📄 actor.pas
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ActCritical:(Start:0; frame:6; skip:4; ftime:120; usetick:0);
ActStruck:(Start:0; frame:2; skip:8; ftime:100; usetick:0);
ActDie:(Start:20; frame:10; skip:0; ftime:200; usetick:0);
ActDeath:(Start:0; frame:10; skip:0; ftime:200; usetick:3);
);
MA32: TMonsterAction = (//4C0A04
ActStand:(Start:0; frame:1; skip:9; ftime:200; usetick:0);
ActWalk:(Start:0; frame:6; skip:4; ftime:200; usetick:3);
ActAttack:(Start:0; frame:6; skip:4; ftime:120; usetick:0);
ActCritical:(Start:0; frame:6; skip:4; ftime:120; usetick:0);
ActStruck:(Start:0; frame:2; skip:8; ftime:100; usetick:0);
ActDie:(Start:80; frame:10; skip:0; ftime:80; usetick:0);
ActDeath:(Start:80; frame:10; skip:0; ftime:200; usetick:3);
);
MA33: TMonsterAction = (//4C0A4C
ActStand:(Start:0; frame:4; skip:6; ftime:200; usetick:0);
ActWalk:(Start:80; frame:6; skip:4; ftime:200; usetick:3);
ActAttack:(Start:160; frame:6; skip:4; ftime:120; usetick:0);
ActCritical:(Start:340; frame:6; skip:4; ftime:120; usetick:0);
ActStruck:(Start:240; frame:2; skip:0; ftime:100; usetick:0);
ActDie:(Start:260; frame:10; skip:0; ftime:200; usetick:0);
ActDeath:(Start:260; frame:10; skip:0; ftime:200; usetick:0);
);
MA34: TMonsterAction = (//4C0A94
ActStand:(Start:0; frame:4; skip:6; ftime:200; usetick:0);
ActWalk:(Start:80; frame:6; skip:4; ftime:200; usetick:3);
ActAttack:(Start:160; frame:6; skip:4; ftime:120; usetick:0);
ActCritical:(Start:320; frame:6; skip:4; ftime:120; usetick:0);
ActStruck:(Start:400; frame:2; skip:0; ftime:100; usetick:0);
ActDie:(Start:420; frame:20; skip:0; ftime:200; usetick:0);
ActDeath:(Start:420; frame:20; skip:0; ftime:200; usetick:0);
);
MA35: TMonsterAction = (//4C0ADC
ActStand:(Start:0; frame:4; skip:6; ftime:200; usetick:0);
ActWalk:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActAttack:(Start:30; frame:10; skip:0; ftime:150; usetick:0);
ActCritical:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActStruck:(Start:0; frame:1; skip:9; ftime:0; usetick:0);
ActDie:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActDeath:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
);
MA36: TMonsterAction = (//4C0B24
ActStand:(Start:0; frame:4; skip:6; ftime:200; usetick:0);
ActWalk:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActAttack:(Start:30; frame:20; skip:0; ftime:150; usetick:0);
ActCritical:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActStruck:(Start:0; frame:1; skip:9; ftime:0; usetick:0);
ActDie:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActDeath:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
);
MA37: TMonsterAction = (//4C0B6C
ActStand:(Start:30; frame:4; skip:6; ftime:200; usetick:0);
ActWalk:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActAttack:(Start:30; frame:4; skip:6; ftime:150; usetick:0);
ActCritical:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActStruck:(Start:0; frame:1; skip:9; ftime:0; usetick:0);
