ENELVON SIOLACH'S ANIMATION SCRIPT SHOP - CLOSED!
Ok, here we go. In this topic you can request special weapon and skill animations for the RPG Tankentai SBS. Tell me how you want the weapon moved, character movement, etc. I will script you an add-on for the weapon or skill animation, like Kylock's Bow and Gun Add-Ons.
RULES/INFO:
1. I will take only 5 requests at a time. I am pretty fast, so openings will be available frequently.
2. No "I WANT A SCRIPT THAT LETS MY ACTOR ATTACK WITH A HAMMER, YOU KNOW, I'LL CREDIT YOU LOLZ", please. I DON'T know, as a matter of fact. A throwing hammer? A strong blow? An earthquake smash? Details, please.
EXAMPLE OF A BAD REQUEST:
from Hellblaze123
QUOTE
im having trouble with a script for a bow and arrow script, you think you could help me there please??
None of this. I WILL NOT accept any requests. You wil have 24 hours from your original (poor) request to edit it, or you must submit a new request without editing. I won't hold space for spammers.
3. No flames, please.
4. Be patient. Some days I may be more productive and crank out 15 or more animation requests. Others I may finish only one or two, or none at all. I will try to be done as soon as possible, though.
5. All updates will be added to this post, unless I run out of room. Then I will post links to the Scripts part of my Webblog that send you to the relevant scripts.
6. I reserve the right to accept or decline any and all requests at any time. I also reserve the right to drop a request at any time.
7. Requesting when the shop is full will result first in a verbal warning, and then in a permanent ban from requesting in my shop.
8. I will notify you by PM when your scripts are done. This is to avoid double posting on my part.
9. Credit MUST be given to Enelvon Siolach of the Kookdom Project. THIS IS NOT OPTIONAL!
10. This material is RMVX.net exclusive. Please do not copy these scripts elsewhere.
SLOTS OPEN: 0/31. LilRainChan - Darkness dagger attack
2. Syeira - Gun with recoil
3. Tim_the_Enchanter - Slash
Examples of my work:Ugh. This is the third place I've posted these. This is the only necessary time, though. Mods, feel free to delete the others.
Enemy Bows Addon [requested by Vanisher] - An edit of Kylock's Bow Addon that lets enemy battlers have bows. REQUIRES DEMO BELOW:
Script:
» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Enemy Bow Attack Addon for Side View Battlesystem 1.1
# 7.26.2008
#------------------------------------------------------------------------------
# Edited by Enelvon Siolach of the Kookdom Project as requested by Vanisher
# Original script by Kylock
#==============================================================================
# This is an addon that is just an update of Kylock's Bow addon. YOU MUST HAVE
# BOTH HIS AND MINE FOR BOTH ACTORS AND ENEMIES TO HAVE BOWS! Thanks you.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
# 1.1
# Fixed a bug noted by Vanisher.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Talk to the girl in the Demo. She tells you EVERYTHING.
#==============================================================================
module N01
ENEMY_BOW_ELEMENT = 25 #Replaces Whip. Change as needed.
# Attack Animation
RANGED_ANIME2 = {
"FACE2" => [ 0, 1, 1, 2, 0, -1, 0, true,"" ],
"FIRE_BOW2" => ["anime", 85, 0, false, false, false],
"BOW_12" => ["SINGLE",0,"COORD_RESET","BOW_ARROW2"],
"BOW_ARROW2" => ["m_a",86,0,0,20,-5,0,0, 1,false,""],}
ANIME.merge!(RANGED_ANIME2)
# Action Sequence
RANGED_ATTACK_ACTION2 = {
"BOW_ATTACK2" => ["JUMP_AWAY","FIRE_BOW2","FACE2","REAL_TARGET","6","BOW_12","20",
"OBJ_ANIM_WEIGHT","10","One Wpn Only","16","Can Collapse","JUMP_TO",
"COORD_RESET"],}
ACTION.merge!(RANGED_ATTACK_ACTION2)
end
module RPG
class Weapon
alias enelvon_bow_base_action base_action
def base_action
# If the "Enemy 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?(N01::ENEMY_BOW_ELEMENT)
return "BOW_ATTACK2"
end
enelvon_bow_base_action
end
end
end
DEMO (Enemy Bow ONLY):
http://www.4shared.com/file/56664365/88c7d...Enemy_Bows.html
BLOW ELEMENT ATTACK [Requested by Anaxim] - With this addon all weapons marked as a Blow element will not display a weapon icon while attacking. The character will jump to the enemy and act like they're punching while displaying an animation. I recomend Blow/etc. animations. They look best.
» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Blow Element Attack Sans Weapon Icon 1.0 for RPG Tankentai Sideview Battle System
# 7.26.2008
#------------------------------------------------------------------------------
# Written by Enelvon Siolach, with reference to scripts by Kylock
#==============================================================================
# Requested by Anaxim (http://www.rpgmakervx.net/?showtopic=3447)
# This script makes all weapons with the Blow element (Element ID #4) have an
# animation without a weapon icon, simulating a leap to a foe, a punch,
# and a jump back.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Plug and play. Set the BLOW_ELEMENT to the Element ID of Blow. Add Blow to
# your Blow weapons, give them an animation from the Animations tab (I reccomend
# a blow animation for a punch), and you're done!
#==============================================================================
module N01
# Element used to define a weapon as a blow weapon
BLOW_ELEMENT = 4 # Default is 4, the default Blow Element ID
BLOW_ANIME = {
"BLOW_SOUND" => ["sound", "se", 100, 100, "Blow3"],}
ANIME.merge!(BLOW_ANIME)
# Action Sequence
BLOW_ATTACK_ACTION = {
"BLOW" => ["JUMP_TO_TARGET","BLOW_SOUND","OBJ_ANIM_WEIGHT","OBJ_ANIM_L","One Wpn Only",
"16","Can Collapse","JUMP_TO","COORD_RESET"],}
ACTION.merge!(BLOW_ATTACK_ACTION)
end
module RPG
class Weapon
alias enelvon_blow_base_action base_action
def base_action
# If the Blow Element is checked on the weapons tab in the database,
# the Blow attack action sequence is used.
if $data_weapons[@id].element_set.include?(N01::BLOW_ELEMENT)
return "BLOW"
end
enelvon_blow_base_action
end
end
end
WAND ATTACK ANIMATION [Requested by Anaxim] - This causes the character to raise their weapon, swing it in a clockwise rotation at the enemy, and cast a spell if their weapon is tagged as a wand. They basically act like they are wielding a wand (hence the name).
» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Wand Attack Animation 1.0 for RPG Tankentai Sideview Battle System
# 7.26.2008
#------------------------------------------------------------------------------
# Written by Enelvon Siolach, with reference to scripts by Kylock
#==============================================================================
# Requested by Anaxim (http://www.rpgmakervx.net/?showtopic=3447)
# This script makes all weapons with the Wand element (default Element ID #25)
# have an animation without a weapon icon, simulating a leap to a foe, a punch,
# and a jump back.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Plug and play. Set the WAND_ELEMENT to the Element ID of Wands. Add Wand to
# your Wand weapons, give them an animation from the Animations tab (I reccomend
# a Melee animation for a spellblast), and you're done!
#==============================================================================
module N01
# Element used to define a weapon as a Wand
WAND_ELEMENT = 25 # Default is 25, my Wand Element ID
WAND_ANIME = {
"WAND_SOUND" => ["sound", "se", 100, 100, "Attack2"],
"VERT_SWING_WAND" => [4,8,true,-135,45,4,false,1,1,-4,-6,false],
"WAND_SWING_V" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWING_WAND"],}
ANIME.merge!(WAND_ANIME)
# Action Sequence
WAND_ATTACK_ACTION = {
"WAND" => ["NO_MOVE","WPN_RAISED","WAND_SWING_V","START_MAGIC_ANIM","WAND_SOUND","OBJ_ANIM_WEIGHT","OBJ_ANIM_L","One Wpn Only",
"16","Can Collapse","COORD_RESET"],}
ACTION.merge!(WAND_ATTACK_ACTION)
end
module RPG
class Weapon
alias enelvon_wand_base_action base_action
def base_action
# If the Blow Element is checked on the weapons tab in the database,
# the Blow attack action sequence is used.
if $data_weapons[@id].element_set.include?(N01::WAND_ELEMENT)
return "WAND"
end
enelvon_wand_base_action
end
end
end
STAFF ANIMATION [Requested by Anaxim] - This causes the character to raise their weapon and cast a "targeted" spell when tagged as a Staff. It is similar to the Wand animation, only without the spin and with a targeter.
» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Staff Attack Animation 1.3 for RPG Tankentai Sideview Battle System
# 7.27.2008
#------------------------------------------------------------------------------
# Written by Enelvon Siolach, with reference to scripts by Kylock
#==============================================================================
# Requested by Anaxim (http://www.rpgmakervx.net/?showtopic=3447)
# This script makes all weapons with the Staff element (default Element ID #26)
# have an animation with a staff raise, targeting, and spellcast.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
# 1.1
# Fixed Animation Bug.
# 1.2
# Fixed yet ANOTHER Animation Bug.
# 1.3
# Fixed what is hopefully the last animation bug by moving the staff a pixel or two.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Plug and play. Set the STAFF_ELEMENT to the Element ID of Staves/Staffs.
