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碰上一个很麻烦的麻烦@.@!!

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发布时间: 2012-8-28 16:11

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本帖最后由 煌龙的夜袭 于 2012-8-28 23:00 编辑 找到了某大大发的整合系统,不得不说神马方面都已经绝了。。然后进入战斗时,发现问题。。。 帖子下面有该脚本下载地址 里面的技能有各种问题,比如 二次攻击,原 ...

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煌龙的夜袭 发表于 2012-8-28 22:43:15
protosssonny 发表于 2012-8-28 22:40
你们先讨论着,明天我再来看看。今天忙别的事去了。3个问题我记下了。 ...

。。已经解决了的说。。。额,倒是我现在又碰到一个问题了。。。就是我不知道修改了什么,进入测试游戏的时候没有标题画面,就是那个有New game, load game 和Exit的那个画面,直接进入游戏地图了这个这么弄。。。

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顺便标签改成已经解决吧,我看见有事请教,还以为没解决呢。  发表于 2012-8-28 22:47
难道是用了跳过标题画面的脚本?自己找找。  发表于 2012-8-28 22:45
怪蜀黍 发表于 2012-8-28 22:40:47
本帖最后由 protosssonny 于 2012-8-28 22:43 编辑

你们先讨论着,明天我再来看看。今天忙别的事去了。3个问题我记下了。
你上传个工程和你描述的有差异,可不可以改成你描述的那样,比如游戏会挂的那个技能做进去,我看看他怎么个挂法。
煌龙的夜袭 发表于 2012-8-28 21:09:24
Luciffer 发表于 2012-8-28 20:42
顺带一提,楼主那些姬魂素材是被允许用的吗?如果是自己抠出来的话最好不要用哦~ ...

{:2_267:}啊。。没事没事
煌龙的夜袭 发表于 2012-8-28 21:02:25
Luciffer 发表于 2012-8-28 20:42
顺带一提,楼主那些姬魂素材是被允许用的吗?如果是自己抠出来的话最好不要用哦~ ...

我用的是The prelude,Glimmer_LP的素材。。。全部的都是带有工程的= =。。不知道哪个是姬魂的

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于是楼主,没事了,是我这边误会了,很抱歉~  发表于 2012-8-28 21:02

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参与人数 1星屑 +60 收起 理由
Luciffer + 60 不好意思撒~

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煌龙的夜袭 发表于 2012-8-28 21:00:20
Password 发表于 2012-8-28 20:23
换成这个试试?

。。我去研究看看吧。。多谢你的帮助了

点评

没关系  发表于 2012-8-28 21:04
煌龙的夜袭 发表于 2012-8-28 20:50:04
Luciffer 发表于 2012-8-28 20:42
顺带一提,楼主那些姬魂素材是被允许用的吗?如果是自己抠出来的话最好不要用哦~ ...

= =刚查了下。。没有下过姬魂这个游戏啊。。。还是说游戏名是英文?

点评

姬魂是工作组,旗下游戏有《萝莉的远征》《灵毁》等等。。。  发表于 2012-8-28 20:57
Luciffer 发表于 2012-8-28 20:42:07
顺带一提,楼主那些姬魂素材是被允许用的吗?如果是自己抠出来的话最好不要用哦~

点评

那些素材是 http://www.geocities.co.jp/Milano-Cat/3319/ 這個日網的素材,姬魂只是拿來套用進去  发表于 2012-8-28 21:01
Password 发表于 2012-8-28 20:23:09
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?
  1. #==============================================================================
  2. # + Bow Attack Action Sequence for RPG Tankentai Sideview Battle System
  3. #   v2.0 (Kaduki)
  4. #------------------------------------------------------------------------------
  5. #  Script by Mr. Bubble
  6. #------------------------------------------------------------------------------
  7. # ++ How to Install
  8. # * Install below the Tankentai Sideview scripts
  9. # * Requires Animation 83 from the demo placed in the same ID in your project.
  10. #   Animation ID can be changed.
  11. #==============================================================================
  12. # ++ Assigning a Bow Action to Skills and Weapons
  13. #
  14. #   [With Notetag]
  15. # * In the Notes field of a skill or weapon, type in
  16. #
  17. #               <action: BOW_ATTACK>
  18. #
  19. #   You do not need quotes around BOW_ATTACK. Remember that it requires
  20. #   Bubs' Notetags for TSBS.
  21. #
  22. #   [Battler Configuration]
  23. # * Assign "BOW_ATTACK" to a weapon or skill under
  24. #   Weapon Action Sequence Settings and Skill Action Sequence Settings in
  25. #   the SBS Configurations script.
  26. #==============================================================================

