YEP.63 – Weapon Animation
Introduction
Ever wanted to give your swords different images despite being the same sword type? Or how about your axes? Or any weapon? Now you can! On top of that, you can even use custom images to accomplish this.
你是否希望給你的劍不同的圖像盡管他們是一種類型的劍?;蛘呤悄愕母??或者任何武器?現(xiàn)在你可以了。在這里,你可以自定義圖像。
Note: If you are using the YEP_BattleEngineCore, YEP_X_AnimatedSVEnemies, or any of the Action Sequence Packs, place this plugin under those plugins in the plugin list within the Plugin Manager for the best compatibility.
注意:如果你使用了YEP_BattleEngineCore,YEP_X_AnimatedSVEnemies或者其他動作序列,需要把這個插件放在他們后面。
Notetags
For those who would like to give their weapons a little bit of a change, you can make use of these notetags:
對于那些想對你的物品做出改變的人,你可以使用下面標(biāo)簽
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Weapon Image: x>
Replace x with a number above 0 and you’ll get an image from img/system’s weapon sheets. Each sheet contains 12 weapon images. If you wish to load a weapon from the first sheet, it’ll be within 1-12. If you wish to load a weapon from the second sheet, it’ll be within 13-24, and so on. The weapon sheets increase in increments of 12, which means that if you wish to load a weapon from weapon sheet 50, x will be between 589 to 600.
用大于0的數(shù)代替x,然后你可以從你的img文件夾中獲得圖像。每一個完整部分包含12個武器圖像。如果希望載入第一個部分的物品,他可能在1-12之間。如果你希望從第二部分載入,他可能在13-24之間等等。這個每次增長值為12,這意味著如果你想要武器從第50部分獲得,x位于589到600之間。
By default, these are the number values associated with each:
默認(rèn),有下面的值參考
1 - Dagger 7 - Long Bow 13 - Mace 19 - Slingshot 25 - Book
2 - Sword 8 - Crossbow 14 - Rod 20 - Shotgun 26 - Custom
3 - Flail 9 - Gun 15 - Club 21 - Rifle 27 - Custom
4 - Axe 10 - Claw 16 - Chain 22 - Chainsaw 28 - Custom
5 - Whip 11 - Glove 17 - Sword#2 23 - Railgun 29 - Custom
6 - Staff 12 - Spear 18 - Iron Pipe 24 - Stun Rod 30 - Custom
1 - 匕首 7 - 長弓 13 - 杖 19 - 彈弓 25 - 書
2 - 劍 8 - 十字弓 14 - 棍 20 - 獵槍 26 - 自定義
3 - 枷 9 - 火槍 15 - 也是棍棒 21 - 狙擊槍 27 - 自定義
4 - 斧 10 - 爪 16 - 鏈子 22 - 鋸 28 - 自定義
5 - 鞭子 11 - 手套 17 - 劍#2 23 - 軌道炮 29 - 自定義
6 - 棒 12 - 矛 18 - 鋼管 24 - 電擊棒 30 - 自定義
<Weapon Image: filename>
If you have created a custom folder to place unique weapon sheets, you can use this notetag to acquire them. The filename is case sensitive. Do not include the file extension. If your weapon sheet is called DaggerBlue.png, then the notetag you’d use would be <Weapon Image: DaggerBlue> only.
如果你創(chuàng)建了一個文件放置自定義武器部分,你可以使用這個標(biāo)簽來獲得路徑。這個名字不需要帶有拓展名。例如你的物品部分叫做DaggerBlue.png,你可以使用這個命令
<Weapon Motion: thrust>
<Weapon Motion: swing>
<Weapon Motion: missile>
This will dictate the motion the battler will use when attacking if you’re using a custom weapon animation. If nothing is placed here, the motion will default to the ‘Default Motion’ value in the plugin parameters. You can use any of the following motions:
當(dāng)你使用自定義武器動畫時,你可以這些來描述動作,你過沒有設(shè)置,動作將會采用插件中的默認(rèn)值
行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 傷害(damage) 躲避(evade)
刺(thrust) 揮舞(swing) 投擲(missile) 技能(skill) 咒語(spell) 物品(item)
逃跑(escape) 勝利(victory) 瀕死(dying) 異常狀態(tài)(abnormal) 睡眠(sleep) 死亡(dead)
<Weapon Hue: x>
For those who would like to use different hues with your weapon animation, use this notetag in the same notebox as the <Weapon Image: x> notetag to change the hue of the weapon animation to x.
對于想使用不同顏色的動畫的人,可以用這個標(biāo)簽來改變色調(diào)
<Weapon Animation: x>
If you would like to override the attack animation when using this weapon, you can use x to dictate which animation will be used for regular attacks.
如果想優(yōu)先設(shè)置動畫,你可以用x來設(shè)置動畫
If you haven’t noticed yet, these notetags are made for actors, classes, enemies, weapons, armors, and also states. What this means is, the weapon animation changes will behave more like traits. Priorities will occur in the following order:
如果你沒有設(shè)置標(biāo)簽,這些標(biāo)簽會自動執(zhí)行。這就意味著,動畫將會像特性一樣。
States
Weapons
Armors
Classes
Actors
Enemies
This means that if a battler is affected by a state that would modify its weapon appearance, any other weapon animation changes that the user would have will be overwritten by the state’s weapon animation change until the state wears off.
這意味著,如果戰(zhàn)斗者如果被一個改變武器的狀態(tài)影響,動畫將會改變直到狀態(tài)消失
Instructions – Custom Weapon Images
The weapon sheet format will follow RPG Maker MV’s weapon sheet format in individual frame dimensions. However, unlike RPG Maker MV’s weapon sheet format. That said, these custom weapon images will need to be made a certain way in order to look properly with RPG Maker MV’s default battlers.
這個武器部分格式將會遵從軟件默認(rèn)方式。但是,不像默認(rèn)的武器部分格式,這些自定義圖像需要被明確定義使其可以在默認(rèn)戰(zhàn)斗里面正確顯示
Here is the weapon sheet format:
這里有一個武器部分格式
Sheet Width: 288
Sheet Height: 64
Frame Width: 96
Frame Height: 64
As long as you make them in that format, the weapon sheets will work with RPG Maker’s default battlers.
只要這樣設(shè)置,就可以戰(zhàn)斗中正確生效
And last but not least! The Beam Swords!
Here they are! Be sure to save them into the img/weapons/ folder!
這里有一些圖像,你可以把他們放入img/weapons/文件夾
And for those who would like to download the entire package: click here.
這些可以在網(wǎng)站下載到