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标题: SRD_WalkCharBattlers使用说明 [打印本页]

作者: j296196585    时间: 2018-10-3 23:25
标题: SRD_WalkCharBattlers使用说明
本帖最后由 j296196585 于 2018-10-3 23:30 编辑

In order to set up the character image to function as a battler on an Actor
or Enemy, use the following notetags:


  <Walk Battler: [image-name]>

Set "image-name" to the name of the image in the /img/characters/ folder to
be used as a battler.


  <Walk Battler Index: [image-index]>

Set "image-index" to the index (from 0 - 7) of the character in the image
file. If the character image file is a "single character" image, you do not
need to worry about using this notetag.


  <Walk Battler Scale: [scale]>

Set "scale" to a value to represent how big the battler is scaled relative
to the original image. Setting this to 1 would make it the same size as the
characters in the image. 2 would double the size, 0.5 would half it, etc.


  <Walk Battler Sleep: [image-name]>

If you wish for the sleep and dead motion characters to have closed eyes,
you can set a specific file to do so.


  <Walk Battler Sleep Index: [image-index]>

The index within the Sleep Image that is used on sleep and dead motions


==============================================================================
Battle Death Type
==============================================================================

There are three death types that can be used when using Walk Character
Battlers:

-  instant
-  fade
-  lay


These determine what happens to the sprite when the battler is knocked out.

"Instant" instantly removes the sprite from the battle.

"Fade" fades the sprite from the battle.

"Lay" makes the sprite lay 90 degrees.



These can be customized on a Actor/Enemy basis using the notetag:

  <Walk Battler Death Type: [type]>

Example:

  <Walk Battler Death Type: lay>


==============================================================================
Victory Motion
==============================================================================

Since there's no standard "Victory" animation for Walking Characters, this
can be customized for Actors using the Parameter or the following Actor
notetag:

  <Walk Battler Victory Motion: [motion]>

Example:

  <Walk Battler Victory Motion: spin>


==============================================================================
Enemy Weapon
==============================================================================

If you wish to customize the weapon used by the Enemy use the following Enemy
notetag:

  <Walk Battler Weapon ID: [weapon-id]>

Example:

  <Walk Battler Weapon ID: 2>

The example will make it so the Enemy will show the sprite of Weapon ID 2
from the database.


==============================================================================
Edited Battler Motions
==============================================================================

As you can imagine, not all the battler motions can be replicated with simple
Walk Character sprites; however some of them can. Here is a list of them:

-  wait
-  abnormal
-  dying
-  victory
-  escape
-  sleep
-  dead

All the other motions will use the same left-looking walking animation.


==============================================================================
New Battler Motions
==============================================================================

The following are new motions added to Actor Battlers:

-  up
-  down
-  right
-  spin


==============================================================================
End of Help File
==============================================================================

Welcome to the bottom of the Help file.

请问具体说的都是什么意思  有没有路过的大佬帮帮小弟

图里虽然有使用说明 但是看不懂。。 好难过



360截图20181003234305896.jpg (62.4 KB, 下载次数: 5)

360截图20181003234305896.jpg





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