Datachanging Dennis_S want no shadow
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Datachanging Dennis_S want no shadow
Does anyone know original LF2 and Datachanging
id: 2000 type: 3 file: sprite\s_dennis\heal.dat
id: 2077 type: 3 file: sprite\s_dennis\davis_ball2.dat
id: 232 type: 3 file: sprite\s_dennis\S-Dennis\s-dennis_wind.dat
id: 19 type: 0 file: sprite\s_dennis\S-DennisEX\s-dennisEX.dat
id: 2122 type: 3 file: sprite\s_dennis\S-DennisEX\freeze_col_and_freeze_ww.dat
id: 350 type: 3 file: sprite\s_dennis\S-DennisEX\supermove.dat
id: 398 type: 3 file: sprite\s_dennis\S-DennisEX\supermove_1_and_2.dat
id: 503 type: 3 file: sprite\s_dennis\S-DennisEX\Dennis_Reviver_ball.dat #char_ball
id: 997 type: 3 file: sprite\s_dennis\S-DennisEX\Revive.dat
opoint. "oid: 233".
There is no "id: 233 type: 3 file: ..."
"action: 0". Ball ID have "<frame> 0"?
If no, action is wrong.
My Reply:
I'm missing the frames and data lines for this action is that what you mean!
how can I get these
How can I activate this with no shadow this Gif is from S-LF2
How can I activate this with no shadow this Gif is from S-LF2
How can I activate this with no shadow this Gif is from S-LF2
the freezing problem
any feedback is welcome or if you can help me plz PM me
I've been trying to do the datachanging!!
- 2/4) Shadows on Floor:
[code=dc]<frame> 248 super_arrow
pic: 38 state: 3 wait: 1 next: 249 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\020.wav
opoint:
kind: 1 x: 95 y: 41 action: 0 dvx: 50 dvy: 0 oid: 233 facing: 30
opoint_end:
wpoint:
kind: 1 x: 39 y: 48 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 12 w: 27 h: 68
bdy_end:
<frame_end>
[/code]
id: 2000 type: 3 file: sprite\s_dennis\heal.dat
id: 2077 type: 3 file: sprite\s_dennis\davis_ball2.dat
id: 232 type: 3 file: sprite\s_dennis\S-Dennis\s-dennis_wind.dat
id: 19 type: 0 file: sprite\s_dennis\S-DennisEX\s-dennisEX.dat
id: 2122 type: 3 file: sprite\s_dennis\S-DennisEX\freeze_col_and_freeze_ww.dat
id: 350 type: 3 file: sprite\s_dennis\S-DennisEX\supermove.dat
id: 398 type: 3 file: sprite\s_dennis\S-DennisEX\supermove_1_and_2.dat
id: 503 type: 3 file: sprite\s_dennis\S-DennisEX\Dennis_Reviver_ball.dat #char_ball
id: 997 type: 3 file: sprite\s_dennis\S-DennisEX\Revive.dat
opoint. "oid: 233".
There is no "id: 233 type: 3 file: ..."
"action: 0". Ball ID have "<frame> 0"?
If no, action is wrong.
My Reply:
I'm missing the frames and data lines for this action is that what you mean!
how can I get these
How can I activate this with no shadow this Gif is from S-LF2
How can I activate this with no shadow this Gif is from S-LF2
How can I activate this with no shadow this Gif is from S-LF2
the freezing problem
any feedback is welcome or if you can help me plz PM me
I've been trying to do the datachanging!!
Izaak- Health : 5
Country :
Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
If you have the data files for those moves mentioned above, which I assume you do, then you have a couple of methods.
First, if Shadow is a big concern, HEX edit the LF2 exe file, and remove all the shadows entirely. Easiest fix, if it's such a problem.
Second, change the attack or object state to 3005. Trouble with this one is, that it if applied on a ball move, it would destroy any other ball or object on contact.
Third, change the oid of the object or ball move to id:223 or id:224. However, the ball would not be capable of moving on a z-axis.
First, if Shadow is a big concern, HEX edit the LF2 exe file, and remove all the shadows entirely. Easiest fix, if it's such a problem.
Second, change the attack or object state to 3005. Trouble with this one is, that it if applied on a ball move, it would destroy any other ball or object on contact.
Third, change the oid of the object or ball move to id:223 or id:224. However, the ball would not be capable of moving on a z-axis.
Re: Datachanging Dennis_S want no shadow
I mean like the sprites don't show when I activate specials do you know what I mean
Idk whats Hex edit is and I'm just getting started in learning data changing
I'm trying to understand what you mean on these two
Second, change the attack or object state to 3005. Trouble with this one is, that it if applied on a ball move, it would destroy any other ball or object on contact.
Third, change the oid of the object or ball move to id:223 or id:224. However, the ball would not be capable of moving on a z-axis.
and yeah Idk where to find the ball move as you are saying or anything as you were saying which area?
sorry for being new at this!!
Idk whats Hex edit is and I'm just getting started in learning data changing
I'm trying to understand what you mean on these two
Second, change the attack or object state to 3005. Trouble with this one is, that it if applied on a ball move, it would destroy any other ball or object on contact.
Third, change the oid of the object or ball move to id:223 or id:224. However, the ball would not be capable of moving on a z-axis.
and yeah Idk where to find the ball move as you are saying or anything as you were saying which area?
sorry for being new at this!!
