (type: 0 ) it will disappear
209 when being hit¡Athe balls would become freezing ball when rebounded
212 can be hit by your team mates (apart from id:212)
213 when hitting some balls¡Athe balls would become freezing ball when rebounded
214 after attacking someone (type: 0 )¡Athe ball's hp¡÷0
223,224 shadowless¡Awhen opointed out (even with state: 3000 ), can't move along the z axis
Feel free to add more if you know anymore.
Marshall: cpoint is rather complicated... but DarkLord's (XIII) guide will probably help you a lot~
grabbing
u can use references from louis r-catch frames
itr:
kind: 3 etc etc
itr_end:
this gives an immediate grabbing (meaning it dun need the enemies to go into a
pain of dance mode to grab them)
calculate the x: y: w: h: so that ur touch would hit them
(u cant grab multi enemies at a goal)
catchingact: (frame number) (frame number)
this is what frames would ur char goes to once ur char does the catching
(the first one is catching the front of ur enemy)
(the second one is catching the back of your enemy)
caughtact: (frame number) (frame number)
this is what frame ur enemy char goes to once he gets caught (please note that
the enemy char frames need a cpoint so the catching would be linked)
(the first one is catching the front of ur enemy)
(the second one is catching the back of your enemy)
(check out picked_caught frames of any char for the info)
more into catch point
cpoint:
kind: 1 x: 64 y: 38
injury: 15 vaction: 132 throwvz: -842150451 hurtable: 1
throwinjury: -842150451 decrease: 3
cpoint_end:
cpoint found on the char who do the itr_kind: 3
vaction: - the frame action the enemy is activated
aaction: (not found on this but I dun mind explaining more) the frame number
it goes to once hit the A button
throwvz,throwinjury?? (dunno what it is for, for this frame)
injury: do damage while grabbing (works with state: 9 only)
taction: (not found on this but I dun mind explaining more) the frame number
it goes to once u throw the enemy
decrease: 3, -7 etc
I only use decrease 3 and -7
they both had an effect of what happen to the enemy once the catch duration
use up
3 would make the enemy goes to the jump frame 211
-7 would make the enemy goes to the falling frame 181
throwvx (not found on this) the throw distance of the x-axis
throwvy (not found on this) the throw distance of the y-axis
throwinjury (the damage do on throwing, if the enemy hit the fall the enemy
char would take that amount of damage)
references
frame 120 of any chars (for catching and attacking)
frame 232 of any chars (for throwing)
louis c-throw frames
BBA: I want to increase the endurance of some characters, but not to have some other character's characteristics(eg: I want loise to have a higher endurance: make him can take over 2 hits while he is still standing perfectly still. so I don't want to change him in to Juian but I want him to be able to take a lot of punches or kicks or energy attacks).
XIII: Louis- high endurance? 3 ways...
Easy - in data.txt change Louis ID (6) to Julian ID (52), or knight ID (37)
side effect, Louis wont be selected in random
Medium - change every frame with state 3 to state 7. It can also work with the way i mention above.
Extremely Hard.
Take my LF2 ADV as reference (too lazy to explain in details) look for my John standing/walking/frame logic. There is certain walking/runing/standing frames that he will produce this magical effect thingy (its for looks only) Anyway, for this frames simply remove all the opoint. The copy the frames into your Louis.dat (and makes sure you make changes to it so everythign works well) Now change the state with those Opoint to state: 7, your character will have a mini armour. Now change all other state with state: 3 to state: 7
The highest armour u get
6 times endurance
by combining way all 3 ways together...
