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[已经解决] xas3.91的武器设置

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发表于 2012-7-14 23:30:41 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 1733450036 于 2012-7-14 23:43 编辑

xas3.91的系统怎么添加新武器?求助啊跪求啊,我都试了无数遍了,不管啊,脚本不知怎么修改,教教我!!!!!!
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发表于 2012-7-15 07:48:16 | 只看该作者
首先先在数据库 > 武器添加武器,武器编号记录下来。
然后到数据库 > 技能添加一个技能,技能编号也记录下来。
然后到TOOL地图里面,新建一个事件(设置路线向前一步),注意:技能ID必须和TOOL的事件ID一样。
然后找到脚本编辑器SKILL第142行左右。A是武器ID,B是技能(TOOL)ID。
  1. #==============================================================================#
  2. #..............................[SPECIAL ATTACKS]...............................#
  3. #==============================================================================#
  4. # FORMAT: A=>B                                                                 #
  5. #                                                                              #
  6. # A = WEAPON ID (as listed in the WEAPONS tab in the DATABASE)                 #
  7. # B = TOOL ID                                                                  #
  8. #==============================================================================#
  9. # For more information visit: http://xasabs.wordpress.com/advanced-functions/  #
  10. #==============================================================================#

  11. module MOG

  12. #........................................................[CREATE_SPECIAL_ATTACK]  
  13.   WEP_CHARGE_ID = {
  14.   1=>29,     # Weapon ID 1
  15.   2=>30,     # Weapon ID 2
  16.   3=>31,     # Weapon ID 3
  17.   4=>34,     # Weapon ID 4
  18.   5=>35,     # Weapon ID 5
  19.   6=>38,     # Weapon ID 6
  20.   7=>39,     # Weapon ID 7
  21.   8=>40,     # Weapon ID 8
  22.   9=>41,     # Weapon ID 9
  23.   10=>42,    # Weapon ID 10   
  24.   11=>137,   # Weapon ID 11
  25.   12=>161,   # Weapon ID 12
  26.   13=>155,   # Weapon ID 13
  27.   14=>159,   # Weapon ID 14
  28.   15=>156    # Weapon ID 15
  29.   }
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只要按照刚才的 武器编号=>技能编号 添加上去即可(另,如果后面还有,请加","分割)

最后,在脚本编辑器SAMPLE (01)下面插入这段(只要仿照它改就可以了。)
  1. #==============================================================================#
  2. #...........................[TOOL SCRIPT TUTORIAL].............................#
  3. #==============================================================================#
  4. # For more information visit: http://xasabs.wordpress.com/tool-script/         #
  5. #==============================================================================#

  6. module Database_Bullet

  7. # TOOL ID (the event number on the TOOL map)
  8. action_id = 技能编号
  9. # Which tool do you want to activate next? You can create combos this way.
  10. # Enter ’0′ for no Tool to activate next.
  11. LINK_ACTION_ID[action_id] = 0
  12. # How long do you want the user to stand still whilst using the tool? (in frames)
  13. SUFLAGS[action_id] = 10
  14. # How long do you want the tool to remain in play? (in frames)
  15. DURATIONS[action_id] = 10
  16. # Choose the graphic (found in the Graphics/Characters folder) and put the
  17. # suffix for the character sprite here.
  18. # For more information visit: http://xasabs.wordpress.com/suffix-name-list/
  19. SELF_MOTIONS[action_id] = "_SWD_01"
  20. # How long after you’ve activated the tool do you want its impact to take place?
  21. # This option is used to create tools such as bombs where the impact occurs
  22. # after a few seconds. (in frames)  
  23. plan = []
  24. plan[3] = action_id
  25. ATTACK_ID_PLANS[action_id] = plan  
  26. # What type of impact area do you want the tool to have?
  27. # (LINE, RHOMBUS or SQUARE)  
  28. ATTACK_RANGE_TYPES[action_id] = SQUARE
  29. # What size of impact area do you want the tool to have?
  30. ATTACK_RANGE_PLANS[action_id] = [1]
  31. # What level of power do you want the tool to have?  
  32. BLOW_POWERS[action_id] = 1

  33. #==============================================================================#
  34. # How long after you’ve activated the tool do you want an animation to take
  35. # place? This option is used to create tools such as bombs where the
  36. # explosion animation occurs after a few seconds.
  37. # X = Time to activate the animation
  38. # Y = Animation ID
  39. #==============================================================================#
  40. # plan = []
  41. # plan [X] = Y
  42. # SELF_ANIMATION_PLANS [action_id] = plan
  43. #
  44. # A = Time to activate the animation.
  45. # B = ID of the animation
  46. #
  47. # If you do not want to activate the animation, use the code below
  48. #==============================================================================#

  49. SELF_ANIMATION_PLANS[action_id] =  []

  50. # What animation do you want to show when the user is hit?
  51. # Enter ’0′ to show no animation.  
  52. SELF_ANIMATION_HIT[action_id]  = 136
  53. # How long do you want your character to be invincible for? (in frames)
  54. TARGET_INVINCIBLES_DURATIONS[action_id] = 8  
  55. ANIMATION_SPEED[action_id] = 2.0
  56. # Do you want the player to move? (FORWARD, BACKWARD or nil)
  57. FORCE_MOVE[action_id] = nil
  58. PLAYER_CAST_TIME[action_id] = 0

  59. end
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太谢谢您了,回答很全面  发表于 2012-7-15 11:05

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