完整资源
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–来自百度网盘超级会员v4的分享
原理:通过装备释放特效,关联怪物id,让怪物执行操作
特效列表
360001 `control/ord1.obj`
360002 `control/ord2.obj`
怪物mob文件 新增了两个行为,从0开始计算,throw1就是act1 throw2就是act2
[attack action]
`Action/Throw.act`
`Action/Throw1.act`
`Action/Throw2.act`
[/attack action]
装备调用 本次用小拔刀触发投掷矛效果,剑舞触发天雷效果 破军触发召唤怪物效果
[if]
[event use skill]
`swordman`
73
[/if]
[then]
[probability]
100
[target]
`myself`
-1
[passive object]
360001 0 0 0 99 0 “
[/passive object]
[/then]
[if]
[event use skill]
`swordman`
9
[/if]
[then]
[probability]
100
[target]
`myself`
-1
[passive object]
360002 0 0 0 99 0 “
[/passive object]
[/then]
[if]
[event use skill]
`swordman`
68
[/if]
[then]
[target]
`myself`
-1
[duration]
100000
[probability]
100
[summon monster]
63456 100 10
[summon monster]
63456 100 10
[summon monster]
63456 100 10
[summon monster]
63456 100 10
[summon monster]
63456 100 10
[summon monster]
63456 100 10
[summon monster]
63456 100 10
[summon monster]
63456 100 10
[summon monster]
63456 100 10
[summon monster]
63456 100 10
[/then]
act解析 ord1.act为例
[TRIGGER]
[FRAME]
0 0
[WHICH]
[ALL CHARACTER TEAM] //对象是我们自己队伍,如果改成[MONSTER],则自己召唤的和修炼场的怪物都会执行
[CHECKUP]
[IS INDEX] //检测怪物id
63456
[/IS INDEX]
[/CHECKUP]
[DO BEHAVIOR]
[CHECKUP OBJECT]
0
[/TRIGGER]
[BEHAVIOR]
[SET ACTION]
[ATTACK] //执行act1操作
1
[NOW]
[/BEHAVIOR]
//教程结束,学废了吗?
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