module N01
# Attack Animation
RANGED_ANIME = {
"FACE" => [ 0, 1, 1, 2, 0, -1, 0, true,"" ],
"FIRE_BOW" => ["anime", 83, 0, false, false, false],
"BOW_1" => ["SINGLE",0,"COORD_RESET","BOW_ARROW"],
"BOW_ARROW" => ["m_a",84,0,0,20,-5,0,0, 1,false,""],}
RANGED_ANIME1 = {
"FACE" => [ 0, 1, 1, 2, 0, -1, 0, true,"" ],
"FIRE_BOW" => ["anime", 85, 0, false, false, false],
"BOW_2" => ["SINGLE",0,"COORD_RESET","BOW_ARROW1"],
"BOW_ARROW1" => ["m_a",86,0,0,20,-5,0,0, 1,false,""],}
ANIME.merge!(RANGED_ANIME)
# Action Sequence
RANGED_ATTACK_ACTION = {
"BOW_ATTACK" => ["JUMP_AWAY","FIRE_BOW","FACE","REAL_TARGET","6","BOW_1","20",
"OBJ_ANIM_WEIGHT","10","One Wpn Only","16","Can Collapse","JUMP_TO",
"COORD_RESET"],}
RANGED_ATTACK_ACTION1 = {
"BOW_ATTACK1" => ["JUMP_AWAY","FIRE_BOW","FACE","REAL_TARGET","6","BOW_1","20",
"OBJ_ANIM_WEIGHT","10","One Wpn Only","16","Can Collapse","JUMP_TO",
"COORD_RESET"],}
ACTION.merge!(RANGED_ATTACK_ACTION)
end
module RPG
class Weapon
alias kylock_melee_base_action base_action
def base_action
# If "Bow" 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?(5)
return "BOW_ATTACK"
end
kylock_melee_base_action
end
end
module RPG
class Weapon
alias kylock_melee_base_action base_action
def base_action
# If "Bow" 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?(17)
return "BOW_ATTACK1"
end
kylock_melee_base_action
end
end
# If the "Melee" element is checked on the skills tab in the database, the
# attack animation will be as a normal melee attack.
class Skill
alias kylock_skill_base_action base_action
def base_action
if $data_skills[@id].element_set.include?(1)
return "NORMAL_ATTACK"
end
kylock_skill_base_action
end
end
end