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> Help on Tankentai battle System Gun addon
chriskay
post Dec 11 2008, 06:25 AM
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I think I've asked this somewhere but I forgot where. So I guess I asked again if it's not too much a big deal.


First of all, let me notice you that I'm using SBS Tankentai version 2.98a.
The script I'm using is Guns Action Sequence Addon by Kylock & Night'Walker.

I noticed that my character who use guns are required to equip 2 GUNS at the same time (meaning that I had to have Two Swords Style attribute on him checked on the database), otherwise, the animation won't work. This is troublesome because through the course of the game, it is possible that the player only need to assign one gun at a moment based on preferences.

Is there any way to make the Gun animations work eventhough only one equipped by the character?


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chriskay
post Dec 15 2008, 09:23 PM
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bump


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Mr. Bubble
post Dec 15 2008, 09:53 PM
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It would help if you posted the script.
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chriskay
post Dec 16 2008, 03:19 AM
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CODE
#==============================================================================
# ■ Guns Action Sequence Addon 1.2 for RPG Tankentai Sideview Battle System
#     5.12.2008
#------------------------------------------------------------------------------
#  Script original by: Kylock
#  1.2 By Night'Walker
#==============================================================================
#   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.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
# 1.1
# ● Fixed a "Stack Level" error when used with the Bow script.
# 1.2
# ● Remade action sequence.
#==============================================================================
# ■ 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 # Default is 6: Replaces Whip

  RANGED_ANIME = {
  # Magic Animation
  "FIRE_GUN"       => ["m_a", 87,   4,  0,  12,   0,  0,  0, 2, true,""],
  # Weapon Animations
  "DOWN_TO_LEFT" => [ 3, 0, false, 120, 45, 4, false, 1, 1, 0,  0, false],
  "LEFT_TO_UP" => [ 3, 0, false, 45, -15, 4, false, 1, 1, 0,  0, false],
  "LEFT_TO_UPL" => [ 3, 0, false, 45, -15, 4, false, 1, 1, 0,  0, true],
  "VERT_SWING-"     => [   3,   0,false,-15,  45,  4,false,   1,  1,  0,  0,false],
  # Battler Animations
  "DRAW_WEAPON" => [ 1, 0, 4, 2, 0, -1, 0, true,"DOWN_TO_LEFT"],
  "GUN_FIRE" => [ 3, 0, 1, 5, 0, -1, 0, true,"LEFT_TO_UP"],
  "GUN_FIREL" => [ 3, 0, 1, 5, 0, -1, 0, true,"LEFT_TO_UPL"],
  "WPN_SWING_V-" => [ 1, 0, 4, 2, 0, -1, 0, true,"VERT_SWING-"],}
  ANIME.merge!(RANGED_ANIME)
  # Action Sequence
  RANGED_ATTACK_ACTION = {
    "GUN_ATTACK" => ["FRONT_JUMP","DRAW_WEAPON","14","OBJ_ANIM_L","6","FIRE_GUN","GUN_FIRE",
    "5","WPN_SWING_V-","20","OBJ_ANIM_L","6","FIRE_GUN","GUN_FIREL","One Wpn Only",
    "5","Can Collapse","MOVE_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


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Mr. Bubble
post Dec 16 2008, 07:00 PM
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Here you go. Replace your old gun addon.

Attached File  gunaddon_13.txt ( 3.98K ) Number of downloads: 55


The sequence still looks a little wonky to me, but it seems to work fine.
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chriskay
post Dec 18 2008, 11:07 AM
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It works!! XD
Thank you very much, Mr.Bubble biggrin.gif


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