# Add Staff to your Staff weapons, give them an animation from the Animations tab
# (I reccomend a Melee animation for a spellblast), and you're done!
#==============================================================================
module N01
# Element used to define a weapon as a Staff
STAFF_ELEMENT = 26 # Default is 26, my Staff Element ID
STAFF_ANIME = {
"STAFF_SOUND" => ["sound", "se", 100, 100, "Attack2"],
"STAFF_CAST"=> ["m_a", 80, 0, 1, 64, 0, 0, 0, 2, true,""],
"WPN_STAFF_RAISED" => [ 0, 1, 2, 2, 28, -1, 2, true,"STAFF_RAISED"],
"WPN_STAFF_RAISED2" => [ 0, 1, 2, 2, 28, -1, 2, true,"STAFF_RAISED2"],
"STAFF_RAISED" => [ 6, 2,true, -45, -45, 0,false, 1, 1, -4, -6,false],
"STAFF_RAISED2" => [ 6, -4,true, -45, -45, 0,false, 1, 1, -4, -6,false],}
ANIME.merge!(STAFF_ANIME)
# Action Sequence
STAFF_ATTACK_ACTION = {
"STAFF" => ["NO_MOVE","WPN_STAFF_RAISED","WPN_STAFF_RAISED2","START_MAGIC_ANIM","WPN_STAFF_RAISED","5","WPN_STAFF_RAISED","STAFF_SOUND","OBJ_ANIM_WEIGHT","OBJ_ANIM_L","One Wpn Only",
"16","Can Collapse","COORD_RESET"],}
ACTION.merge!(STAFF_ATTACK_ACTION)
end
module RPG
class Weapon
alias enelvon_staff_base_action base_action
def base_action
# If the Staff Element is checked on the weapons tab in the database,
# the Staff attack action sequence is used.
if $data_weapons[@id].element_set.include?(N01::STAFF_ELEMENT)
return "STAFF"
end
enelvon_staff_base_action
end
end
end
DONE REQUESTS (from this topic):Hellblaze123's Arrow Rain - Character shoots an arrow up when using a Bow skill. Many rain down on the foes.:
Script:
» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Enelvon Siolach's Arrow Rain Addon for Side View Battlesystem 2.6
# 7.27.2008
#------------------------------------------------------------------------------
# Edited by Enelvon Siolach
# Original script by Kylock
#==============================================================================
# This script adds a vertical arrow shot with falling arrows afterwards to skills marked as Bow skills.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
# 1.1
# Fixed an incompatibility issue with Kylock's Bow Addon noted by Jasonicus.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# ● Copy Game Database Animations 90 and 91 from this demo to your game.
# ● Copy ArrowRain1 and ArrowRain2 from this demo to your game. They are in the Animations folder. USE RESOURCE MANAGER.
#==============================================================================
module N01
BOW_SKILL_ELEMENT = 5 #Default Bow Element
# Attack Animation
BOW_SKILL_ANIME = {
"FACER" => [ 0, 1, 1, 2, 0, -1, 0, true,"" ],
"FIRE_BOW_SKILLR" => ["anime", 90, 0, false, false, false],
"BOW_1_R" => ["SINGLE",0,"COORD_RESET","BOW_ARROW_SKILL"],
"BOW_ARROW_SKILLR" => ["m_a",91,0,0,20,-5,0,0, 1,false,""],}
ANIME.merge!(BOW_SKILL_ANIME)
# Action Sequence
BOW_SKILL_ACTION = {
"BOW_SKILL_ACTION" => ["JUMP_AWAY","FIRE_BOW_SKILLR","FACER","REAL_TARGET","6","BOW_1_R","20",
"OBJ_ANIM_WEIGHT","10","One Wpn Only","16","Can Collapse","JUMP_TO",
"COORD_RESET"],}
ACTION.merge!(BOW_SKILL_ACTION)
end
module RPG
# If the "Bow" element is checked on the skills tab in the database, the
# skill animation will be an arrow shot up with arrows falling down..
class Skill
alias enelvon_bow_skill_base_action base_action
def base_action
if $data_skills[@id].element_set.include?(N01::BOW_SKILL_ELEMENT)
return "BOW_SKILL_ACTION"
end
enelvon_bow_skill_base_action
end
end
end
Demo - NEEDED FOR ANIMATION FILES:
http://www.4shared.com/file/56715026/b6249...ation_Shop.htmlVanisher's Autoguns - This creates a weapon that fires 5 times in succession, each time dealing damage, playing a sound, and showing an animation. I recomend giving Autoguns low strength due to this. Melee/etc. attacks (besides Melee/Physical) work well for shots.
