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		<title><![CDATA[Hero Fighter Empire - Forums - Data Changing]]></title>
		<link>https://hf-empire.com/forum/</link>
		<description><![CDATA[Hero Fighter Empire - Forums - https://hf-empire.com/forum]]></description>
		<pubDate>Tue, 12 May 2026 21:38:23 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Remove the healing effect]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=476</link>
			<pubDate>Tue, 04 Feb 2025 09:58:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=1032">Julian</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=476</guid>
			<description><![CDATA[How to remove the healing effect of Azrael's column?]]></description>
			<content:encoded><![CDATA[How to remove the healing effect of Azrael's column?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How can I add new premium characters? And how can I add more skins?]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=453</link>
			<pubDate>Wed, 22 May 2024 09:27:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=1051">ADRNNOOO</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=453</guid>
			<description><![CDATA[Hi everyone I am currently working on a mod project called DARKARTOO and i am currently stuck on some topics and need assistance,<br />
How can I add more premium characters? these are for use as bosses but also to increase incentives for premium<br />
How can I add more skins for characters troops and mounts?<br />
also when is the paypal for premium going to be up I would like to support the creator of the game and also test the premium characters.<br />
If I could get assistance in these topics that would be amazing thank you<br />
<hr class="mycode_hr" />
Current state of some of the skins of the mod project DARKARTOO<br />
<br />
<br />
<br />
<br />
<br />
<a href="https://ibb.co/pKYM8mC" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/pKYM8mC/436411471-487955800462172-6508468964348571908-n.jpg" loading="lazy"  alt="[Image: 436411471-487955800462172-6508468964348571908-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/ZLmqFGQ" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/ZLmqFGQ/436314838-1993781197746116-8531993298829004930-n.jpg" loading="lazy"  alt="[Image: 436314838-1993781197746116-8531993298829004930-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/vmv6j2n" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/vmv6j2n/436447308-455026360440226-5483357713142191883-n.jpg" loading="lazy"  alt="[Image: 436447308-455026360440226-5483357713142191883-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/0jcCrhc" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/0jcCrhc/445766603-438965072197376-5937073874809576557-n.jpg" loading="lazy"  alt="[Image: 445766603-438965072197376-5937073874809576557-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/LCGtMt7" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/LCGtMt7/436724291-426823983318815-8056474623220428513-n.jpg" loading="lazy"  alt="[Image: 436724291-426823983318815-8056474623220428513-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/kB91xMj" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/kB91xMj/436518162-464663776022208-317991629146616896-n.jpg" loading="lazy"  alt="[Image: 436518162-464663776022208-317991629146616896-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/dGqLz4H" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/dGqLz4H/442450501-1203183127719664-6214693592667751126-n.jpg" loading="lazy"  alt="[Image: 442450501-1203183127719664-6214693592667751126-n.jpg]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[Hi everyone I am currently working on a mod project called DARKARTOO and i am currently stuck on some topics and need assistance,<br />
How can I add more premium characters? these are for use as bosses but also to increase incentives for premium<br />
How can I add more skins for characters troops and mounts?<br />
also when is the paypal for premium going to be up I would like to support the creator of the game and also test the premium characters.<br />
If I could get assistance in these topics that would be amazing thank you<br />
<hr class="mycode_hr" />
Current state of some of the skins of the mod project DARKARTOO<br />
<br />
<br />
<br />
<br />
<br />