This was taken from the official forums. Since we need to evolve I posted it here as well (only some parts)
Marshall: here is the State list by gjp4yo and translated by me
0 standing (can freely press any button, when in air it will go to frame 212)
1 walking (can freely press any button)
2 running
3 attack (u r attacking, the computer will use defence against you)
4 jump (can press > or < when in the air)
5 dash ( when dvx:0, can press > or <)
6 rowing (the rolling action when u press D while running, will go to frame 215)
7 defend (defence of the bdy in the forward direction¡Aafter being hit, u'll still complete the frame)
8 broken_defend
9 catching (only in this state¡Acertain funtions of cpoint can be used)
10 picked_caught (being caught, weapon will drop, can be hit by team members aprt from those holding a weapon)
11 injured
12 falling (weapons will drop¡Awill fall when oppent's itr's fall is greater than 60)
13 ice (can be attacked by team mates¡Athere will be a reduction of 10hp after hitting the ground¡Afall immediately after 1 hit¡Awhen linked to other states broken ice will appear)
14 lying (computer will walk away from you)
15 (normal actions, nth special)
16 injured (will be caught by walking frames with kind:1 in itr)
17 weapon_drink (will drain id: 122&123's milk and beer's hp)
18 fire (can harm your team mates¡Aeffect:21,22 can't burn your team mates¡Awon't be burnt by effect:20,21¡A
won't be burnt by state: 19+itr: kind:0's effect:2)
19 burn_run (Firen's Blaze, won't be burnt by effect:20,21¡Acan move on the z axis)
100 [Louis's thunder punch (run+J+A), when landing on the ground, it goes to frame94]
301 (Deep's Dashing Strafe, can move on the z axis)
400 (teleport to your nearest enemy with a distance of 120 units)
401 (teleport to your furthest team mate with a distance of 60units)
500 transform (if you haven't transformed yet¡Ait will jump to frame 0)
501 transform (if you have transformed already¡Atransform back to your previous character)
1700 heal_self (increase the healing of your hp¡Athe red hp bar will flash)
9995 (transform to LouisEX[only suitable for type:0])
9996 (make id: 217,218 louis_armour appear)
9997 etc(shadowless¡Apic can be seen in the whole screen)
9998 (dissapear)
9999 broken_weapon
8000 + a number¡Atransform to the character of id: the number that u put in
states for balls and weapons
1000 (in_the_sky)when speed is greater than 10¡Ait goes to frame 40(type: 4, 6)
1001 (on_hand)
1002 (throwing)when it hits sth¡Ait goes to frames 0 ~15
¡@for type: 4, 6
¡@if the falling speed is slower than 10, it will go to frame 70
1003 (just_on_ground)
1004 (on_ground)can be picked up by itr: kind: 2, 7
2000 (in_the_sky)facing the left
2001 (on_hand)
2004 (on_ground)can be picked up by itr: kind: 2
3000 (flying)when it hits sth, it goes to frame 10
3001 (hitting)
3002 (hit)
3003 (rebounding)
3004 (disappearing)
3005 shadowless
¡@ for type: 3
¡@attacked by state: 3005¡Ait will go to frame 20
¡@attacked by itr: kind: 9 ¡Ait will go to frame 40
¡@when being attacked by other states, it won't go to other frames
3006
¡@for type: 3
¡@attacked by state: 3005, 3006, it will go to frame 20
¡@when being attacked by other states, it won't go to other frames
Add any new states that I hv left and u hv found or correct me if I am wrong (cuz I dun fully understand some of them)
ID list (in data.txt)
ids are very important... let me list some out...