ActDie:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActDeath:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
);
MA38: TMonsterAction = (//4C0BB4
ActStand:(Start:0; frame:4; skip:6; ftime:200; usetick:0);
ActWalk:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActAttack:(Start:80; frame:6; skip:4; ftime:150; usetick:0);
ActCritical:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActStruck:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActDie:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActDeath:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
);
MA39: TMonsterAction = (//4C0BFC
ActStand:(Start:0; frame:4; skip:6; ftime:300; usetick:0);
ActWalk:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActAttack:(Start:10; frame:6; skip:4; ftime:150; usetick:0);
ActCritical:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActStruck:(Start:20; frame:2; skip:0; ftime:150; usetick:0);
ActDie:(Start:30; frame:10; skip:0; ftime:80; usetick:0);
ActDeath:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
);
MA40: TMonsterAction = (//4C0C44
ActStand:(Start:0; frame:4; skip:6; ftime:250; usetick:0);
ActWalk:(Start:80; frame:6; skip:4; ftime:210; usetick:3);
ActAttack:(Start:160; frame:6; skip:4; ftime:110; usetick:0);
ActCritical:(Start:580; frame:20; skip:0; ftime:135; usetick:0);
ActStruck:(Start:240; frame:2; skip:0; ftime:120; usetick:0);
ActDie:(Start:260; frame:20; skip:0; ftime:130; usetick:0);
ActDeath:(Start:260; frame:20; skip:0; ftime:130; usetick:0);
);
MA41: TMonsterAction = (//4C0C8C
ActStand:(Start:0; frame:4; skip:6; ftime:200; usetick:0);
ActWalk:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActAttack:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActCritical:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActStruck:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActDie:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActDeath:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
);
MA42: TMonsterAction = (//4C0CD4
ActStand:(Start:0; frame:4; skip:6; ftime:200; usetick:0);
ActWalk:(Start:10; frame:8; skip:2; ftime:160; usetick:0);
ActAttack:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActCritical:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActStruck:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActDie:(Start:30; frame:10; skip:0; ftime:120; usetick:0);
ActDeath:(Start:30; frame:10; skip:0; ftime:150; usetick:0);
);
MA43: TMonsterAction = (//4C0D1C
ActStand:(Start:0; frame:4; skip:6; ftime:200; usetick:0);
ActWalk:(Start:80; frame:6; skip:4; ftime:160; usetick:0);
ActAttack:(Start:160; frame:6; skip:4; ftime:160; usetick:0);
ActCritical:(Start:160; frame:6; skip:4; ftime:160; usetick:0);
ActStruck:(Start:240; frame:2; skip:0; ftime:150; usetick:0);
ActDie:(Start:260; frame:10; skip:0; ftime:120; usetick:0);