<a href="https://ibb.co/pKYM8mC" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/pKYM8mC/436411471-487955800462172-6508468964348571908-n.jpg" loading="lazy"  alt="[Image: 436411471-487955800462172-6508468964348571908-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/ZLmqFGQ" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/ZLmqFGQ/436314838-1993781197746116-8531993298829004930-n.jpg" loading="lazy"  alt="[Image: 436314838-1993781197746116-8531993298829004930-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/vmv6j2n" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/vmv6j2n/436447308-455026360440226-5483357713142191883-n.jpg" loading="lazy"  alt="[Image: 436447308-455026360440226-5483357713142191883-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/0jcCrhc" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/0jcCrhc/445766603-438965072197376-5937073874809576557-n.jpg" loading="lazy"  alt="[Image: 445766603-438965072197376-5937073874809576557-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/LCGtMt7" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/LCGtMt7/436724291-426823983318815-8056474623220428513-n.jpg" loading="lazy"  alt="[Image: 436724291-426823983318815-8056474623220428513-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/kB91xMj" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/kB91xMj/436518162-464663776022208-317991629146616896-n.jpg" loading="lazy"  alt="[Image: 436518162-464663776022208-317991629146616896-n.jpg]" class="mycode_img" /></a> <a href="https://ibb.co/dGqLz4H" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/dGqLz4H/442450501-1203183127719664-6214693592667751126-n.jpg" loading="lazy"  alt="[Image: 442450501-1203183127719664-6214693592667751126-n.jpg]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Penetration effect]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=446</link>
			<pubDate>Sun, 04 Feb 2024 15:33:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=1032">Julian</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=446</guid>
			<description><![CDATA[How to make the flame cannon have penetration effect? Like the super arrow.]]></description>
			<content:encoded><![CDATA[How to make the flame cannon have penetration effect? Like the super arrow.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to change HFX using HFW?]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=441</link>
			<pubDate>Sat, 27 Jan 2024 12:32:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=1032">Julian</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=441</guid>
			<description><![CDATA[I extracted the SWF file in HFX, and there was an error after opening it with HFW.<br />
<br />
<a href="https://ibb.co/0ngnCfq" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/0ngnCfq/360-20240127203202127.jpg" loading="lazy"  alt="[Image: 360-20240127203202127.jpg]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[I extracted the SWF file in HFX, and there was an error after opening it with HFW.<br />
<br />
<a href="https://ibb.co/0ngnCfq" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/0ngnCfq/360-20240127203202127.jpg" loading="lazy"  alt="[Image: 360-20240127203202127.jpg]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[HFX Stage Setting]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=440</link>
			<pubDate>Thu, 25 Jan 2024 08:25:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=1">MangaD</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=440</guid>
			<description><![CDATA[In HFX Action Script 3 there is a large array, in the file <code class="inline-code">Data.Global</code>, called <code class="inline-code">stage_setting</code>, which contains the settings for the stages. You can see it <a href="https://pastebin.com/CewmcDmG" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
Here are my findings regarding that array:<br />
<br />
The array contains 9 <span style="font-weight: bold;" class="mycode_b">Acts</span>, which are themselves represented as arrays. The last 2 Acts are not being used in the original game.<br />
<br />
Each Act array contains 8 <span style="font-weight: bold;" class="mycode_b">rounds</span>, also represented as arrays, which are: Tutorial, Duel, Mission, Story, Battle, Tournament, Team Fight, and Training. If a round is an empty array it will not show up in the game. For instance, only Act 1 has a tutorial round, and Act 1 does not have Tournament nor Team Fight rounds.  Each round contains a number of <span style="font-weight: bold;" class="mycode_b">stages</span>.<br />
<br />
Example and explanation of a stage:<br />
<br />
Example:<pre class="block-code line-numbers language-none"><code class="language-js">[1, 1, -1, -1, r_enemy_soldier_500_hp + r_add_3star_hero_when_clear, [&quot;z_axeman&quot;], [], [&quot;forest_mud&quot;]]
</code></pre><br />
Means:<br />
<pre class="block-code line-numbers language-none"><code class="language-js">[1, // playing hero num (Lucas)
1, // unknown
-1, // type of next stage
-1, // unknown
r_enemy_soldier_500_hp + r_add_3star_hero_when_clear, // buffs
[&quot;z_axeman&quot;], // enemies
[], // setting of mission or battle
[&quot;forest_mud&quot;]] // background
</code></pre><br />
<span style="font-weight: bold;" class="mycode_b">Stage types:</span><br />
<pre class="block-code line-numbers language-none"><code class="language-none">s_tutorial = 0;      
