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		<title><![CDATA[Hero Fighter Empire - Forums - Tutorials]]></title>
		<link>https://hf-empire.com/forum/</link>
		<description><![CDATA[Hero Fighter Empire - Forums - https://hf-empire.com/forum]]></description>
		<pubDate>Wed, 06 May 2026 11:35:44 +0000</pubDate>
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			<title><![CDATA[Modifying Ai's Behaviour]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=452</link>
			<pubDate>Mon, 29 Apr 2024 22:14:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=893">Almighty Jack E</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=452</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #fff5b3;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Modifying Ai's Behaviour</span></span></span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">The "behavior" of a computer player, Ai, can be modified in the <code class="inline-code">Spt</code> of that character e.g, when to perform a move.</span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">In performing a move by Ai, the distance is an important factor to consider, setting a range of distance values for a specific move will reduce the tendency of Ai performing moves randomly, thereby, increasing the Ai's skill.</span></div>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">1. How to make Ai use a move at a given range of distance;</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">This is the <code class="inline-code">ICECOL</code> of Iczzy</span><br />
<pre class="block-code line-numbers language-none"><code class="language-none">&quot;81&quot;: {
            &quot;__AMF0_OBJECT_CLASSNAME__&quot;: &quot;Data.Action&quot;,
            &quot;selfLoop&quot;: false,
            &quot;nextAi&quot;: -1.0,
            &quot;allowTurnFace&quot;: false,
            &quot;nextAti&quot;: -1.0,
            &quot;frame&quot;: null,
            &quot;aiz2&quot;: 250.0,
            &quot;special&quot;: 0.0,
            &quot;landAti&quot;: -1.0,
            &quot;landAi&quot;: -1.0,
            &quot;nextAgi&quot;: -1.0,
            &quot;name&quot;: &quot;ICECOL&quot;,
            &quot;a_keyTgr&quot;: null,
            &quot;landAgi&quot;: -1.0,
            &quot;frameIndex&quot;: 231.0,
            &quot;aix1b&quot;: -750.0,
            &quot;mpBurn&quot;: 0.0,
            &quot;index&quot;: 81.0,
            &quot;aix2&quot;: 750.0,
            &quot;aiz1&quot;: -250.0,
            &quot;nextActionName&quot;: null,
            &quot;type&quot;: -1.0,
            &quot;aix2b&quot;: 750.0,
            &quot;aix1&quot;: -750.0,
            &quot;landActionName&quot;: null
        },</code></pre><br />
<br />
<span style="font-size: medium;" class="mycode_size"><code class="inline-code">&quot;aiz2&quot;</code>,<code class="inline-code">&quot;aix1b&quot;</code>,<code class="inline-code">&quot;aix2&quot;</code>,<code class="inline-code">&quot;aiz1&quot;</code>,<code class="inline-code">&quot;aix2b&quot;</code> and <code class="inline-code">&quot;aix1&quot;</code> are the parameters governing the distance at which Com will decide to attack. An enemy withing this range is in the territory of Com, so Ai will attack.</span><br />
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">We can see that aiz2 = 250, which means; if an enemy is within the range of 1 - 250μm in the positive direction, ie. facing the Ai, Com Iczzy will use the ICECOL in the presence of sufficient mp. (i used μm  as the unit of measurement, this may not be the unit used in the game) Perhaps, at 300μm, enemy won't be affected by the attack, so Com wont use the ICECOL.</span></div>
<br />
<span style="font-size: medium;" class="mycode_size">aix1b = -750, means; if enemy is within the range of -750 to -1, in the negative direction, i.e behind Ai, Com Iczzy will perform the ICECOL if there's enough mp.</span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">Normal Com Iczzy</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/ki1PdKU-fSE" style="max-width: 100%;" frameborder="0" allowfullscreen="true"></iframe></span></div>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">2. To make Ai not make use of a particular skill.</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Since the distance assists Ai in deciding when to attack, it can be modified in a way that Com won't use this skill. </span><br />
<span style="font-size: medium;" class="mycode_size">If the values of <code class="inline-code">&quot;aiz2&quot;</code>,<code class="inline-code">&quot;aix1b&quot;</code>,<code class="inline-code">&quot;aix2&quot;</code>,<code class="inline-code">&quot;aiz1&quot;</code>,<code class="inline-code">&quot;aix2b&quot;</code> and <code class="inline-code">&quot;aix1&quot;</code> are set to 0, Com Iczzy won't use the ICECOL at any distance.</span><br />
<br />
<pre class="block-code line-numbers language-none"><code class="language-none">&quot;81&quot;: {
            &quot;__AMF0_OBJECT_CLASSNAME__&quot;: &quot;Data.Action&quot;,