Script:
» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Autogun Attack Addon 1.1 for RPG Tankentai Sideview Battle System
# 5.12.2008
#------------------------------------------------------------------------------
# Edited by Enelvon Siolach
# Original script by Kylock
# Requested by Vanisher
#==============================================================================
# This will add autoguns to your game, like machine guns. They have a rapidfire
# animation.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
# 1.1
# Fixed Jumping glitch.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Change the AUTOGUN_ELEMENT to whatever you want. Default replaces whip. Give
# your machine guns etc. the AUTOGUN_ELEMENT in the Database. You're done!
#==============================================================================
module N01
# Element used to define a weapon as an autogun
AUTOGUN_ELEMENT = 6 # Default is 6: Replaces Whip
RANGED_ANIME2 = {
"GUNSHOT2" => ["sound", "se", 100, 100, "Blow4"],}
ANIME.merge!(RANGED_ANIME2)
# Action Sequence
RANGED_ATTACK_ACTION2 = {
"AUTOGUN" => ["NO_MOVE","WPN_SWING_V","GUNSHOT2","5","OBJ_ANIM_WEIGHT",
"OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT",
"OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT",
"WPN_SWING_V","12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only","16","Can Collapse",
"COORD_RESET"],}
ACTION.merge!(RANGED_ATTACK_ACTION2)
end
module RPG
class Weapon
alias enelvon_siolach_autogun_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::AUTOGUN_ELEMENT)
return "AUTOGUN"
end
enelvon_siolach_autogun_base_action
end
end
end
Edited Blow Element - 3-hit Combo» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Blow Element Attack Sans Weapon Icon 1.1 for RPG Tankentai Sideview Battle System
# 7.26.2008
#------------------------------------------------------------------------------
# Written by Enelvon Siolach, with reference to scripts by Kylock
#==============================================================================
# Requested by Anaxim (http://www.rpgmakervx.net/?showtopic=3447)
# This script makes all weapons with the Blow element (Element ID #4) have an
# animation without a weapon icon, simulating a leap to a foe, a punch,
# and a jump back.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
# 1.1
# Added multiple hits. 3, to be exact.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Plug and play. Set the BLOW_ELEMENT to the Element ID of Blow. Add Blow to
# your Blow weapons, give them an animation from the Animations tab (I reccomend
# a blow animation for a punch), and you're done!
#==============================================================================
module N01
# Element used to define a weapon as a blow weapon
BLOW_ELEMENT2 = 4 # Default is 4, the default Blow Element ID
BLOW_ANIME2 = {
"BLOW_SOUND2" => ["sound", "se", 100, 100, "Blow3"],}
ANIME.merge!(BLOW_ANIME2)
# Action Sequence
BLOW_ATTACK_ACTION2 = {
"BLOW2" => ["JUMP_TO_TARGET","BLOW_SOUND2","OBJ_ANIM_WEIGHT","BLOW_SOUND2","OBJ_ANIM_WEIGHT","BLOW_SOUND2","OBJ_ANIM_WEIGHT","OBJ_ANIM_L","One Wpn Only","16","Can Collapse","JUMP_TO","COORD_RESET"],}
ACTION.merge!(BLOW_ATTACK_ACTION2)
end
module RPG
class Weapon
alias enelvon_blow2_base_action base_action
def base_action
# If the Blow Element is checked on the weapons tab in the database,
# the Blow attack action sequence is used.
if $data_weapons[@id].element_set.include?(N01::BLOW_ELEMENT2)
return "BLOW2"
end
enelvon_blow2_base_action
end
end
end
Anaxim's Spears - Cause the spear to stab horizontally rather than slash diagonally:» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Spear Attack Animation 1.0 for RPG Tankentai Sideview Battle System
# 8.16.2008
#------------------------------------------------------------------------------
# Written by Enelvon Siolach, with reference to scripts by Kylock
#==============================================================================
# Requested by Anaxim (http://www.rpgmakervx.net/?showtopic=3447)
# This script makes all weapons with the Spear element (default Element ID #3)
# have an animation with a horizontal stab, rather than a vertical slash.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Plug and play. Set the SPEAR_ELEMENT to the Element ID of Spearss. Add spear to