s_duel = 1;
s_mission = 2;      
s_story = 3;      
s_battle = 4;      
s_tournament = 5;      
s_vs = 6;
s_training = 7;
</code></pre><br />
-1 means it won't unlock a new stage.]]></description>
			<content:encoded><![CDATA[In HFX Action Script 3 there is a large array, in the file <code class="inline-code">Data.Global</code>, called <code class="inline-code">stage_setting</code>, which contains the settings for the stages. You can see it <a href="https://pastebin.com/CewmcDmG" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
Here are my findings regarding that array:<br />
<br />
The array contains 9 <span style="font-weight: bold;" class="mycode_b">Acts</span>, which are themselves represented as arrays. The last 2 Acts are not being used in the original game.<br />
<br />
Each Act array contains 8 <span style="font-weight: bold;" class="mycode_b">rounds</span>, also represented as arrays, which are: Tutorial, Duel, Mission, Story, Battle, Tournament, Team Fight, and Training. If a round is an empty array it will not show up in the game. For instance, only Act 1 has a tutorial round, and Act 1 does not have Tournament nor Team Fight rounds.  Each round contains a number of <span style="font-weight: bold;" class="mycode_b">stages</span>.<br />
<br />
Example and explanation of a stage:<br />
<br />
Example:<pre class="block-code line-numbers language-none"><code class="language-js">[1, 1, -1, -1, r_enemy_soldier_500_hp + r_add_3star_hero_when_clear, [&quot;z_axeman&quot;], [], [&quot;forest_mud&quot;]]
</code></pre><br />
Means:<br />
<pre class="block-code line-numbers language-none"><code class="language-js">[1, // playing hero num (Lucas)
1, // unknown
-1, // type of next stage
-1, // unknown
r_enemy_soldier_500_hp + r_add_3star_hero_when_clear, // buffs
[&quot;z_axeman&quot;], // enemies
[], // setting of mission or battle
[&quot;forest_mud&quot;]] // background
</code></pre><br />
<span style="font-weight: bold;" class="mycode_b">Stage types:</span><br />
<pre class="block-code line-numbers language-none"><code class="language-none">s_tutorial = 0;      
s_duel = 1;
s_mission = 2;      
s_story = 3;      
s_battle = 4;      
s_tournament = 5;      
s_vs = 6;
s_training = 7;
</code></pre><br />
-1 means it won't unlock a new stage.]]></content:encoded>
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		<item>
			<title><![CDATA[How to change Jason's boomerang?]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=438</link>
			<pubDate>Sun, 21 Jan 2024 02:54:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=1032">Julian</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=438</guid>
			<description><![CDATA[I want to change the MP recovery when the boomerang returns, but I can't find this data.]]></description>
			<content:encoded><![CDATA[I want to change the MP recovery when the boomerang returns, but I can't find this data.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to use HFW to modify HFX]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=435</link>
			<pubDate>Sun, 03 Dec 2023 00:56:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=1020">Kaphwank</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=435</guid>
			<description><![CDATA[Hello,everybody!Today I'll share a tutorial about how to use HFW to modify HFX.<br />
First,you should prepare a third-party application.The application is requested to able to disassemble apk.<br />
Then,use the application to extract the .swf file in apk.I'll get a file like this:<br />
<a href="https://ibb.co/vDPmxcx" target="_blank" rel="noopener" class="mycode_url">[/url]<br />
[url=https://ibb.co/nP3yZZy]<img src="https://i.ibb.co/nP3yZZy/Screenshot-2023-1203-085340.png" loading="lazy"  alt="[Image: Screenshot-2023-1203-085340.png]" class="mycode_img" /></a><br />
<br />
<br />
Then put in your PC and use HFW to modify it.The method is as same as HF,but if you are not very similar to SPT,don't try to modify it because the modified .swf probably crash.]]></description>
			<content:encoded><![CDATA[Hello,everybody!Today I'll share a tutorial about how to use HFW to modify HFX.<br />
First,you should prepare a third-party application.The application is requested to able to disassemble apk.<br />
Then,use the application to extract the .swf file in apk.I'll get a file like this:<br />
<a href="https://ibb.co/vDPmxcx" target="_blank" rel="noopener" class="mycode_url">[/url]<br />
[url=https://ibb.co/nP3yZZy]<img src="https://i.ibb.co/nP3yZZy/Screenshot-2023-1203-085340.png" loading="lazy"  alt="[Image: Screenshot-2023-1203-085340.png]" class="mycode_img" /></a><br />
<br />
<br />
Then put in your PC and use HFW to modify it.The method is as same as HF,but if you are not very similar to SPT,don't try to modify it because the modified .swf probably crash.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How can I allow heater to turn when he use run attack?]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=359</link>
