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Bob423

[Resolved]Tankentai Fist Weapon

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In the battle system I'm using, there are add-ons for a gun, bow, and spear weapon. What I'm looking for is something like that, but instead, the icon for the weapon won't be shown. I'm sure this is relatively easy to do, but I have to get sleep now and it would awesome if, when I wake up, this is done.

 

If not, I guess I'll figure it out myself.

Here's the bow add-on by the way:

 

 

#==============================================================================
# â–  Bow Attack Animation Sequence for RPG Tankentai SBS
#     1.3.09
#------------------------------------------------------------------------------
#  Script by Mr. Bubble with basis from Kylock's Bow Addon
#==============================================================================
#   Adds a new bow animation which allows for a much smoother arrow animation
# compared to Kylock's Bow Addon.  This script is designed not to have conflicts
# with Kylock's Bow Addon in case you want to use both.
#
#   Updated for proper arrow animation in mirrored back attacks.
#==============================================================================
# â–  How to Install
#------------------------------------------------------------------------------
# - Requires Animation 102 from the demo placed in the same ID in your project.
# - Requires "woodarrow.png" in .Graphics\Characters.
#==============================================================================

module N01
  # Weapon element that grants a bow animation.
  BOW_WEAPON_ELEMENT = 17
 
  # Attack Animation Actions
  BOW_ANIME = {
    "DRAW_POSE"   => [ 0,  1,  1,   2,   0,  -1,   0, true,"" ],
    "DRAW_BOW"    => ["anime",  102,  0, false, false, false],
    "ARROW_ANGLE" => [ 30, 60,  11],
    "SHOOT_ARROW" => ["m_a", 0,  0,   0, 15,  -10,  0, 0, 0,false,"ARROW_ANGLE"],
    
    # Back attack single-actions.
    "SHOOT_ARROW(BA)" => ["m_a", 0,  0,   0, 15,  -10,  0, 0, 0,false,"ARROW_ANGLE(BA)"],
    "ARROW_ANGLE(BA)" => [ 325, 305,  11],
    }
  ANIME.merge!(BOW_ANIME)
  # Action Sequence
  BOW_ATTACK_ACTION = {
    # Normal sequence
    "NEW_BOW_ATTACK" => ["BEFORE_MOVE","DRAW_BOW", "DRAW_POSE", "5",
                        "SHOOT_ARROW", "12","OBJ_ANIM","16",
                        "Can Collapse","FLEE_RESET"],
                        
    # Back attack sequence
    "NEW_BOW_ATTACK(BA)" => ["BEFORE_MOVE","DRAW_BOW", "DRAW_POSE", "5",
                        "SHOOT_ARROW(BA)", "12","OBJ_ANIM","16",
                        "Can Collapse","FLEE_RESET"],
}
  ACTION.merge!(BOW_ATTACK_ACTION)
end

class RPG::Weapon
  alias bubs_bow_base_action base_action
  def base_action
    # If "Bow" Element is checked on the weapons tab in the database,
    #  the new ranged attack action sequence is used.
    if $data_weapons[@id].element_set.include?(N01::BOW_WEAPON_ELEMENT) and $back_attack
      return "NEW_BOW_ATTACK(BA)" # Back attack
    elsif $data_weapons[@id].element_set.include?(N01::BOW_WEAPON_ELEMENT)
      return "NEW_BOW_ATTACK" # Normal
    end
    bubs_bow_base_action
  end
  alias bubs_bow_flying_graphic flying_graphic
  def flying_graphic
    if $data_weapons[@id].element_set.include?(N01::BOW_WEAPON_ELEMENT)
      return "woodarrow"
    end
    bubs_bow_flying_graphic
  end
end

class RPG::Skill
  alias bubs_bow_base_action base_action
  def base_action
    # If "Bow" Element is checked on the weapons tab in the database,
    #  the new ranged attack action sequence is used.
    if $data_skills[@id].element_set.include?(N01::BOW_WEAPON_ELEMENT) and $back_attack
      return "NEW_BOW_ATTACK(BA)" # Back attack
    elsif $data_skills[@id].element_set.include?(N01::BOW_WEAPON_ELEMENT)
      return "NEW_BOW_ATTACK" # Normal
    end
    bubs_bow_base_action
  end
  alias bubs_bow_flying_graphic flying_graphic
  def flying_graphic
    if $data_skills[@id].element_set.include?(N01::BOW_WEAPON_ELEMENT)
      return "woodarrow"
    end
    bubs_bow_flying_graphic
  end
end

 

 

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Umm, I'm not sure with your request, but if you just don't want the weapons icon to showed up,  I think you just need to configure it in the weapons database.

