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📄 actor.pas

📁 原版翎风(LF)引擎(M2)源码(Delphi)
💻 PAS
📖 第 1 页 / 共 5 页
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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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