# your Spear weapons, give them an animation from the Animations tab, and you're
# done!
#==============================================================================
module N01
# Element used to define a weapon as a Spear
SPEAR_ELEMENT = 3 # Default is 3, the default Piercing element
SPEAR_ANIME = {
"SWING_SPEAR" => [4,8,true,-135,45,0,false,1,1,-4,-6,false],
"SWING_SPEAR_2" => [4,8,true,45,45,0,false,1,1,-8,-6,false],
"SPEAR_SWING_1" => [ 0, 1, 1, 2, 0, -1, 2, true,"SWING_SPEAR"],
"SPEAR_SWING_2" => [ 0, 1, 1, 2, 0, -1, 2, true,"SWING_SPEAR_2"],}
ANIME.merge!(SPEAR_ANIME)
# Action Sequence
SPEAR_ATTACK_ACTION = {
"SPEAR" => ["NO_MOVE","WPN_RAISED","SPEAR_SWING_1","JUMP_TO_TARGET","10",
"SPEAR_SWING_2","OBJ_ANIM_WEIGHT","OBJ_ANIM_L","One Wpn Only","16",
"Can Collapse","COORD_RESET"],}
ACTION.merge!(SPEAR_ATTACK_ACTION)
end
module RPG
class Weapon
alias enelvon_spear_base_action base_action
def base_action
if $data_weapons[@id].element_set.include?(N01::SPEAR_ELEMENT)
return "SPEAR"
end
enelvon_spear_base_action
end
end
end
Abelvox's Weapon Unleash Template - This allows you to set up Unleashes for weapons. It includes many templates for every weapon imaginable. It will be constantly updated.
It does not yet include Sechs' sword animation, but that is because that particular animation needs a bit more tweaking first. Expect an update soon. IT IS NOT PLUG AND PLAY. Credit goes both to me and to Mr. Bubble. Here it is:» Click to show Spoiler - click again to hide... «
=begin
================================================================================
■ Skill Unleash Template 1.1 for RPG Tankentai Sideview Battle System
8.15.2008
--------------------------------------------------------------------------------
Written by Enelvon Siolach, with a LOT of help from Mr. Bubble in setting up the skill to be unleashed. Without his translation
and advice, it would have been impossible, or at least taken longer.
================================================================================
Requested by Abelvox
This script provides an easy-to-follow template with examples to create
weapons that can unleash skills in combat. Fill in the areas as directed to
get it working!
================================================================================
■ Release Notes
--------------------------------------------------------------------------------
1.0
● Original Release.
1.1
● MAJOR bug fix by Mr. Bubble.
================================================================================
■ Installation Notes
--------------------------------------------------------------------------------
NOT plug and play. Here we go for your instructions:
For every kind, put one of these in SKILL_ARRAY:
"!NAME!" => ["der", !CHANCE!, true, !SKILL!],
Edit "!NAME!" to be the name of this Unleash Skill. Edit !CHANCE! to be the
Unleash chance (out of 100, so, for example, putting 10 is a 10% chance of
an Unleash). Edit !SKILL! to be the Database number of the skill to be
Unleashed.
If you are using a normal weapon without any special animations of mine,
follow these templates:
Template 1 - Template 1 is for a potential Unleash BEFORE the attack:
"!NAME!" => ["PREV_MOVING_TARGET","WPN_SWING_V","!SKILL_ARRAY NAME!",
"OBJ_ANIM_WEIGHT","12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only","16",
"Can Collapse","FLEE_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
Template 2 - Template 2 is for a potential Unleash AFTER the attack:
"!NAME!" => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT","12",
"WPN_SWING_VL","!SKILL_ARRAY NAME!","OBJ_ANIM_L","One Wpn Only","16",
"Can Collapse","FLEE_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
If you are using one of my spears, use one of these:
Template 1 - Template 1 is for a potential Unleash BEFORE the attack:
"!NAME!" => ["NO_MOVE","WPN_RAISED","SPEAR_SWING_1","JUMP_TO_TARGET","10",
"SPEAR_SWING_2","!SKILL_ARRAY NAME!","OBJ_ANIM_WEIGHT","OBJ_ANIM_L",
"One Wpn Only","16","Can Collapse","COORD_RESET"],
If you are using one of Kylock's player bows, use one of these:
Template 1 - Template 1 is for a potential Unleash BEFORE the attack:
"!NAME!" => ["JUMP_AWAY","FIRE_BOW","FACE","REAL_TARGET","6","BOW_1","20",
"!SKILL_ARRAY NAME!","OBJ_ANIM_WEIGHT","10","One Wpn Only","16",
"Can Collapse","JUMP_TO","COORD_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