Izaak- Health : 5
Country :
Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
Missing the sprites? As in the effect sprites? (Whirlwind, Ice Blocks, etc)
HEX is like data changing, but you don't code a ".DAT" file, you simply tinker with the ".EXE" file. If you want to change the image resources (like the Menu layout, Color schemes, .EXE file icon, etc.), then you can use "Resource Editor" (http://www.resedit.net/) for such.
If you chance a frame state to 3005, then during gameplay, if two balls or objects collide, then the state 3005 ball would destroy the other.
Example: If you DC Julian's "Soul Bomb" ball move by changing the "Soul Bomb"'s FRAME' STATES to 3005, then that ball-move would be indestructible. During gameplay, if say, the MODIFIED "Soul Bomb" collides with a REGULAR "Soul Bomb", then the REGULAR "Soul Bomb" would explode, whilst the MODIFIED "Soul Bomb" would carry on forward unexploded.
If you change a move data line to "id:223" or id:224", then that move would lose it's shadow (which appears at the bottom of every single object during gameplay), but would also loose its ability to move on a Z-axis.
Example: Let us examine the "Eye Laser" move for Bat. Its data line is: "id: 224 type: 3 file: data\bat_ball.dat". It has an "id:224". When you perform the "Eye Laser", Bat would only be limited to shooting Lasers forward. If you hold down UP/DOWN buttons, he will not shoot on a Z-axis, because of the "id:224". The same applies to "id:223", and Firzen's "Cannon" move has a data line of "id: 223 type: 3 file: data\firzen_ball.dat". If you perform Firzen's "Cannon" move, he would only be able to shoot forward. He can not shoot diagonally.
However, changing a data id to "id:223/224" means you would have to DC the character's main .dat file and change that corresponding character's move' "oid" to "223/224".
Example: We will take Dennis "Chasing Blast" as reference. I will highlight the "oid" in the data line and in the "Dennis.dat" file.
"id: 215 type: 3 file: data\dennis_chasing.dat"
<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>
The oid part of an opoint references the id-number of the object that is created. Because you changed the id-numbers of the attacks in data.txt, you also must change the "oid"'s in the dat.-files.
I hope it was straight forward. It is a bit difficult to explain.
Write up if need help.
HEX is like data changing, but you don't code a ".DAT" file, you simply tinker with the ".EXE" file. If you want to change the image resources (like the Menu layout, Color schemes, .EXE file icon, etc.), then you can use "Resource Editor" (http://www.resedit.net/) for such.
If you chance a frame state to 3005, then during gameplay, if two balls or objects collide, then the state 3005 ball would destroy the other.
Example: If you DC Julian's "Soul Bomb" ball move by changing the "Soul Bomb"'s FRAME' STATES to 3005, then that ball-move would be indestructible. During gameplay, if say, the MODIFIED "Soul Bomb" collides with a REGULAR "Soul Bomb", then the REGULAR "Soul Bomb" would explode, whilst the MODIFIED "Soul Bomb" would carry on forward unexploded.
If you change a move data line to "id:223" or id:224", then that move would lose it's shadow (which appears at the bottom of every single object during gameplay), but would also loose its ability to move on a Z-axis.
Example: Let us examine the "Eye Laser" move for Bat. Its data line is: "id: 224 type: 3 file: data\bat_ball.dat". It has an "id:224". When you perform the "Eye Laser", Bat would only be limited to shooting Lasers forward. If you hold down UP/DOWN buttons, he will not shoot on a Z-axis, because of the "id:224". The same applies to "id:223", and Firzen's "Cannon" move has a data line of "id: 223 type: 3 file: data\firzen_ball.dat". If you perform Firzen's "Cannon" move, he would only be able to shoot forward. He can not shoot diagonally.
However, changing a data id to "id:223/224" means you would have to DC the character's main .dat file and change that corresponding character's move' "oid" to "223/224".
Example: We will take Dennis "Chasing Blast" as reference. I will highlight the "oid" in the data line and in the "Dennis.dat" file.
"id: 215 type: 3 file: data\dennis_chasing.dat"
<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>
The oid part of an opoint references the id-number of the object that is created. Because you changed the id-numbers of the attacks in data.txt, you also must change the "oid"'s in the dat.-files.
I hope it was straight forward. It is a bit difficult to explain.
Write up if need help.
Re: Datachanging Dennis_S want no shadow
Heres my folder Idk which frame of the data is which for the specials attacks
https://www.sendspace.com/file/gcuhj6
Hope we can make it look like exactly like this
how can I get these
How can I activate this with no shadow this Gif is from S-LF2
How can I activate this with no shadow this Gif is from S-LF2
How can I activate this with no shadow this Gif is from S-LF2
the freezing problem
maybe if you can fix this and show me the problem in post so I can learn more better in data changing
I'm a noob and just getting started
https://www.sendspace.com/file/gcuhj6
Hope we can make it look like exactly like this
how can I get these
How can I activate this with no shadow this Gif is from S-LF2
How can I activate this with no shadow this Gif is from S-LF2
How can I activate this with no shadow this Gif is from S-LF2
the freezing problem
maybe if you can fix this and show me the problem in post so I can learn more better in data changing
I'm a noob and just getting started
Izaak- Health : 5
Country :
Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
One simple way to know which move represents what in the dat and data files, is to know the button combinations for each move and the their id codes.
