Citadin Lv.7
Age : 29 Inscrit le : 09/11/2009 Messages : 204
| Sujet: SBS 3.3d-> Potions[Resolu] Mar 6 Juil 2010 - 15:50 | |
| Re-bonsoir. J'utilise le SbS 3.3d. Quand on utilise une potion, en combat la potion est lancée en l'air et retombe en faisant ce quelle doit faire... J'ai essayer de faire ça avec une 2e potion nommée Botama. J'ai modifié le script Bubs' Skill Demo Set 2 comme ceci : - Spoiler:
- Code:
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#============================================================================= # Bubs' Custom Skill Animations Set 2 (2.3.09) #============================================================================= # 2nd set of skills for the EXTRA demo by Mr. Bubble. # # Several action sequences are requests made by other users. Like my first # set of custom skills, these are meant to be used as examples to learn from # so you can make your own action sequences. I have added in more comments # compared to the last set of animations so I hope this one is easier to # examine. Again, please note that these animations were made as examples so # not all of them are top quality action sequences from me. :) # # Any sound effects or images (such as animations) that are associated with # the use of these add-ons CANNOT be used commercially. # # Please enjoy and I hope it inspires you to create your own crazy moves. # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Materials List: Materials in the EXTRA demo that are used for this set. # -Highly likely that I have missed some things. # -Assume all RTP files are required. # # * Sound Files (Audio/SE) # philia-start.wav # philia-sacredblame1.wav # philia-sacredblame2.wav # stahn-start.wav # stahn-satsugeki1.wav # stahn-satsugeki2.wav # stahn-satsugeki3.wav # * Animation Files (Graphics/Animations) # effect004.png (made by Kaduki) # * Picture Files (Graphics/Pictures{ # stahn-cutin.png # philia-cutin.png # sacredblame-glass.png # * Character Files (Graphics/Characters) # shuriken.png # potion.png # woodarrow.png # # * Game Database Entries # Assume all original RTP entries in the Database are required. # Database Skill IDs 136-143 are used in the EXTRA demo. These IDs # can be changed in this script. # Database Animation IDs 106-111 are used in the EXTRA demo. Some # RTP Animations are used as well. #=============================================================================
module N01 bubs_skill_set_2_anime = { #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Cut-in for stained glass window. # Type X1 Y1 X2 Y2 Time Z-axis Filename "SACREDBLAME_GLASSCUTIN" => ["pic", 0, -275, 0, 0, 135, false, "sacredblame_glass"], "PHILIA_CUTINSTART" => ["pic", 0, 0, 0, 0, 10, false, "philia-cutin"], # Sacred Blame sound clips # Type Type Pitch Vol Filename "se-philia-start" => ["sound", "se", 100, 80, "philia-start"], "se-philia-sacredblame1" => ["sound", "se", 100, 80, "philia-sacredblame1"], "se-philia-sacredblame2" => ["sound", "se", 100, 80, "philia-sacredblame2"], "se-Saint6" => ["sound", "se", 50, 80, "Saint6"], "se-Flash2" => ["sound", "se", 100, 80, "Flash2"], # Database animation displayed on caster. # Animation ID is 106 and can be changed. # Type ID Object Pass Time Arc Xp Yp Start Z Weapon "SACREDBLAME_ANIM" => ["m_a", 106, 4, 0, 150, 0, 0, 0, 2,true,""], # Pose while floating. # No. Row Speed Loop Wait Fixed Z Shadow Weapon "SACREDBLAME_FACEFRONT"=> [ 0, 0, 0, 0, 0, 1, 600, true, "" ], # Floating movement. # Type A B Time Animation "SACREDBLAME_FLOATUP" => ["float", 