User:Pixloen/FPANModding/Files

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Script Folder File Structure

Head to /script and you'll see a list of txt files. All of these can be edited to create new universal functions or new characters.

Name File Comment
Define Btl_Define.txt Sets a list of constant variables which is used by the game.
Universal CommandTable Btl_StdCommdandTbl.txt Contains the universal movelist -- use this to create new universal moves.
Universal MoveTable Btl_StdMoveTbl.txt Contains the move logic and specific code for universal moves, including common states such as standby / startup. Also contains character parameters.
Move Functions Btl_MvFunc.txt Small bits of script that can be used by other code. Use this for custom functions.


Basic Character File Structure

Head to /data and you'll see a folder for every character. You can either edit these or make new characters (more info down below). Every character folder in modern French Bread games have some variation of these files:

Name File Comment
Project / System character_0.txt Contains a list of files to load. Usually references the .ha6, the .cg and the .pat.
CommandTable character_cmd_0.txt Contains the move list.
MoveTable character_mv_0.txt Contains the move logic and specific code for unique moves or projectiles.
Sound Effect List character_se_list.txt or _se_list.txt Contains the location of sound effects found in ROOTFOLDER/se
Sound Effect Category character_se_category.txt or character_selist.txt Contains the location of sound effects found in ROOTFOLDER/se
Hantei-kun Project File character.ha6 Stores move animations, hitboxes and hit data.
CG character.cg Stores character sprites.
Pattern character.pat Stores images that aren't sprites. Incl. effects such as sword swipes or wings, or MBTL cut-ins.
Base files BaseData.LST / _temp.ha6 / _temp.LST Files fpan used for testing. _temp.ha6 might have some cool data in it that was planned for the character but ended up unused, but these are mostly useless and do nothing.

In short, the CommandTable gives a character inputs which are assigned to patterns in the Hantei-kun Project File, which can feed information to the MoveTable. The MoveTable can then create new functions. Base data.ha6 is bad to have in the character project file but is a useful STARTER ha6 to edit everything that isnt system states. IE literally anything not involving veiloff,damage states etc. If you want a uncluttered ha6 to start editing for a NEW character then copy the basedata.ha6 into your character folder.

Grpdat Files

\grpdat also contains character-related visuals which while not necessary for gameplay, are quite nice to have.

Name File Location Comment
Cockpit Icon \grpdat\Cockpit\chara or \grpdat\Cockpit\gface The character art that is located on the Battle UI.
Announce Art \grpdat\Announce\round_cha Contains the text used for the Announcer.
Win Screen Art \grpdat\Winner Contains the art found in the Win Screen.
Character Select Art \grpdat\CSel\chara Contains the Character Select portraits.

General grpdat structure

Name File Location Comment
Announce \grpdat\Announce Contains the graphics for the Announcer, including WINNER - PERFECT and KO.
Cockpit \grpdat\Cockpit\ The Battle HUD, including health bars and some effects.
Character Select \grpdat\CSel\chara Contains the Character Select graphics.
CutinBG \grpdat\CutinBG Contains a .pat file which holds the graphics for the super cut-in background, as well as IW finisher backgrounds.
System \grpdat\System Contains various graphics used throughout the game. This includes some menu UI as well as the combo meter, for some reason.
Winner \grpdat\Winner Contains the art found in the Win Screen.


Quick Start
Getting Started
Installing Mods
Mods List
Guides
Character File Setup
Using Hantei-chan
Character Scripts
Miscellaneous
Dialogue
HUD and UI
Stages
Audio
Battle Scripts
CG & Patterns
Editng Vectors
Define
Documentation
Classes and Methods
Functions
HA6 Pattern Reference
UNI2 Modding Notes