Template 2 - Template 2 is for a potential Unleash AFTER the attack:
"!NAME!" => ["JUMP_AWAY","FIRE_BOW","FACE","REAL_TARGET","6","BOW_1","20",
"OBJ_ANIM_WEIGHT","10","!SKILL_ARRAY NAME!","One Wpn Only","16",
"Can Collapse","JUMP_TO","COORD_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
If you are using one of my enemy bows, use one of these:
Template 1 - Template 1 is for a potential Unleash BEFORE the attack:
"!NAME!" => ["JUMP_AWAY","FIRE_BOW2","FACE","REAL_TARGET","6","BOW_1","20",
"!SKILL_ARRAY NAME!","OBJ_ANIM_WEIGHT","10","One Wpn Only","16",
"Can Collapse","JUMP_TO","COORD_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
Template 2 - Template 2 is for a potential Unleash AFTER the attack:
"!NAME!" => ["JUMP_AWAY","FIRE_BOW2","FACE","REAL_TARGET","6","BOW_1","20",
"OBJ_ANIM_WEIGHT","!SKILL_ARRAY NAME!","10","One Wpn Only","16",
"Can Collapse","JUMP_TO","COORD_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
If you are using one of my staves, use one of these:
Template 1 - Template 1 is for a potential Unleash BEFORE the attack:
"!NAME!" => ["NO_MOVE","WPN_STAFF_RAISED","WPN_STAFF_RAISED2","START_MAGIC_ANIM",
"WPN_STAFF_RAISED","5","WPN_STAFF_RAISED","STAFF_SOUND","!SKILL_ARRAY NAME!",
"OBJ_ANIM_WEIGHT","OBJ_ANIM_L","One Wpn Only","16","Can Collapse","COORD_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
Template 2 - Template 2 is for a potential Unleash AFTER the attack:
"!NAME!" => ["NO_MOVE","WPN_STAFF_RAISED","WPN_STAFF_RAISED2","START_MAGIC_ANIM",
"WPN_STAFF_RAISED","5","WPN_STAFF_RAISED","STAFF_SOUND","OBJ_ANIM_WEIGHT",
"OBJ_ANIM_L","One Wpn Only","16","Can Collapse","!SKILL_ARRAY NAME!",
"COORD_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
If you are using one of my Autoguns, use one of these:
Template 1 - Template 1 is for a potential Unleash BEFORE the attack:
"!NAME!" => ["WPN_SWING_V","!SKILL_ARRAY NAME!","GUNSHOT2","5",
"OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT",
"OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT",
"WPN_SWING_V","12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only","16","Can Collapse",
"COORD_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
Template 2 - Template 2 is for a potential Unleash AFTER the attack:
"!NAME!" => ["WPN_SWING_V","GUNSHOT2","5","OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT",
"OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT","OBJ_ANIM_WEIGHT",
"!SKILL_ARRAY NAME!","WPN_SWING_V","12","WPN_SWING_VL","OBJ_ANIM_L",
"One Wpn Only","16","Can Collapse",
"COORD_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
And of course, I wouldn't be doing my job if my Autoguns couldn't have
multiple chances to Unleash, would I?
"!NAME!" => ["WPN_SWING_V","GUNSHOT2","5","!SKILL_ARRAY NAME!","OBJ_ANIM_WEIGHT",
"OBJ_ANIM_WEIGHT","!SKILL_ARRAY NAME!","OBJ_ANIM_WEIGHT","!SKILL_ARRAY NAME!",
"OBJ_ANIM_WEIGHT","!SKILL_ARRAY NAME!","OBJ_ANIM_WEIGHT","!SKILL_ARRAY NAME!",
"OBJ_ANIM_WEIGHT","WPN_SWING_V","12","WPN_SWING_VL","OBJ_ANIM_L",
"One Wpn Only","16","Can Collapse",
"COORD_RESET"],
Edit ALL of the "!SKILL_ARRAY NAME!"'s to the Unleash(or Unleashes)
that the Autogun can have. There are 5 of them, one for each shot.
You can remove some completely to lower the number of chances.
Also, edit "!NAME!", of coursse.
Bet you're wondering about Wands. Here they are:
Template 1 - Template 1 is for a potential Unleash BEFORE the attack:
"!NAME!" => ["NO_MOVE","WPN_RAISED","WAND_SWING_V","START_MAGIC_ANIM",
"WAND_SOUND","!SKILL_ARRAY NAME!","OBJ_ANIM_WEIGHT","OBJ_ANIM_L","One Wpn Only",
"16","Can Collapse","COORD_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
Template 2 - Template 2 is for a potential Unleash AFTER the attack:
"!NAME!" => ["NO_MOVE","WPN_RAISED","WAND_SWING_V","START_MAGIC_ANIM",
"WAND_SOUND","OBJ_ANIM_WEIGHT","!SKILL_ARRAY NAME!","OBJ_ANIM_L","One Wpn Only",
"16","Can Collapse","COORD_RESET"],
Put this template in the section "SKILL_UNLEASH". Edit "!NAME!" to
be the name of this Unleash. Edit "!SKILL_ARRAY NAME!" to name the
skill in SKILL_ARRAY that can be unleashed.
PLEASE NOTE: IF YOU ARE USING ONE OF THE SPECIALS(Autoguns, spears, bows, wands,
staves, etc.) DO NOT GIVE THEM THE DATABASE ELEMENT! GIVING THEM THE ELEMENT
WILL OVERWRITE AND/OR CONFLICT WITH THIS SCRIPT. Just a warning.