There are a few things I want to get straight before I look into it.
Can you tell me what are each moves (the GIFS) called based on their readme.txt names? Just the ones that are in the GIFS above are the ones I'm interested in.
the techniques
are for S-Dennis is
D^A one step to transform it
freezes enemies around you in a
small battle field then
DJA to transform to S-DennisEX
and this after the step D>J
hellmove kicker with jans chase
DvA one kick attack same as
super attack when running
D>A S-Dennis Wind
D^J Teleport to enemie
DvJ Run and grab a enemie
D>J wirlwind kick
DJA Leap attack
------------------------------------
the Techniques for S-DennisEX are
D^A small step to hell move hurricane
then DJA hell move hurricane
D>A Wind attack of some sort
DvA several ball attack
D>J fast wirlwind kick
DJA transform back
I don't really want to go through the hassle of installing him just to know which move is which
I have a rough idea what is what, but I just want to confirm them
There are a few things I want to get straight before I look into it.
Can you tell me what are each moves (the GIFS) called based on their readme.txt names? Just the ones that are in the GIFS above are the ones I'm interested in.
the techniques
are for S-Dennis is
D^A one step to transform it
freezes enemies around you in a
small battle field then
DJA to transform to S-DennisEX
and this after the step D>J
hellmove kicker with jans chase
DvA one kick attack same as
super attack when running
D>A S-Dennis Wind
D^J Teleport to enemie
DvJ Run and grab a enemie
D>J wirlwind kick
DJA Leap attack
------------------------------------
the Techniques for S-DennisEX are
D^A small step to hell move hurricane
then DJA hell move hurricane
D>A Wind attack of some sort
DvA several ball attack
D>J fast wirlwind kick
DJA transform back
I don't really want to go through the hassle of installing him just to know which move is which
I have a rough idea what is what, but I just want to confirm them
Re: Datachanging Dennis_S want no shadow
This is what I got so far can't find the right translation
±j¤ÆS-Dennis > I gave him hitting fast technique when grabbing
**¶W¦B¤Ä»L-------------------------------------DJA(A...)
***´H¦Bµ¾ªÅ±þ-------------------------------- D^A+D>J
±j¤ÆS-DennisEX > I gave him a edit like drinking milk move and reviving dead body move which I had help with
***¦B·¸U¤b±þ---------------------------------D^A+DJA
Idk if this can help out this is all I have
can this work?
±j¤ÆS-Dennis > I gave him hitting fast technique when grabbing
**¶W¦B¤Ä»L-------------------------------------DJA(A...)
***´H¦Bµ¾ªÅ±þ-------------------------------- D^A+D>J
±j¤ÆS-DennisEX > I gave him a edit like drinking milk move and reviving dead body move which I had help with
***¦B·¸U¤b±þ---------------------------------D^A+DJA
Idk if this can help out this is all I have
can this work?
Izaak- Health : 5
Country :
Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
So you need the dat frames for those moves correct?
If so, i will look into that tomorrow. Can't do it right now. Only have enough time to type this post. XD
If so, i will look into that tomorrow. Can't do it right now. Only have enough time to type this post. XD
Re: Datachanging Dennis_S want no shadow
Ok thanks for the help I wish to be a experience data changer and also make lf2
Btw how did you get experience to be a data changer?
Btw how did you get experience to be a data changer?
Izaak- Health : 5
Country :
Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
Many years of experience. Around 14 or so to be exact. XD
ES-DENNIS Moves:
ES-DENISSEX Moves:
That should cover those moves up, according to the inputs you have given me.
Write up if anything happens or if need help.
Note: Remember, if you are implanting these moves for another character, you will need to change a couple of things such as the #pic, #oid, #next (If you are to change the frame numbers themselves), #X;Y;W;H, #opoints, #itr, #kind, etc.- I am sure you get the picture.
ES-DENNIS Moves:
- DJA(+A):
<frame> 332 die_singlong
sound: data/100.wav
pic: 66 state: 3 wait: 1 next: 333 dvx: 3 dvy: -9 dvz: 0 centerx: 30 centery: 76 hit_a: 0 hit_d: 0 hit_j: 0 mp: 2080
wpoint:
kind: 1 x: 31 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 333 die_singlong
pic: 66 state: 3 wait: 1 next: 334 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 37 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 10 y: 3 w: 72 h: 75 dvx: 0 dvy: -13 fall: 70 vrest: 4 bdefend: 150 injury: 40 effect: 3
itr_end:
<frame_end>
<frame> 333 die_singlong
pic: 66 state: 3 wait: 1 next: 335 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 81 hit_a: 0 hit_d: 0 hit_j: 0 mp: 75
opoint:
kind: 1 x: 95 y: 44 action: 100 dvx: 0 dvy: 0 oid: 207 facing: 0
opoint_end:
wpoint:
kind: 1 x: 36 y: 42 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 13 y: -1 w: 67 h: 80 dvx: 0 dvy: -11 fall: 70 vrest: 4 bdefend: 150 injury: 20 effect: 3
itr_end:
<frame_end>
<frame> 335 die_singlong
pic: 66 state: 3 wait: 1 next: 336 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 95 y: 44 action: 100 dvx: 0 dvy: 0 oid: 207 facing: 0
opoint_end:
wpoint:
kind: 1 x: 41 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 11 y: -2 w: 63 h: 80 dvx: 0 dvy: -9 fall: 70 vrest: 4 bdefend: 150 injury: 20 effect: 3
itr_end:
<frame_end>
<frame> 336 die_singlong
pic: 66 state: 3 wait: 2 next: 337 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 81 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 95 y: 44 action: 100 dvx: 0 dvy: 0 oid: 207 facing: 0
opoint_end:
wpoint:
kind: 1 x: 45 y: 39 weaponact: 28 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 19 y: 1 w: 61 h: 80 dvx: 10 dvy: -11 fall: 70 vrest: 4 bdefend: 150 injury: 20 effect: 3
itr_end:
<frame_end>
<frame> 337 die_singlong
pic: 65 state: 3 wait: 2 next: 338 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 75 hit_a: 332 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 42 y: 36 weaponact: 27 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 338 die_singlong
pic: 65 state: 3 wait: 3 next: 339 dvx: 0 dvy: 0 dvz: 0 centerx: 29 centery: 74 hit_a: 332 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 30 y: 35 weaponact: 29 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 339 die_singlong
pic: 65 state: 3 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 29 centery: 73 hit_a: 332 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 36 y: 37 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 357 ???