ActDeath:(Start:340; frame:10; skip:0; ftime:100; usetick:0);
);
MA44: TMonsterAction = (//4C0D64
ActStand:(Start:0; frame:10; skip:0; ftime:300; usetick:0);
ActWalk:(Start:10; frame:6; skip:4; ftime:150; usetick:0);
ActAttack:(Start:20; frame:6; skip:4; ftime:150; usetick:0);
ActCritical:(Start:40; frame:10; skip:0; ftime:150; usetick:0);
ActStruck:(Start:40; frame:2; skip:8; ftime:150; usetick:0);
ActDie:(Start:30; frame:6; skip:4; ftime:150; usetick:0);
ActDeath:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
);
MA45: TMonsterAction = (//4C0DAC
ActStand:(Start:0; frame:10; skip:0; ftime:300; usetick:0);
ActWalk:(Start:0; frame:10; skip:0; ftime:300; usetick:0);
ActAttack:(Start:10; frame:10; skip:0; ftime:300; usetick:0);
ActCritical:(Start:10; frame:10; skip:0; ftime:100; usetick:0);
ActStruck:(Start:0; frame:1; skip:9; ftime:300; usetick:0);
ActDie:(Start:0; frame:1; skip:9; ftime:300; usetick:0);
ActDeath:(Start:0; frame:1; skip:9; ftime:300; usetick:0);
);
MA46: TMonsterAction = (//4C0DF4
ActStand:(Start:0; frame:20; skip:0; ftime:100; usetick:0);
ActWalk:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActAttack:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActCritical:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActStruck:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActDie:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
ActDeath:(Start:0; frame:0; skip:0; ftime:0; usetick:0);
);
MA47: TMonsterAction = (//4C0A4C 嗜血教主
ActStand:(Start:0; frame:4; skip:6; ftime:200; usetick:0);
ActWalk:(Start:80; frame:6; skip:4; ftime:200; usetick:3);
ActAttack:(Start:160; frame:6; skip:4; ftime:120; usetick:0);
ActCritical:(Start:260; frame:6; skip:4; ftime:120; usetick:0);
ActStruck:(Start:240; frame:2; skip:0; ftime:100; usetick:0);
ActDie:(Start:524; frame:6; skip:0; ftime:200; usetick:0);
ActDeath:(Start:524; frame:6; skip:0; ftime:200; usetick:0);
);
WORDER: Array[0..1, 0..599] of byte = ( //第一维是性别,第二维是动作图片索引
( //巢磊
//站
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 0,0,0,0,1,1,1,1,
0,0,0,0,1,1,1,1, 0,0,0,0,1,1,1,1,
//走
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,1, 0,0,0,0,0,0,0,1,
//跑
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1, 0,0,1,1,1,1,1,1, 0,0,1,1,1,0,0,1,
0,0,0,0,0,0,0,1, 0,0,0,0,0,0,0,1,
//war葛靛
0,1,1,1,0,0,0,0,
//击
1,1,1,0,0,0,1,1, 1,1,1,0,0,0,0,0, 1,1,1,0,0,0,0,0,
1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,0,0,0,0,0,
0,0,0,0,0,0,0,0, 1,1,1,1,0,0,1,1,
//击 2
0,1,1,0,0,0,1,1, 0,1,1,0,0,0,1,1, 1,1,1,0,0,0,0,0,
1,1,1,0,0,1,1,1, 1,1,1,1,1,1,1,1, 0,1,1,1,1,1,1,1,
0,0,0,1,1,1,0,0, 0,1,1,1,1,0,1,1,
//击3
1,1,0,1,0,0,0,0, 1,1,0,0,0,0,0,0, 1,1,1,1,1,0,0,0,
1,1,0,0,1,0,0,0, 1,1,1,0,0,0,0,1, 0,1,1,0,0,0,0,0,
0,0,0,0,1,1,1,0, 1,1,1,1,1,0,0,0,
//付过
0,0,0,0,0,0,1,1, 0,0,0,0,0,0,1,1, 0,0,0,0,0,0,1,1,
1,0,0,0,0,1,1,1, 1,1,1,1,1,1,1,1, 0,1,1,1,1,1,1,1,