At the section "case @id" add in a
when #
return "SEQUENCE"
where "SEQUENCE" is the "!NAME!" of the SKILL_UNLEASH sequence that the weapon
will call.
================================================================================
=end
module N01
SKILL_ARRAY ={
"KILL_ATTACK" => ["der", 15, true, 55],
}
ANIME.merge!(SKILL_ARRAY)
SKILL_UNLEASH = {
"SLAY" => ["PREV_MOVING_TARGET","WPN_SWING_V","KILL_ATTACK","OBJ_ANIM_WEIGHT",
"12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only","16",
"Can Collapse","FLEE_RESET"],
}
ACTION.merge!(SKILL_UNLEASH)
end
module RPG
class Weapon
alias enelvon_unleash_base_action base_action
def base_action
case @id
when 1 #Weapon IDs that use the skill sequence (ex. 1; 1,2,3; 1...3)
return "SLAY" #SKILL_UNLEASH sequence name
# when #
# return "SKILL_SEQUENCE"
end
enelvon_unleash_base_action
end
end
end
Sechs' Sword Skill Combo - The player using the skill jumps to the foe and slashes once, slashes again as they jump away, and dash through the foe. 3 hits.» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Sworddash Skill 1.0 for RPG Tankentai Sideview Battle System
# 8.23.2008
#------------------------------------------------------------------------------
# Written by Enelvon Siolach
# This script is exclusive to RMVX.net. Please do not distribute it elsewhere.
#==============================================================================
# This script makes all weapons with the Sworddash element (Element ID #31)
# have an animation with a jump to the foe, a slash, a jump back while slashing,
# and a dash through the foe. It is a 3-hit combo.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Plug and play. Set the SWORDDASH_ELEMENT to the Element ID of Sworddash. Add
# SWORDDASH to your Sworddash skills and you're done!
#==============================================================================
module N01
# Element used to define a skill as a Sworddash skill
SWORDDASH_ELEMENT = 31 # Default is 31, my Sworddash Element.
# Action Sequence
SWORDDASH_ATTACK_ACTION = {
"SWORDDASH" => ["JUMP_FIELD_ATTACK","WPN_SWING_V","OBJ_ANIM_WEIGHT","16","WPN_SWING_UNDER",
"OBJ_ANIM_WEIGHT","JUMP_AWAY","JUMP_AWAY","JUMP_AWAY","5","DASH_ATTACK","OBJ_ANIM_WEIGHT","One Wpn Only",
"16","Can Collapse","COORD_RESET"],}
ACTION.merge!(SWORDDASH_ATTACK_ACTION)
end
module RPG
class Skill
alias enelvon_sworddash_base_action base_action
def base_action
# If the Sworddash Element is checked on the skills tab in the database,
# the Sworddash attack action sequence is used.
if $data_skills[@id].element_set.include?(N01::SWORDDASH_ELEMENT)
return "SWORDDASH"
end
enelvon_sworddash_base_action
end
end
end
Mr. A's Bomb Weapons - These allow any weapons with the Bomb tag to be thrown at the foe before playing their animation.» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Bomb Weapons 1.0 for RPG Tankentai Sideview Battle System
# 8.23.2008
#------------------------------------------------------------------------------
# Written by Enelvon Siolach
# This script is exclusive to RMVX.net. Please do not distribute it elsewhere.
#==============================================================================
# This script makes all weapons with the Bomb element (default Element ID #32)
# have an animation where they throw a bomb at the foe.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Plug and play. Set the BOMB_ELEMENT to the Element ID of Sworddash. Add
# BOMB to your Bomb weapons and give them an explosion animation from the
# Database, and you're done!
#==============================================================================
module N01
# Element used to define a skill as a Bomb skill
BOMB_ELEMENT = 32 # Default is 32, my Bomb Element.
# Action Sequence
BOMB_ATTACK_ACTION = {
"BOMB_THROW" => ["BEFORE_MOVE","WPN_SWING_OVER","absorb1","WAIT(FIXED)",
"START_WEAPON_THROW","12","OBJ_ANIM_WEIGHT","Can Collapse",
"COORD_RESET"],}
ACTION.merge!(BOMB_ATTACK_ACTION)
end
module RPG
class Weapon
alias enelvon_bomb_base_action base_action
def base_action
# If the Bomb Element is checked on the skills tab in the database,
# the Bomb attack action sequence is used.
if $data_weapons[@id].element_set.include?(N01::BOMB_ELEMENT)
return "BOMB_THROW"
end
enelvon_bomb_base_action
end
end
end
Mutilate Skill - A four-hit skill involving jumps and such.» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Mutilate Skill 1.0 for RPG Tankentai Sideview Battle System
# 8.22.2008
#------------------------------------------------------------------------------
# Written by Enelvon Siolach
#==============================================================================
# This script makes all weapons with the Mutilate element (Element ID #30) have
# an animation with a jump to the foe, a slash, a jump back, a slash, etc. Four
# times.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Plug and play. Set the MUTILATE_ELEMENT to the Element ID of Mutilate. Add
# Mutilate to your Mutilate skills and you're done!
#==============================================================================
module N01
# Element used to define a skill as a Mutilate skill
MUTILATE_ELEMENT = 30 # Default is 30, my Mutilate Element.
