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yang2431 2008-3-10 08:27

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°²¦p§Ú们¤£³ß欢69号§LÏú鳄鱼¡A¨º¤\¥ÎRPG908¸Ñ¥]shape003.pck¡A¦}¬d§ä¤¤·Nªº§LÏú¡]点击DDON----压缩¥]¾Þ§@----°ª级¡A¸Ñ¥]BFSpec¤U©Ò¦³图¤ù组¡^¡A¦}将选¦n§LÏúªº图¤ù组«O¦s¨ì¸s7¥D¥Ø录¤UªºShape-----BFObj-----BFSoldier¤å¥ó夹¡A¦b¦¹¥Ø录¤U·s«Ø个069¤å¥ó夹¡A§â·s§LÏú图¤ù组¥þ³¡Öß贴进来¡A这样ªº¦n处¦b¤_¤£»Ý­n·s§LÏúªº时­Ô¥i¥H将¾ã个¤å¥ó夹删°£¡A这样´å戏´N会Àq认­ì¦³§LÏú¡A¦n¤F¡A现¦b开©l说说¦Û§ï§LÏúªº¤èªk¡G

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[OBJECT]
Name = û飻”µ-----------------¦¹为§LÏú¦W称
Sequence = 70069----------------¦¹为§LÏú编号
Space = 0, 100, 0--------------«Ü­«­nªº¤@项¡A¼Ò«¬©w¦ì¡]这¨½­n说¤U¡A¦¹项¼v响¼Ò«¬¦b´å戏¤¤ªº¦ì¸m¡A0¡A100¡A0¤À别¬O¥ª¡A¥k¡A¤¤¡A¦pªG觉±o¼Ò«¬¦b´å戏¤¤°¾¤W脱Öæa­±´N调¤Ö数­È¡A°¾¤U则调°ª¡C¡^
Process = BF_CLASS_BFSoldier---------------¦¹为数Õu库连±µ¦ì¸m¥i¥H无视
Directory = \BFObj\BFSoldier\001-------------------这点«Ü­«­n¡A为¦¹¼Ò«¬ªº¦s©ñ¦a§}¡C
Sprite = Wait, w010001, #12, w010002, #12, w010003, #12, w010004, #12, w010003, w010002----------------¦¹项为¼Ò«¬¦b´å戏¤¤ªº«ÝÉó动§@¡]这¨½­n说©ú¤@点¡A¦bBFSpec¥Ø录¤Uªº隐ÂçLÏú¥þ³¡为w0001ªº编号组¡A¦Ó¥¿规§LÏú则¬O¥Hw010001ªº编号编写¡A©Ò¥H§Ú们¦b导¤J·s§LÏú时¤@©w­n¦b«ÝÉó编号«e­±¥[¤W01¡A§_则进¤J´å戏«Ü¥i¯à显¥Ü­ì§LÏú¼Ò«¬¡^¡C

Sprite = Walk, r010001, #5, r010002, #5, r010003, #5, r010004, #5, r010005, #5, r010006, #5, r010007, #5, r010008, #5---------------¦¹项为§LÏú冲锋编号组¡]´À换·s§LÏú¦¹项无须§ï动¡^

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---------------¦¹项为§LÏú§ð击编号组¡]·s§LÏúªº§ð击编号组为atk1¡A¤Á记­n§ï¦¨ATTACK1¡A§_则´À换ªº·s§L¦b´å戏¨½没¦³§ð击动§@¡^

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----------------¦¹项为²Ä¤G§ð击动§@¡]¦P¤W¡^

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---------------¦¹项为°ÆªZ¾¹§ð击编组号¡A¦p¸T卫ªº飞¤Mµ¥

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---------------¦P¤W

Sprite = Defend, d010001, d010002, #5, d010002, @SP_EVENT_ACT_WAIT-----------¦¹项为§LÏú¨¾±s编号组¡A¦p¯«¤M§Lªº¬Þ¨¾µ¥

Sprite = Hurt, h010001, #5, h010002, #5, h010002, @SP_EVENT_ACT_WAIT-----------¦¹项为静¤î动§@

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---------------------¦¹5项为§LÏú¦º¤`编号组¡A¦p³Q杀时ªº¼Ò«¬动§@¡]1-5¬O5Ïú¦ºªk¡A¦p·s§L´N1Ïú¦ºªk¥i将¨ä§E4项删°£¡^

;Sprite = WalkHorse, r020001, #5, r020002, #5, r020003, #5, r020004, #5, r020005, #5, r020006, #5, r020007, #5, r020008, #5, r020008, @SP_EVENT_ACT_FADEOUT---------¦¹项¥i¥H无视¡C