            &quot;selfLoop&quot;: false,
            &quot;nextAi&quot;: -1.0,
            &quot;allowTurnFace&quot;: false,
            &quot;nextAti&quot;: -1.0,
            &quot;frame&quot;: null,
            &quot;aiz2&quot;: 0.0,
            &quot;special&quot;: 0.0,
            &quot;landAti&quot;: -1.0,
            &quot;landAi&quot;: -1.0,
            &quot;nextAgi&quot;: -1.0,
            &quot;name&quot;: &quot;ICECOL&quot;,
            &quot;a_keyTgr&quot;: null,
            &quot;landAgi&quot;: -1.0,
            &quot;frameIndex&quot;: 231.0,
            &quot;aix1b&quot;: 0.0,
            &quot;mpBurn&quot;: 0.0,
            &quot;index&quot;: 81.0,
            &quot;aix2&quot;: 0.0,
            &quot;aiz1&quot;: 0.0,
            &quot;nextActionName&quot;: null,
            &quot;type&quot;: -1.0,
            &quot;aix2b&quot;: 0.0,
            &quot;aix1&quot;: 0.0,
            &quot;landActionName&quot;: null
        },</code></pre><br />
<br />
<span style="font-size: medium;" class="mycode_size">Simple explanation; Since matter occupies "Space", it's impossible for two things to occupy the same position at a given time, similar reasoning shows that, when those values are set to 0, it means Com will only use that skill when the enemy is standing exactly where Com is, which is not possible.</span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/kA8-1Ilv2fY" style="max-width: 100%;" frameborder="0" allowfullscreen="true"></iframe></span></div>
<br />
<span style="font-size: medium;" class="mycode_size">Thanks to BuEBaiDi, more will be added with time.</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #fff5b3;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Modifying Ai's Behaviour</span></span></span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">The "behavior" of a computer player, Ai, can be modified in the <code class="inline-code">Spt</code> of that character e.g, when to perform a move.</span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">In performing a move by Ai, the distance is an important factor to consider, setting a range of distance values for a specific move will reduce the tendency of Ai performing moves randomly, thereby, increasing the Ai's skill.</span></div>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">1. How to make Ai use a move at a given range of distance;</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">This is the <code class="inline-code">ICECOL</code> of Iczzy</span><br />
<pre class="block-code line-numbers language-none"><code class="language-none">&quot;81&quot;: {
            &quot;__AMF0_OBJECT_CLASSNAME__&quot;: &quot;Data.Action&quot;,
            &quot;selfLoop&quot;: false,
            &quot;nextAi&quot;: -1.0,
            &quot;allowTurnFace&quot;: false,
            &quot;nextAti&quot;: -1.0,
            &quot;frame&quot;: null,
            &quot;aiz2&quot;: 250.0,
            &quot;special&quot;: 0.0,
            &quot;landAti&quot;: -1.0,
            &quot;landAi&quot;: -1.0,
            &quot;nextAgi&quot;: -1.0,
            &quot;name&quot;: &quot;ICECOL&quot;,
            &quot;a_keyTgr&quot;: null,
            &quot;landAgi&quot;: -1.0,
            &quot;frameIndex&quot;: 231.0,
            &quot;aix1b&quot;: -750.0,
            &quot;mpBurn&quot;: 0.0,
            &quot;index&quot;: 81.0,
            &quot;aix2&quot;: 750.0,
            &quot;aiz1&quot;: -250.0,
            &quot;nextActionName&quot;: null,
            &quot;type&quot;: -1.0,
            &quot;aix2b&quot;: 750.0,
            &quot;aix1&quot;: -750.0,
            &quot;landActionName&quot;: null
        },</code></pre><br />
<br />
<span style="font-size: medium;" class="mycode_size"><code class="inline-code">&quot;aiz2&quot;</code>,<code class="inline-code">&quot;aix1b&quot;</code>,<code class="inline-code">&quot;aix2&quot;</code>,<code class="inline-code">&quot;aiz1&quot;</code>,<code class="inline-code">&quot;aix2b&quot;</code> and <code class="inline-code">&quot;aix1&quot;</code> are the parameters governing the distance at which Com will decide to attack. An enemy withing this range is in the territory of Com, so Ai will attack.</span><br />
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">We can see that aiz2 = 250, which means; if an enemy is within the range of 1 - 250μm in the positive direction, ie. facing the Ai, Com Iczzy will use the ICECOL in the presence of sufficient mp. (i used μm  as the unit of measurement, this may not be the unit used in the game) Perhaps, at 300μm, enemy won't be affected by the attack, so Com wont use the ICECOL.</span></div>
<br />
<span style="font-size: medium;" class="mycode_size">aix1b = -750, means; if enemy is within the range of -750 to -1, in the negative direction, i.e behind Ai, Com Iczzy will perform the ICECOL if there's enough mp.</span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">Normal Com Iczzy</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/ki1PdKU-fSE" style="max-width: 100%;" frameborder="0" allowfullscreen="true"></iframe></span></div>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">2. To make Ai not make use of a particular skill.</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Since the distance assists Ai in deciding when to attack, it can be modified in a way that Com won't use this skill. </span><br />
