module N01
# Weapon element that grants a bow animation. Default is 5.
PIERCE_WEAPON_ELEMENT = 3
#------------------------------------------------------------------------------
# Attack Animation Actions
PIERCE_ANIME = {
"WPN_THRUST1" => [ 0, 1, 1, 2, 0, -1, 2, true,"THRUST_1"],
"WPN_THRUST2" => [ 0, 1, 1, 2, 0, -1, 2, true,"THRUST_2"],
"WPN_THRUST3" => [ 0, 1, 1, 2, 0, -1, 2, true,"THRUST_3"],
"THRUST_ATTACK_MOVE" => [ 0, 1, 5, 0, 0, -1, 0, true, "THRUST_1" ],
"PREV_MOVING_TARGET_THRUST" => [ 1, 24, 0, 35, 0, 0, "THRUST_ATTACK_MOVE"],
"SPEAR_JUMP_TO_TARGET" => [ 1, 24, 0, 20, 0, -6, "THRUST_ATTACK_MOVE"],
"THRUST_1" => [ 0, 0,false, 45, 45, 4,false, 1, 1, 20, 0,false],
"THRUST_2" => [ -4, 0,false, 45, 45, 4,false, 1, 1, -4, 3,false],
"THRUST_3" => [ 16, 0,false, 45, 45, 4,false, 1, 1, -4, 3,false],
}
ANIME.merge!(PIERCE_ANIME)
# Action Sequence
PIERCE_ATTACK_ACTION = {
"PIERCE_ATTACK" => ["PREV_MOVING_TARGET_THRUST",
"WPN_THRUST2","OBJ_ANIM_WEAPON","10","WPN_THRUST3",
"30",
"Can Collapse", "FLEE_RESET"],
}
ACTION.merge!(PIERCE_ATTACK_ACTION)
end
module RPG
class Weapon
alias bubs_pierce_base_action base_action
def base_action
if $data_weapons[@id].element_set.include?(N01::PIERCE_WEAPON_ELEMENT)
return "PIERCE_ATTACK"
end
bubs_pierce_base_action
end
end
end
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