			<pubDate>Fri, 03 Jul 2020 19:53:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=769">asdfqwe</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=359</guid>
			<description><![CDATA[How can I allow heater to turn when he use run attack?<br />
<br />
<a href="https://ibb.co/DtVzVLX" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/VtjJj3y/Capture.png" loading="lazy"  alt="[Image: Capture.png]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[How can I allow heater to turn when he use run attack?<br />
<br />
<a href="https://ibb.co/DtVzVLX" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.ibb.co/VtjJj3y/Capture.png" loading="lazy"  alt="[Image: Capture.png]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Understanding SPT file]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=354</link>
			<pubDate>Sun, 21 Jun 2020 14:43:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=1">MangaD</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=354</guid>
			<description><![CDATA[After talking with <dvz_me_placeholder id="0" />, <dvz_me_placeholder id="1" /> and <dvz_me_placeholder id="2" /> (on QQ), I have grasped a few concepts of the SPT file. I'll leave a <span style="font-weight: bold;" class="mycode_b">rough</span> draft here, for future updates and development. Feel free to comment with your knowledge and improve it!<br />
<br />
Overview of SPT file:<br />
<br />
<a href="https://i.postimg.cc/br7qqmMm/spt.png" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/br7qqmMm/spt.png" loading="lazy"  alt="[Image: spt.png]" class="mycode_img" /></a><br />
<ul class="mycode_list"><li><code class="inline-code">cad</code> and <code class="inline-code">keyTgr</code> arrays appear to be useless. Maybe leftovers from older versions.<br />
</li>
<li><code class="inline-code">frames</code> array contains all the frames' data.<ul class="mycode_list"><li><code class="inline-code">allowKeyTrigger</code> attribute of a frame specifies whether or not we can perform an action (e.g. attack) from this frame.<br />
</li>
<li><code class="inline-code">attack</code> array contains all the attacks that the character can perform while in this frame. <code class="inline-code">refName</code> is the name reference for an attack. The attacks are in the file <code class="inline-code">Data.Global_globalDat</code>.<br />
</li>
</ul>
</li>
<li><code class="inline-code">action</code> array contains all the possible actions of a character.<ul class="mycode_list"><li><code class="inline-code">a_keyTgr</code> specifies the actions that can be <span style="font-weight: bold;" class="mycode_b">T</span>ri<span style="font-weight: bold;" class="mycode_b">G</span>ge<span style="font-weight: bold;" class="mycode_b">R</span>ed in the action state that it belongs to, as well as how to trigger them<ul class="mycode_list"><li><code class="inline-code">rkt</code> (restrict key trigger) if it is false, <code class="inline-code">allowKeyTrigger</code> in frame is ignored. If it is true, it can be triggered only in frames of the action that have <code class="inline-code">allowKeyTrigger</code> set to <code class="inline-code">true</code>. Example: In STAND state, <code class="inline-code">rkt</code> should be <code class="inline-code">false</code> for a special move if we want to trigger it at any time. But during an attack or specific action, <code class="inline-code">rkt</code> should be <code class="inline-code">true</code> so that only in certain frames (e.g. later frames) of the attack we can trigger another one.<br />
</li>
<li><code class="inline-code">k</code> key combination to perform move to right.<br />
</li>
<li><code class="inline-code">kr</code> key combination to perform move to left (stands for key reverse).<br />
</li>
<li><code class="inline-code">agi</code> is the <span style="font-weight: bold;" class="mycode_b">A</span>ction <span style="font-weight: bold;" class="mycode_b">G</span>roup <span style="font-weight: bold;" class="mycode_b">I</span>ndex that this trigger corresponds to.<br />
</li>
<li><code class="inline-code">ati</code> - in an action group there is an <code class="inline-code">actionIndex</code> array, <code class="inline-code">ati</code> is the index in this array.<br />
</li>
<li><code class="inline-code">ai</code> - each element of the <code class="inline-code">actionIndex</code> array is also an array, and <code class="inline-code">ai</code> is the index of the element in this array that we want.<br />
</li>
</ul>
</li>
<li></li>
<li><code class="inline-code">frameIndex</code> refers to the frame where this action starts<br />
</li>
</ul>
</li>