MUTILATE_ANIMESLASH = {
"MUTILATE_ANIME" => ["anime", 99, 0, false, false, false],}
ANIME.merge!(MUTILATE_ANIMESLASH)
# Action Sequence
MUTILATE_ATTACK_ACTION = {
"MUTILATE" => ["JUMP_TO_TARGET","MUTILATE_ANIME","16","OBJ_ANIM_WEIGHT","One Wpn Only",
"16","Can Collapse","JUMP_TO","COORD_RESET"],}
ACTION.merge!(MUTILATE_ATTACK_ACTION)
end
module RPG
class Skill
alias enelvon_mutilate_base_action base_action
def base_action
# If the Mutilate Element is checked on the skills tab in the database,
# the Mutilate attack action sequence is used.
if $data_skills[@id].element_set.include?(N01::MUTILATE_ELEMENT)
return "MUTILATE"
end
enelvon_mutilate_base_action
end
end
end
Dr. ?'s Dash Animation: Move to the target, step back, dash through, return. Simple enough. It can be assigned to weapons or skills. You choice.
» Click to show Spoiler - click again to hide... «
#==============================================================================
# ■ Dash Skill/Weapon 1.2 for RPG Tankentai Sideview Battle System
# Released up on 9.28.2008
#------------------------------------------------------------------------------
# Written by Enelvon Siolach
#==============================================================================
# This script makes all weapons and skills with the Dash element, default 30,
# have a dash strike through the enemy as their attack.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
# 1.1
# ● Added support for the skill animation.
# 1.2
# ● Fixed a bug with the skill animation.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
# Plug and play. Set the DASH_ELEMENT to the Element ID of Dash. Add
# Dash to your Dash skills/weapons, and you're done!
#==============================================================================
module N01
# Element used to define a skill as a Dash skill
DASH_ELEMENT = 30 # Default is 30, my Dash Element.
SHOW_SKILL_ANIM_DASH = true #When true, if a skill has the Dash element it will have the magic animation before the dash. When false, it is the same as the
#weapon dash animation.
# Action Sequence
DASH_ATTACK_ACTION = {
"DASH_ATTACK_SKILL" => ["START_MAGIC_ANIM","45","JUMP_TO_TARGET","JUMP_AWAY","JUMP_AWAY","JUMP_AWAY","DASH_ATTACK","16","OBJ_ANIM_WEIGHT",
"One Wpn Only","16","Can Collapse","COORD_RESET"],
"DASH_ATTACK" => ["JUMP_TO_TARGET","JUMP_AWAY","JUMP_AWAY","JUMP_AWAY","DASH_ATTACK","16","OBJ_ANIM_WEIGHT","One Wpn Only","16","Can Collapse","COORD_RESET"],}
ACTION.merge!(DASH_ATTACK_ACTION)
end
module RPG
class Skill
alias enelvon_dash_base_action base_action
def base_action
# If the Dash Element is checked on the skills tab in the database,
# the Dash attack action sequence is used.
if $data_skills[@id].element_set.include?(N01::DASH_ELEMENT) && N01::SHOW_SKILL_ANIM_DASH == true
return "DASH_ATTACK_SKILL"
elsif $data_skills[@id].element_set.include?(N01::DASH_ELEMENT) && N01::SHOW_SKILL_ANIM_DASH == false
return "DASH_ATTACK"
end
enelvon_dash_base_action
end
end
class Weapon
alias enelvon_dash_weapon_base_action base_action
def base_action
# If the Dash Element is checked on the weapons tab in the database,
# the Dash attack action sequence is used.
if $data_weapons[@id].element_set.include?(N01::DASH_ELEMENT)
return "DASH_ATTACK"
end
enelvon_dash_weapon_base_action
end
end
end
Almost all of my animations are plug and play. All you have to do is edit the Element ID of the Weapon Type and you're in business!
Warned Users:QUOTE
arkh
Tim_the_Enchanter
Banned Users:QUOTE
None
This post has been edited by Enelvon: Sep 28 2008, 10:50 AM