pic: 181 state: 18 wait: 1 next: 358 dvx: 50 dvy: 0 dvz: 0 centerx: 32 centery: 74 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\055.wav
opoint:
kind: 1 x: 80 y: 46 action: 100 dvx: 30 dvy: 0 oid: 209 facing: 31
opoint_end:
wpoint:
kind: 1 x: 43 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 358 ???
pic: 181 state: 3 wait: 0 next: 359 dvx: 50 dvy: 0 dvz: 3 centerx: 83 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
sound: sprite\s_dennis\104.wav
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 50 y: 20 w: 100 h: 40 dvx: 30 dvy: -4 fall: 70 vrest: 8 bdefend: 100 injury: 58 effect: 3 zwidth: 35
itr_end:
<frame_end>
<frame> 359 ???
pic: 182 state: 3 wait: 0 next: 360 dvx: 50 dvy: 0 dvz: 4 centerx: 83 centery: 90 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 80 y: 46 action: 100 dvx: 30 dvy: 0 oid: 209 facing: 31
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 20 y: 20 w: 145 h: 45 dvx: 30 dvy: -4 fall: 70 vrest: 8 bdefend: 100 injury: 62 effect: 3 zwidth: 40
itr_end:
<frame_end>
<frame> 360 ???
pic: 181 state: 3 wait: 0 next: 361 dvx: 50 dvy: 0 dvz: 5 centerx: 83 centery: 90 hit_a: 0 hit_d: 363 hit_j: 362 mp: -10
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 5 bdefend: 100 injury: 66 effect: 3 zwidth: 45
itr_end:
<frame_end>
<frame> 361 ???
pic: 182 state: 3 wait: 0 next: 360 dvx: 50 dvy: 0 dvz: 5 centerx: 83 centery: 90 hit_a: 0 hit_d: 363 hit_j: 362
opoint:
kind: 1 x: 80 y: 46 action: 100 dvx: 30 dvy: 0 oid: 209 facing: 31
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 5 bdefend: 100 injury: 66 effect: 3 zwidth: 45
itr_end:
<frame_end>
<frame> 362 ???
pic: 181 state: 3 wait: 0 next: -360 dvx: 50 dvy: 0 dvz: 4 centerx: 83 centery: 90 hit_a: 0 hit_d: 0 hit_j: 0
sound: sprite\s_dennis\104.wav
opoint:
kind: 1 x: 80 y: 46 action: 100 dvx: 30 dvy: 0 oid: 209 facing: 31
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 20 y: 20 w: 145 h: 45 dvx: 30 dvy: -4 fall: 70 vrest: 8 bdefend: 100 injury: 62 effect: 3 zwidth: 40
itr_end:
<frame_end>
<frame> 363 ???
pic: 182 state: 3 wait: 0 next: 364 dvx: 0 dvy: 0 dvz: 5 centerx: 83 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 80 y: 46 action: 100 dvx: 30 dvy: 0 oid: 209 facing: 31
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 5 bdefend: 100 injury: 66 effect: 3 zwidth: 45
itr_end:
<frame_end>
<frame> 364 ???
pic: 181 state: 3 wait: 0 next: 365 dvx: 0 dvy: 0 dvz: 5 centerx: 83 centery: 74 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 80 y: 46 action: 100 dvx: 30 dvy: 0 oid: 209 facing: 31
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 6 bdefend: 100 injury: 66 effect: 3 zwidth: 45
itr_end:
<frame_end>
<frame> 365 ???
pic: 182 state: 3 wait: 3 next: 366 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 66 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 80 y: 46 action: 100 dvx: 30 dvy: 0 oid: 209 facing: 31
opoint_end:
wpoint:
kind: 1 x: 43 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 6 bdefend: 100 injury: 36 effect: 3 zwidth: 45
itr_end:
<frame_end>
<frame> 366 ???