1 deep's AI
2 john's AI
5 rudolf's AI, when opointed out, hp is only 10
6 louis's AI¡Ahv an armour value of 1 when not attacking¡Adoesn't prevent you from being frozen or burnt, only when hp is less than 1/3, you'll be able to use the input hit_ja
8 freeze's AI¡Awhen you hit some balls¡Athe balls would become his freezing ball when rebounded
7,8 hp less than 1/5¡Au'll become firzen when running towards each other
37 amour value of 2¡Adoesn't prevent you from being frozen or burnt
51 firzen's AI¡Aquick manna regeneration, enemies in stage mode¡Ñ2
52 julian's AI¡Aquick manna regeneration¡Aarmour value of 2¡Aprevents you from being frozen or burnt¡Awhen opointed out, hp is only 10¡Aenemies in stage mode¡Ñ3
122 when a character wpoints it¡Aand has a state: 17¡Ahp of the object decreases
123 same as 122
201 when attacking someone (type: 0 ) it will disappear
209 when being hit¡Athe balls would become freezing ball when rebounded
212 can be hit by your team mates (apart from id:212)
213 when hitting some balls¡Athe balls would become freezing ball when rebounded
214 after attacking someone (type: 0 )¡Athe ball's hp¡÷0
223,224 shadowless¡Awhen opointed out (even with state: 3000 ), can't move along the z axis
Feel free to add more if you know anymore.
Marshall: cpoint is rather complicated... but DarkLord's (XIII) guide will probably help you a lot~
grabbing
u can use references from louis r-catch frames
itr:
kind: 3 etc etc
itr_end:
this gives an immediate grabbing (meaning it dun need the enemies to go into a
pain of dance mode to grab them)
calculate the x: y: w: h: so that ur touch would hit them
(u cant grab multi enemies at a goal)
catchingact: (frame number) (frame number)
this is what frames would ur char goes to once ur char does the catching
(the first one is catching the front of ur enemy)
(the second one is catching the back of your enemy)
caughtact: (frame number) (frame number)
this is what frame ur enemy char goes to once he gets caught (please note that
the enemy char frames need a cpoint so the catching would be linked)
(the first one is catching the front of ur enemy)
(the second one is catching the back of your enemy)
(check out picked_caught frames of any char for the info)
more into catch point
cpoint:
kind: 1 x: 64 y: 38
injury: 15 vaction: 132 throwvz: -842150451 hurtable: 1
throwinjury: -842150451 decrease: 3
cpoint_end:
cpoint found on the char who do the itr_kind: 3
vaction: - the frame action the enemy is activated
aaction: (not found on this but I dun mind explaining more) the frame number
it goes to once hit the A button
throwvz,throwinjury?? (dunno what it is for, for this frame)
injury: do damage while grabbing (works with state: 9 only)
taction: (not found on this but I dun mind explaining more) the frame number
it goes to once u throw the enemy
decrease: 3, -7 etc
I only use decrease 3 and -7
they both had an effect of what happen to the enemy once the catch duration
use up
3 would make the enemy goes to the jump frame 211
-7 would make the enemy goes to the falling frame 181
throwvx (not found on this) the throw distance of the x-axis
throwvy (not found on this) the throw distance of the y-axis
throwinjury (the damage do on throwing, if the enemy hit the fall the enemy
char would take that amount of damage)
references
frame 120 of any chars (for catching and attacking)
frame 232 of any chars (for throwing)
louis c-throw frames
BBA: I want to increase the endurance of some characters, but not to have some other character's characteristics(eg: I want loise to have a higher endurance: make him can take over 2 hits while he is still standing perfectly still. so I don't want to change him in to Juian but I want him to be able to take a lot of punches or kicks or energy attacks).
XIII: Louis- high endurance? 3 ways...
Easy - in data.txt change Louis ID (6) to Julian ID (52), or knight ID (37)
side effect, Louis wont be selected in random
Medium - change every frame with state 3 to state 7. It can also work with the way i mention above.
Extremely Hard.
Take my LF2 ADV as reference (too lazy to explain in details) look for my John standing/walking/frame logic. There is certain walking/runing/standing frames that he will produce this magical effect thingy (its for looks only) Anyway, for this frames simply remove all the opoint. The copy the frames into your Louis.dat (and makes sure you make changes to it so everythign works well) Now change the state with those Opoint to state: 7, your character will have a mini armour. Now change all other state with state: 3 to state: 7
The highest armour u get
6 times endurance
by combining way all 3 ways together...
This was taken from the official forums. Since we need to evolve I posted it here as well (only some parts)