class Game_Actor < Game_Battler
@@custom_atk_anim_opt =
[
[ 21, 4, 8, ],
[21, 0, 2],
[],
[],
[],
]
def custom_atk_anim_for_weapon(index)
@@custom_atk_anim_opt.each do |opts|
next if opts.empty?
if self.state?(opts[0]) && weapons[index].wtype_id == opts[1]
return opts[2]
end
end
end
def custom_atk_anim_for_barehand
@@custom_atk_anim_opt.each do |opts|
next if opts.empty?
if self.state?(opts[0]) && opts[1] == 0
return opts[2]
end
end
end
def not_equipped?
weapons.size == 0
end
alias atk_animation_id1_9qxb6_001 atk_animation_id1
def atk_animation_id1
if weapons[0] && custom_atk_anim_for_weapon(0).is_a?(Integer)
return custom_atk_anim_for_weapon(0)
end
if not_equipped? && custom_atk_anim_for_barehand.is_a?(Integer)
return custom_atk_anim_for_barehand
end
atk_animation_id1_9qxb6_001
end
alias atk_animation_id2_9qxb6_002 atk_animation_id2
def atk_animation_id2
if weapons[1] && custom_atk_anim_for_weapon(1).is_a?(Integer)
return custom_atk_anim_for_weapon(1)
end
atk_animation_id2_9qxb6_002
end
end
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