mugen-设置人物特殊開場
mugen-设置人物特殊開場
一般人物的开场动画都在air中的190到199之间,195是挑衅。
如果要设置开场动画在cns里,比方说你的人物有三种开场动作,191和192是随机出现,193是对特定人物。
给你讲一下kofbw的设置吧,那个比较简单一些,比方说air中190是个没有图的动作,那么这样做
[Statedef 190]
type = S
ctrl = 0
anim = 190 没图的动作
velset = 0,0
sprpriority = 2
[State 191,ChangeState]
type = ChangeState
triggerall = random <= 500 随机出现
trigger1 = P2name != "kyo" trigger1~4只要p2或p4的名字不是kyo或iori
trigger2 = P4name != "kyo"
trigger3 = P2name != "iori"
trigger4 = P4name != "iori"
value = 191 开场动作变成statedef 191
[State 192,ChangeState]
type = ChangeState
triggerall = random > 500 随机出现
trigger1 = P2name != "kyo" trigger1~4只要p2或p4的名字不是kyo或iori
trigger2 = P4name != "kyo"
trigger3 = P2name != "iori"
trigger4 = P4name != "iori"
value = 192 开场动作变成statedef 192
[State 193, ChangeState]
type = ChangeState
trigger1 = P2name = "kyo" trigger1~4只要p2或p4的名字是kyo或iori
trigger2 = P4name = "kyo"
trigger3 = P2name = "iori"
trigger4 = P4name = "iori"
value = 193 开场动作变成statedef 193
然后就可以设置statedef 191~193了
胜利动画是180
[State 190,]
type = ChangeState
trigger1 = p2name = "Ash" | p4name = "Ash"
value = 193
特殊开场是在开场动作180中加入
changestate
条件是p2name = 你想指定的人物名
value = 你特定的动作
吸血鬼变女人就比较麻烦了原理与投掷技的原理差不多
请先研究投掷技代码之后就自然明白了
如果要设置开场动画在cns里,比方说你的人物有三种开场动作,191和192是随机出现,193是对特定人物。
给你讲一下kofbw的设置吧,那个比较简单一些,比方说air中190是个没有图的动作,那么这样做
[Statedef 190]
type = S
ctrl = 0
anim = 190 没图的动作
velset = 0,0
sprpriority = 2
[State 191,ChangeState]
type = ChangeState
triggerall = random <= 500 随机出现
trigger1 = P2name != "kyo" trigger1~4只要p2或p4的名字不是kyo或iori
trigger2 = P4name != "kyo"
trigger3 = P2name != "iori"
trigger4 = P4name != "iori"
value = 191 开场动作变成statedef 191
[State 192,ChangeState]
type = ChangeState
triggerall = random > 500 随机出现
trigger1 = P2name != "kyo" trigger1~4只要p2或p4的名字不是kyo或iori
trigger2 = P4name != "kyo"
trigger3 = P2name != "iori"
trigger4 = P4name != "iori"
value = 192 开场动作变成statedef 192
[State 193, ChangeState]
type = ChangeState
trigger1 = P2name = "kyo" trigger1~4只要p2或p4的名字是kyo或iori
trigger2 = P4name = "kyo"
trigger3 = P2name = "iori"
trigger4 = P4name = "iori"
value = 193 开场动作变成statedef 193
然后就可以设置statedef 191~193了
胜利动画是180
[State 190,]
type = ChangeState
trigger1 = p2name = "Ash" | p4name = "Ash"
value = 193
特殊开场是在开场动作180中加入
changestate
条件是p2name = 你想指定的人物名
value = 你特定的动作
吸血鬼变女人就比较麻烦了原理与投掷技的原理差不多
请先研究投掷技代码之后就自然明白了
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