指令 / command | 中文 | English |
生成实体物品/武器/防具
Generate Visible Item/Weapon/Armor |
你可以用这个指令将你配置在设置里的物品、武器、防具在场景中指定的位置生成实体,默认生成的是你为该物品配置的图标
注:位置xy从0开始计数,所以最左最上的坐标xy是(0,0)
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You can use this command to generate items, weapons, and armors which you set in the Settings at the position you prefered in the scene.
The default image is the icon you configured for the item in Settings.
Note: The Target xy starts from 0, so the leftmost and topmost coordinate xy is (0,0) |
变量生成实体物品/武器/防具
Generate Visible Item/Weapon/Armor(V) |
你可以用这个指令将你配置在设置里的物品、武器、防具在场景中变量位置生成实体,而这个物品你也同样可以用变量来选择。默认生成的是你为该物品配置的图标
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You can use this command to generate items, weapons, and armors which you set in the Settings at the variable position in the scene. Items/weapons/armors can also be selected with variables.
The default image is the icon you configured for the item in Settings. |
配置数据和选项/Data and Options |
你可以在脚本里的DItemDropV中修改所有参数,包括是否开启敌人掉落实体物品模式,是否播放动画等等,上面有详细的注释供你参考。
*如果你想要生成你自己定义的图片,那么请你新建一个文件夹,然后修改DItemDropMoonV.path所对应的地址为你的文件夹名,然后在里面让你想生成的图片命名与设置里物品的icon保持一致就可以了。
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You can change all the parameters in DItemDropV in the script, including whether to enable the enemy to drop the visible item, whether to play the animation, etc. There are detailed notes for your reference.
*If you want to generate other images, please create a new folder, and then change DItemDropMoonV.path to your folder name.Finally,you need to give your image the same name as the icon you set in Settings.
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如何添加捡拾物品音效/How to add SE for picking up items |
在LItemBlock 的第212行添加 RV.GameSet.playSE("音效文件地址" , 音量),
如:
RV.GameSet.playSE("Audio/SE/" + "com-gain_1.mp3" , 100); | Add following code at line 212 in LItemBlock
RV.GameSet.playSE("SE file path" , volume),
Example:
RV.GameSet.playSE("Audio/SE/" + "com-gain_1.mp3" , 100);
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出现血条残留情况/If Hp bar can not be cleared |
替换以下脚本到系统脚本LEnemy的499-518行
this.load = function(info){
char.getCharacter().x = info.x;
char.getCharacter().y = info.y;
char.camp = info.camp;
_sf.hp = info.hp;
_sf.mp = info.mp;
_sf.visible = info.visible;
_sf.activity = info.activity;
_sf.isDie = info.isDie;
if(_sf.isDie){
char.isDie = _sf.isDie;
char.getCharacter().getSpirte().opacity = 0;
}else{
hpBar.visible = _sf.hp < cof.maxHp;
hpBar.setValue(_sf.hp,cof.maxHp);
if(_sf.hp == -1){
hpBar.visible = false;
}
}
};
| Replace following code at line 499-518 of default script LEnemy
this.load = function(info){
char.getCharacter().x = info.x;
char.getCharacter().y = info.y;
char.camp = info.camp;
_sf.hp = info.hp;
_sf.mp = info.mp;
_sf.visible = info.visible;
_sf.activity = info.activity;
_sf.isDie = info.isDie;
if(_sf.isDie){
char.isDie = _sf.isDie;
char.getCharacter().getSpirte().opacity = 0;
}else{
hpBar.visible = _sf.hp < cof.maxHp;
hpBar.setValue(_sf.hp,cof.maxHp);
if(_sf.hp == -1){
hpBar.visible = false;
}
}
};
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