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[求助] 群7替換兵種出現多餘的圖 [复制链接]

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楼主
发表于 2009-12-16 01:50:17 |只看该作者 |倒序浏览
替換兵種攻擊的時候會先變成原兵種在變成替換后的兵種...
替換兵種待機身上還有原兵種的盔甲之類的

要怎麼處理!?

謝謝

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沙发
发表于 2009-12-16 05:35:30 |只看该作者
打开群英7安装后的目录(如:Sango7\Setting\OBD),找到BFsoldier.obd文件,用记事本打开会看到很多代码和数据,修改相应动作的代码即可。举例说明ODB文件的命令参数如下:
[OBJECT]
Name = 鳄鱼-----------------此为兵种名称,改不改不影响游戏中的兵种名称显示
Sequence = 70069----------------此为兵种编号,这个不管它,不用改
Space = 0, 100, 0--------------很重要的一项,模型定位(这里要说下,此项影响模型在游戏中的位置,0,100,0分别是左,右,中,如果觉得模型在游戏中偏上脱离地面就调少数值,偏下则调高。)这个一般也不用改,出现偏脱特殊情况时才需要改动
Process = BF_CLASS_BFSoldier---------------此为数据库连接位置可以无视
Directory = \BFObj\BFSoldier\069-----------------这点很重要,为此模型的存放地址。
Sprite = Wait, w010001, #12, w010002, #12, w010003, #12, w010004, #12, w010003, w010002----------------此项为模型在游戏中的待机动作(这些改为你新兵种等待动作图片的相应名称限可)。

Sprite = Walk, r010001, #5, r010002, #5, r010003, #5, r010004, #5, r010005, #5, r010006, #5, r010007, #5, r010008, #5---------------此项为兵种冲锋编号组(这些改为你新兵种冲锋前进动作图片的相应名称限可)

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---------------此项为兵种攻击编号组(这些改为你新兵种攻击动作图片的相应名称限可)

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---------------此项为副武器攻击编组号,如禁卫的飞刀等

Sprite = Defend, d010001, d010002, #5, d010002, @SP_EVENT_ACT_WAIT-----------此项为兵种格挡防御编号组,这些改为你新兵种格挡防御动作图片的相应名称限可

Sprite = Hurt, h010001, #5, h010002, #5, h010002, @SP_EVENT_ACT_WAIT-----------此项为受到对方攻击时的动作...

Sprite = Die1, f010001, #5, f010002, #5, f010003, #5, f010004, #5, f010005, #90, f010005, @SP_EVENT_ACT_FADEOUT
Sprite = Die2, f020001, #5, f020002, #5, f020003, #5, f020004, #5, f020005, #90, f020005, @SP_EVENT_ACT_FADEOUT
Sprite = Die3, f030001, #5, f030002, #5, f030003, #5, f030004, #5, f030005, #90, f030005, @SP_EVENT_ACT_FADEOUT
Sprite = Die4, f040001, #5, f040002, #90, f040002, @SP_EVENT_ACT_FADEOUT
Sprite = Die5, f050001, #5, f050002, #5, f050003, #5, f050004, #5, f050005, #90, f050005, @SP_EVENT_ACT_FADEOUT---------------------此5项为兵种死亡编号组,如被杀时的模型动作(1-5是5种死法,如新兵就1种死法可将其余4项删除)

具体的详细修改法论坛置顶精华里有,自个找下看看,,,祝你玩的开心

[ 本帖最后由 傲世武尊 于 2009-12-16 05:37 编辑 ]

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板凳
发表于 2009-12-16 05:52:08 |只看该作者
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 ]
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地板
发表于 2009-12-16 06:23:38 |只看该作者
算了,好人做到底,再给你附上Sango7\Setting下Soldier.ini文件的相应修改情况,具体数据根据自个的需要请自行修改吧

[SOLDIER]
No = 87
Name = 通天殊神
Special =
OrderNo = 47
ObjID = 87
Data01 =
Data02 =
Data03 =
SuperHit = 30
Feature = 2
Sex = 1
DieMode = 2,3
Rank =
Upgrade =
OffsetZ = -58
SizeX = 2
Str = 0
Int = 0
Life = 9
Speed = 12
Interval = 30
DetectRangeMin = 1
DetectRangeMax = 1
Weapon = 0
WeaponSpeed = 0
BasePower = 12
AddPower = 2
Height = 150
Horse = 637
Type =
Color =
HitSol000 = 50        ;武将
…………………………………………
…………………………………………

[SOLDIER]
No = 88
Name = 炼狱弑鬼
Special =
OrderNo = 26
ObjID = 88
Data01 =
Data02 =
Data03 =
SuperHit = 30
Feature = 2
Sex = 1
DieMode = 2,3
Rank =
Upgrade =
OffsetZ = -58
SizeX = 2
Str = 0
Int = 0
Life = 9
Speed = 10
Interval = 30
DetectRangeMin = 1
DetectRangeMax = 1
Weapon = 0
WeaponSpeed = 0
BasePower = 12
AddPower = 2
Height = 150
Horse = 638
Type =
Color =
HitSol000 = 50        ;武将
…………………………………………
…………………………………………

[SOLDIER]
No = 97
Name = 天剑仙姬
Special =
OrderNo = 36
ObjID = 97
Data01 =
Data02 =
Data03 =
SuperHit = 30
Feature = 2
Sex = 0
DieMode = 2,3
Rank =
Upgrade =
OffsetZ = -52
SizeX = 1
Str = 0
Int = 0
Life = 7
Speed = 9
Interval = 30
DetectRangeMin = 1
DetectRangeMax = 1
Weapon = 0
WeaponSpeed = 0
BasePower = 10
AddPower = 2
Height = 150
Horse = 0
Type =
Color =
HitSol000 = 45        ;武将
…………………………………………
…………………………………………

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5#
发表于 2009-12-16 08:47:11 |只看该作者
一般出现楼主这种问题,是因为你新兵种的图片帧数少于原兵种的图片数量............

要么增加你新兵种的图片,要么在BFsoldier.obd里去掉多余的图片.

千里之行    始于足下

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6#
发表于 2009-12-16 08:56:18 |只看该作者
原帖由 lxxgj 于 2009-12-16 08:47 发表
一般出现楼主这种问题,是因为你新兵种的图片帧数少于原兵种的图片数量............

要么增加你新兵种的图片,要么在BFsoldier.obd里去掉多余的图片.

是的,直接修改BFsoldier.obd文件里的参数,就是等于去掉游戏中原兵种多余图片的效果

[ 本帖最后由 傲世武尊 于 2009-12-16 08:57 编辑 ]

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7#
发表于 2009-12-19 01:43:15 |只看该作者
謝謝大大終於用好了

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