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本帖最后由 ilmynasan 于 2012-3-21 19:12 编辑
我也在用XAS系统中……卡在技能=。= (求指导……
话说XAS的说明,我找我葡萄牙朋友翻译了一下技能那部分的(没好意思叫他全部翻译
有空以后叫他翻译别的页
不过,当时很好笑,我那朋友说XAS的葡语说明简直像是从ONLINE翻译机上翻译的,根本语句不通{:nm_8:}
<Event ID = X>
X - Selects which event in the database of tools the skill is going to use.
If you don't select anything then the tool will use the same ID as the skill.(Same as the XP version)
<Sunflag = X>
X - Time of possession of the tool.
<Pose = X>
X - Suffix used in the name of the character. E.g. <Pose = _Act01>
<Duration = X>
X - Duration of the tool.
<Area = X>
X - Define the type of area of effect for the tool.
<Range = X>
X - Area of range.
<Blow Power = X>
X - Power to knock back the target.
<Target Invunerable = X>
X - Amount of time the target becomes invulnerable after impact.
<Item Cost = X>
X - Cost of item to activate the ability.
<Ignore Knockback>
Ignores the enemy's invulnerability after knock back.
<Multi Hit>
Ability that does multiple hits.
<Piercing>
Allows the ability to go through the target.
<Diagonal>
Activates the diagonal direction. (not sure if translated correctly)
<Auto Target>
Allows targets to be selected automaticly while in battle.
<Link Action ID = X>
X - Link actions (combos).
<Cast Time = X>
X - Time it takes to activate a skill.
<All Damage>
Type of damage that affects everyone (allies and enemies).
<Ally Damage>
Type of damage that only affects allies.
<User Invincible>
User becomes invulnerable while executing the ability.
<Ignore Guard>
The ability ignores the targets defense. (Shield or direction defense)
<Animation Time = X - X2>
X - Time to activate an animation;
X2 - ID of the animation.
<Cast Animation = X>
X - Users animation while doing an action/casting a skill.
<Tool Hit Animation = X>
X - Animation of the tools impact.
<User Hit Animation = X>
X - Users animation when the tool hits the target.
<Boomerang = X>
Activates the boomerang function;
X - Boomerangs range.
<One Action>
The user may only activate one ability per turn.
<Shake>
The screen shakes when the target gets hit.
<User Range>
The area of effect is based on the users position when he's casting a skill and not the position of the area affected by the skill itself, useful for creating weapons of short range.
<Hit Hold Target>
When it hits the target the ability will hold the target, which means, the target will follow the path of the ability.
<Hit Sticky Target>
When it hits the target the ability will stick to the target, which means, the ability will follow the target around.
<Hit Bounce Direction>
When it hits the target the ability will change directions.
<Reflectable>
Abilities that can be reflected, with the condition/skill reflect. Abilities that have this can be reflected.
<Can Reflect>
Allows the ability to reflect other abilities that have the reflect condition. (yeah don't know what the fuck it means either, have fun)
<Disable Hit>
Disables the ability to hit the target.
<All Directions>
The ability is activated in 8 directions.
<Four Directions>
The ability is activated in 4 directions.
<Three Directions>
The ability is activated in 3 directions.
<Two Directions>
The ability is activated in 2 directions.
<Barrier>
The ability will always follow the user. (Sort of like a buff I think?Or maybe some sort of shield)
<No Damage Pop>
Don't show the abilities damage.
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