Hướng dẫn tạo Lưu Bang thành tướng thường: Trong mục Setting/OBD/BFGent.odb (Là thư mục diễn tả hành động Pk trong lúc oánh nhau)
[OBJECT]
Name = The Lord
Sequence = 63156
Space = 0, 200, 0
Process = BF_CLASS_BFGeneral
Directory = \BFObj\BFGeneral\156
Sprite = Wait, W0001, #12, W0002, W0003, W0004, W0004, W0003, W0002, W0001
Sprite = Wait1, W0001, #12, W0002, W0003, W0004, W0004, W0003, W0002, W0001
Sprite = Wait2, W0001, #12, W0002, W0003, W0004, W0004, W0003, W0002, W0001
Sprite = Wait3, W0001, #12, W0002, W0003, W0004, W0004, W0003, W0002, W0001
Sprite = Walk, R10001, #5, @SP_EVENT_ACT_WALKSOUND, R10002, R10003, R10004, R10005, R10006, R10007, R10008
Sprite = Atk01, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Atk02, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = Atk03, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Atk04, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = Atk05, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Atk06, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = Atk07, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Atk08, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = Atk09, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Atk10, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = Atk11, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Atk12, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = Atk13, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Atk14, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = Atk15, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Atk16, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = Perform, A0128, #4, A0129, A0130, A0131, #8, A0132, #2, A0133, A0134, #4, A0135, W0001, @SP_EVENT_ACT_WAIT
Sprite = Point1, A0128, #4, A0129, A0130, A0131, #8, A0132, #2, A0133, A0134, #4, A0135, W0001, @SP_EVENT_ACT_WAIT
Sprite = Point2, A0136, #4, A0137, A0138, A0139, #8, A0140, #2, A0141, A0142, #4, A0143, A0144, W0001, @SP_EVENT_ACT_WAIT
Sprite = Hurt, W0022, #30, W0021, #6, W0001, @SP_EVENT_ACT_WAIT
Sprite = Defend, W0018, #30, W0017, #6, W0001, @SP_EVENT_ACT_WAIT
Sprite = Die, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
; ゲ炳м猌盢笆
; 硈
Sprite = SAtk01, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_CHECK, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
; 辟臟
Sprite = SAtk02, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_CHECK, A0014, @SP_EVENT_ACT_FINISHED
; 纒辈
Sprite = SAtk03, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_CHECK, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
; 癵活
Sprite = SAtk04, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_CHECK, A0014, @SP_EVENT_ACT_FINISHED
;╈
Sprite = SAtk05, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_CHECK, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
;珼辟
Sprite = SAtk0601, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
Sprite = SAtk0602, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, A0014, @SP_EVENT_ACT_FINISHED
; 臂腻
Sprite = SAtk07, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_CHECK, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
; 花疨
Sprite = SAtk08, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_CHECK, A0014, @SP_EVENT_ACT_FINISHED
; ゲ炳м 砮ら
Sprite = SAtk09, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_CHECK, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
; ゲ炳м ﹀羖
Sprite = SAtk10, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_CHECK, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
; 耻
Sprite = SAtk11, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_CHECK, A0014, @SP_EVENT_ACT_FINISHED
; 睹籖
Sprite = SAtk1201, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_CHECK, A0014, @SP_EVENT_ACT_FINISHED
Sprite = SAtk1202, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_CHECK, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
Sprite = SAtk1203, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_CHECK, A0014, @SP_EVENT_ACT_FINISHED
Sprite = SAtk1204, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_CHECK, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
Sprite = SAtk1205, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_CHECK, A0014, @SP_EVENT_ACT_FINISHED
; ゲ炳м 臦ぇ
Sprite = SAtk1301, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
Sprite = SAtk1302, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, A0014, @SP_EVENT_ACT_FINISHED
; ゲ炳м ぇ
Sprite = SAtk1401, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, A0006, A0007, A0007, @SP_EVENT_ACT_FINISHED
Sprite = SAtk1402, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, A0014, @SP_EVENT_ACT_FINISHED
;ゲ炳м 忌獴
Sprite = S6Atk1201, A0001, #5, A0002, A0003,#7, A0004,#5, A0005,A0006, A0007, A0007,A0009, #5, A0010, A0011, #7, A0012, #5, A0013, A0014, @SP_EVENT_ACT_FINISHED
----------------------
Giải thích:
Sequence = 63156 ; Số thứ tự tiếp theo trong file BFGen.ODB
Space = 0, 200, 0 ; không quan tâm nó làm gì
Process = BF_CLASS_BFGeneral
Directory = \BFObj\BFGeneral\156 ; Đây là đường dẫn file hình ảnh dạng *.SHP thể hiện hành động. Do Lưu Bang là tướng Event nên nó ko thể thực hiện hành động PK như tướng thường đc nên mình phải thêm chút cho nó giống tướng thường.
Lưu ý số 156 là file mình copy hình ảnh chuyển động pk của Lưu Bang sang mục \BFObj\BFGeneral\
còn mục gốc của nó là \BFObj\BFGeneralEvent\125. Các bạn coppy về thay số tên thư mục 125 thành 156 là ok. Nên để 3 số cuối của Sequence = 63156 là tên thư mục cho dễ quản lý.
Bước thiếp theo là tạo hình Lưu Bang đi bên ngoài:
Vào
Setting\OBD\SFGenaral.obd kéo xuông dưới cùng và tạo thêm 1 cái nữa
[OBJECT]
Name = The Lord
Sequence = 90156
Space = 0, 0, 0
Process = SP_CLASS_SFARMYEVENT
Directory = \SFArmy\Event\125
Sprite = Wait, W011*, #12, W031*, W041*, W031*, W021*
Sprite = Walk, R011*, #6, R021*, R031*, R041*, R051*, R061*, R071*, R081*
Giải thích:
Sequence = 90156 ----- 3 số cuối Giống số của bên BFGent.obd
Space = 0, 0, 0
Process = SP_CLASS_SFARMYEVENT ----
Directory = \SFArmy\Event\125 ----
Hai cái cuối này coppy luôn của cách di chuyển của Lưu Bang trong Event khỏi phải tạo thêm file trong Shape\SFArmy\General\
Chúc các bạn thành công!!