This was either left out or someone removed from the forums? But I found Kylocks Script for Gun Side View Script (Yes I tried number of searches on this site and found nothing, and if its already on I am sorry)
I also made a copy and modified it and make a "Throwing Knife" Script.
All Credit to Kylock
Images:
Script(s):
Here is what my Elements list, but you can put the Throwing and Gun Elements where ever you want.
I also made a copy and modified it and make a "Throwing Knife" Script.
All Credit to Kylock
Images:
Gun:
Knife:


Knife:


Script(s):
Gun Addon:
You put it under all the Sideview scripts.
Throwing Knife Addon:
I made some adjustments to this script and made a Throwing Knife one.
I put this under the Gun Addon
Code:
#==============================================================================
# â– Guns Action Sequence Addon 1.1 for RPG Tankentai Sideview Battle System
# 5.12.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# Requested by gend0 (rpgrevolution.com)
# This is a script that adds new functionality to the Sideview battle System
# in the way of an additional animation for gun weapons.
# To use this script, simply add it below the Sideview Battle System scripts
# and make sure your gun have element 6(Whip) checked in the game database on
# the weapons tab. This can be changed below if you like your whip element.
#==============================================================================
# â– Release Notes
#------------------------------------------------------------------------------
# 1.0
# â— Original Release.
# 1.1
# â— Fixed a "Stack Level" error when used with the Bow script.
#==============================================================================
# â– Installation Notes
#------------------------------------------------------------------------------
# Since you cannot add NEW elements to the game, you have to choose something
# to replace. By default, this script uses element 6: Whip since it's most
# unlikley that any game will have many whips, or monsters vulnerable to whips.
# You can however change it to something else if whips are important to you.
# Also, any whips you have must lose their "gun" attribute, or they will be
# whips that shoot.
# When you make your gun weapons, you can obtain a nice effect by making the
# Animaiton 79, or any single target elemental aniation. For normal guns, you
# may want to consider making a custom hit animation in the game database.
# Sicne the script uses the weapon icon to draw the weapon, I also suggest you
# find a good RTP-styled "gun" icon. By RTP-styled, I mean the
# "diagonal-looking" style.
#==============================================================================
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module N01
# Element used to define a weapon as a gun
GUN_ELEMENT = 6 # Guns weapon ElementID number
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RANGED_ANIME = {
"GUNSHOT" => ["sound", "se", 100, 100, "close1"],}
ANIME.merge!(RANGED_ANIME)
# Action Sequence
RANGED_ATTACK_ACTION = {
"GUN_ATTACK" => ["JUMP_AWAY","WPN_SWING_V","30","GUNSHOT","WPN_SWING_V",
"OBJ_ANIM_WEIGHT","12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only",
"16","Can Collapse","JUMP_TO","COORD_RESET"],}
ACTION.merge!(RANGED_ATTACK_ACTION)
end
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module RPG
class Weapon
alias kylock_guns_base_action base_action
def base_action
# If "Gun" 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::GUN_ELEMENT)
return "GUN_ATTACK"
end
kylock_guns_base_action
end
end
end
Throwing Knife Addon:
I made some adjustments to this script and made a Throwing Knife one.
Code:
module N01
# Element used to define a weapon as a Throwing Knife
THROWING_KNIFE_ELEMENT = 5 # Guns weapon ElementID number
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RANGED_ANIME = {
"KNIFE_THROW" => ["sound", "se", 100, 100, "bow1"],}
ANIME.merge!(RANGED_ANIME)
# Action Sequence
RANGED_ATTACK_ACTION = {
"KNIFE_ATTACK" => ["JUMP_AWAY","WPN_SWING_V","KNIFE_THROW","WPN_SWING_V",
"OBJ_ANIM_WEIGHT","12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only",
"16","Can Collapse","JUMP_TO","COORD_RESET"],}
ACTION.merge!(RANGED_ATTACK_ACTION)
end
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module RPG
class Weapon
alias knife_base_action base_action
def base_action
# If "Throwing" 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::THROWING_KNIFE_ELEMENT)
return "KNIFE_ATTACK"
end
knife_base_action
end
end
end
Here is what my Elements list, but you can put the Throwing and Gun Elements where ever you want.