pic: 158 state: 3 wait: 6 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 66 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 80 y: 46 action: 100 dvx: 30 dvy: 0 oid: 209 facing: 31
opoint_end:
wpoint:
kind: 1 x: 43 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 6 bdefend: 100 injury: 36 effect: 3 zwidth: 45
itr_end:
<frame_end>
OID: id: 207 type: 3 file: data\davis_ball.dat
- D^A+D>J :
- <frame> 354 many_punch
sound: data/100.wav
pic: 152 state: 3 wait: 25 next: 355 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 3100
wpoint:
kind: 1 x: 26 y: 43 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 3
itr_end:
<frame_end>
<frame> 355 many_punch
pic: 153 state: 3 wait: 3 next: 356 dvx: 1 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 28 y: 43 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 3
itr_end:
<frame_end>
<frame> 356 many_punch
pic: 154 state: 3 wait: 3 next: 357 dvx: 1 dvy: 0 dvz: 0 centerx: 22 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 27 y: 41 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 64 y: 10 w: 18 h: 68 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 3
itr_end:
itr:
kind: 0 x: -1 y: 22 w: 81 h: 25 dvx: 10 fall: 1 vrest: 7 bdefend: 16 injury: 25
itr_end:
<frame_end>
ES-DENISSEX Moves:
- D^A+DJA:
- <frame> 384 many_punch
sound: data/100.wav
pic: 17 state: 3 wait: 20 next: 385 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 5100
wpoint:
kind: 1 x: 26 y: 43 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 25
effect: 3
itr_end:
<frame_end>
<frame> 385 many_punch
pic: 63 state: 3 wait: 15 next: 386 dvx: 1 dvy: 0 dvz: 0 centerx: 24 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
opoint:
kind: 1 x: 8 y: 81 action: 150 dvx: 0 dvy: 0 oid: 212 facing: 30
opoint_end:
wpoint:
kind: 1 x: 28 y: 43 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 25
effect: 3
itr_end:
<frame_end>
<frame> 386 many_punch
pic: 63 state: 3 wait: 15 next: 387 dvx: 1 dvy: 0 dvz: 0 centerx: 22 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 8 y: 81 action: 150 dvx: 0 dvy: 0 oid: 212 facing: 30
opoint_end:
wpoint:
kind: 1 x: 27 y: 41 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 64 y: 10 w: 18 h: 68 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 25
effect: 3
itr_end:
itr:
kind: 0 x: -1 y: 22 w: 81 h: 25 dvx: 10 fall: 1 vrest: 7 bdefend: 16 injury: 25
itr_end:
<frame_end>
<frame> 387 ???
pic: 100 state: 18 wait: 1 next: 388 dvx: 50 dvy: 0 dvz: 0 centerx: 32 centery: 74 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\055.wav
opoint:
kind: 1 x: 8 y: 81 action: 180 dvx: 0 dvy: 0 oid: 212 facing: 0
opoint_end:
wpoint:
kind: 1 x: 43 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 388 ???
pic: 135 state: 3 wait: 0 next: 389 dvx: 50 dvy: 0 dvz: 3 centerx: 83 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
sound: sprite\s_dennis\104.wav
opoint:
kind: 1 x: 8 y: 81 action: 180 dvx: 0 dvy: 0 oid: 212 facing: 0
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 50 y: 20 w: 100 h: 40 dvx: 30 dvy: -4 fall: 70 vrest: 7 bdefend: 100 injury: 45 effect: 3 zwidth: 35
itr_end:
<frame_end>
<frame> 389 ???
pic: 100 state: 3 wait: 0 next: 390 dvx: 50 dvy: 0 dvz: 4 centerx: 83 centery: 90 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 8 y: 81 action: 180 dvx: 0 dvy: 0 oid: 212 facing: 0
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 20 y: 20 w: 145 h: 45 dvx: 30 dvy: -4 fall: 70 vrest: 7 bdefend: 100 injury: 45 effect: 3 zwidth: 40
itr_end:
<frame_end>
<frame> 390 ???
pic: 135 state: 3 wait: 0 next: 391 dvx: 50 dvy: 0 dvz: 5 centerx: 83 centery: 90 hit_a: 0 hit_d: 393 hit_j: 392 mp: -9
opoint:
kind: 1 x: 8 y: 81 action: 180 dvx: 0 dvy: 0 oid: 212 facing: 0
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 7 bdefend: 100 injury: 45 effect: 3 zwidth: 45
itr_end:
<frame_end>
<frame> 391 ???
pic: 100 state: 3 wait: 0 next: 390 dvx: 50 dvy: 0 dvz: 5 centerx: 83 centery: 90 hit_a: 0 hit_d: 393 hit_j: 392
opoint:
kind: 1 x: 8 y: 81 action: 180 dvx: 0 dvy: 0 oid: 212 facing: 0
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 7 bdefend: 100 injury: 45 effect: 3 zwidth: 45
itr_end:
<frame_end>
<frame> 392 ???
pic: 135 state: 3 wait: 0 next: -390 dvx: 50 dvy: 0 dvz: 4 centerx: 83 centery: 90 hit_a: 0 hit_d: 0 hit_j: 0
sound: sprite\s_dennis\104.wav
opoint:
kind: 1 x: 8 y: 81 action: 180 dvx: 0 dvy: 0 oid: 212 facing: 0
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 20 y: 20 w: 145 h: 45 dvx: 30 dvy: -4 fall: 70 vrest: 7 bdefend: 100 injury: 45 effect: 3 zwidth: 40
itr_end:
<frame_end>
<frame> 393 ???
