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[Spt] Tutorial: Animation / Frames' duration - Printable Version

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Tutorial: Animation / Frames' duration - MangaD - 19-06-2020

I will assume that the reader is already familiar with the HF Workshop tool, if he is not, he is advised to go to the linked thread, read it and watch the tutorial video.

Frames' data can be found in SPT files. Drew's SPT file has id=229. Open that file and search, for example, for "name": "JUMP_ATTACK" in order to change Drew's jump kick. You should find the following:

"50": {
    "HFW_classNameXXX": "Data.Action",
    "selfLoop": false,
    "nextAi": -1.0,
    "allowTurnFace": false,
    "nextAti": -1.0,
    "frame": null,
    "aiz2": 0.0,
    "special": -1.0,
    "landAti": -1.0,
    "landAi": -1.0,
    "nextAgi": -1.0,
    "name": "JUMP_ATTACK",
    "a_keyTgr": null,
    "landAgi": -1.0,
    "frameIndex": 146.0,
    "aix1b": 0.0,
    "mpBurn": 0.0,
    "index": 50.0,
    "aix2": 0.0,
    "aiz1": 0.0,
    "nextActionName": null,
    "type": -1.0,
    "aix2b": 0.0,
    "aix1": 0.0,
    "landActionName": null
},

Notice that frameIndex is 146, that's the frame where JUMP_ATTACK begins. Now you can search for "146" and you'll find that frame. All subsequent frames with "name": "jump_attack" belong to that motion. Every frame has a duration attribute, you can increase it to slow down the motion. Good luck!


RE: Tutorial: Animation / Frames' duration - ice guard - 14-12-2023

Hello, I want to know how to change the duration of items, such as the flame left by heater. I want it to exist all the time without disappearing.


RE: Tutorial: Animation / Frames' duration - MangaD - 24-12-2023

(14-12-2023, 07:01 AM)ice guard Wrote: Hello, I want to know how to change the duration of items, such as the flame left by heater. I want it to exist all the time without disappearing.

Hello, you want to edit the file 185: Data.Global_itemSpt. Look for the actionGroup 42, with the name property having the value "gfire". Then edit the property ite_lifeTime. If you set the value to 0 it will last forever. Some lifetimes are 0 but not forever (such as yellowcol) because of the fspec: -1 in their last frame. Thanks to @不饿白帝BEBD for teaching.
"42": {
    "__AMF0_OBJECT_CLASSNAME__": "Data.ActionGroup",
    "action": {
        "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 4,
        "0": {
            "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 6,
            "0": null,
            "1": null,
            "2": null,
            "3": null,
            "4": null,
            "5": null
        },
        "1": {
            "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 0
        },
        "2": {
            "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 0
        },
        "3": {
            "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 0
        }
    },
    "ite_dura": 12.0,
    "piece": {
        "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 0
    },
    "ite_duraD": 12.0,
    "shield1": 0.0,
    "ite_screen": false,
    "ite_landBreak": false,
    "ite_atkName1": "gfire",
    "ite_standable": false,
    "name": "gfire",
    "ite_weight": 1.0,
    "ite_sfx2": 77.0,
    "index": 42.0,
    "actionIndex": {
        "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 4,
        "0": {
            "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 6,
            "0": 96.0,
            "1": 96.0,
            "2": 95.0,
            "3": -1.0,
            "4": -1.0,
            "5": -1.0
        },
        "1": {
            "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 0
        },
        "2": {
            "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 0
        },
        "3": {
            "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 0
        }
    },
    "ite_obstacle": false,
    "type": 250.0,
    "keyTriggerRef": null,
    "speedYRate": 1.0,
    "ite_lifeTime": 50.0,
    "ite_sfx1": 77.0,
    "ite_blastBreak": true,
    "ite_atkName2": "gfire",
    "keyTriggerRefIndex": -1.0,
    "ite_hitable": false,
    "ite_atk2": 116.0,
    "mpBurn": 0.0,
    "speedXRate": 1.0,
    "ite_gr": 0.0,
    "shield0": 0.0,
    "ite_lo": 0.0,
    "ite_vo": 0.0,
    "ite_reboundable": false,
    "keyTrigger": {
        "__AMF0_ARRAY_ASSOCIATIVE_COUNT__": 0
    },
    "ite_atk1": 116.0
},



RE: Tutorial: Animation / Frames' duration - Julian - 15-01-2024

Hi, I want to know how to change the MP recovery of Jason's boomerang's recovery, I have looked for many files but can't find it.


RE: Tutorial: Animation / Frames' duration - Almighty Jack E - 15-01-2024

(15-01-2024, 06:31 AM)Julian Wrote: Hi, I want to know how to change the MP recovery of Jason's boomerang's recovery, I have looked for many files but can't find it.

Find;
"STAND"
"WALK"
"RUN"
"GUA_STAND"
"GUA_WALK"
"GUA_RUN" 
and change the mp cost of grj to 50 each respectively.
You can still change it for jump, dash etc.


RE: Tutorial: Animation / Frames' duration - Julian - 15-01-2024

(15-01-2024, 10:29 AM)Almighty Jack E Wrote:
(15-01-2024, 06:31 AM)Julian Wrote: Hi, I want to know how to change the MP recovery of Jason's boomerang's recovery, I have looked for many files but can't find it.

Find;
"STAND"
"WALK"
"RUN"
"GUA_STAND"
"GUA_WALK"
"GUA_RUN" 
and change the mp cost of grj to 50 each respectively.
You can still change it for jump, dash etc.

What I want to modify is the MP recovery of the boomerang, which should be the MP consumption of the boomerang.


RE: Tutorial: Animation / Frames' duration - Almighty Jack E - 15-01-2024

I just told you what you have to do.
When you reduce the mp for grj to 50 in stand,walk.....etc, it would give you the desired result.


RE: Tutorial: Animation / Frames' duration - Julian - 15-01-2024

(15-01-2024, 02:08 PM)Almighty Jack E Wrote: I just told you what you have to do.
When you reduce the mp for grj to 50 in stand,walk.....etc, it would give you the desired result.

I modified the MP of the Boomerang, the cost was greatly reduced, but the MP recovery was still a lot.


RE: Tutorial: Animation / Frames' duration - Almighty Jack E - 15-01-2024

(15-01-2024, 02:37 PM)Julian Wrote:
(15-01-2024, 02:08 PM)Almighty Jack E Wrote: I just told you what you have to do.
When you reduce the mp for grj to 50 in stand,walk.....etc, it would give you the desired result.

I modified the MP of the Boomerang, the cost was greatly reduced, but the MP recovery was still a lot.

You are to modify all the states for it to work.
Are you in the HF discord channel? I sent a video of what you want there.


RE: Tutorial: Animation / Frames' duration - Julian - 15-01-2024

(15-01-2024, 02:44 PM)Almighty Jack E Wrote:
(15-01-2024, 02:37 PM)Julian Wrote:
(15-01-2024, 02:08 PM)Almighty Jack E Wrote: I just told you what you have to do.
When you reduce the mp for grj to 50 in stand,walk.....etc, it would give you the desired result.

I modified the MP of the Boomerang, the cost was greatly reduced, but the MP recovery was still a lot.

You are to modify all the states for it to work.
Are you in the HF discord channel? I sent a video of what you want the
Can you give me a link? I don't know where.