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| #==============================================================================
# + Sling Attack Action Sequence for RPG Tankentai Sideview Battle System
# v2.0
#------------------------------------------------------------------------------
# Script by Mr. Bubble edited for slingshot by tpasmall
#------------------------------------------------------------------------------
# ++ How to Install
# * Install below the Tankentai Sideview scripts
# * Requires Animation 86 from the demo placed in the same ID in your project.
# Animation ID can be changed.
#==============================================================================
# ++ Assigning a Sling Action to Skills and Weapons
#
# [With Notetag]
# * In the Notes field of a skill or weapon, type in
#
# <action: SLING_ATTACK>
#
# You do not need quotes around SLING_ATTACK. Remember that it requires
# Bubs' Notetags for TSBS.
#
# [Battler Configuration]
# * Assign "SLING_ATTACK" to a weapon or skill under
# Weapon Action Sequence Settings and Skill Action Sequence Settings in
# the SBS Configurations script.
#==============================================================================
module N01
# Animation ID for when sling is shown and drawn
SLING_ANIMATION = 86
#------------------------------------------------------------------------------
SLING_ANIME = {
# "DRAW_POSE" is a Battler Frame Animation key.
# It will play a specific animation from the battler's character sheet.
# For Kaduki Battlers, it will play its own special row.
# If an enemy tries to use this key, it will not do anything.
"DRAW_POSE" => [ 0, 1, 1, 2, 0, -1, 0, true,"" ],
# "DRAW_SLING" is a Battle Animation key.
# It plays the sling animation from the Database on top of the battler
# using this key.
"DRAW_SLING" => ["anime", SLING_ANIMATION, 0, false, false, false],
# "ARROW_ANGLE" is a Flying Graphic Angle key.
# It modifies the angle of the arrow when it travels from the user to
# the target. "ARROW_ANGLE" is not directly used within an action sequence.
# Instead, it is used in the "SHOOT_ARROW" hash.
"ARROW_ANGLE" => [ 30, 60, 11],
# "SHOOT_ARROW" is a Moving Animation key
# It defines the trajectory of the arrow that is shot at the target.
# Notice how "ARROW_ANGLE" is used within the hash. "ARROW_ANGLE"
# is a set predefined values that determine the angle of the arrow
# while in flight.
# The Yp (Y-pitch) needed to be moved up 16 pixels so it wouldn't look
# like an actor shot an arrow from their legs.
# ANIME Key Type ID Object Pass Time Arc Xp Yp Start Z Weapon
"SHOOT_ARROW" => ["m_a", 0, 0, 0, 15, -10, 0, -16, 0,false,"ARROW_ANGLE"],
} # <-- Do not delete this!
ANIME.merge!(SLING_ANIME)
# Action Sequence
SLING_ATTACK_ACTION = {
# To help explain what the "SLING_ATTACK" sequence does, I've formatted it as
# a vertical list. It does not matter how much whitespace there is between
# each key as long as there are commas separating each key from each other.
#
# Beside each key is a comment briefly explaining what each key does.
# Keep in mind that action sequences are processed from left to right,
# top to bottom, in order.
# Action Key
"SLING_ATTACK" => [ # Anime Keys
"STEP_FORWARD", # Battler steps forward a bit
"DRAW_SLING", # Battler plays sling animation on self
"DRAW_POSE", # Battler uses a predefined pose
"16", # Delays the sequence for 16 frames
"SHOOT_ARROW", # Executes arrow projectile to target
"12", # Delays the sequence for 12 frames
"DAMAGE_ANIM", # Damage the target and play the weapon
# skill's animation (if it hits)
"16", # Delays the sequence for 12 frames
"Can Collapse", # Determines if battler is at 0 HP
# and turns off their immortal flag so
# that they can die/collapse.
"FLEE_RESET" # Reset battler to start coordinates
], # Closing square bracket. Don't forgot the comma!
} # <-- Do not delete this!
ACTION.merge!(SLING_ATTACK_ACTION)
end |