<span style="font-size: medium;" class="mycode_size">If the values of <code class="inline-code">&quot;aiz2&quot;</code>,<code class="inline-code">&quot;aix1b&quot;</code>,<code class="inline-code">&quot;aix2&quot;</code>,<code class="inline-code">&quot;aiz1&quot;</code>,<code class="inline-code">&quot;aix2b&quot;</code> and <code class="inline-code">&quot;aix1&quot;</code> are set to 0, Com Iczzy won't use the ICECOL at any distance.</span><br />
<br />
<pre class="block-code line-numbers language-none"><code class="language-none">&quot;81&quot;: {
            &quot;__AMF0_OBJECT_CLASSNAME__&quot;: &quot;Data.Action&quot;,
            &quot;selfLoop&quot;: false,
            &quot;nextAi&quot;: -1.0,
            &quot;allowTurnFace&quot;: false,
            &quot;nextAti&quot;: -1.0,
            &quot;frame&quot;: null,
            &quot;aiz2&quot;: 0.0,
            &quot;special&quot;: 0.0,
            &quot;landAti&quot;: -1.0,
            &quot;landAi&quot;: -1.0,
            &quot;nextAgi&quot;: -1.0,
            &quot;name&quot;: &quot;ICECOL&quot;,
            &quot;a_keyTgr&quot;: null,
            &quot;landAgi&quot;: -1.0,
            &quot;frameIndex&quot;: 231.0,
            &quot;aix1b&quot;: 0.0,
            &quot;mpBurn&quot;: 0.0,
            &quot;index&quot;: 81.0,
            &quot;aix2&quot;: 0.0,
            &quot;aiz1&quot;: 0.0,
            &quot;nextActionName&quot;: null,
            &quot;type&quot;: -1.0,
            &quot;aix2b&quot;: 0.0,
            &quot;aix1&quot;: 0.0,
            &quot;landActionName&quot;: null
        },</code></pre><br />
<br />
<span style="font-size: medium;" class="mycode_size">Simple explanation; Since matter occupies "Space", it's impossible for two things to occupy the same position at a given time, similar reasoning shows that, when those values are set to 0, it means Com will only use that skill when the enemy is standing exactly where Com is, which is not possible.</span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/kA8-1Ilv2fY" style="max-width: 100%;" frameborder="0" allowfullscreen="true"></iframe></span></div>
<br />
<span style="font-size: medium;" class="mycode_size">Thanks to BuEBaiDi, more will be added with time.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Understanding The ItemSpt]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=447</link>
			<pubDate>Sun, 04 Feb 2024 18:54:24 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=893">Almighty Jack E</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=447</guid>
			<description><![CDATA[<div style="text-align: left;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">The projectiles released by any character can be found  in <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">185 - Data.Global_itemSpt</code></span></span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">So, to modify the characteristics of any projectile released by characters, you will have to modify the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">ActionGroup</code></span> and <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">Frame</code></span> of the corresponding projectile in the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">ItemSpt</code></span></span></span></div>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">Here are some important things I've been able to learn, by the help of Jeatles.</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">1. To make an projectile travel farther  after it's been released, e.g, Lucas' air blade, you have to increase the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_lifeTime&quot;:</code></span> in the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">ActionGroup</code></span> which has the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;name&quot;:</code></span> as <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">lucasB</code></span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">2. To make a prop more durable, e.g, making Lucas' air blade to be able to take out other projectiles, e.g, Shawn's arrowsuper or Livermore's laser and still keep going, you have to change <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_dura&quot;:</code></span> and <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_duraD&quot;:</code></span> in the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">ActionGroup</code></span> and increase <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;attackMany&quot;:</code></span> in the corresponding <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">Frame</code></span> of the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">Action</code></span>.</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font"> [Note: Frame index can be found in the corresponding Action]</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">Due to my limited knowledge, I don't fully understand the relationship between <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_dura&quot;:</code></span> and <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_duraD&quot;:</code></span> , but for clarity, you can increase the dura to a very large number, and the duraD, to a very small number, e.g</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_dura&quot;:</code></span> 8000.0,<br />