0, -120, 120, "SACREDBLAME_FACEFRONT"], "SACREDBLAME_FLOATDOWN" => ["float",-120, 0, 60, "SACREDBLAME_FACEFRONT"], # Movement to center of screen # Origin X Y Time Accel Jump Animation "SACREDBLAME_MOVE" => [ 2, 272, 270, 1, 0, 0, "WAIT(FIXED)"], #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Delayed Damage single-actions. # Use the associated sequence to create similar # animations which delay the damage. # Type ID Object Pass Time Arc Xp Yp Start Z Weapon "DELAYED_DAMAGE_ANIM78" => ["m_a", 78, 1, 0, 130, 0, 0, 0, 2,true,""], #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Type ID Object Pass Time Arc Xp Yp Start Z Weapon "THROWSHURIKEN_THROWICON" => ["m_a", 0, 0, 0, 20, 0, 0, 0, 0,true,"WPN_THROW"], # Type1 Type2 Pitch Vol Filename "se-Evasion" => ["sound", "se", 110, 80, "Evasion"], #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Type ID Object Pass Time Arc Xp Yp Start Z Weapon "THROWPOTION_THROWICON" => ["m_a", 0, 0, 0, 30, -30, 0, 0, 0,true,"THROWPOTION_ICONANGLE"], # Weapon Action Name Start End Time Type "THROWPOTION_ICONANGLE" => [ 0, 45, 30, "skill"], # Action Name Type Chance Link Skill ID "THROWPOTION_LINK" => ["der", 100, true, 140], #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Type ID Object Pass Time Arc Xp Yp Start Z Weapon "THROWBOTAMA_THROWICON" => ["m_a", 0, 0, 0, 30, -30, 0, 0, 0,true,"THROWBOTAMA_ICONANGLE"], # Weapon Action Name Start End Time Type "THROWBOTAMA_ICONANGLE" => [ 0, 45, 30, "skill"], # Action Name Type Chance Link Skill ID "THROWBOTAMA_LINK" => ["der", 100, true, 144], #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Type ID Object Pass Time Arc Xp Yp Start Z Weapon "HYPERBARRAGE_ANIM" => ["m_a", 0, 0, 0, 5, 0, 0, 0, 0,false,"HYPERBARRAGE_ANGLE"], "HYPERBARRAGE2_ANIM" => ["m_a", 108, 4, 0, 60, 0, 0, 0, 0,false,""], # Start End Time Type "HYPERBARRAGE_ANGLE" => [ 40, 45, 10, "skill"], #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Origin X Y Time Accel Jump Animation "JUMPATTACK_JUMP1" => [ 2, 260, -50, 22, -2, -1, "WAIT(FIXED)"], "JUMPATTACK_JUMP2" => [ 1, 0, 0 , 16, 1, -5, "RIGHT(FIXED)"], "JUMPATTACK_MOVE" => [ 2, -50, 100, 1, 0, 0, "WAIT(FIXED)"], # Type Time Accel Jump Animation "JUMPATTACK_RESET" => ["reset", 13, 0, -4, "MOVE_AWAY"], # Type1 Type2 Pitch Vol Filename "se-Jump1" => ["sound", "se", 100, 80, "Jump1"], #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Type ID Object Invert Wait Weapon2 "SATSUGEKI_ANIM1" => ["anime", 110, 1, false, false, false], # Type ID Object Pass Time Arc Xp Yp Start Z Weapon "SATSUGEKI_ANIM2" => ["m_a", 111, 4, 0, 30, 0, 0, 0, 2,false,""], # Origin X Y Time Accel Jump Animation "SATSUGEKI_MOVE1" => [ 1, 30, 0, 3, -1, 0, "WPN_SWING_VS"], "SATSUGEKI_MOVE2" => [ 1, 40, 0, 3, -1, 0, "WPN_SWING_UNDER"], "SATSUGEKI_MOVE3" => [ 1, 55, 0, 3, -1, -4, "WPN_SWING_V"], "SATSUGEKI_MOVE4" => [ 1, 20, 0, 3, -1, -4, "WPN_SWING_OVER"], "SATSUGEKI_JUMP" => [ 0, 100, 0, 35, -1, -6, "WPN_SWING_OVER"], "SATSUGEKI_EMOVE" => [ 0, 75, 0, 35, -4, -6, "WAIT(FIXED)"], # Enemy