<li><code class="inline-code">actionGroup</code> - corresponds to a set of actions. Most common are <code class="inline-code">normal</code>, <code class="inline-code">gua</code> (guard), <code class="inline-code">cat</code> (catch human), <code class="inline-code">hea</code> (catch object), <code class="inline-code">rid</code> (ride)<ul class="mycode_list"><li><code class="inline-code">action</code> useless array, probably leftover from older versions. It was moved to the outside <code class="inline-code">action</code> array mentioned above. Now <code class="inline-code">actionGroup</code> is linked to a set of actions through the attributes <code class="inline-code">ati</code>, <code class="inline-code">agi</code> and <code class="inline-code">ai</code> inside <code class="inline-code">a_keyTgr</code> inside of an action.<br />
</li>
</ul>
</li>
</ul>
<br />
Making new moves requires modifying <code class="inline-code">actionGroup</code>, <code class="inline-code">action</code> and <code class="inline-code">frame</code> arrays.<br />
<ul class="mycode_list"><li><code class="inline-code">hire_id</code> - array with type of soldiers for each possible unit (we have to use their id to get them, e.g.: "z_infantry01"). If you use a mount as id (e.g. <code class="inline-code">horse</code>, <code class="inline-code">horse_monster</code>, <code class="inline-code">horse_triceratops</code>), they will be available to mount but won't attack on their own.<br />
</li>
<li><code class="inline-code">hire_max</code> - array with count of soldiers for each possible unit (for ex. lets say "z_infantry01" if we put its value to 1, then we get 4 soldiers, if 2 means then 8 soldiers)<br />
</li>
<li><code class="inline-code">hire_price</code> - array with costs to hire a unit, for each possible unit.<br />
</li>
<li><code class="inline-code">hire_h</code> - array with mounts for each possible unit. If "null" they are on foot. If "h" they are on horse. If "m" they are on monster. If "t" they are on triceratops. These mounts won't disappear when a soldier falls from them, they will be available to mount by the player or another soldier, except if the <code class="inline-code">hire_id</code> is <code class="inline-code">z_cavalry01</code>, then the mounts will disappear.<br />
</li>
</ul>
<br />
In the attachment there is a much more complete tutorial file made by <dvz_me_placeholder id="2" />. Thanks to <dvz_me_placeholder id="3" /> for translating it to English!<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/json.png" title="JSON file" border="0" alt=".json" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=116" target="_blank" title="">SPT_V0.10_en.json</a> (Size: 228.96 KB / Downloads: 769)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/json.png" title="JSON file" border="0" alt=".json" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=117" target="_blank" title="">SPT_V0.10_zh.json</a> (Size: 208.26 KB / Downloads: 714)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[After talking with <dvz_me_placeholder id="0" />, <dvz_me_placeholder id="1" /> and <dvz_me_placeholder id="2" /> (on QQ), I have grasped a few concepts of the SPT file. I'll leave a <span style="font-weight: bold;" class="mycode_b">rough</span> draft here, for future updates and development. Feel free to comment with your knowledge and improve it!<br />
<br />
Overview of SPT file:<br />
<br />
<a href="https://i.postimg.cc/br7qqmMm/spt.png" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/br7qqmMm/spt.png" loading="lazy"  alt="[Image: spt.png]" class="mycode_img" /></a><br />
<ul class="mycode_list"><li><code class="inline-code">cad</code> and <code class="inline-code">keyTgr</code> arrays appear to be useless. Maybe leftovers from older versions.<br />
</li>
<li><code class="inline-code">frames</code> array contains all the frames' data.<ul class="mycode_list"><li><code class="inline-code">allowKeyTrigger</code> attribute of a frame specifies whether or not we can perform an action (e.g. attack) from this frame.<br />
</li>
<li><code class="inline-code">attack</code> array contains all the attacks that the character can perform while in this frame. <code class="inline-code">refName</code> is the name reference for an attack. The attacks are in the file <code class="inline-code">Data.Global_globalDat</code>.<br />
</li>
</ul>
</li>