0,0,1,1,0,0,1,1, 0,0,0,1,0,0,1,1,
//澵扁
0,0,1,0,1,1,1,1, 1,1,0,0,0,1,0,0,
//嘎扁
0,0,0,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1, 0,0,0,1,1,1,1,1, 0,0,0,1,1,1,1,1,
0,0,0,1,1,1,1,1, 0,0,0,1,1,1,1,1,
//静矾咙
0,0,1,1,1,1,1,1, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1, 0,0,0,1,1,1,1,1, 0,0,0,1,1,1,1,1,
0,0,0,1,1,1,1,1, 0,0,0,1,1,1,1,1
),
(
//沥瘤
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 0,0,0,0,1,1,1,1,
0,0,0,0,1,1,1,1, 0,0,0,0,1,1,1,1,
//叭扁
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,1, 0,0,0,0,0,0,0,1,
//顿扁
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1, 0,0,1,1,1,1,1,1, 0,0,1,1,1,0,0,1,
0,0,0,0,0,0,0,1, 0,0,0,0,0,0,0,1,
//war葛靛
1,1,1,1,0,0,0,0,
//傍拜
1,1,1,0,0,0,1,1, 1,1,1,0,0,0,0,0, 1,1,1,0,0,0,0,0,
1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,0,0,0,0,0,
0,0,0,0,0,0,0,0, 1,1,1,1,0,0,1,1,
//傍拜 2
0,1,1,0,0,0,1,1, 0,1,1,0,0,0,1,1, 1,1,1,0,0,0,0,0,
1,1,1,0,0,1,1,1, 1,1,1,1,1,1,1,1, 0,1,1,1,1,1,1,1,
0,0,0,1,1,1,0,0, 0,1,1,1,1,0,1,1,
//傍拜3
1,1,0,1,0,0,0,0, 1,1,0,0,0,0,0,0, 1,1,1,1,1,0,0,0,
1,1,0,0,1,0,0,0, 1,1,1,0,0,0,0,1, 0,1,1,0,0,0,0,0,
0,0,0,0,1,1,1,0, 1,1,1,1,1,0,0,0,
//付过
0,0,0,0,0,0,1,1, 0,0,0,0,0,0,1,1, 0,0,0,0,0,0,1,1,
1,0,0,0,0,1,1,1, 1,1,1,1,1,1,1,1, 0,1,1,1,1,1,1,1,
0,0,1,1,0,0,1,1, 0,0,0,1,0,0,1,1,
//澵扁
0,0,1,0,1,1,1,1, 1,1,0,0,0,1,0,0,
//嘎扁
0,0,0,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1, 0,0,0,1,1,1,1,1, 0,0,0,1,1,1,1,1,
0,0,0,1,1,1,1,1, 0,0,0,1,1,1,1,1,
//静矾咙
0,0,1,1,1,1,1,1, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1, 0,0,0,1,1,1,1,1, 0,0,0,1,1,1,1,1,
0,0,0,1,1,1,1,1, 0,0,0,1,1,1,1,1
)
);
EffDir : array[0..7] of byte = (0, 0, 1, 1, 1, 1, 1, 0);
type
TActor = class//Size 0x240
m_nRecogId :Integer; //角色标识 0x4
m_nCurrX :Integer; //当前所在地图座标X 0x08
m_nCurrY :Integer; //当前所在地图座标Y 0x0A
m_btDir :Byte; //当前站立方向 0x0C
m_btSex :Byte; //性别 0x0D
m_btRace :Byte; //0x0E
m_btHair :Byte; //头发类型 0x0F
m_btDress :Byte; //衣服类型 0x10
m_btWeapon :Byte; //武器类型
m_btHorse :Byte; //马类型
m_btEffect :Byte; //天使类型
m_btJob :Byte; //职业 0:武士 1:法师 2:道士 3:保留
m_wAppearance :Word; // DIV 10=种族(外貌) // Mod 10=外貌图片在图片库中的位置(第几种)
m_btDeathState :Byte; //死亡状态
m_nFeature :Integer; //0x18
m_nFeatureEx :Integer; //0x18
m_nState :Integer; //状态
m_boDeath :Boolean; //0x20
m_boSkeleton :Boolean; //0x21
m_boDelActor :Boolean; //0x22
m_boDelActionAfterFinished :Boolean; //0x23
m_sDescUserName :String; //人物名称,后缀
m_sUserName :String; //玩家ID
m_nNameColor :Integer; //名字的颜色
m_Abil :TAbility; //属性
m_nGold :Integer; //金币数量
m_nGameGold :Integer; //游戏币数量
m_nGamePoint :Integer; //游戏点数量
m_nHitSpeed :ShortInt; //攻击速度 0: 正常, (-)减慢 (+)加快
m_boVisible :Boolean; //0x5D
m_boHoldPlace :Boolean; //0x5E
m_SayingArr :array[0..MAXSAY-1] of String; //最近说的话
m_SayWidthsArr :array[0..MAXSAY-1] of Integer; //每句话的宽度
m_dwSayTime :LongWord;
m_nSayX :Integer;
m_nSayY :Integer;
m_nSayLineCount :Integer;
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