<span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_duraD&quot;:</code></span> 60.0,<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">Experiments have proven those values to be able to incredibly increase the strength of a prop.</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">More will be added gradually.</span></span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/EkzDc09KUkA" style="max-width: 100%;" frameborder="0" allowfullscreen="true"></iframe></span></span></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: left;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">The projectiles released by any character can be found  in <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">185 - Data.Global_itemSpt</code></span></span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">So, to modify the characteristics of any projectile released by characters, you will have to modify the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">ActionGroup</code></span> and <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">Frame</code></span> of the corresponding projectile in the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">ItemSpt</code></span></span></span></div>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">Here are some important things I've been able to learn, by the help of Jeatles.</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">1. To make an projectile travel farther  after it's been released, e.g, Lucas' air blade, you have to increase the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_lifeTime&quot;:</code></span> in the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">ActionGroup</code></span> which has the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;name&quot;:</code></span> as <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">lucasB</code></span></span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">2. To make a prop more durable, e.g, making Lucas' air blade to be able to take out other projectiles, e.g, Shawn's arrowsuper or Livermore's laser and still keep going, you have to change <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_dura&quot;:</code></span> and <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_duraD&quot;:</code></span> in the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">ActionGroup</code></span> and increase <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;attackMany&quot;:</code></span> in the corresponding <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">Frame</code></span> of the <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">Action</code></span>.</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font"> [Note: Frame index can be found in the corresponding Action]</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">Due to my limited knowledge, I don't fully understand the relationship between <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_dura&quot;:</code></span> and <span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_duraD&quot;:</code></span> , but for clarity, you can increase the dura to a very large number, and the duraD, to a very small number, e.g</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_dura&quot;:</code></span> 8000.0,<br />
<span style="font-weight: bold;" class="mycode_b"><code class="inline-code">&quot;ite_duraD&quot;:</code></span> 60.0,<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">Experiments have proven those values to be able to incredibly increase the strength of a prop.</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font">More will be added gradually.</span></span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/EkzDc09KUkA" style="max-width: 100%;" frameborder="0" allowfullscreen="true"></iframe></span></span></div>]]></content:encoded>
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		<item>
			<title><![CDATA[Make a Character Execute a Move While Performing a Skill]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=430</link>
			<pubDate>Thu, 27 Jul 2023 15:17:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=893">Almighty Jack E</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=430</guid>
			<description><![CDATA[]]></description>
			<content:encoded><![CDATA[]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Make Shawn's arrows freeze the enemy]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=387</link>
