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Lv1.梦旅人
- 梦石
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加下这个……
放进Character文档
在资料库动画里制作个动画在第83号
- #==============================================================================
- # ■ Bow Attack Animation Sequence for RPG Tankentai SBS
- # 1.3.09
- #------------------------------------------------------------------------------
- # Script by Mr. Bubble with basis from Kylock's Bow Addon
- #==============================================================================
- # Adds a new bow animation which allows for a much smoother arrow animation
- # compared to Kylock's Bow Addon. This script is designed not to have conflicts
- # with Kylock's Bow Addon in case you want to use both.
- #
- # Updated to properly rotate in back attack battles and a newbie friendly
- # array for Skills.
- #==============================================================================
- # ■ How to Install
- #------------------------------------------------------------------------------
- # - Requires Animation 83 from the demo placed in the same ID in your project.
- # - Requires "woodarrow.png" in .Graphics\Characters.
- #==============================================================================
- module N01
- # Weapon element that grants a bow animation. Default is 5.
- BOW_WEAPON_ELEMENT = 5
- # Skill IDs you want a bow animation for.
- BOW_SKILLS = [145]
- # Animation ID for Bow.
- BOW_ANIMATION = 83
- #------------------------------------------------------------------------------
- # Attack Animation Actions
- BOW_ANIME = {
- "DRAW_POSE" => [ 0, 1, 1, 2, 0, -1, 0, true,"" ],
- "DRAW_BOW" => ["anime", BOW_ANIMATION, 0, false, false, false],
- "ARROW_ANGLE" => [ 30, 60, 11],
- "SHOOT_ARROW" => ["m_a", 0, 0, 0, 15, -10, 0, 0, 0,false,"ARROW_ANGLE"],
-
- # Back attack ANIME objects.
- "SHOOT_ARROW(BA)" => ["m_a", 0, 0, 0, 15, -10, 0, 0, 0,false,"ARROW_ANGLE(BA)"],
- "ARROW_ANGLE(BA)" => [ 330, 300, 11],
- }
- ANIME.merge!(BOW_ANIME)
- # Action Sequence
- BOW_ATTACK_ACTION = {
- # Normal sequence
- "NEW_BOW_ATTACK" => ["BEFORE_MOVE","DRAW_BOW", "DRAW_POSE", "16",
- "SHOOT_ARROW", "12","OBJ_ANIM","16",
- "Can Collapse","FLEE_RESET"],
-
- # Back attack sequence
- "NEW_BOW_ATTACK(BA)" => ["BEFORE_MOVE","DRAW_BOW", "DRAW_POSE", "16",
- "SHOOT_ARROW(BA)", "12","OBJ_ANIM","16",
- "Can Collapse","FLEE_RESET"],
- }
- ACTION.merge!(BOW_ATTACK_ACTION)
- end
- module RPG
- class Weapon
- alias bubs_bow_base_action base_action
- def base_action
- # If "Bow" Element is checked on the weapons tab in the database,
- # the new ranged attack action sequence is used.
- if $data_weapons[@id].element_set.include?(N01::BOW_WEAPON_ELEMENT) && $back_attack
- return "NEW_BOW_ATTACK(BA)" # Back attack
- elsif $data_weapons[@id].element_set.include?(N01::BOW_WEAPON_ELEMENT)
- return "NEW_BOW_ATTACK" # Normal
- end
- bubs_bow_base_action
- end
- alias bubs_bow_flying_graphic flying_graphic
- def flying_graphic
- if $data_weapons[@id].element_set.include?(N01::BOW_WEAPON_ELEMENT)
- return "woodarrow" # Arrow graphic in Characters folder
- end
- bubs_bow_flying_graphic
- end
- end
- class Skill
- alias bubs_bow_skill_base_action base_action
- def base_action
- for x in N01::BOW_SKILLS
- return "NEW_BOW_ATTACK(BA)" if @id == x && $back_attack # Back attack
- return "NEW_BOW_ATTACK" if @id == x # Normal
- end
- bubs_bow_skill_base_action
- end
- end
- end
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