Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Throwing Axe

Axe mod to Bow scriptVersion: 0.0.1a
By: SoloDev

Ok, so we can have Bows that animate on side view battle systems, but no throwing Axes?

This is quite possible the simplest mod ever made, i just used the Bow (yumi) animation, copies it, pasted it in to a new slow, changed out the animation image, and put the Axe image in to the Graphics\Characters folder.


Screenshots

eadinaacg.jpg

Axe Chunking fun!

Script
Here are the images...
axethrow.png

The animation image. put in Graphics\Animations.
axeknq.png

The single image. put in Graphics\Characters.



Code:
#==============================================================================

# ■ Axe Attack Animation Sequence for RPG Tankentai SBS (Any version)

#------------------------------------------------------------------------------

#  Script by Mr. Bubble with basis from Kylock's Bow Addon

#  Modded by SoloDev to be an Axe animation

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

#   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.

#

# Modded by SoloDev to allow the player to throw Axes.

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

# ■ How to Install

#------------------------------------------------------------------------------

# - Requires that you have the "Bow" animation for ease of modding.

# - Requires "axe.png" in .Graphics\Characters. (available below)

# - Requires the Axe animation. (available below)

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

 

module N01

  # Weapon element that grants a bow animation.  Default is 7.

  BOW_WEAPON_ELEMENT = 7

  # Skill IDs you want a bow animation for.

  BOW_SKILLS = []

  # Animation ID for Bow.

  BOW_ANIMATION = 86

#------------------------------------------------------------------------------

  # Attack Animation Actions

  BOW_ANIME = {    

  # Action Name     No. Row Speed Loop Wait Fixed  Z Shadow  Weapon

    "FACE"      => [ 3,  1,  3,   2,   0,  -1,   0, true,"" ],

    

    "DRAW_BOW"  => ["anime", BOW_ANIMATION,  0, false, false, false],

    "ARROW_ANGLE"     => [ 30, 60,  11],

  #                    Type  ID Object Pass Time Arc  Xp Yp Start Z Weapon

    "SHOOT_ARROW"  => ["m_a", 0,  0,   0, 15,  -10,  0, 0, 0,false,"ARROW_ANGLE"],

    

    # Back attack ANIME objects.

    "SHOOT_ARROW(BA)"  => ["m_a", 0,  0,   0, 15,  -10,  0, 0, 0,false,"ARROW_ANGLE(BA)"],

    "ARROW_ANGLE(BA)"     => [ 330, 300,  11],

    }

  ANIME.merge!(BOW_ANIME)

  # Action Sequence

  BOW_ATTACK_ACTION = {

    # Normal sequence

    "NEW_BOW_ATTACK" => ["BEFORE_MOVE","DRAW_BOW", "FACE", "16", 

                        "SHOOT_ARROW", "12","OBJ_ANIM","16",

                        "Can Collapse","FLEE_RESET"],

                        

    # Back attack sequence

    "NEW_BOW_ATTACK(BA)" => ["BEFORE_MOVE","DRAW_BOW", "FACE", "16", 

                        "SHOOT_ARROW(BA)", "12","OBJ_ANIM","16",

                        "Can Collapse","FLEE_RESET"],

}

  ACTION.merge!(BOW_ATTACK_ACTION)

end

 

module RPG

  class Weapon

    alias bubs_bow_base_action base_action

    def base_action

      # If "Mind" 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) && $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 "axe" # Arrow graphic in Characters folder

      end

      bubs_bow_flying_graphic

    end

  end

  class Skill

    alias bubs_bow_skill_base_action base_action

    def base_action

      for x in N01::BOW_SKILLS

        return "NEW_BOW_ATTACK(BA)" if @id == x && $back_attack # Back attack

        return "NEW_BOW_ATTACK" if @id == x # Normal

      end

      bubs_bow_skill_base_action

    end

  end

end

Instructions

Make sure that you have the original Bow animation, or one of the re-done ones. your going to need it, along with the database entries.

Increase the maximum # entry slots by one is you need to.
On the list to the left, click the Bow animation, then right click > Copy

Go to the new entry spot that you did, click, right click > Paste.

Save the two graphics from down below, the long animation to the Graphics\Animations, the single axe to Graphics\Characters.

So on the new bow animation, change out the Box animation picture for the new Axe animation pic. You can leave pretty much every thing else alone. Save / Apply/ whatever.

Put the new script below the side view system somewhere, but above main.

now I have changed the stat to monitor for to be the "mind" attribute. the game needs more attributes, if you ask me.

My animation # is 59, you will probably have to change this to fit your game, what ever # your Axe animation is, make that number correspond.
Compatibility

No known problems, but i have only tested this on my current game...

Credits and Thanks

Thanks to the original Bow animation system, and the Side view battle system!

Author's Notes

My first script, hope that some one enjoys it.

Terms and Conditions

None. Free like in Beer. have fun.
And as I said earlier on, first mod. let me know what you think. i tried to make sure to tell everyone everything that i did to get it to work, but it seems to be less work when you do it than when you read what i have here.

ah well. hope some one likes it and uses it.
can easily be modded for other thrown weapons like shuriken, boomerangs, etc...
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top