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Kylocks Gun Addon [VX]

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:
Gun:
gun1.png


gun2.png


Knife:
knife1.png


knife2.png

Script(s):
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

# ● Original Release.

# 1.1

# ● 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.

#==============================================================================

 

module N01

# Element used to define a weapon as a gun

GUN_ELEMENT = 6 # Guns weapon ElementID number

 

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

 

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
You put it under all the Sideview scripts.

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

 

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

 

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
I put this under the Gun Addon

Here is what my Elements list, but you can put the Throwing and Gun Elements where ever you want.
elements.png
 

huntz

Member

V-Chaos":3spwvvvg said:
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:
Gun:
gun1.png


gun2.png


Knife:
knife1.png


knife2.png

Script(s):
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

# ● Original Release.

# 1.1

# ● 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.

#==============================================================================

  

module N01

# Element used to define a weapon as a gun

GUN_ELEMENT = 6 # Guns weapon ElementID number

  

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

  

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
You put it under all the Sideview scripts.

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

  

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

  

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
I put this under the Gun Addon

Here is what my Elements list, but you can put the Throwing and Gun Elements where ever you want.
elements.png

Hope I can read your throwing knives script. I know it's a nice article.
 

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