질문과 답변

Extra Form

안녕하세요 :)


퓨어히메라고합니다.


전투시스템을 사이드뷰를 사용중입니다. (참고: 링크)


질문 : 원거리 캐릭터를 기본공격을 원거리로 만들 방법은 없을까요?


쉽게 설명을 드리자면, 원거리 캐릭에 속하는 활 무기를 이용하는 궁수의 경우,


공격을 선택시 직접 활을 들고 검처럼 몹을 때립니다. 


그래서 커맨드중에서 공격을 선택시 자동으로 원거리 공격을 하게 하고싶습니다.


물론 스크립트로 해야한다고 생각합니다만 'ㅁ' 


쉽게 찾지를 못해서 도움을 얻고자합니다. 


좋은분들의 좋은답변 부탁드립니다. 


PS> 제 질문을 해결하기에 자료가 부족하시다면 추가적인 자료를 보여드릴 수 있습니다.

Who's 퓨어히메

?

게임을 너무너무 좋아해서 만들게 된 스무한살 소녀 ♥ image_name


Comment '3'
  • ?
    아이미르 2011.12.23 17:12
    Tankentai SBS 3.4d를 받아서 쓰고 있는데 무기의 메모란에 <action: key>를 써주면 key에 해당하는 액션을 불러올수 있더군요 활공격 기본액션이 BOW_ATTACK이니까 활의 메모란에 <action: BOW_ATTACK>을 기입하면 될거 같네요. 다른 버전은 잘 모르겠지만요
  • ?
    퓨어히메 2011.12.23 18:51

    아이미르님의 좋은 답변 잘 읽어보았습니다.


    메모란에 <action: BOW_ATTACK> 입력하고 적용해보니, 


    액션자체가 활 모션이 뜨긴뜨는데 문제는 데미지가 1도 안먹히네요 ㅠㅠ


    마찬가지로  <action: GUN_ATTACK> 도 마찬가지네요;


    제가 스크립트 수정을 해야하는부분인가요 ㅠ;;


    Bubs' Bow Add-on (K) 스크립트
    #==============================================================================
    # + Bow Attack Action Sequence for RPG Tankentai Sideview Battle System
    #   v2.0 (Kaduki)
    #------------------------------------------------------------------------------
    #  Script by Mr. Bubble
    #------------------------------------------------------------------------------
    # ++ How to Install
    # * Install below the Tankentai Sideview scripts
    # * Requires Animation 83 from the demo placed in the same ID in your project.
    #   Animation ID can be changed.
    #==============================================================================
    # ++ Assigning a Bow Action to Skills and Weapons
    #
    #   [With Notetag]
    # * In the Notes field of a skill or weapon, type in
    #
    #               
    #
    #   You do not need quotes around BOW_ATTACK. Remember that it requires 
    #   Bubs' Notetags for TSBS.
    #
    #   [Battler Configuration]
    # * Assign "BOW_ATTACK" to a weapon or skill under 
    #   Weapon Action Sequence Settings and Skill Action Sequence Settings in
    #   the SBS Configurations script.
    #==============================================================================
    
    module N01
      # Animation ID for when bow is shown and drawn
      BOW_ANIMATION = 83
    #------------------------------------------------------------------------------
      BOW_ANIME = {
      
      
      # "DRAW_POSE" is a Battler Frame Animation key.
      # It will play a specific animation from the battler's character sheet.
      # For Kaduki Battlers, it will play its own special row.
      # If an enemy tries to use this key, it will not do anything.
      "DRAW_POSE"      => [ 3,  1,  3,   2,   0,  -1,   0, true,"" ],
        
      # "DRAW_BOW" is a Battle Animation key.
      # It plays the bow animation from the Database on top of the battler
      # using this key.
      "DRAW_BOW"  => ["anime",  BOW_ANIMATION,  0, false, false, false],
        
      # "ARROW_ANGLE" is a Flying Graphic Angle key.
      # It modifies the angle of the arrow when it travels from the user to
      # the target. "ARROW_ANGLE" is not directly used within an action sequence.
      # Instead, it is used in the "SHOOT_ARROW" hash.
      "ARROW_ANGLE"     => [ 30, 60,  11],
        