# Type Object Reset Type Action Name "SATSUGEKI_EJUMP" => ["SINGLE", 0, "", "SATSUGEKI_EMOVE"], # Enemy
# Type X1 Y1 X2 Y2 Time Z-axis Filename "STAHN_CUTINSTART" => ["pic", 300,-100, 100, 100, 25, false, "stahn-cutin"], "STAHN_CUTINEND" => ["pic", 100, 100, -350, 0, 10, false, "stahn-cutin"],
# Type1 Type2 Pitch Vol Filename "se-stahn-start" => ["sound", "se", 100, 80, "stahn-start"], #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Origin X Y Time Accel Jump Animation "GIANTTOSS_EJUMP" => [ 2, 272, 250, 60, -1, -7, "WAIT(FIXED)"], # Enemy "GIANTTOSS_MOVE" => [ 1, 0, -15, 30, -5, 0, "MOVE_TO"], # Enemy # Type Time Start End Return "GIANTTOSS_ANGLE" => ["angle", 4, 0, -20, false], "GIANTTOSS_ANGLERESET" => ["angle", 2, 0, 0, false],
# Type Object Reset Type Action Name "GIANTTOSS_EACTION1" => ["SINGLE", 0, "", "GIANTTOSS_FLOAT"], # Enemy "GIANTTOSS_EACTION2" => ["SEQUENCE", 0, "", "GIANT_TOSS_ESEQ"], # Enemy
# Type A B Time Animation "GIANTTOSS_FLOAT" => ["float", 0, -25, 25, "WAIT(FIXED)"],
# Type ID Object Pass Time Arc Xp Yp Start Z Weapon "GIANTTOSS_ANIM" => ["m_a", 72, 0, 0, 65, 0, 0, 0, 2,false,""], #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
} # <-- Do not delete. ANIME.merge!(bubs_skill_set_2_anime)
bubs_skill_set_2_sequence = {
# Sacred Blame "SACRED_BLAME" => ["se-Flash2","PHILIA_CUTINSTART","SACREDBLAME_MOVE","WAIT(FIXED)", "se-philia-start","60","SACREDBLAME_GLASSCUTIN","se-Saint6","se-philia-sacredblame1", "SACREDBLAME_FLOATUP","20","SACREDBLAME_ANIM","Clear image", "7", "se-philia-sacredblame2","OBJ_ANIM","12","OBJ_ANIM","50", "Can Collapse","SACREDBLAME_FLOATDOWN", "20","FLEE_RESET"], # Delayed Damage # The key to this kind of sequence is calling the animation with the proper # single-action ("DELAYED_DAMAGE_ANIM78") and making sure the skill has # "None" selected as the animation. "DELAYED_DAMAGE" => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM", "WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V", "DELAYED_DAMAGE_ANIM78","150","OBJ_ANIM","Can Collapse", "24","COORD_RESET"], # Throw Shuriken "THROW_SHURIKEN" => ["BEFORE_MOVE","WAIT(FIXED)","se-Evasion", "THROWSHURIKEN_THROWICON", "20","OBJ_ANIM_WEIGHT", "Can Collapse","24","COORD_RESET"],
# Throw Potion "THROW_POTION" => ["BEFORE_MOVE","RIGHT(FIXED)","se-Evasion", "THROWPOTION_THROWICON", "30","OBJ_ANIM_WEIGHT", "Can Collapse","24","COORD_RESET"],
"THROW_BOTAMA" => ["BEFORE_MOVE","RIGHT(FIXED)","se-Evasion", "THROWBOTAMA_THROWICON", "30","OBJ_ANIM_WEIGHT", "Can Collapse","24","COORD_RESET"], # Item Sequence for "Potion" which links to the "Potion" skill # which, in turn, uses the "THROW_POTION" sequence. "ITEM-001" => ["THROWPOTION_LINK"], "ITEM-002" => ["THROWBOTAMA_LINK"], # Hyper Barrage "HYPERBARRAGE" => ["BEFORE_MOVE","DRAW_BOW", "DRAW_POSE", "16", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "DRAW_BOW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","OBJ_ANIM", "Can Collapse", "20", "COORD_RESET"],
# Jump Attack "JUMPATTACK" => ["BEFORE_MOVE","Afterimage ON","se-Jump1","JUMPATTACK_JUMP1", "JUMPATTACK_MOVE", "30", "JUMPATTACK_JUMP2", "OBJ_ANIM_WEAPON","Can Collapse", "JUMPATTACK_RESET", "Afterimage OFF"],
# Satsugeki Bukouken "SATSUGEKI_BUKOUKEN" => ["WAIT(FIXED)","se-Flash2", "se-stahn-start","STAHN_CUTINSTART", "50","STAHN_CUTINEND", "Afterimage ON","PREV_MOVING_TARGET","WPN_SWING_V","SATSUGEKI_ANIM1", "SATSUGEKI_MOVE1", "OBJ_ANIM", "8", "SATSUGEKI_MOVE2", "OBJ_ANIM","8", "SATSUGEKI_MOVE3", "OBJ_ANIM", "8", "SATSUGEKI_MOVE4", "OBJ_ANIM", "8", "SATSUGEKI_MOVE1", "OBJ_ANIM","10", "SATSUGEKI_MOVE2", "OBJ_ANIM","6", "SATSUGEKI_MOVE3", "OBJ_ANIM", "6", "SATSUGEKI_MOVE4", "OBJ_ANIM", "6", "SATSUGEKI_MOVE1", "OBJ_ANIM", "6", "SATSUGEKI_MOVE2", "OBJ_ANIM", "6", "SATSUGEKI_MOVE3", "OBJ_ANIM", "6", "SATSUGEKI_MOVE4", "OBJ_ANIM", "6", "SATSUGEKI_MOVE1", "OBJ_ANIM", "6", "SATSUGEKI_MOVE2", "OBJ_ANIM", "6", "SATSUGEKI_MOVE3", "OBJ_ANIM", "9", "SATSUGEKI_EJUMP", "SATSUGEKI_ANIM2", "SATSUGEKI_JUMP", "30", "OBJ_ANIM", "10", "Can Collapse","FLEE_RESET","Afterimage OFF", "Clear image"], # Giant Toss "GIANT_TOSS" => ["PREV_MOVING_TARGET", "GIANTTOSS_MOVE","WAIT(FIXED)", "GIANTTOSS_ANGLE","GIANTTOSS_EACTION1", "55", "GIANTTOSS_ANGLERESET","GIANTTOSS_EACTION2", "60", "GIANTTOSS_ANIM","OBJ_ANIM", "20", "Can Collapse","FLEE_RESET"],
# Giant Toss: Enemy Sequence "GIANT_TOSS_ESEQ" => ["Afterimage ON","CLOCKWISE_TURN","GIANTTOSS_EJUMP", "Afterimage OFF"], } # <-- Do not delete. ACTION.merge!