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如何修改ani文件

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1如何将ani文件调用的图像垂直翻转过来
2.如何在atk文件中修改命中时使敌人浮空


IP属地:辽宁来自Android客户端1楼2022-09-26 00:05回复
    如图,面向我飞来的翼龙屁股对着我,我想让他转过来


    IP属地:辽宁来自Android客户端2楼2022-09-26 00:05
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      插眼


      IP属地:辽宁来自iPhone客户端3楼2022-09-26 08:17
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        修改完成,等视频发布了


        IP属地:辽宁4楼2022-09-26 11:01
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          ani文件怎么打开啊,我想查看ani文件的图像


          IP属地:黑龙江5楼2023-02-16 21:32
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            游戏里有技能特效是 ani文件 用什么软件能查看 是什么图片啊,我想找到一个技能不知道是哪个文件


            IP属地:黑龙江6楼2023-02-16 22:24
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              楼主第二点atk命中后浮空,是哪个词条开关呢


              IP属地:广东7楼2023-03-10 16:26
              收起回复
                function checkExecutableSkill_WindStrike(obj)
                {
                if (!obj) return false;
                local isUse = obj.sq_IsUseSkill(SKILL_WIND_STRIKE);
                if (isUse) {
                obj.getVar("state").clear_vector();
                obj.getVar("state").push_vector(0);
                obj.sq_AddSetStatePacket(STATE_WIND_STRIKE , STATE_PRIORITY_USER, false);
                return true;
                }
                return false;
                }
                function checkCommandEnable_WindStrike(obj)
                {
                return true;
                }
                function onSetState_WindStrike(obj, state, datas, isResetTimer)
                {
                if(!obj) return;
                obj.sq_StopMove();
                local state = obj.getVar("state").get_vector(0);
                obj.sq_StopMove();
                if(state == 0)
                {
                obj.sq_SetCurrentAnimation(CUSTOM_ANI_WIND_STRIKE);
                obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED,
                SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
                }
                else if(state == 1)
                {
                obj.sq_SetCurrentAnimation(CUSTOM_ANI_WindMasterUpperB_Body);
                obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_WindMasterWindStrikeUpper);
                local ani = obj.sq_GetCurrentAni();
                local delay = 0;
                if(ani)
                delay = ani.getDelaySum(false);
                local multiHit = obj.sq_GetIntData(SKILL_WIND_STRIKE, 2);
                print(" multiHit:" + multiHit + " delay:" + delay);
                print(delay / multiHit);
                obj.sq_timer_.setParameter(delay / multiHit, multiHit - 1);
                obj.sq_timer_.resetInstant(0);
                obj.getVar("flag").clear_vector();
                obj.getVar("flag").push_vector(delay);
                local rate = obj.sq_GetIntData(SKILL_WIND_STRIKE, 1);
                local lastRate = (100 + rate).tofloat() / 100.0;
                local attackBonusRate = obj.sq_GetBonusRateWithPassive(SKILL_WIND_STRIKE, STATE_WIND_STRIKE, SKL_LVL_COLUMN_IDX_0, lastRate);
                local power = obj.sq_GetPowerWithPassive(SKILL_WIND_STRIKE, STATE_WIND_STRIKE, SKL_LVL_COLUMN_IDX_1, SKL_LVL_COLUMN_IDX_0, lastRate);
                local upForce = obj.sq_GetLevelData(2);
                local attackInfo = sq_GetCurrentAttackInfo(obj);
                sq_SetCurrentAttackBonusRate(attackInfo, attackBonusRate);
                sq_SetCurrentAttackPower(attackInfo, power);
                sq_SetCurrentAttacknUpForce(attackInfo, upForce);
                obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED,
                SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
                }
                }
                function onProc_WindStrike(obj)
                {
                local state = obj.getVar("state").get_vector(0);
                local pAni = obj.sq_GetCurrentAni();
                local currentT = sq_GetCurrentTime(pAni);
                if (state == 0)
                {
                if (obj.sq_GetSkillLevel(SKILL_WINDMASTER) > 0)
                {
                local pAni = obj.sq_GetCurrentAni();
                local frmIndex = obj.sq_GetCurrentFrameIndex(pAni);
                local currentT = sq_GetCurrentTime(pAni);
                if (frmIndex >= 4)
                {
                obj.setSkillCommandEnable(SKILL_WIND_STRIKE, true);
                local iEnterSkill = obj.sq_IsEnterSkill(SKILL_WIND_STRIKE);
                if (iEnterSkill != -1 || sq_IsKeyDown(OPTION_HOTKEY_ATTACK, ENUM_SUBKEY_TYPE_ALL))
                {
                obj.getVar("state").clear_vector();
                obj.getVar("state").push_vector(1);
                obj.sq_AddSetStatePacket(STATE_WIND_STRIKE , STATE_PRIORITY_USER, false);
                }
                }
                }
                }
                else if (state == 1)
                {
                if (obj.sq_timer_.isOnEvent(currentT) == true)
                obj.resetHitObjectList();
                }
                }
                function onEndCurrentAni_WindStrike(obj)
                {
                obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
                }
                function onKeyFrameFlag_WindStrike(obj,flagIndex)
                {
                if(!obj)
                return false;
                local isMyControlObject = obj.sq_IsMyControlObject();
                local state = obj.getVar("state").get_vector(0);
                if (state == 0)
                {
                if (isMyControlObject && flagIndex == 1)
                {
                local attackBonusRate = obj.sq_GetBonusRateWithPassive(SKILL_WIND_STRIKE, STATE_WIND_STRIKE, SKL_LVL_COLUMN_IDX_0, 1.0);
                local power = obj.sq_GetPowerWithPassive(SKILL_WIND_STRIKE, STATE_WIND_STRIKE, SKL_LVL_COLUMN_IDX_1, SKL_LVL_COLUMN_IDX_0, 1.0);
                local upForce = obj.sq_GetLevelData(2);
                obj.sq_StartWrite();
                obj.sq_WriteDword(attackBonusRate);// attackBonusRate
                obj.sq_WriteDword(power);// power
                obj.sq_WriteWord(upForce);// upForce
                obj.sq_SendCreatePassiveObjectPacket(24201, 0, 120, 1, 0);
                }
                return true;
                }
                }


                IP属地:广东8楼2023-03-15 22:12
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