      # "SHOOT_ARROW" is a Moving Animation key
      # It defines the trajectory of the arrow that is shot at the target.
      # Notice how "ARROW_ANGLE" is used within the hash. "ARROW_ANGLE"
      # is a set predefined values that determine the angle of the arrow
      # while in flight.
      # The Yp (Y-pitch) needed to be moved up 16 pixels so it wouldn't look
      # like an actor shot an arrow from their legs.
      # ANIME Key               Type   ID Object Pass Time Arc  Xp Yp Start Z Weapon
      "SHOOT_ARROW"  => ["m_a", 0,  0,   0, 15,  -10,  0, -16, 0,false,"ARROW_ANGLE"],
        
      } # <-- Do not delete this!
      ANIME.merge!(BOW_ANIME)
      
      # Action Sequence
      BOW_ATTACK_ACTION = {
      # To help explain what the "BOW_ATTACK" sequence does, I've formatted it as
      # a vertical list. It does not matter how much whitespace there is between
      # each key as long as there are commas separating each key from each other.
      # 
      # Beside each key is a comment briefly explaining what each key does.
      # Keep in mind that action sequences are processed from left to right, 
      # top to bottom, in order.
      
      # Action Key
      "BOW_ATTACK" => [ # Anime Keys
                      "STEP_FORWARD", # Battler steps forward a bit
                      "DRAW_BOW",     # Battler plays bow animation on self
                      "DRAW_POSE",    # Play Kaduki pose
                      "16",           # Delays the sequence for 16 frames
                      "SHOOT_ARROW",  # Executes arrow projectile to target
                      "12",           # Delays the sequence for 12 frames
                      "DAMAGE_ANIM",  # Damage the target and play the weapon
                                      # skill's animation (if it hits)
                      "16",           # Delays the sequence for 12 frames
                      "Can Collapse", # Determines if battler is at 0 HP
                                      # and turns off their immortal flag so
                                      # that they can die/collapse.
                      "FLEE_RESET"    # Reset battler to start coordinates
                      ], # Closing square bracket. Don't forgot the comma!
    
      } # <-- Do not delete this!
      ACTION.merge!(BOW_ATTACK_ACTION)
    end
    Guns Action Sequence (K) 스크립트
    #==============================================================================
    # + Guns Action Sequence Addon for RPG Tankentai Sideview Battle System
    #   v1.3 (Only for Kaduki battlers)
    #------------------------------------------------------------------------------
    #  Script original by: Kylock
    #  1.2 By Night'Walker
    #==============================================================================
    #   Requested by gend0 (rpgrevolution.com)
    #   This is a script that adds new functionality to the Sideview battle System
    # in the way of an additional animation for gun weapons.
    #   To use this script, simply add it below the Sideview Battle System scripts
    # and make sure your gun have element 6(Whip) checked in the game database on
    # the weapons tab.  This can be changed below if you like your whip element.
    #------------------------------------------------------------------------------
    # ++ Assigning a Gun Action to Skills and Weapons
    #
    #   [With Notetag]
    # * In the Notes field of a skill or weapon, type in
    #
    #               
    #
    #   You do not need quotes around GUN_ATTACK. Remember that it requires 
    #   Notetags for Tankentai Add-on
    #
    #==============================================================================
    