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There's probably a super easy way to do it and I'm just being lazy noob.

 

*gives it a try*

nope, can't do it...dang it.

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It works on normal weapon that didn't use the add-ons on me. If you want the bow and the arrow didn't showed up,

#    "DRAW_BOW"    => ["anime",  102,  0, false, false, false],
#    "ARROW_ANGLE" => [ 30, 60,  11],
#    "SHOOT_ARROW" => ["m_a", 0,  0,   0, 15,  -10,  0, 0, 0,false,"ARROW_ANGLE"],

Make those command to become a comment, or just delete them.

There might be some error that I'm not aware of :)

Anyway, it works for me in normal battle.

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I think you're missing the point. I literally just want to be able to have a weapon that doesn't use any kind of animation except for the player approaching the enemy and the battle animation for "hit" showing. And only specific weapons. Preferable all weapons that have the element ID 26

 

e.g: "Steel Gloves" is a weapon with high SPD, HIT, and PWR, but low ATK. It also raises the user's DEF by 2. Unfortunately, when used in battle, the character swings it like a sword, which is weird.

 

The spear add-on would probably be more helpful

 

 

#==============================================================================
# Add-On: Spear
# by Atoa
#------------------------------------------------------------------------------
# This script allows you to use additional animations for piercing weapons.
# To use this script, verify if your piercing weapons have the attribute with the same
# ID as SPEAR_ELEMENT in the weapon's tab of your database.
#==============================================================================

module N01
  # Element for the weapon/skill that has the Spear Animation
  SPEAR_ELEMENT = 19
 
  # Attack Animation
  SPEAR_ANIME = {
    "SPEAR_SWING" => [ 0, 1, 1, 2, 0, -1, 2,true,"PIERCE"],
    "SPEAR_SWINGL"=> [ 0, 1, 1, 2, 0, -1, 2,true,"PIERCEL"],
    "PIERCE"      => [-32, 0,false,45, 45, 1,false, 1, 1,-4, -6,false],
    "PIERCEL"     => [ -16, 0,false,45, 45, 1,false, 1, 1, -32, -6, true],}
  ANIME.merge!(SPEAR_ANIME)
  # Action Sequence
  SPEAR_ATTACK_ACTION = {
    "SPEAR_ATTACK"=> ["PREV_MOVING_TARGET","SPEAR_SWING","OBJ_ANIM_WEIGHT",
                      "12","SPEAR_SWINGL","OBJ_ANIM_L","Two Wpn Only","16",
                      "Can Collapse","FLEE_RESET"],}
  ACTION.merge!(SPEAR_ATTACK_ACTION)
end

class RPG::Weapon
  alias atoa_spear_base_action base_action
  def base_action
    # If the "Spear" attribute is marked on the weapon's element,
    # the new attack sequence is used
    if $data_weapons[@id].element_set.include?(N01::SPEAR_ELEMENT)
      return "SPEAR_ATTACK"
    end
    atoa_spear_base_action
  end
end

class RPG::Skill
  alias atoa_spear_base_action base_action
  def base_action
    # If the "Spear" attribute is marked on the weapon's element,
    # the new attack sequence is used
    if $data_skills[@id].element_set.include?(N01::SPEAR_ELEMENT)
      return "SPEAR_ATTACK"
    end
    atoa_spear_base_action
  end
end

 

 

 

edit: rereads things...oh, well...ok one sec

 

yeah I can't get it to work. No idea how to use animations in this script.

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Have you tried changing the weapon icon in the database into (None)?

That's work for me. Though that mean some weapons won't have any icon on the inventory.

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That's the only way I know how and I don't want to do that unless I can make an entirely new icon system with scripts which would take MORE effort.

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Here's some solution :

Create an empy icons in your icons folder, name it "None".

Then, find this line in "SBS Config" script :

 #--------------------------------------------------------------------------
 # â— Weapon Graphic Assignment Settings
 #--------------------------------------------------------------------------
 # Allows use of a seperate weapon graphic besides the one assigned 
 # from Iconset.png
 #
 # return "001-Weapon01" <- Weapon image file name.  If "", none is used. 
 #                          File must be in the .Graphics\Characters folder 
 #                          of your project.
  def graphic
    case @id
    when 1
      return ""
    end
    # Default weapon graphic for unassigned Weapon IDs.
    return ""
  end

Add another case for the weapon ID that you want the icon to be not showing up. Put "None" on it, and that weapon will have no icons showed up only on the battle.

 

Hope this helps. :)

Edited by black mage

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Resolved eh? Locked.

Edit: Bob's the mod who made the topic. He can re-open the topic by himself.

 

edit by Bob: And I should've done that myself, but forgot :(

Edited by Bob423

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