pic: 100 state: 3 wait: 0 next: 394 dvx: 0 dvy: 0 dvz: 5 centerx: 83 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 8 y: 81 action: 180 dvx: 0 dvy: 0 oid: 212 facing: 0
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 7 bdefend: 100 injury: 45 effect: 3 zwidth: 45
itr_end:
<frame_end>
<frame> 394 ???
pic: 135 state: 3 wait: 0 next: 395 dvx: 0 dvy: 0 dvz: 5 centerx: 83 centery: 74 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 8 y: 81 action: 180 dvx: 0 dvy: 0 oid: 212 facing: 0
opoint_end:
wpoint:
kind: 1 x: 94 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 7 bdefend: 100 injury: 45 effect: 3 zwidth: 45
itr_end:
<frame_end>
<frame> 395 ???
pic: 100 state: 3 wait: 3 next: 396 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 66 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 8 y: 81 action: 180 dvx: 0 dvy: 0 oid: 212 facing: 0
opoint_end:
wpoint:
kind: 1 x: 43 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 7 bdefend: 100 injury: 45 effect: 3 zwidth: 45
itr_end:
<frame_end>
<frame> 396 ???
pic: 63 state: 3 wait: 6 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 66 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 8 y: 81 action: 180 dvx: 0 dvy: 0 oid: 212 facing: 0
opoint_end:
wpoint:
kind: 1 x: 43 y: 36 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 185 h: 80 dvx: 30 dvy: -4 fall: 70 vrest: 7 bdefend: 100 injury: 45 effect: 3 zwidth: 45
itr_end:
<frame_end>
OID: id: 212 type: 3 file: data\freeze_column.dat
That should cover those moves up, according to the inputs you have given me.
Write up if anything happens or if need help.
Note: Remember, if you are implanting these moves for another character, you will need to change a couple of things such as the #pic, #oid, #next (If you are to change the frame numbers themselves), #X;Y;W;H, #opoints, #itr, #kind, etc.- I am sure you get the picture.
Re: Datachanging Dennis_S want no shadow
This part here doesn't work D^A + D>J doesn't show sprite idk whats wrong with it
Izaak- Health : 5
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Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
This is what I got
Izaak- Health : 5
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Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
I forgot to mention you something;
You will need to add the following lines
"file(310-399)" represents what frame numbers that corresponding picture (sprites) refers to.
Sorry. I forgot about that. i was looking at the move lines so much. Forgot about the beginning. Only remembered afterwards. XD
Don't forget about the .BMP picture files as well!
You will need to add the following lines
"file(310-399)" represents what frame numbers that corresponding picture (sprites) refers to.
Sorry. I forgot about that. i was looking at the move lines so much. Forgot about the beginning. Only remembered afterwards. XD
Don't forget about the .BMP picture files as well!
Re: Datachanging Dennis_S want no shadow
sorry can you be more clear I think that action is already done
i'm thinking that this sprite here should be a separate file for the character Dennis_S
this jan_chase cause there's only one jan_chase and that is for Jan character.. but this Jan_chase is for Dennis_S sorry for the trouble how can this work I feel like my data for my character is messy..
and we have to make it look like this hope it can look like this!
theres probably unneeded files for my character like id: 2000 type: 3 file: sprite\s_dennis\heal.dat and unneeded sprites
Here's what I did if you would like to check on it
https://www.sendspace.com/file/5tivtd
i'm thinking that this sprite here should be a separate file for the character Dennis_S
this jan_chase cause there's only one jan_chase and that is for Jan character.. but this Jan_chase is for Dennis_S sorry for the trouble how can this work I feel like my data for my character is messy..
and we have to make it look like this hope it can look like this!
theres probably unneeded files for my character like id: 2000 type: 3 file: sprite\s_dennis\heal.dat and unneeded sprites
Here's what I did if you would like to check on it
https://www.sendspace.com/file/5tivtd
Izaak- Health : 5
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Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
Well, I have downloaded S-LF2 myself and played with S-Dennis, and checked out the S-Dennis chars you sent me first (not the one you just sent in your last post) in an unmodified LF2.
Results:
Now I don't know if this is supposed to update S-Dennis for S-LF2 or is an add-on char for another LF2 game. But if its the latter, then port for the Dennis' characters did a HORRIBLE job at it. The other .BMP files for the moves are missing. That is why you can't see the ice blocks and whirlwinds and so on, because you are missing the sprite files. If you add the files that you receive, then during loading, you will get a cant create art surface error. Meaning its missing some files. When I copied over the .BMP files from S-LF2, all was well.
Now, my following question to you is;
Do you want Dennis' as stand alone chars for other LF2 games?
If so, and if you want, I can make port him for you.
I have not checked your data (sorry), because the first is a mess as well.
I think the confusion came from the fact that S-LF2 has their .dat files numbered and not named (one of the most idiotic ideas ever conceived in LF2 history), there may have been some confusion.
Results:
Now I don't know if this is supposed to update S-Dennis for S-LF2 or is an add-on char for another LF2 game. But if its the latter, then port for the Dennis' characters did a HORRIBLE job at it. The other .BMP files for the moves are missing. That is why you can't see the ice blocks and whirlwinds and so on, because you are missing the sprite files. If you add the files that you receive, then during loading, you will get a cant create art surface error. Meaning its missing some files. When I copied over the .BMP files from S-LF2, all was well.
