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煌龙的夜袭 发表于 2012-8-28 20:19
我打算用英文的那个了,日文那个是别人给的。。。顺便问一下一个脚本问题 ...
换成这个试试?- #==============================================================================
- # + Bow Attack Action Sequence for RPG Tankentai Sideview Battle System
- # v2.0 (Kaduki)
- #------------------------------------------------------------------------------
- # Script by Mr. Bubble
- #------------------------------------------------------------------------------
- # ++ How to Install
- # * Install below the Tankentai Sideview scripts
- # * Requires Animation 83 from the demo placed in the same ID in your project.
- # Animation ID can be changed.
- #==============================================================================
- # ++ Assigning a Bow Action to Skills and Weapons
- #
- # [With Notetag]
- # * In the Notes field of a skill or weapon, type in
- #
- # <action: BOW_ATTACK>
- #
- # You do not need quotes around BOW_ATTACK. Remember that it requires
- # Bubs' Notetags for TSBS.
- #
- # [Battler Configuration]
- # * Assign "BOW_ATTACK" to a weapon or skill under
- # Weapon Action Sequence Settings and Skill Action Sequence Settings in
- # the SBS Configurations script.
- #==============================================================================
- module N01
- # Animation ID for when bow is shown and drawn
- BOW_ANIMATION = 83
- #------------------------------------------------------------------------------
- BOW_ANIME = {
-
-
- # "DRAW_POSE" is a Battler Frame Animation key.
- # It will play a specific animation from the battler's character sheet.
- # For Kaduki Battlers, it will play its own special row.
- # If an enemy tries to use this key, it will not do anything.
- "DRAW_POSE" => [ 3, 1, 3, 2, 0, -1, 0, true,"" ],
-
- # "DRAW_BOW" is a Battle Animation key.
- # It plays the bow animation from the Database on top of the battler
- # using this key.
- "DRAW_BOW" => ["anime", BOW_ANIMATION, 0, false, false, false],
-
- # "ARROW_ANGLE" is a Flying Graphic Angle key.
- # It modifies the angle of the arrow when it travels from the user to
- # the target. "ARROW_ANGLE" is not directly used within an action sequence.
- # Instead, it is used in the "SHOOT_ARROW" hash.
- "ARROW_ANGLE" => [ 30, 60, 11],
-
- # "SHOOT_ARROW" is a Moving Animation key
- # It defines the trajectory of the arrow that is shot at the target.
- # Notice how "ARROW_ANGLE" is used within the hash. "ARROW_ANGLE"
- # is a set predefined values that determine the angle of the arrow
- # while in flight.
- # The Yp (Y-pitch) needed to be moved up 16 pixels so it wouldn't look
- # like an actor shot an arrow from their legs.
- # ANIME Key Type ID Object Pass Time Arc Xp Yp Start Z Weapon
- "SHOOT_ARROW" => ["m_a", 0, 0, 0, 15, -10, 0, -16, 0,false,"ARROW_ANGLE"],
-
- } # <-- Do not delete this!
- ANIME.merge!(BOW_ANIME)
-
- # Action Sequence
- BOW_ATTACK_ACTION = {
- # To help explain what the "BOW_ATTACK" sequence does, I've formatted it as
- # a vertical list. It does not matter how much whitespace there is between
- # each key as long as there are commas separating each key from each other.
- #
- # Beside each key is a comment briefly explaining what each key does.
- # Keep in mind that action sequences are processed from left to right,
- # top to bottom, in order.
-
- # Action Key
- "BOW_ATTACK" => [ # Anime Keys
- "STEP_FORWARD", # Battler steps forward a bit
- "DRAW_BOW", # Battler plays bow animation on self
- "DRAW_POSE", # Play Kaduki pose
- "16", # Delays the sequence for 16 frames
- "SHOOT_ARROW", # Executes arrow projectile to target
- "12", # Delays the sequence for 12 frames
- "DAMAGE_ANIM", # Damage the target and play the weapon
- # skill's animation (if it hits)
- "16", # Delays the sequence for 12 frames
- "Can Collapse", # Determines if battler is at 0 HP
- # and turns off their immortal flag so
- # that they can die/collapse.
- "FLEE_RESET" # Reset battler to start coordinates
- ], # Closing square bracket. Don't forgot the comma!
-
- #==========================================================================
- "BOW DOUBLE ATTACK" =>["WPN_SWING_UNDER","CAST_ANIMATION","40","STEP_FORWARD","DRAW_BOW","DRAW_POSE","16","SHOOT_ARROW",
- "12","DAMAGE_ANIM","16","Can Collapse","EVADE_JUMP",
- "FLEE_RESET","DRAW_BOW","DRAW_POSE","16","SHOOT_ARROW",
- "12","DAMAGE_ANIM","16","Can Collapse","FLEE_RESET"],
- } # <-- Do not delete this!
- ACTION.merge!(BOW_ATTACK_ACTION)
- end
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