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 Lv1.梦旅人 
	梦石0 星屑50 在线时间518 小时注册时间2010-6-16帖子1073 | 
| 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
   复制代码#==============================================================================
# ■ 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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