Bob423 52 Report post Posted February 25, 2014 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 Share this post Link to post Share on other sites
black mage 28 Report post Posted February 26, 2014 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. Share this post Link to post Share on other sites
Bob423 52 Report post Posted February 26, 2014 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. Share this post Link to post Share on other sites
black mage 28 Report post Posted February 26, 2014 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. Share this post Link to post Share on other sites
Bob423 52 Report post Posted February 26, 2014 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. Share this post Link to post Share on other sites
black mage 28 Report post Posted February 26, 2014 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. Share this post Link to post Share on other sites
Bob423 52 Report post Posted February 26, 2014 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. Share this post Link to post Share on other sites
black mage 28 Report post Posted February 26, 2014 (edited) 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 February 26, 2014 by black mage 1 Bob423 reacted to this Share this post Link to post Share on other sites
Bob423 52 Report post Posted February 26, 2014 The attack seems to have a tiny delay, but otherwise it works great :D Thanks Share this post Link to post Share on other sites
ShinkuAura 15 Report post Posted February 26, 2014 (edited) 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 February 26, 2014 by Bob423 Share this post Link to post Share on other sites