GEE引擎第三方骑马说明(仿Herom2)和变量的使用方法

GEE引擎第三方骑马说明(仿Herom2)和变量的使用方法

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仿Herom2第三方骑马参数:变量:<$HORSE> 装备位置:15

数据库字段:(其他字段自己随便填写或者参考仿官方填写)

stdmode ------- 28 马牌

Horse --------- 20-28(马的外观进行29-49为扩展.读取L-Horse1.wil)

source -------- 当 stdmode=28 并且Horse=[20-28]时,为马上的人物外观(0,1)

Expend3 ------- 当 stdmode=28 并且Horse=[20-28]时,为马上的人物在马上的发型(0,1)

Expend2 ------- 0 代表(马上的人物衣服外观)在马牌上控制

Expend2 ------- 1 代表(马上的人物衣服外观)在衣服上Horse字段控制

Expend4 = 1-6为horse2(图标编号:1920-3839)中马的6组特效,0为不使用特效

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文件说明:

第三方骑马人物衣服素材,文件名:L-HumHorse.wil 读取为0-49;L-HumHorse1.wil为50-99

第三方骑马坐骑马的素材,文件名:L-Horse.wil 读取为20-28;L-Horse1.wil 读取为29-49;L-Horse2.wil 读取为50-99

第三方骑马马上发型素材,文件名:L-HairHorse.wil 读取为0-14,15种发型

如不懂扩展说明请先看一次上面所描述的数据库字段,然后再看扩展说明!

2014-06-06 (支持韩服马上的人物外观扩展)

是否用马牌的horse还是用衣服的horse用 expand2来控制

当马牌 Expend2 字段设置为[1] ,马上的人物衣服外观由stdmode=10、11(人物衣服DB)中的Horse字段控制。

(注:马牌source字段的马上的人物外观不再控制;当没穿衣服时显示L-HumHorse里第一个**外观)

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DB详情:(注意:overlap字段控制由于冲突已经修改到Expend3字段控制,以下DB为老DB,导入后将overlap 字段中数值修改到Expend3内即可)

1186,官方红马,28,114,1,0,1,0,3475,20000,0,0,0,0,0,0,0,0,0,0,1,0,3049,5,245,1,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1188,赤红马,28,0,1,33,1,0,288,2000,0,0,0,0,0,0,0,0,0,0,1,0,3049,5,245,1,0,0,0,3,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1227,主宰者马牌,28,0,1,0,0,0,3475,20000,0,0,10,10,10,10,10,10,10,10,0,5,3049,5,251,,,0,,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1228,主宰者双人马牌,28,0,1,0,1,0,3475,20000,0,0,10,10,10,10,10,10,10,10,0,5,3049,5,251,,,0,,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1229,主宰者灵笛,28,0,1,0,0,0,288,2000,0,0,10,10,10,10,10,1,10,10,0,5,3049,5,251,1,,,,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5

1230,主宰者双人灵笛,28,0,1,0,1,0,4293,5000,10,10,0,0,0,0,0,0,0,0,0,0,50000,50,251,1,0,0,0,2,,,,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1231,黑鬃马,28,0,1,0,1,0,1223,50000,10,10,10,10,4,9,2,7,3,8,0,45,200000,5,251,,,,,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1232,枣红马,28,0,1,0,1,0,1223,50000,6,10,6,8,7,14,9,11,11,12,0,50,200000,5,251,,,,,21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1233,赤兔马,28,0,1,0,1,0,1223,50000,7,11,6,9,8,15,10,12,12,13,0,55,200000,5,251,,,,,22,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1234,汗血马,28,0,1,0,1,0,1223,50000,8,12,7,11,9,16,11,13,13,14,0,60,200000,5,251,,,,,23,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1235,白龙马,28,0,1,0,1,0,1224,50000,9,14,8,13,10,18,12,15,14,16,0,65,200000,5,251,,,,,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1236,迎亲马,28,0,1,0,1,0,1224,50000,12,17,11,16,12,20,14,17,16,18,0,70,200000,5,251,,,,,25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1237,黄金马,28,0,1,0,1,0,1060,50000,15,20,16,20,14,22,16,19,18,20,0,75,200000,5,251,,,,,26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1238,卓越战马,28,0,1,0,1,0,2419,50000,20,25,21,25,16,24,18,21,20,22,0,80,200000,5,251,,,,,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

1239,御龙灵兽,28,0,1,0,1,0,2419,50000,20,25,21,25,16,24,18,21,20,22,0,80,200000,5,251,,,,,28,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

备注:属性请自行调整;(454-462为HEROM2骑马)

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2、QF段触发:

@UPHORSE:上马触发

[@UPHORSE]

#if

#act

Sendmsg 7 您的坐骑成功被召唤!

break

-----------------

@DOWNHORSE:下马触发

[@DOWNHORSE]

#if

#act

Sendmsg 7 您的坐骑成功被收回!

break

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骑马时候声音(程序包内第三方补丁文件内查看)

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第三方介绍:(上马和下马命令在引擎游戏命令处查看)

上马方法:

1) 上马必须将马牌装备在相应装备位当中;

2) 装备好之后,在F12当中设置快捷键(若未设置按照默认快捷键ctrl+g);

3) 使用快捷键召唤坐骑;

下马方法:

1. 主动下马:

1) 大退下马

2) 小退下马

3) 使用快捷键下马

2. 被动下马:

1) 死亡下马

2) 马牌放入包裹当中:下马

坐骑状态下,可进行的动作:

1) 走:每步1格。鼠标左键进行操作;

2) 跑:每步3格。鼠标右键进行操作;

3) 可进行吃药;

4)可进行自动开盾;

5) 可面对面交易、丢弃物品;

6) 可点击NPC。

7)可以释放烟花。

坐骑状态下,不可进行的动作:

1) 无法攻击其他目标;

2) 不可接水;

3) 不可拾取

4) 不可挖宝;

5) 不可挑战;

6) 骑乘状态下,不可进行有起手动作的动作。。

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