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Sling Attack Action Sequence for RPG Tankentai Sideview 2.0

Ajoute un lance-pierre au Sideview de Tankentai.

Script pour RPG Maker VX
Ecrit par Mr. Bubble, tpasmall
Publié par cari974 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Mr. Bubble & tpasmall (modifications)
Logiciel : RPG Maker VX
Nombre de scripts : 1

Introduction
Permet d'utiliser un lance-pierre en combat, avec le SBS Tankentai.

Installation
A placer au-dessus de Main et sous le SBS Tankentai.

Utilisation
Créer l'animation de combat en 6 ou 7 frames à l'aide de cette image que vous allez appeler "Sling Attack".
Le nom de l'image ne doit pas changer.

Spoiler (cliquez pour afficher)



Portion de code : Tout sélectionner

1
 SLING_ANIMATION = 86


86 est l'ID de l'animation du sort

A placer dans la notebox de l'arme :

Portion de code : Tout sélectionner

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2
<action: SLING_ATTACK>
<flygraphic: slingshot>



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#==============================================================================
# + Sling Attack Action Sequence for RPG Tankentai Sideview Battle System
#  v2.0
#------------------------------------------------------------------------------
#  Script by Mr. Bubble edited for slingshot by tpasmall
#------------------------------------------------------------------------------
# ++ How to Install
# * Install below the Tankentai Sideview scripts
# * Requires Animation 86 from the demo placed in the same ID in your project.
#  Animation ID can be changed.
#==============================================================================
# ++ Assigning a Sling Action to Skills and Weapons
#
#  [With Notetag]
# * In the Notes field of a skill or weapon, type in
#
#              <action: SLING_ATTACK>
#
#  You do not need quotes around SLING_ATTACK. Remember that it requires
#  Bubs' Notetags for TSBS.
#
#  [Battler Configuration]
# * Assign "SLING_ATTACK" to a weapon or skill under
#  Weapon Action Sequence Settings and Skill Action Sequence Settings in
#  the SBS Configurations script.
#==============================================================================
 
module N01
  # Animation ID for when sling is shown and drawn
  SLING_ANIMATION = 86
#------------------------------------------------------------------------------
  SLING_ANIME = {
 
  # "DRAW_POSE" is a Battler Frame Animation key.
  # It will play a specific animation from the battler's character sheet.
  # For Kaduki Battlers, it will play its own special row.
  # If an enemy tries to use this key, it will not do anything.
  "DRAW_POSE"      => [ 0,  1,  1,  2,  0,  -1,  0, true,"" ],
   
  # "DRAW_SLING" is a Battle Animation key.
  # It plays the sling animation from the Database on top of the battler
  # using this key.
  "DRAW_SLING"  => ["anime",  SLING_ANIMATION,  0, false, false, false],
   
  # "ARROW_ANGLE" is a Flying Graphic Angle key.
  # It modifies the angle of the arrow when it travels from the user to
  # the target. "ARROW_ANGLE" is not directly used within an action sequence.
  # Instead, it is used in the "SHOOT_ARROW" hash.
  "ARROW_ANGLE"    => [ 30, 60,  11],
   
  # "SHOOT_ARROW" is a Moving Animation key
  # It defines the trajectory of the arrow that is shot at the target.
  # Notice how "ARROW_ANGLE" is used within the hash. "ARROW_ANGLE"
  # is a set predefined values that determine the angle of the arrow
  # while in flight.
  # The Yp (Y-pitch) needed to be moved up 16 pixels so it wouldn't look
  # like an actor shot an arrow from their legs.
  # ANIME Key              Type  ID Object Pass Time Arc  Xp Yp Start Z Weapon
  "SHOOT_ARROW"  => ["m_a", 0,  0,  0, 15,  -10,  0, -16, 0,false,"ARROW_ANGLE"],
   
  } # <-- Do not delete this!
  ANIME.merge!(SLING_ANIME)
 
  # Action Sequence
  SLING_ATTACK_ACTION = {
  # To help explain what the "SLING_ATTACK" sequence does, I've formatted it as
  # a vertical list. It does not matter how much whitespace there is between
  # each key as long as there are commas separating each key from each other.
  #
  # Beside each key is a comment briefly explaining what each key does.
  # Keep in mind that action sequences are processed from left to right,
  # top to bottom, in order.
 
  # Action Key
  "SLING_ATTACK" => [ # Anime Keys
                  "STEP_FORWARD", # Battler steps forward a bit
                  "DRAW_SLING",    # Battler plays sling animation on self
                  "DRAW_POSE",    # Battler uses a predefined pose
                  "16",          # Delays the sequence for 16 frames
                  "SHOOT_ARROW",  # Executes arrow projectile to target
                  "12",          # Delays the sequence for 12 frames
                  "DAMAGE_ANIM",  # Damage the target and play the weapon
                                  # skill's animation (if it hits)
                  "16",          # Delays the sequence for 12 frames
                  "Can Collapse", # Determines if battler is at 0 HP
                                  # and turns off their immortal flag so
                                  # that they can die/collapse.
                  "FLEE_RESET"    # Reset battler to start coordinates
                  ], # Closing square bracket. Don't forgot the comma!
 
  } # <-- Do not delete this!
  ACTION.merge!(SLING_ATTACK_ACTION)
end




Mis à jour le 21 novembre 2020.





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