			<pubDate>Fri, 11 Jun 2021 19:03:20 +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=387</guid>
			<description><![CDATA[]]></description>
			<content:encoded><![CDATA[]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Create EXE for HF and APK for HFX using Adobe AIR SDK by HARMAN]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=386</link>
			<pubDate>Wed, 02 Jun 2021 11:17:36 +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=386</guid>
			<description><![CDATA[]]></description>
			<content:encoded><![CDATA[]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Customize the EXE (aka. Adobe Flash Player Projector)]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=360</link>
			<pubDate>Sun, 05 Jul 2020 11:24:05 +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=360</guid>
			<description><![CDATA[<span style="font-size: large;" class="mycode_size"><span style="color: #FFFFAA;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span></span><br />
<br />
It is possible to "convert" the SWF to an EXE using <a href="https://hf-empire.com/forum/showthread.php?tid=317" target="_blank" rel="noopener" class="mycode_url">HF Workshop</a>, which is actually just using Adobe Flash Player Projector to create a standalone of the SWF. There are many versions of the FP available for download, and you may download them <span style="text-decoration: line-through;" class="mycode_s"><a href="https://helpx.adobe.com/flash-player/kb/archived-flash-player-versions.html" target="_blank" rel="noopener" class="mycode_url">here</a></span> <a href="https://archive.org/download/flashplayerarchive/pub/flashplayer/installers/archive/" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
Note: If you are curious about the algorithm HF Workshop is using, you may check it <a href="https://gitlab.com/MangaD/hf-workshop/-/blob/master/documentation/METHODOLOGY.md#swf-2-exe" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
However, HF Workshop does not customize the FP projector. So here are some instructions on how you can achieve this.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Note: The EXE must not be compressed with UPX for this to work.</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #FFFFAA;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Changing the icon</span></span></span><br />
<br />
For changing the icon, you'll need <a href="http://melander.dk/reseditor/" target="_blank" rel="noopener" class="mycode_url">Resource Editor</a>. Open the  Flash Player projector file (SA.exe), before adding HF swf to it, with resource editor. Expand the "Icon" folder, right click on the first icon, click on "Load resource..." and select the ICO file you want. If you don't have a ICO file but only an image, you can convert the image to ICO using any online tool, like <a href="https://icoconvert.com/" target="_blank" rel="noopener" class="mycode_url">https://icoconvert.com/</a>. The official HF ICO is available <a href="https://gitlab.com/MangaD/hf-workshop/-/blob/master/resources/windows/hf.ico" target="_blank" rel="noopener" class="mycode_url">here</a>. You may do this for all the icons there, though one should be enough to change the displayed icon of the EXE file. You may then use this modified SA.exe to convert HF swf to exe.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Notes:<br />
- The EXE must not be compressed with UPX for this to work.<br />
- This must be done before combining HF swf with SA.exe.</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #FFFFAA;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Removing the menu bar</span></span></span><br />
<br />
The menu bar is not very useful. Of all of its options, full screen is probably the only useful one, but this can be achieved with CTRL+F too. Removing this bar is actually easy. With <a href="http://melander.dk/reseditor/" target="_blank" rel="noopener" class="mycode_url">Resource Editor</a> again, open the EXE with it, expand the "Menu" folder and delete all the menu entries.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #FFFFAA;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Changing the window's title</span></span></span><br />
<br />
This one varies with the FP version. On old versions, I was told that using <a href="http://melander.dk/reseditor/" target="_blank" rel="noopener" class="mycode_url">Resource Editor</a>, changing the title can be done on the "String Table" folder. But on more recent versions (the oldest I tried was version 11), changing the title must be done with an <a href="https://mh-nexus.de/en/hxd/" target="_blank" rel="noopener" class="mycode_url">hex editor</a>. In version 11 and version 20 (the ones I tried), you have to search for <code class="inline-code">A\0d\0o\0b\0e\0 \0F\0l\0a\0s\0h\0 \0P\0l\0a\0y\0e\0r\0 \0X\0X</code>, where the <code class="inline-code">\0</code> represents the null byte (00 in hexadecimal) and appears between every character, and XX represents the version (11, 20...). After you've found this, you can write your own title on top of this (keeping the null bytes intact), and you must terminate the title with a null byte, and you also cannot have a title bigger than the already existing one, using this simple method. So, your title could look like: <code class="inline-code">H\0e\0r\0o\0 \0F\0i\0g\0h\0t\0e\0r\0 \0v\00\0.\07\0+\0\0\0X\0X</code><br />
