Tutorial For Data Editing( By MSSJSG edited by me)

Every chars grid in the .bmp is 79x79
x: the width start point from the grid.
y: the height start point from the grid.

x: x-axis, negative(-) means left and positive(+) means right (learn in Sec 2 or 3 math)

y: y-axis, positive(+) means up and negative(-) means down (learn in Sec 2 or 3 math)


-1
-1 -0---------------------79
-----------------------
-----------------------
-----------------------
79
but all chars doesn't use all of the
79x79 space.
Davis' punch for an example
<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:
<frame_end>

>pic: 8
the pic no. from 0 to the no. 
>state: 3
the char state
state: 0 = stand
state: 1 = walk
state: 2 = run
state: 3 = attack
state: 7 = defend

state: 1700 = heal yourself
>wait: 2
the frame plays how long.
>next: 73 
the frame no.
>dvx: 0 dvy: 0 dvz: 0
example:
dvx: 10 move forwards 10 cubes,if -10 that means move backwards 10 cubes
dvy: -10 move up to sky 10(like jump) if 10 move down to ground 10
dvz: is the move position of ground
>centerx: 28 centery: 79 
centerx: 28 not important, centery: 79, if the no. larger the char will stay in the sky.
>hit_a: 0 hit_d: 0 hit_j: 0
hit_a: 0 mean hit attack key go to what frame(the no.),etc
hit_fj : d>j
hit_uj: d^j 
hit_dj: dvj
hit_fa: d>a
hit_ua: d^a
hit_da: dva
hit_ja: dja

> 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:
kind: 0--attack kind, 0 is normal, 10 is the flute...
x: 40--the starting point of x y: 5 the starting point of y
w: 35--the width from the x, h: 45--the high from the y 
>bdy:
kind: 0 x: 26 y: 12 w: 35 h: 66
bdy_end:
kind: 0 -- attack kind 
x: 26 y: 12 w: 35 h: 66> attack a bit
effect--the attack effect
effect:
0---normal
1---blood
2---fire
3---ice
5---no effect

mp---the magic point use
fall--fall down %, 70 is fall down, 60 is stomach, if its -1 or lower never fall, 
bdefend--broken defend %, 60 broken
fall, bdefend will continously add when you attack...
tranform
state: 80xx xx=char id
To make and object chase, at the end of the first line, where it says: "hit_a: 0 hit_d: 0", at the end of the line put " hit_Fa: 2", then the object chases!
opoint creates a weapon, then oid is the id of the weapon.
Stage help
1 <stage> id: 0 #stage 1-1
2 <phase> bound: 900
3 id: 30 hp: 50 times: 2 ratio: 1.0 
4 <phase_end> 
5 <phase> bound: 1300
6 id: 30 hp: 50 times: 2 ratio: 1.0
7 id: 31 hp: 50 times: 1
8 id: 31 hp: 50 times: 1 ratio: .4
9 <phase_end> 
10 <phase> bound: 1700
11 id: 3000 hp: 50 times: 2
12 id: 3000 hp: 50 times: 2 ratio: 1.0 
13 <phase_end> 
14 <phase> bound: 2200
15 id: 122 x: 1100 #milk
16 id: 123 x: 1100 #beer
17 id: 30 hp: 50 ratio: 1
18 id: 30 hp: 50 
19 id: 31 hp: 50 
20 id: 31 hp: 50 ratio: .4
21 id: 31 hp: 50 ratio: .2
22 <phase_end> 
23 <stage_end>
the <stage><stage_end> parameters obviously is used to enclose the coding of each stage.
In line 1, we see the items "id: 0" and "#stage 1-1".
"id: 0" would mean the sequence of the stages. So "0" would represent stage 1 and "1" would represent stage 2. Stage 2 would actually mean Stage 1-2 and stage 7, "8", would be Stage 2-2.
"#stage 1-1" is probably just a comment tag, and does nothing useful besides helping you identify which stage is which. So anything entered after the Pound (#) would not affect the coding.
In line 2-4, we see the parameters <phase> and <phase_end>. These would indicate what happens in each "phase" of enemy that appears. Every phase would be followed by the Go arrow and followed by the next phase of enemies. If there aren't any more enemies, it'll move onto the next stage.
"bound: 900" would probably mean the distance of the the x-coordinates the the area of the phase has, so in phase 1 of our example, you can only move 900 points on the x-coordinate before you get stopped by an invisible wall. Phase 2 has a bound of 1300, so by Phase 2, so the previous bound of 900 has been extended to 1300 of space for you to move horizontally.
Anything within the <phase> parameters would be Objects in the Phase. These can include enemies, hostages/criminals, items (ex. milk). In Phase 1 of our example, we see this tag:
id: 30 hp: 50 times: 2 ratio: 1.0 
"id: 30" would represent the id of the object. What each ID corresponds to can be found in "Data.txt" in the \data directory of LF2. "id:30" means a Bandit.
"hp: 50" would be refering to how much HP (hitpoints) the object appearing has. In this case, our Bandit has 50 HP.
"times: 2" means how many times this object appears. So in this case, 2 bandits will come out, the 2nd one coming out after the previous one's dead.
"ratio: 1.0" refers to when more than one player is playing. So right now, 1 bandit appears for every player there is. If the ratio is, say 5, there would be 5 bandits for every player, whereas a ratio of 0.5 would mean only 1 bandit would come up for every 1 player.
In line 15 and 16, we see:
id: 122 x: 1100 #milk
id: 123 x: 1100 #beer
Again, id: refers to the id of the object, and # is the comment sign. id: 122 would be milk, 123 would be beer, as shown in data.txt. #milk and #beer are disregarded by the game, as these are only comment lines.
(x: 1100) would refer to where on the field does these items appear. So since by this phase the bound has already extended to 2200, coordinates of 1100 would mean that the milk and beer would appear in around the center of the playing area.
Lets look at another example. This time this is from 4-4, (id: 33).
<phase> bound: 1800
id: 300 hp: 100 act: 40 x: 1000 y: 0 reserve: 8
id: 300 hp: 100 act: 40 x: 1100 y: 0 reserve: 8
id: 122 x: 900 #milk ratio: 2
id: 123 x: 900 #beer ratio: 1
id: 3000 hp: 50 times: 2 ratio: 2
<phase_end> 

The only thing of notice here is the line:
id: 300 hp: 100 act: 40 x: 1000 y: 0 reserve: 8
Id 300 is criminal.dat I believe (or, hostages). act: 40 would refer to which criminal is set. If we take a look at criminal.txt, we can see that:
<frame> 40 bandit
pic: 20 state: 0 wait: 7 next: 41 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 1043 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>

We don't have to worry about the other code for now. What we do want to look at, is "40 bandit". This means that act: 40 refers to bandits. (0 is monk, 10 is mark... etc.).
Reserve would be the # of reserves they have... or "Continues".

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