§A¥i¥H¥´开BFspec.odb§ä¨ì·s§LÏúªº编号¦a§}¡A将²Ä6¦æªºSprite = WALK¥H¤U¤@ª½¨ì;Sprite = WalkHorse, r020001, #5, r020002, #5, r020003, #5, r020004, #5, r020005, #5, r020006, #5, r020007, #5, r020008, #5, r020008, @SP_EVENT_ACT_FADEOUTÎ`¨î¡AµM¦Z¦b¥´开BFSoldier.odb§ä¨ì»Ý­n­×§ïªº§LÏú编号将­ì数ÕuÂÐ盖¡A这样¬Ù¥h¤â动§ï数Õuªº³Â烦¡C

²Ä¤G¨B¡G­º¥ý§Ú们­nª¾¹D¨C¤@个¼Ò«¬¦b«ü©wªº¤å¥ó夹¤¤³£¦³图¤ù组¡A¦pShape\BFObj\BFSpec\069¥Ø录¤U¤À别¦³a010001.shp--a010008.shp¡Ba020001---a020008¡Bf010001----f010004¡Br010001----r010008¥H¤Îw010001---w010004µ¥图¤ù组¦Ó¥H¤Wªº编号组¬O´å戏¤¤¥¿规§LÏúªº编号¡A对¤_BFSpec¥Ø录¤Uªº隐ÂçLÏúªº编号组§¡¦h¥X¤F01¡A¤]´N¬O说¥¿规§LÏú为a010001隐ÂçLÏú则¬Oa0001¡A这点«Ü­«­n¡A§Ú们®³069号§LÏú鳄鱼°µ为实验¡G

[OBJECT]
Name = 鳄鱼¡]剑¥P¡^-----------这¬O­ì§LÏú¦W¦r¡A§Ú§ï为剑¥P
Sequence = 70069----------编号¤£动
Space = 0, 200, 0-----------调¦n¼Ò«¬©w¦ì
Process = BF_CLASS_BFSoldier
Directory = \BFObj\BFSoldier\069
Sprite = Wait, W010001, #12, W010002, W010003, W010004, W010003, W010002, W010001--------¦¹处换¦¨·s§LÏúªº编号组¡]¤Á记·s§LÏú编号组¤@©w­n¥[01¡^
Sprite = Walk, R10001, #5, @SP_EVENT_ACT_WALKSOUND, R10002, R10003, R10004, R10005, R10006, R10007, R10008------¦¹处无须§ï动
Sprite = Attack1, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Attack2, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = SAttack1, A0128, #4, A0129, A0130, A0131, #8, A0132, #2, A0133, A0134, #4, A0135, W0001, @SP_EVENT_ACT_WAIT
Sprite = SAttack2, A0136, #4, A0137, A0138, A0139, #8, A0140, #2, A0141, A0142, #4, A0143, A0144, W0001, @SP_EVENT_ACT_WAIT
Sprite = SAttack3, A0128, #4, A0129, A0130, A0131, #8, A0132, #2, A0133, A0134, #4, A0135, W0001, @SP_EVENT_ACT_WAIT
Sprite = Defend, W0018, #30, W0017, #6, W0001, @SP_EVENT_ACT_WAIT
Sprite = Hurt, W0022, #30, W0021, #6, W0001, @SP_EVENT_ACT_WAIT
Sprite = Die1, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die2, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die3, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die4, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die5, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT------------这¨½§ï¦¨·s§LÏúªº编号组
;Sprite = WalkHorse, r20001, #5, r20002, #5, r20003, #5, r20004, #5, r20005, #5, r20006, #5, r20007, #5, r20008, #5, r20008, @SP_EVENT_ACT_FADEOUT-----------------¦¹处无视


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­º¥ý¥´开Soldier.ini¤å¥ó¡A§ä¨ì§A±ý¥[·s§LÏúªº编号¦a§}69号¡A­×§ï¦p¤U¡G

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¥´开TermText.ini¤å¥ó¡A¥Ñ¤_·s§LÏú设©w编号为69¡A¤h§L¦W称¬O13000¡A¨º¤\§Ú们¦b¤å¥ó¤¤¬d§äString = 13069,剑¥P¡A这¬O§ï§LÏú¦W¦r¦b´å戏¨½¥¿ÚÌ显¥Ü¡A¤h§L说©ú¬O13500¡A¦b¬d§äString = 13569,强¤j¥B¬ü丽ªº剑灵¥P¤k¡]¥[¤W说©ú¡^¡C

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hui11899 2008-3-20 09:05

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zpspmle 2008-4-5 02:40

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