Now, my following question to you is;
Do you want Dennis' as stand alone chars for other LF2 games?
If so, and if you want, I can make port him for you.
I have not checked your data (sorry), because the first is a mess as well.
I think the confusion came from the fact that S-LF2 has their .dat files numbered and not named (one of the most idiotic ideas ever conceived in LF2 history), there may have been some confusion.
Re: Datachanging Dennis_S want no shadow
the reply to this?
Now, my following question to you is;
Do you want Dennis' as stand alone chars for other LF2 games?
If so, and if you want, I can make port him for you.
yeah I do it's to add it for another lf2 game and yeah there seems to be some confusion
Now, my following question to you is;
Do you want Dennis' as stand alone chars for other LF2 games?
If so, and if you want, I can make port him for you.
yeah I do it's to add it for another lf2 game and yeah there seems to be some confusion
Izaak- Health : 5
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Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
Alright. I will port him directly from S-LF2 if that is okay with you. Or do you want those upgraded move-set you first sent me? (The one with the readme text file made by you, as I recall)
Re: Datachanging Dennis_S want no shadow
I want the upgraded move-set
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Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
Got another question regarding to your edited S-Dennis:
What are those two frames for? And what is the "id:269" referring to? I can't find such id in your readme nor in the S-LF2 data text?
So far, everything is going well. I narrowed down the missing files and incorrect dat files. I just have S-DennisEX left. ;D
So things aren't go so great now as I am trying to remove the immune to ice and fix his D^A+D>J kick attack.
Apparently, the whole dat file is glitched up. I am going to have to resheet him, reorganize his spritesheets, because well, it's just shit. Sorry XD
I have made all other moves work flawlessly, however that D^A+D>J kick attack is still a big mystery to me. No matter what I did, it didn't do squat. There is a way to make it work properly, and you can read that below soon enough.
The frame #'s are all messy. The frame headers at the top are all crap.
I mean, wtf is this :
file(0-69): sprite\s_dennis\S-Dennis\s-dennis_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\s_dennis\S-Dennis\s-dennis_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\s_dennis\S-Dennis\s-dennis_0.bmp w: 79 h: 79 row: 10 col: 7 ???
file(210-279): sprite\s_dennis\S-Dennis\s-dennis_1.bmp w: 79 h: 79 row: 10 col: 7 ???
file(310-378): sprite\s_dennis\S-Dennis\dennis_spr.bmp w: 79 h: 79 row: 10 col: 7
I know the original is like that as well. I have been comparing endlessly, going through line to line.
In S-LF2, the glitches are present as well, actually.
When you perform the D^A+D>J kick attack, it wont work properly, as you have shown in your gifs. HOWEVER, if you do D^A+DJA transformation first, press DJA to revert back THEN perform the D^A+D>J kick attack, it will work properly.....
I have never faced such trivial man-made mistakes before in LF2 .___.'
So, in a nutshell, I may need more time than initially thought. lol
What are those two frames for? And what is the "id:269" referring to? I can't find such id in your readme nor in the S-LF2 data text?
- FRAME 377-378:
- <frame> 377 staRTIN_SWORD
pic: 77 state: 7 wait: 6 next: 146 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 200
sound: data\045.wav
wpoint:
kind: 1 x: 30 y: 42 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 378 staRTIN_SWORD_end
pic: 70 state: 7 wait: 10 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: -20 y: -47 weaponact: 100 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
opoint:
kind: 2 x: -20 y: -47 action: 100 dvx: 0 dvy: 0 oid: 269 facing: 0
opoint_end:
<frame_end>
So things aren't go so great now as I am trying to remove the immune to ice and fix his D^A+D>J kick attack.
Apparently, the whole dat file is glitched up. I am going to have to resheet him, reorganize his spritesheets, because well, it's just shit. Sorry XD
I have made all other moves work flawlessly, however that D^A+D>J kick attack is still a big mystery to me. No matter what I did, it didn't do squat. There is a way to make it work properly, and you can read that below soon enough.
The frame #'s are all messy. The frame headers at the top are all crap.
I mean, wtf is this :
file(0-69): sprite\s_dennis\S-Dennis\s-dennis_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\s_dennis\S-Dennis\s-dennis_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\s_dennis\S-Dennis\s-dennis_0.bmp w: 79 h: 79 row: 10 col: 7 ???
file(210-279): sprite\s_dennis\S-Dennis\s-dennis_1.bmp w: 79 h: 79 row: 10 col: 7 ???
file(310-378): sprite\s_dennis\S-Dennis\dennis_spr.bmp w: 79 h: 79 row: 10 col: 7
I know the original is like that as well. I have been comparing endlessly, going through line to line.
In S-LF2, the glitches are present as well, actually.
When you perform the D^A+D>J kick attack, it wont work properly, as you have shown in your gifs. HOWEVER, if you do D^A+DJA transformation first, press DJA to revert back THEN perform the D^A+D>J kick attack, it will work properly.....
I have never faced such trivial man-made mistakes before in LF2 .___.'
