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
Axe Chunking fun!
Script
Here are the images...
The animation image. put in Graphics\Animations.
The single image. put in Graphics\Characters.
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...
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

Axe Chunking fun!
Script
Here are the images...

The animation image. put in Graphics\Animations.

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...