<br />
<hr class="mycode_hr" />
<br />
Note: <a href="http://www.angusj.com/resourcehacker/" target="_blank" rel="noopener" class="mycode_url">Resource Hacker</a> appears to break <a href="http://swftools.sourceforge.net/swf-to-exe.html" target="_blank" rel="noopener" class="mycode_url">Trong's Flash Player</a>. <a href="http://melander.dk/reseditor/" target="_blank" rel="noopener" class="mycode_url">Resource Editor</a> is a good alternative that works.]]></description>
			<content:encoded><![CDATA[<span style="font-size: large;" class="mycode_size"><span style="color: #FFFFAA;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span></span><br />
<br />
It is possible to "convert" the SWF to an EXE using <a href="https://hf-empire.com/forum/showthread.php?tid=317" target="_blank" rel="noopener" class="mycode_url">HF Workshop</a>, which is actually just using Adobe Flash Player Projector to create a standalone of the SWF. There are many versions of the FP available for download, and you may download them <span style="text-decoration: line-through;" class="mycode_s"><a href="https://helpx.adobe.com/flash-player/kb/archived-flash-player-versions.html" target="_blank" rel="noopener" class="mycode_url">here</a></span> <a href="https://archive.org/download/flashplayerarchive/pub/flashplayer/installers/archive/" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
Note: If you are curious about the algorithm HF Workshop is using, you may check it <a href="https://gitlab.com/MangaD/hf-workshop/-/blob/master/documentation/METHODOLOGY.md#swf-2-exe" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
However, HF Workshop does not customize the FP projector. So here are some instructions on how you can achieve this.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Note: The EXE must not be compressed with UPX for this to work.</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #FFFFAA;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Changing the icon</span></span></span><br />
<br />
For changing the icon, you'll need <a href="http://melander.dk/reseditor/" target="_blank" rel="noopener" class="mycode_url">Resource Editor</a>. Open the  Flash Player projector file (SA.exe), before adding HF swf to it, with resource editor. Expand the "Icon" folder, right click on the first icon, click on "Load resource..." and select the ICO file you want. If you don't have a ICO file but only an image, you can convert the image to ICO using any online tool, like <a href="https://icoconvert.com/" target="_blank" rel="noopener" class="mycode_url">https://icoconvert.com/</a>. The official HF ICO is available <a href="https://gitlab.com/MangaD/hf-workshop/-/blob/master/resources/windows/hf.ico" target="_blank" rel="noopener" class="mycode_url">here</a>. You may do this for all the icons there, though one should be enough to change the displayed icon of the EXE file. You may then use this modified SA.exe to convert HF swf to exe.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Notes:<br />
- The EXE must not be compressed with UPX for this to work.<br />
- This must be done before combining HF swf with SA.exe.</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #FFFFAA;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Removing the menu bar</span></span></span><br />
<br />
The menu bar is not very useful. Of all of its options, full screen is probably the only useful one, but this can be achieved with CTRL+F too. Removing this bar is actually easy. With <a href="http://melander.dk/reseditor/" target="_blank" rel="noopener" class="mycode_url">Resource Editor</a> again, open the EXE with it, expand the "Menu" folder and delete all the menu entries.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="color: #FFFFAA;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Changing the window's title</span></span></span><br />
<br />
This one varies with the FP version. On old versions, I was told that using <a href="http://melander.dk/reseditor/" target="_blank" rel="noopener" class="mycode_url">Resource Editor</a>, changing the title can be done on the "String Table" folder. But on more recent versions (the oldest I tried was version 11), changing the title must be done with an <a href="https://mh-nexus.de/en/hxd/" target="_blank" rel="noopener" class="mycode_url">hex editor</a>. In version 11 and version 20 (the ones I tried), you have to search for <code class="inline-code">A\0d\0o\0b\0e\0 \0F\0l\0a\0s\0h\0 \0P\0l\0a\0y\0e\0r\0 \0X\0X</code>, where the <code class="inline-code">\0</code> represents the null byte (00 in hexadecimal) and appears between every character, and XX represents the version (11, 20...). After you've found this, you can write your own title on top of this (keeping the null bytes intact), and you must terminate the title with a null byte, and you also cannot have a title bigger than the already existing one, using this simple method. So, your title could look like: <code class="inline-code">H\0e\0r\0o\0 \0F\0i\0g\0h\0t\0e\0r\0 \0v\00\0.\07\0+\0\0\0X\0X</code><br />