So, in a nutshell, I may need more time than initially thought. lol
Re: Datachanging Dennis_S want no shadow
this sounds like it's part of a hellmove or transformation or something idk sound: data\045.wav I look through the 2 frames but I have no idea what it is either
oh i see that looks like it's duplicated
file(140-209): sprite\s_dennis\S-Dennis\s-dennis_0.bmp w: 79 h: 79 row: 10 col: 7 ???
file(210-279): sprite\s_dennis\S-Dennis\s-dennis_1.bmp w: 79 h: 79 row: 10 col: 7 ???
maybe its sprite mirroring idk
just concern about the D^A D>J attack that is the only problem hope we can make that work
and having a seperate character folder for S-dennis to make it work would be nice
ok how long will it take for you to finish this up sorry for the nuisance
anyways after this thing is finish
I'd like to discuss with you with something like feedback, tips, and advice
on something i'm working on!!
oh i see that looks like it's duplicated
file(140-209): sprite\s_dennis\S-Dennis\s-dennis_0.bmp w: 79 h: 79 row: 10 col: 7 ???
file(210-279): sprite\s_dennis\S-Dennis\s-dennis_1.bmp w: 79 h: 79 row: 10 col: 7 ???
maybe its sprite mirroring idk
just concern about the D^A D>J attack that is the only problem hope we can make that work
and having a seperate character folder for S-dennis to make it work would be nice
ok how long will it take for you to finish this up sorry for the nuisance
anyways after this thing is finish
I'd like to discuss with you with something like feedback, tips, and advice
on something i'm working on!!
Izaak- Health : 5
Country :
Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
The repeated frame headers are usually for transformations. Though S-LF2 is an old mod, and there are new, cleaner methods for transformations.
I wish I can give you an exact date, I really do, however I am not always around the computer. I can only go on every second day or so. I can only do some small replies on phone, but I cant dc on it unfortunately. Though, I will dust off the laptop and try to do work on that when I cant go to the pc.
Reorganizing shouldn't take long. It's just the dc-ing that would be the long road. I will also have to look into that D^A+D>J attack as well. Normally, it wont work properly. But if you transform to Dennis-EX, then revert back with DJA, then the move will work flawlessly. My money is on the frame headers which causes it to glitch up. But before I redo S-Dennis, I will do a few quick tests to iron out a few concerns of mine regarding his data.
I wish I can give you an exact date, I really do, however I am not always around the computer. I can only go on every second day or so. I can only do some small replies on phone, but I cant dc on it unfortunately. Though, I will dust off the laptop and try to do work on that when I cant go to the pc.
Reorganizing shouldn't take long. It's just the dc-ing that would be the long road. I will also have to look into that D^A+D>J attack as well. Normally, it wont work properly. But if you transform to Dennis-EX, then revert back with DJA, then the move will work flawlessly. My money is on the frame headers which causes it to glitch up. But before I redo S-Dennis, I will do a few quick tests to iron out a few concerns of mine regarding his data.
Re: Datachanging Dennis_S want no shadow
ok I will be waiting although this thread might be inactive with in a month just to let you know
I'll wait
after this thing is finish
I'd like to discuss with you with something like feedback, tips, and advice
on something i'm working on
https://ntsd.forumotion.com/t26447-how-can-i-improve-my-spriting-this-is-all-i-got#768927
I'll wait
after this thing is finish
I'd like to discuss with you with something like feedback, tips, and advice
on something i'm working on
https://ntsd.forumotion.com/t26447-how-can-i-improve-my-spriting-this-is-all-i-got#768927
Izaak- Health : 5
Country :
Posts : 781
Registration date : 2009-04-06
Re: Datachanging Dennis_S want no shadow
Well, I'll let you know, that my laptop died beyond repair.
So I am limited to every second day on PC from here on out.
Don't worry about this thread. I'll pm you the character when it is done.
Edit: I have got all the moves working correctly. However, with the current method I have used to fix all the moves( which was the picture file orders at the top of the header), the transformation is buggy. After transforming to either character, it starts showing incorrect sprites. I will try to use a different transformation method for him.
The D^A+DJA kick now works correctly. All moves show the correct sprites now. I have removed the ice immune for S-Dennis.
I do have a few questions for you.
Are these pictures supposed to work with a move? Because these sprites have never appeared for me. Or am I missing some move combinations? I haven't seemingly missed any output combinations according the the .dat files.
This appears when Dennis-EX uses his D>J spinning kick.
I'll take a hazardous guess that this should work in conjunction with the Revival move? Which, mind you, I have not tested yet. I haven't added the lying frames for the other characters.
So I am limited to every second day on PC from here on out.
Don't worry about this thread. I'll pm you the character when it is done.
Edit: I have got all the moves working correctly. However, with the current method I have used to fix all the moves( which was the picture file orders at the top of the header), the transformation is buggy. After transforming to either character, it starts showing incorrect sprites. I will try to use a different transformation method for him.
The D^A+DJA kick now works correctly. All moves show the correct sprites now. I have removed the ice immune for S-Dennis.
I do have a few questions for you.
Are these pictures supposed to work with a move? Because these sprites have never appeared for me. Or am I missing some move combinations? I haven't seemingly missed any output combinations according the the .dat files.
This appears when Dennis-EX uses his D>J spinning kick.
I'll take a hazardous guess that this should work in conjunction with the Revival move? Which, mind you, I have not tested yet. I haven't added the lying frames for the other characters.
Re: Datachanging Dennis_S want no shadow
Does sprites aren't for the character!!
Izaak- Health : 5
Country :
Posts : 781
Registration date : 2009-04-06
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