Invité Invité
| Sujet: [VX] SBS Tankentai ADD-DON Lance-pierre Ven 23 Déc 2011 - 19:00 | |
| IntroductionPermet d'utiliser un lance-pierre en combat. UtilisationCréer l'animation de combat en 6 ou 7 frames à l'aide de cette image que vous allez appeler "Sling Attack". Le nom de l'image ne doit pas changer. - Spoiler:
- Code:
-
SLING_ANIMATION = 86 86 est l'ID de l'animation du sort A placer dans la notebox de l'arme - Code:
-
<action: SLING_ATTACK> <flygraphic: slingshot>
Script - Code:
-
#============================================================================== # + Sling Attack Action Sequence for RPG Tankentai Sideview Battle System # v2.0 #------------------------------------------------------------------------------ # Script by Mr. Bubble edited for slingshot by tpasmall #------------------------------------------------------------------------------ # ++ How to Install # * Install below the Tankentai Sideview scripts # * Requires Animation 86 from the demo placed in the same ID in your project. # Animation ID can be changed. #============================================================================== # ++ Assigning a Sling Action to Skills and Weapons # # [With Notetag] # * In the Notes field of a skill or weapon, type in # # <action: SLING_ATTACK> # # You do not need quotes around SLING_ATTACK. Remember that it requires # Bubs' Notetags for TSBS. # # [Battler Configuration] # * Assign "SLING_ATTACK" to a weapon or skill under # Weapon Action Sequence Settings and Skill Action Sequence Settings in # the SBS Configurations script. #==============================================================================
module N01 # Animation ID for when sling is shown and drawn SLING_ANIMATION = 86 #------------------------------------------------------------------------------ SLING_ANIME = { # "DRAW_POSE" is a Battler Frame Animation key. # It will play a specific animation from the battler's character sheet. # For Kaduki Battlers, it will play its own special row. # If an enemy tries to use this key, it will not do anything. "DRAW_POSE" => [ 0, 1, 1, 2, 0, -1, 0, true,"" ], # "DRAW_SLING" is a Battle Animation key. # It plays the sling animation from the Database on top of the battler # using this key. "DRAW_SLING" => ["anime", SLING_ANIMATION, 0, false, false, false], # "ARROW_ANGLE" is a Flying Graphic Angle key. # It modifies the angle of the arrow when it travels from the user to # the target. "ARROW_ANGLE" is not directly used within an action sequence. # Instead, it is used in the "SHOOT_ARROW" hash. "ARROW_ANGLE" => [ 30, 60, 11], # "SHOOT_ARROW" is a Moving Animation key # It defines the trajectory of the arrow that is shot at the target. # Notice how "ARROW_ANGLE" is used within the hash. "ARROW_ANGLE" # is a set predefined values that determine the angle of the arrow # while in flight. # The Yp (Y-pitch) needed to be moved up 16 pixels so it wouldn't look # like an actor shot an arrow from their legs. # ANIME Key Type ID Object Pass Time Arc Xp Yp Start Z Weapon "SHOOT_ARROW" => ["m_a", 0, 0, 0, 15, -10, 0, -16, 0,false,"ARROW_ANGLE"], } # <-- Do not delete this! ANIME.merge!(SLING_ANIME) # Action Sequence SLING_ATTACK_ACTION = { # To help explain what the "SLING_ATTACK" sequence does, I've formatted it as # a vertical list. It does not matter how much whitespace there is between # each key as long as there are commas separating each key from each other. # # Beside each key is a comment briefly explaining what each key does. # Keep in mind that action sequences are processed from left to right, # top to bottom, in order. # Action Key "SLING_ATTACK" => [ # Anime Keys "STEP_FORWARD", # Battler steps forward a bit "DRAW_SLING", # Battler plays sling animation on self "DRAW_POSE", # Battler uses a predefined pose "16", # Delays the sequence for 16 frames "SHOOT_ARROW", # Executes arrow projectile to target "12", # Delays the sequence for 12 frames "DAMAGE_ANIM", # Damage the target and play the weapon # skill's animation (if it hits) "16", # Delays the sequence for 12 frames "Can Collapse", # Determines if battler is at 0 HP # and turns off their immortal flag so # that they can die/collapse. "FLEE_RESET" # Reset battler to start coordinates ], # Closing square bracket. Don't forgot the comma!
} # <-- Do not delete this! ACTION.merge!(SLING_ATTACK_ACTION) end Crédit: tpasmall (no fake ^^) |
|
Jin Ancien staffeux
Messages postés : 8557 Date d'inscription : 08/12/2010 Jauge LPC :
| Sujet: Re: [VX] SBS Tankentai ADD-DON Lance-pierre Sam 24 Déc 2011 - 0:44 | |
| Ahah c'est rigolo. thx |
|