Цитата
Denton
Ты извени, но у меня нет времени разбирать, сейчас по быстренькому
кину 3 старницы, а когда будет время помогу разобрать!
Basic Data Changing Tutorial by zizibaluba/briankid/yokinakiwa
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line of = is: another part of the data
line of - is: another piece of the data I'm talking about or something that is important that needs space
line of + is: something else other than explained
box made of _ is: example
a * is: I'll explain more later
a ! is: something important
a ? is something I'm not sure about (which means I'll update if i find out anything else than what I already know)
a EX is: example
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d stands for: defend
j stands for: jump
a stands for: attack
^ stands for: up
v stands for: down
> stands for: right
< stands for: left
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-We'll use the data on the very top for DDavis for these few examples
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name: Davis
head: sprite\sys\davis_f.bmp
small: sprite\sys\davis_s.bmp
file(0-69): sprite\sys\davis_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\davis_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\davis_2.bmp w: 79 h: 79 row: 10 col: 7
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-name: Davis ---> name of the Character
-head: sprite\sys\davis_f.bmp ---> the faace of the Character on the selection screen
-small: sprite\sys\davis_s.bmp ---> the fface of the Character on the side of the HP and MP bars
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-w: 79 ---> the width of a pic. in a spriite *
-h: 79 ---> the height of pic. in a spritte *
-row: 10 col: 7 ---> the number of rows aand columns in the sprite file *
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z-axis ---> The columns or up and down you can walk or move
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walking_speed =====> how fast you walk
walking_speedz =====> going toward z-axis's speed when walking
running_speed =====> how fast you run
running_speedz =====> going toward z-axis's speed when running
heavy_walking_speed =====> how fast you walk when holding a heavy item
heavy_walking_speedz =====> going toward z-axis's speed when walking with a heavy item
heavy_running_speed =====> how fast you run when holding a heavy item
heavy_running_speedz =====> going toward z-axis's speed when running with a heavy item
jump_height =====> how high you can jump
jump_distance =====> how far you can jump
jump_distancez =====> going toward z-axis's distance when jumping
dash_height =====> how high you can jump when running
dash_distance =====> how far you can jump when running
dash_distancez =====> going toward z-axis's distance when running then jumping
rowing_distance =====> how far you would roll
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-We'll use Davis run and punch for the neext few examples
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<frame> 72 super_punch
pic: 8 state: 3 wait: 2 next: 73 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 40 y: 5 w: 35 h: 45 dvx: 3 dvy: -10 fall: 70 arest: 15 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66
bdy_end:
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72 super_punch ---> Frame Number and Name of Move (name is usually shorten)+(the name of move is just there to let people find it easily)
pic: 8 ---> The Picture the frame loads (!The picture is counted from left to right in sprites and the first picture is 0 not 1!)
state: 3 ---> The character's state*
wait: 2 ---> How long this frame lasts
next: 73 ---> The next frame to go to
dvx: 0 ---> Moves foward how much
dvy: 0 ---> Moves upwards/downwards how much (!As in sky and ground NOT the up and down when walking!)
dvz: 0 ---> Moves up and down how much (!Now it's the walking up and down!)
centerx: 28 ---> centerx is using which point as the character's center (!I suggest that you don't mess around with this one!)
centery: 79 ---> What point for the feet (If the point is larger than 79, the character will be in the air)
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hit_a: 0 ---> What frame it goes to when you press attack at this frame
hit_d: 0 ---> What frame it goes to when you press defend at this frame
hit_j: 0 ---> What frame it goes to when you press jump at this frame
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hit_fj: ---> What frame it goes to when you input d>j at this frame
hit_uj: ---> What frame it goes to when you input d^j at this frame
hit_dj: ---> What frame it goes to when you input dvj at this frame
hit_fa: ---> What frame it goes to when you input d>a at this frame
hit_ua: ---> What frame it goes to when you input d^a at this frame
hit_da: ---> What frame it goes to when you input dva at this frame
hit_ja: ---> What frame it goes to when you input dja at this frame
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itr: ---> Attack starts
kind: 0 ---> What kind of attack*
x: 40, w: 35 ---> How far the attack goes (!Forward and Backward!) (if you learned pre-algebra the x is like x-axis(right and left) and the w is like width)
y: 5, h: 45 ---> How far the attack goes (!Up and Down!As in sky and ground!) (if you learned pre-algebra the y is like y-axis(up and down)and the h is like height)
dvx: 3 ---> How far the enemy falls backwards when hit (If you put negative number the enemy will fall fowards)
dvy: -10 ---> How high the enemy falls upwards when hit (!The number here is negative so that means the enemy will fall downto the ground not fly into the sky!)
fall: 70 ---> The chance of the enemy falling down
arest: 15 ---> ?Currently Unknown?
bdefend: 60 ---> The chance of breaking through a defence and hitting the enemy, almost the same as fall
injury: 40 ---> The amount of damage the attack deals*
itr_end: ---> Attack ends
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bdy: ---> Body Starts (What body does)
kind: 0 ---> ?Special Effect? (I'm not sure what will happen, maybe I'll experiment with it later)
x: 26, w: 35 ---> How far when attacked (!Forward and Backward!) (if you learned pre-algebra the x is like x-axis (right and left) and the w is like width)
y: 12, h: 66 ---> How far when attacked (!Up and Down!As in sky and ground!) (if you learned pre-algebra the y is like y-axis (up and down) and the h is like height)
bdy_end ---> Body Ends
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mp: How much mp is used (If you add this onto a move after the hit_a, hit_d, hit_j, you could make that move take mp)
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SOUND
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