    module N01
      RANGED_ANIME = {
      # Magic Animation
      "FIRE_GUN"       => ["m_a", 87,   4,  0,  12,   0,  0,  0, 2, true,""],
      # Weapon Animations
      "DOWN_TO_LEFT" => [ 3, 0, false, 120, 45, 4, false, 1, 1, 0,  0, false],
      "LEFT_TO_UP" => [ 3, 0, false, 45, -15, 4, false, 1, 1, 0,  0, false],
      "LEFT_TO_UPL" => [ 3, 0, false, 45, -15, 4, false, 1, 1, 0,  0, true],
      "VERT_SWING-"     => [   3,   0,false,-15,  45,  4,false,   1,  1,  0,  0,false],
      # Battler Animations
      "DRAW_WEAPON" => [ 1, 0, 4, 2, 0, -1, 0, true,"DOWN_TO_LEFT"],
      "GUN_FIRE" => [ 3, 0, 1, 2, 0, -1, 0, true,"LEFT_TO_UP"],
      "GUN_FIREL" => [ 3, 0, 1, 2, 0, -1, 0, true,"LEFT_TO_UPL"],
      "WPN_SWING_V-" => [ 1, 0, 4, 2, 0, -1, 0, true,"VERT_SWING-"],
      "FRONT_JUMP"              => [  0, -32,   0,  16,  0,  -3,  "JUMP_ATTACK_POSE"],}
      ANIME.merge!(RANGED_ANIME)
      # Action Sequence
      RANGED_ATTACK_ACTION = {
        "GUN_ATTACK" => ["FRONT_JUMP","DRAW_WEAPON","14","DAMAGE_ANIM","6","FIRE_GUN","GUN_FIRE",
        "5","WPN_SWING_V-","20","WEAPON2_DAMAGE","6","Two Wpn Only","FIRE_GUN",
        "GUN_FIREL","Two Wpn Only",
        "5","Can Collapse","MOVE_TO","RESET"],}
      ACTION.merge!(RANGED_ATTACK_ACTION)
    end
  • ?
    불량토깡 2012.01.03 16:55

    위에 스크립트 읽기도 싫네요 ㅎㅎ ㅋ


List of Articles
종류 분류 제목 글쓴이 날짜 조회 수
공지 묻고 답하기 가이드 습작 2014.06.14 12472
RMVX rpg vx 로 게임을 만들어 팔아도 enterbrain 에서 뭐라고 안하나요? 3 교육게임 2011.02.28 1235
RMXP 연타 이벤트는 어떻게 만드는건가요? 2 키르비 2011.03.22 1235
RMVXA 스크립트로 tp설정 3 세인츠 2012.08.26 1235
RMXP RPGXP, F1을 누르면 이상한 언어가 나옵니다 4 file 에이미 2013.04.04 1235
RM2k3 RPG2003에서 한 몬스터에게 여러 종류의 아이템 나오게 하는 방법 2 엑스트라 2012.10.04 1235
RMXP 밤과 낮 만들기 보충 부탁드립니다. 4 file Magnerota 2013.10.06 1235
RMXP 점프 스크립트... 7 THE풀잎 2011.05.14 1236
RMXP 넷플레이1.7 질문 1 *나루토* 2011.06.01 1236
RMVX vampyr SBABS-Requiem ABS 9 질문드립니다 6 9219jin 2011.09.24 1236
RMVX 폰트 적용은 어떻게 적용이 되는건가요? 9 하얀악어 2014.01.17 1236
기타 이벤트(퀘스트)무한반복 안되는 법점여. 스토리 있어염.. 2 wnsml 2012.07.04 1237
기타 RMMV 네코플레이어로 하려는데 화면이 짤려요 file dwmjinmiw 2019.11.11 1237
RMVXA RPG VX Ace버젼은 온라인이 없나요? 1 Rain35 2013.12.12 1238
RMXP 책장을 건드리면 문을 막고있는 이벤트가 옆으로 비키는 것 11 괴생명체 2013.05.03 1238
RMVX 이름입력 이벤트를 넣어도 왜 이름이 안바뀔까요? ㅡㅡ;; 4 dcbuzz 2010.09.14 1239
RMVX RPGVX 창고 스크립트랑 아이템에 색상넣는 스크립트.. 스트링호 2011.01.07 1239
RMVX 메뉴창에 아이템,저장,게임종료만 남기고싶어요. 3 카온 2012.08.03 1239
RMVX 캐릭터 주위에 어둡게 할수는 없나요 ?.. 2 C1님 2011.04.18 1240
기타 게임 배포 방법 진구1123 2011.08.17 1240
RMVX 움직이는 NPC 방향고정과 관련된 질문입니다 2 타카나시 소라 2012.07.27 1240
Board Pagination Prev 1 ... 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 ... 517 Next
/ 517