- UID
- 2163359
- 主题
- 0
- 阅读权限
- 20
- 帖子
- 15
- 精华
- 0
- 积分
- 8
- 金钱
- 66
- 荣誉
- 0
- 人气
- 0
- 在线时间
- 0 小时
- 评议
- 0
- 帖子
- 15
- 精华
- 0
- 积分
- 8
- 金钱
- 66
- 荣誉
- 0
- 人气
- 0
- 评议
- 0
|
对了,顺便附上我自个从原游戏中导出再进行修改的三个新兵种。
再附上BFSoldier.OBD详细的修改情况(动作名称和附件里文件名称一致,可直接复制进去,保存后即可用):
PS:记得修改前备份原文件,否则改错了后果不负!呵呵~~~
[OBJECT]
Name = 通天殊神
Sequence = 70087
Space = 0, 100, 0
Process = BF_CLASS_BFSoldier
Directory = \BFObj\BFSoldier\087
Sprite = Wait, w010001, #12, w010002, #12, w010003, #12, w010004, #12, w010003, w010002
Sprite = Walk, r010001, #5, r010002, #4, r010003, #4, r010004, #5, r010005, #4, r010006, #4, r010007 #4, r010008
Sprite = Attack1, a010001, #5, a010002, #5, a010003, #5, a010004, #5, a010005, @SP_EVENT_ACT_ATTACK, #5, a010006, #5, a010007, #5, a010008, #5, a010008, @SP_EVENT_ACT_WAIT
Sprite = Attack2, a020001, #5, a020002, #5, a020003, #5, a020004, #5, a020005, @SP_EVENT_ACT_ATTACK, #5, a020006, #5, a020007, #5, a020008, #5, a020008, @SP_EVENT_ACT_WAIT
Sprite = SAttack1, a010001, #5, a010002, #5, a010003, #5, a010004, #5, a010005, @SP_EVENT_ACT_CHECK, #5, a010006, #5, a010007, #5, a010008, #5, a010008, @SP_EVENT_ACT_WAIT
Sprite = SAttack2, a020001, #5, a020002, #5, a020003, #5, a020004, #5, a020005, @SP_EVENT_ACT_CHECK, #5, a020006, #5, a020007, #5, a020008, #5, a020008, @SP_EVENT_ACT_WAIT
Sprite = Defend, d010001, d010002, #5, d010002, @SP_EVENT_ACT_WAIT
Sprite = Hurt, h010001, #5, h010002, #5, h010002, @SP_EVENT_ACT_WAIT
Sprite = Die1, f010001, #5, f010002, f010003, f010004, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
Sprite = Die2, f010001, #5, f010002, f010003, f010004, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
Sprite = Die3, f010001, #5, f010002, f010003, f010004, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
Sprite = Die4, f010001, #5, f010002, #90, f010002, @SP_EVENT_ACT_FADEOUT
Sprite = Die5, f010001, #5, f010002, f010003, f010004, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
[OBJECT]
Name = 炼狱弑鬼
Sequence = 70088
Space = 0, 100, 0
Process = BF_CLASS_BFSoldier
Directory = \BFObj\BFSoldier\088
Sprite = Wait, w010001, #12, w010002, w010003, w010004, w010003, w010002
Sprite = Walk, r010001, #5, r010002, r010003, r010004, r010005, r010006, r010007, r010008
Sprite = Attack1, a010001, #5, a010002, a010003, a010004, a010005, @SP_EVENT_ACT_ATTACK, a010006, a010007, a010008, a010008, @SP_EVENT_ACT_WAIT
Sprite = Attack2, a020001, #5, a020002, a020003, a020004, a020005, @SP_EVENT_ACT_ATTACK, a020006, a020007, a020008, a020008, @SP_EVENT_ACT_WAIT
Sprite = SAttack1, a010001, #5, a010002, a010003, a010004, a010005, @SP_EVENT_ACT_CHECK, a010006, a010007, a010008, a010008, @SP_EVENT_ACT_WAIT
Sprite = SAttack2, a020001, #5, a020002, a020003, a020004, a020005, @SP_EVENT_ACT_CHECK, a020006, a020007, a020008, a020008, @SP_EVENT_ACT_WAIT
Sprite = Defend, d010001, #5, d010002, d010002, @SP_EVENT_ACT_WAIT
Sprite = Hurt, h010001, #5, h010002, h010002, @SP_EVENT_ACT_WAIT
Sprite = Die1, f010001, #5, f010002, f010003, f010004, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
Sprite = Die2, f010001, #5, f010002, f010003, f010004, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
Sprite = Die3, f010001, #5, f010002, f010003, f010004, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
Sprite = Die4, f010001, #5, f010002, #90, f010002, @SP_EVENT_ACT_FADEOUT
Sprite = Die5, f010001, #5, f010002, #5, f010003, #5, f010004, #5, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
;Sprite = WalkHorse, r020001, #5, r020002, r020003, r020004, r020005, r020006, r020007, r020008, r020008, @SP_EVENT_ACT_FADEOUT
[OBJECT]
Name = 天剑仙姬
Sequence = 70097
Space = 0, 100, 0
Process = BF_CLASS_BFSoldier
Directory = \BFObj\BFSoldier\097
Sprite = Wait, w010001, #12, w010002, w010003, w010004, w010003, w010002
Sprite = Walk, r010001, #5, r010002, r010003, r010004, r010005, r010006, r010007, r010008
Sprite = Attack1, a010001, #5, a010002, a010003, a010004, a010005, @SP_EVENT_ACT_ATTACK, a010006, a010007, a010008, a010008, @SP_EVENT_ACT_WAIT
Sprite = Attack2, a010001, #5, a010002, a010003, a010004, a010005, @SP_EVENT_ACT_ATTACK, a010006, a010007, a010008, a010008, @SP_EVENT_ACT_WAIT
Sprite = SAttack1, a010001, #5, a010002, a010003, a010004, a010005, @SP_EVENT_ACT_CHECK, a010006, a010007, a010008, a010008, @SP_EVENT_ACT_WAIT
Sprite = SAttack2, a010001, #5, a010002, a010003, a010004, a010005, @SP_EVENT_ACT_CHECK, a010006, a010007, a010008, a010008, @SP_EVENT_ACT_WAIT
Sprite = Defend, d010001, #5, d010002, d010002, @SP_EVENT_ACT_WAIT
Sprite = Hurt, h010001, #5, h010002, h010002, @SP_EVENT_ACT_WAIT
Sprite = Die1, f010001, #5, f010002, f010003, f010004, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
Sprite = Die2, f010001, #5, f010002, f010003, f010004, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
Sprite = Die3, f010001, #5, f010002, f010003, f010004, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
Sprite = Die4, f010001, #5, f010002, #90, f010002, @SP_EVENT_ACT_FADEOUT
Sprite = Die5, f010001, #5, f010002, #5, f010003, #5, f010004, #5, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
;Sprite = WalkHorse, r020001, #5, r020002, r020003, r020004, r020005, r020006, r020007, r020008, r020008, @SP_EVENT_ACT_FADEOUT[local]1[/local]
[ 本帖最后由 傲世武尊 于 2009-12-16 06:09 编辑 ] |
附件: 你需要登录才可以下载或查看附件。没有帐号?注册
|