<br />
<hr class="mycode_hr" />
<br />
Note: <a href="http://www.angusj.com/resourcehacker/" target="_blank" rel="noopener" class="mycode_url">Resource Hacker</a> appears to break <a href="http://swftools.sourceforge.net/swf-to-exe.html" target="_blank" rel="noopener" class="mycode_url">Trong's Flash Player</a>. <a href="http://melander.dk/reseditor/" target="_blank" rel="noopener" class="mycode_url">Resource Editor</a> is a good alternative that works.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tutorial: Allow Raye's Lightning attack to turn direction]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=353</link>
			<pubDate>Sun, 21 Jun 2020 10:33:03 +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=353</guid>
			<description><![CDATA[]]></description>
			<content:encoded><![CDATA[]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tutorial: Animation / Frames' duration]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=352</link>
			<pubDate>Fri, 19 Jun 2020 19:49:11 +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=352</guid>
			<description><![CDATA[]]></description>
			<content:encoded><![CDATA[]]></content:encoded>
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		<item>
			<title><![CDATA[Tutorial: Change where Shawn's arrow spawns]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=351</link>
			<pubDate>Fri, 19 Jun 2020 19:45:11 +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=351</guid>
			<description><![CDATA[If you'd like to change where Shawn's arrow spawns, or any other projectile, you'll find the data for it in <code class="inline-code">globalDat</code> (id=142). Find the <code class="inline-code">PtWithName</code> of the projectile (10 for Shawn's arrow, standing) and change the velocity attributes (<code class="inline-code">vx</code>, <code class="inline-code">vy</code> and <code class="inline-code">vz</code>).<br />
<br />
<code class="inline-code">vz</code> will cause the arrow to go up with negative values, and down with positive values. Default is 0 so it goes straight.<br />
<code class="inline-code">vy</code> will cause the arrow to go higher with negative values, and lower with positive values.<br />
<code class="inline-code">vx</code> is what you want, lower values will cause the arrow to not go as far, but they will also hit the opponent that is touching you.<br />
<br />
This will also change the velocity of the arrow though. This is the solution <dvz_me_placeholder id="3" /> told me. Don't know any other right now.]]></description>
			<content:encoded><![CDATA[If you'd like to change where Shawn's arrow spawns, or any other projectile, you'll find the data for it in <code class="inline-code">globalDat</code> (id=142). Find the <code class="inline-code">PtWithName</code> of the projectile (10 for Shawn's arrow, standing) and change the velocity attributes (<code class="inline-code">vx</code>, <code class="inline-code">vy</code> and <code class="inline-code">vz</code>).<br />
<br />
<code class="inline-code">vz</code> will cause the arrow to go up with negative values, and down with positive values. Default is 0 so it goes straight.<br />
<code class="inline-code">vy</code> will cause the arrow to go higher with negative values, and lower with positive values.<br />
<code class="inline-code">vx</code> is what you want, lower values will cause the arrow to not go as far, but they will also hit the opponent that is touching you.<br />
<br />
This will also change the velocity of the arrow though. This is the solution <dvz_me_placeholder id="3" /> told me. Don't know any other right now.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tutorial: Change HP, MP and SP of character.]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=350</link>
			<pubDate>Fri, 19 Jun 2020 18:56:22 +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=350</guid>
			<description><![CDATA[How to change HP, MP and SP of a character with HF workshop?]]></description>
			<content:encoded><![CDATA[How to change HP, MP and SP of a character with HF workshop?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tutorial: Action Transplant]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=343</link>
			<pubDate>Sun, 01 Mar 2020 05:01:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=714">Runningcake</a>]]></dc:creator>
			<guid isPermaLink="false">https://hf-empire.com/forum/showthread.php?tid=343</guid>
			<description><![CDATA[<br />
<ol type="1" class="mycode_list"><li>For the tutorial, see the pdf in the attachment. You can do the transplant manually or with the tool I made.<br />
</li>
<li>Also in the attachment are 2 formats of action_transplant tools: the python file action_transplant.py (which is the code of the action transplant tool) and an executable file action_transplant.exe.<br />