  27. module N01
  28.   # Animation ID for when bow is shown and drawn
  29.   BOW_ANIMATION = 83
  30. #------------------------------------------------------------------------------
  31.   BOW_ANIME = {
  32.   
  33.   
  34.   # "DRAW_POSE" is a Battler Frame Animation key.
  35.   # It will play a specific animation from the battler's character sheet.
  36.   # For Kaduki Battlers, it will play its own special row.
  37.   # If an enemy tries to use this key, it will not do anything.
  38.   "DRAW_POSE"      => [ 3,  1,  3,   2,   0,  -1,   0, true,"" ],
  39.    
  40.   # "DRAW_BOW" is a Battle Animation key.
  41.   # It plays the bow animation from the Database on top of the battler
  42.   # using this key.
  43.   "DRAW_BOW"  => ["anime",  BOW_ANIMATION,  0, false, false, false],
  44.    
  45.   # "ARROW_ANGLE" is a Flying Graphic Angle key.
  46.   # It modifies the angle of the arrow when it travels from the user to
  47.   # the target. "ARROW_ANGLE" is not directly used within an action sequence.
  48.   # Instead, it is used in the "SHOOT_ARROW" hash.
  49.   "ARROW_ANGLE"     => [ 30, 60,  11],
  50.    
  51.   # "SHOOT_ARROW" is a Moving Animation key
  52.   # It defines the trajectory of the arrow that is shot at the target.
  53.   # Notice how "ARROW_ANGLE" is used within the hash. "ARROW_ANGLE"
  54.   # is a set predefined values that determine the angle of the arrow
  55.   # while in flight.
  56.   # The Yp (Y-pitch) needed to be moved up 16 pixels so it wouldn't look
  57.   # like an actor shot an arrow from their legs.
  58.   # ANIME Key               Type   ID Object Pass Time Arc  Xp Yp Start Z Weapon
  59.   "SHOOT_ARROW"  => ["m_a", 0,  0,   0, 15,  -10,  0, -16, 0,false,"ARROW_ANGLE"],
  60.    
  61.   } # <-- Do not delete this!
  62.   ANIME.merge!(BOW_ANIME)
  63.   
  64.   # Action Sequence
  65.   BOW_ATTACK_ACTION = {
  66.   # To help explain what the "BOW_ATTACK" sequence does, I've formatted it as
  67.   # a vertical list. It does not matter how much whitespace there is between
  68.   # each key as long as there are commas separating each key from each other.
  69.   #
  70.   # Beside each key is a comment briefly explaining what each key does.
  71.   # Keep in mind that action sequences are processed from left to right,
  72.   # top to bottom, in order.
  73.   
  74.   # Action Key
  75.   "BOW_ATTACK" => [ # Anime Keys
  76.                   "STEP_FORWARD", # Battler steps forward a bit
  77.                   "DRAW_BOW",     # Battler plays bow animation on self
  78.                   "DRAW_POSE",    # Play Kaduki pose
  79.                   "16",           # Delays the sequence for 16 frames
  80.                   "SHOOT_ARROW",  # Executes arrow projectile to target
  81.                   "12",           # Delays the sequence for 12 frames
  82.                   "DAMAGE_ANIM",  # Damage the target and play the weapon
  83.                                   # skill's animation (if it hits)
  84.                   "16",           # Delays the sequence for 12 frames
  85.                   "Can Collapse", # Determines if battler is at 0 HP
  86.                                   # and turns off their immortal flag so
  87.                                   # that they can die/collapse.
  88.                   "FLEE_RESET"    # Reset battler to start coordinates
  89.                   ], # Closing square bracket. Don't forgot the comma!
  90.                   
  91. #==========================================================================
  92.   "BOW DOUBLE ATTACK"     =>["WPN_SWING_UNDER","CAST_ANIMATION","40","STEP_FORWARD","DRAW_BOW","DRAW_POSE","16","SHOOT_ARROW",
  93.                              "12","DAMAGE_ANIM","16","Can Collapse","EVADE_JUMP",
  94.                              "FLEE_RESET","DRAW_BOW","DRAW_POSE","16","SHOOT_ARROW",
  95.                              "12","DAMAGE_ANIM","16","Can Collapse","FLEE_RESET"],



  96.   } # <-- Do not delete this!
  97.   ACTION.merge!(BOW_ATTACK_ACTION)
  98. end
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