<li><code class="inline-code">action</code> array contains all the possible actions of a character.<ul class="mycode_list"><li><code class="inline-code">a_keyTgr</code> specifies the actions that can be <span style="font-weight: bold;" class="mycode_b">T</span>ri<span style="font-weight: bold;" class="mycode_b">G</span>ge<span style="font-weight: bold;" class="mycode_b">R</span>ed in the action state that it belongs to, as well as how to trigger them<ul class="mycode_list"><li><code class="inline-code">rkt</code> (restrict key trigger) if it is false, <code class="inline-code">allowKeyTrigger</code> in frame is ignored. If it is true, it can be triggered only in frames of the action that have <code class="inline-code">allowKeyTrigger</code> set to <code class="inline-code">true</code>. Example: In STAND state, <code class="inline-code">rkt</code> should be <code class="inline-code">false</code> for a special move if we want to trigger it at any time. But during an attack or specific action, <code class="inline-code">rkt</code> should be <code class="inline-code">true</code> so that only in certain frames (e.g. later frames) of the attack we can trigger another one.<br />
</li>
<li><code class="inline-code">k</code> key combination to perform move to right.<br />
</li>
<li><code class="inline-code">kr</code> key combination to perform move to left (stands for key reverse).<br />
</li>
<li><code class="inline-code">agi</code> is the <span style="font-weight: bold;" class="mycode_b">A</span>ction <span style="font-weight: bold;" class="mycode_b">G</span>roup <span style="font-weight: bold;" class="mycode_b">I</span>ndex that this trigger corresponds to.<br />
</li>
<li><code class="inline-code">ati</code> - in an action group there is an <code class="inline-code">actionIndex</code> array, <code class="inline-code">ati</code> is the index in this array.<br />
</li>
<li><code class="inline-code">ai</code> - each element of the <code class="inline-code">actionIndex</code> array is also an array, and <code class="inline-code">ai</code> is the index of the element in this array that we want.<br />
</li>
</ul>
</li>
<li></li>
<li><code class="inline-code">frameIndex</code> refers to the frame where this action starts<br />
</li>
</ul>
</li>
<li><code class="inline-code">actionGroup</code> - corresponds to a set of actions. Most common are <code class="inline-code">normal</code>, <code class="inline-code">gua</code> (guard), <code class="inline-code">cat</code> (catch human), <code class="inline-code">hea</code> (catch object), <code class="inline-code">rid</code> (ride)<ul class="mycode_list"><li><code class="inline-code">action</code> useless array, probably leftover from older versions. It was moved to the outside <code class="inline-code">action</code> array mentioned above. Now <code class="inline-code">actionGroup</code> is linked to a set of actions through the attributes <code class="inline-code">ati</code>, <code class="inline-code">agi</code> and <code class="inline-code">ai</code> inside <code class="inline-code">a_keyTgr</code> inside of an action.<br />
</li>
</ul>
</li>
</ul>
<br />
Making new moves requires modifying <code class="inline-code">actionGroup</code>, <code class="inline-code">action</code> and <code class="inline-code">frame</code> arrays.<br />
<ul class="mycode_list"><li><code class="inline-code">hire_id</code> - array with type of soldiers for each possible unit (we have to use their id to get them, e.g.: "z_infantry01"). If you use a mount as id (e.g. <code class="inline-code">horse</code>, <code class="inline-code">horse_monster</code>, <code class="inline-code">horse_triceratops</code>), they will be available to mount but won't attack on their own.<br />
</li>
<li><code class="inline-code">hire_max</code> - array with count of soldiers for each possible unit (for ex. lets say "z_infantry01" if we put its value to 1, then we get 4 soldiers, if 2 means then 8 soldiers)<br />
</li>
<li><code class="inline-code">hire_price</code> - array with costs to hire a unit, for each possible unit.<br />
</li>
<li><code class="inline-code">hire_h</code> - array with mounts for each possible unit. If "null" they are on foot. If "h" they are on horse. If "m" they are on monster. If "t" they are on triceratops. These mounts won't disappear when a soldier falls from them, they will be available to mount by the player or another soldier, except if the <code class="inline-code">hire_id</code> is <code class="inline-code">z_cavalry01</code>, then the mounts will disappear.<br />
</li>
</ul>
<br />
In the attachment there is a much more complete tutorial file made by <dvz_me_placeholder id="2" />. Thanks to <dvz_me_placeholder id="3" /> for translating it to English!<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/json.png" title="JSON file" border="0" alt=".json" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=116" target="_blank" title="">SPT_V0.10_en.json</a> (Size: 228.96 KB / Downloads: 769)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/json.png" title="JSON file" border="0" alt=".json" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=117" target="_blank" title="">SPT_V0.10_zh.json</a> (Size: 208.26 KB / Downloads: 714)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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