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教程分享|只修改柔化函数和静态数据实现女柔道的连招优化

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IP属地:福建1楼2023-05-29 14:26回复
    这是全职业通用的柔化函数,找个合适的位置写,我是放sqr/character/fighter/fighter_common.nut:
    function ForceUse_Character(obj,skillId,subArr,state)
    {
    local skill = sq_GetSkill(obj, skillId);
    if(!skill.isInCoolTime())
    {
    obj.setSkillCommandEnable(skillId, true);
    if(obj.sq_IsEnterSkill(skillId) != -1)
    {
    local IsUse = obj.sq_IsUseSkill(skillId);
    if(IsUse)
    {
    obj.sq_IntVectClear();
    local ObjListSize = subArr.len();
    if(ObjListSize<1)
    {
    obj.sq_AddSetStatePacket(state, STATE_PRIORITY_USER, true);
    return;
    }
    foreach(substate in subArr)
    obj.sq_IntVectPush(substate);
    obj.sq_AddSetStatePacket(state, STATE_PRIORITY_USER, true);
    }
    }
    }
    }
    然后开始调用:
    找到函数function procAppend_Fighter(obj)
    function procAppend_Fighter(obj)//
    {
    local CurSteta = obj.getState();
    local isTower = sq_IsTowerDungeon();//修復死亡之塔柔化閃退
    if(isTower) return;//修復死亡之塔柔化閃退
    switch(CurSteta)
    {
    case 6://女格斗:后跳
    ForceUse_Character(obj,86,[4],56);//金剛碎
    ForceUse_Character(obj,64,[0],40);//死亡毒霧
    ForceUse_Character(obj,88,[0],58);//裂石破天
    ForceUse_Character(obj,238,[0,2,4,3],238);//風暴之舞
    break;
    case 13://女柔道:?轟?/投擲
    ForceUse_Character(obj,9,[9],22);//背?
    ForceUse_Character(obj,18,[18],22);//螺旋彗星落
    ForceUse_Character(obj,49,[49],22);//?投
    ForceUse_Character(obj,63,[63],22);//末日風暴
    ForceUse_Character(obj,89,[89],22);//地獄搖籃
    ForceUse_Character(obj,105,[105],22);//死亡搖籃
    ForceUse_Character(obj,54,[0],33);//野蠻沖撞
    ForceUse_Character(obj,88,[0],58);//裂石破天
    ForceUse_Character(obj,237,[0,1,2],237);//末日搖籃
    ForceUse_Character(obj,238,[0,2,4,3],238);//風暴之舞
    ForceUse_Character(obj,81,[0],52);//折頸
    break;
    case 24://女柔道:螺旋彗星落
    ForceUse_Character(obj,62,[0],36);//空絞錘
    ForceUse_Character(obj,88,[0],58);//裂石破天
    ForceUse_Character(obj,101,[0],63);//空絞連錘
    break;
    case 43://女街?:天羅地網
    ForceUse_Character(obj,60,[0],35);//?襲
    ForceUse_Character(obj,75,[0],44);//毒影針
    ForceUse_Character(obj,106,[94,95],69);//裂地飛沙
    ForceUse_Character(obj,104,[0,1,2],67);//爆碎?裂
    break;
    case 46://女街?:街頭風暴
    ForceUse_Character(obj,3,[0,1,0],31);//擒月炎
    ForceUse_Character(obj,99,[0],62);//猛毒擒月炎
    ForceUse_Character(obj,60,[0],35);//?襲
    ForceUse_Character(obj,75,[0],44);//毒影針
    break;
    case 53://女武神:紛影連環?
    ForceUse_Character(obj,80,[0],51);//崩拳
    ForceUse_Character(obj,1,[0],47);//鐵山?
    break;
    case 57://女柔道:霹靂?擊
    ForceUse_Character(obj,54,[0],33);//野蠻沖撞
    ForceUse_Character(obj,238,[0,2,4,3],238);//風暴之舞
    break;
    case 58://女柔道:裂石破天
    ForceUse_Character(obj,87,[0],57);//霹靂?擊
    ForceUse_Character(obj,62,[0],36);//空絞錘
    ForceUse_Character(obj,101,[0],63);//空絞連錘
    ForceUse_Character(obj,238,[0,2,4,3],238);//風暴之舞
    break;
    case 59://女柔道:地獄搖籃
    ForceUse_Character(obj,86,[4],56);//金剛碎
    ForceUse_Character(obj,88,[0],58);//裂石破天
    ForceUse_Character(obj,238,[0,2,4,3],238);//風暴之舞
    break;
    case 61://女武神:武神??
    ForceUse_Character(obj,68,[0],42);//閃電之舞
    ForceUse_Character(obj,1,[0],47);//鐵山?
    break;
    case 67://女街?:爆碎?裂
    ForceUse_Character(obj,3,[0,1,0],31);//擒月炎
    ForceUse_Character(obj,99,[0],62);//猛毒擒月炎
    ForceUse_Character(obj,106,[94,95],69);//裂地飛沙
    break;
    case 68://女柔道:死亡搖籃
    ForceUse_Character(obj,86,[4],56);//金剛碎
    ForceUse_Character(obj,62,[0],36);//空絞錘
    ForceUse_Character(obj,88,[0],58);//裂石破天
    ForceUse_Character(obj,101,[0],63);//空絞連錘
    ForceUse_Character(obj,238,[0,2,4,3],238);//風暴之舞
    break;
    case 69://女街?:裂地飛沙
    ForceUse_Character(obj,3,[0,1,0],31);//擒月炎
    ForceUse_Character(obj,99,[0],62);//猛毒擒月炎
    ForceUse_Character(obj,60,[0],35);//?襲
    ForceUse_Character(obj,75,[0],44);//毒影針
    break;
    case 229://女武神:回天連環擊
    ForceUse_Character(obj,80,[0],51);//崩拳
    ForceUse_Character(obj,1,[0],47);//鐵山?
    break;
    case 237://女柔道:末日搖籃
    ForceUse_Character(obj,9,[9],22);//背?
    ForceUse_Character(obj,18,[18],22);//螺旋彗星落
    ForceUse_Character(obj,49,[49],22);//?投
    ForceUse_Character(obj,63,[63],22);//末日風暴
    ForceUse_Character(obj,89,[89],22);//地獄搖籃
    ForceUse_Character(obj,105,[105],22);//死亡搖籃
    ForceUse_Character(obj,54,[0],33);//野蠻沖撞
    ForceUse_Character(obj,238,[0,2,4,3],238);//風暴之舞
    break;
    }
    }


    IP属地:福建3楼2023-05-29 14:36
    收起回复
      接着是静态数据部分:
      skill/fighter/suplexcyclone.skl
      [地獄搖籃]:减少最后一击角色自身的击飞距离(可以直接接空绞锤的那种)
      [static data]
      4005005802512060
      [/static data]
      skill/fighter/suplexcycloneex.skl
      [死亡搖籃]:第一段的滚动距离归0,减少最后一击角色自身的击飞距离(可以直接接空绞锤的那种)
      [static data]
      40050058025120601501501505-1000100
      [/static data]
      skill/fighter/holdup.skl
      [霹靂肘擊]:修改了肘擊击飞距离,(可以直接接抓取的那种)
      [static data]
      603008005002030
      [/static data]


      IP属地:福建4楼2023-05-29 14:41
      回复
        搭配我之前发过的帖子里,删除柔道技能ani中的[damage box],抓取状态变无敌技能,基本上柔道的可操作性就拉满了~


        IP属地:福建5楼2023-05-29 14:42
        回复