If you already installed Python, then install the module "json" and then you can run the .py file with python to transplant actions. Since HFE does not support .py files uploading, I changed its suffix to .txt. You just need to change it back to .py to use it.<br />
If you don't have Python on you PC, then download the .exe file and follow the instructions in it to transplant actions. Note that this .exe file only runs on 64-bit windows system. Since I encountered some problem with file sharing platform, the .exe file will be uploaded later.<br />
</li>
</ol>
<hr class="mycode_hr" /><img src="https://hf-empire.com/forum/images/smilies/slight_smile.png" alt="Slight smile" title="Slight smile" class="smilie smilie_1" /> With the help of <dvz_me_placeholder id="4" /> I uploaded the zip file which contains the tool of .exe format.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/pdf.png" title="Adobe Acrobat PDF" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=113" target="_blank" title="">Turorial of Action Transplant.pdf</a> (Size: 87.29 KB / Downloads: 1003)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/txt.png" title="Text Document" border="0" alt=".txt" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=114" target="_blank" title="">action_transplant.txt</a> (Size: 9.81 KB / Downloads: 798)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=115" target="_blank" title="">action_transplant.zip</a> (Size: 6.46 MB / Downloads: 915)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[<br />
<ol type="1" class="mycode_list"><li>For the tutorial, see the pdf in the attachment. You can do the transplant manually or with the tool I made.<br />
</li>
<li>Also in the attachment are 2 formats of action_transplant tools: the python file action_transplant.py (which is the code of the action transplant tool) and an executable file action_transplant.exe.<br />
If you already installed Python, then install the module "json" and then you can run the .py file with python to transplant actions. Since HFE does not support .py files uploading, I changed its suffix to .txt. You just need to change it back to .py to use it.<br />
If you don't have Python on you PC, then download the .exe file and follow the instructions in it to transplant actions. Note that this .exe file only runs on 64-bit windows system. Since I encountered some problem with file sharing platform, the .exe file will be uploaded later.<br />
</li>
</ol>
<hr class="mycode_hr" /><img src="https://hf-empire.com/forum/images/smilies/slight_smile.png" alt="Slight smile" title="Slight smile" class="smilie smilie_1" /> With the help of <dvz_me_placeholder id="4" /> I uploaded the zip file which contains the tool of .exe format.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/pdf.png" title="Adobe Acrobat PDF" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=113" target="_blank" title="">Turorial of Action Transplant.pdf</a> (Size: 87.29 KB / Downloads: 1003)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/txt.png" title="Text Document" border="0" alt=".txt" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=114" target="_blank" title="">action_transplant.txt</a> (Size: 9.81 KB / Downloads: 798)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" />
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			<title><![CDATA[Tutorial: Replace and Swap Characters]]></title>
			<link>https://hf-empire.com/forum/showthread.php?tid=341</link>
			<pubDate>Fri, 28 Feb 2020 08:15:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hf-empire.com/forum/member.php?action=profile&uid=714">Runningcake</a>]]></dc:creator>
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			<description><![CDATA[See the pdf in the attachment:<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/pdf.png" title="Adobe Acrobat PDF" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=111" target="_blank" title="">Tutorial to Replace and Swap Characters.pdf</a> (Size: 34.32 KB / Downloads: 1207)
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<img src="https://hf-empire.com/forum/images/attachtypes/pdf.png" title="Adobe Acrobat PDF" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=112" target="_blank" title="">人物对换与人物覆盖教程.pdf</a> (Size: 300.78 KB / Downloads: 858)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[See the pdf in the attachment:<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/pdf.png" title="Adobe Acrobat PDF" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=111" target="_blank" title="">Tutorial to Replace and Swap Characters.pdf</a> (Size: 34.32 KB / Downloads: 1207)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://hf-empire.com/forum/images/attachtypes/pdf.png" title="Adobe Acrobat PDF" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=112" target="_blank" title="">人物对换与人物覆盖教程.pdf</a> (Size: 300.78 KB / Downloads: 858)
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