(bubs_skill_set_2_sequence) end
module RPG class Skill #-------------------------------------------------------------------------- # ● Skill ID Sequence Assignments #-------------------------------------------------------------------------- alias bubs_css2_base_action base_action def base_action case @id when 136 # Skill ID. Can be changed. return "SACRED_BLAME" # Action Sequence when 137 return "DELAYED_DAMAGE" when 138 return "HYPERBARRAGE" when 139 return "THROW_SHURIKEN" when 140 return "THROW_POTION" when 141 return "JUMPATTACK" when 142 return "SATSUGEKI_BUKOUKEN" when 143 return "GIANT_TOSS" when 144 return "THROW_BOTAMA" end bubs_css2_base_action end #-------------------------------------------------------------------------- # ● Skill Throwing Weapon Graphic Settings #-------------------------------------------------------------------------- alias bubs_css2_flying_graphic flying_graphic def flying_graphic case @id # Hyper Barrage: Uses same "woodarrow.png" file as Bow Add-on. when 138 return "woodarrow" # Throw Shuriken: Uses "shuriken.png" in Characters folder. when 139 return "shuriken" # Potion: When the Potion item is used, it links to the "Potion" skill # which is able to use this "flying_graphic" method. when 140 return "potion" when 144 return "botama" end bubs_css2_flying_graphic end #-------------------------------------------------------------------------- # ● Skill Enhancement Extension Settings #-------------------------------------------------------------------------- alias bubs_css2_skill_extension extension def extension case @id # Hyper Barrage: Extension for random targetting behavior. when 138 return ["RANDOMTARGET"] end bubs_css2_skill_extension end end class Item #-------------------------------------------------------------------------- # ● Item ID Sequence Assignment #-------------------------------------------------------------------------- alias bubs_css2_item_base_action base_action def base_action case @id # Potion: When Potion is used, it uses the "ITEM-001" sequence which # only contains a skill link to the "Potion" skill. when 1 return "ITEM-001" when 2 return "ITEM-002" end bubs_css2_item_base_action end #-------------------------------------------------------------------------- # ● Item Enhancement Extension Settings #-------------------------------------------------------------------------- alias bubs_css2_item_extension extension def extension case @id # Potion: Recommended to use "HELPHIDE" and/or "NOFLASH" as extensions # when using the item. This will hide the Help Window with the # item's name otherwise it will briefly disappear when linking to # the Potion skill. when 1 return ["HELPHIDE", "NOFLASH"] end bubs_css2_item_extension end end end
cependant, quand je l'utilise en combat, le Botama est lancé, atterri mais a la place de servir de "potion", il inflige l'état MAGIC REFLECT au personnage.. Si quelqu'un pourrait me dire ce qui ne va pas et me donner la solution... Merci d'avance. N3m0
Dernière édition par n3m0 le Mer 7 Juil 2010 - 10:28, édité 1 fois |
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