Is there a script for drawing/sheathing weapons in the VX Ace?

furripandi

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Hi :)

I've been searching for a script that allows the player to pick up a weapon, then upon pressing a certain button, draws the weapon and sheaths it. Kind of like in Mad Father with the chainsaw.

Then once drawn, the player can destroy items (ie: barrels/other characters). However I can't find it anywhere :(  

So I was wondering does anyone know a script that does this? :3

Any help would be greatly appreciated!! :D
 

Andar

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This idea has several parts, and the main part isn't the ability to draw a weapon - the main part would be to use that weapon to change the map. And that is a lot more problematic.


What you would need as a basis is one of the "Action Battle System" scripts - there are a few available, like Saphire or XAS or so.


I suggest that you search the forum for these ABS-scripts and check if one of them can be modified to do what you want.
 

furripandi

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This idea has several parts, and the main part isn't the ability to draw a weapon - the main part would be to use that weapon to change the map. And that is a lot more problematic.

What you would need as a basis is one of the "Action Battle System" scripts - there are a few available, like Saphire or XAS or so.

I suggest that you search the forum for these ABS-scripts and check if one of them can be modified to do what you want.
What do you mean by several parts?? :)

I searched for the "Sapphire Action Battle" And it's exactly what I needed!! :3 Is this the only script I need to be able to use weapons?? 

Thank you for the fast reply and I'm sorry if I ask too many questions xD ^.^
 

Andar

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What do you mean by several parts?? :)


Is this the only script I need to be able to use weapons??
You need to be more careful with how you phrase your questions, because you need absolutely no script to "use weapons - in Battlescreen".
You ONLY need scripts if you want to use weapons ON MAP.


That is what I meant with several parts - there are a lot of differences between using weapons in battle and using weapons on map, and the problematic part is not how to use a weapon (like you asked) but how to use it on the maps (and the ABS-scripts are among the most difficult scripts to use).


If you're new to RM, I would suggest you start making a more simpler game, one that doesn't use weapons on map, to learn how to make a game, before you're using a complex script like the ABS-scripts.
 

furripandi

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You need to be more careful with how you phrase your questions, because you need absolutely no script to "use weapons - in Battlescreen".
Sorry about that! :)

That is what I meant with several parts - there are a lot of differences between using weapons in battle and using weapons on map, and the problematic part is not how to use a weapon (like you asked) but how to use it on the maps (and the ABS-scripts are among the most difficult scripts to use).
I didn't know that the ABS-scripts are complicated, thanks for informing me on that :D

Thank you, you have been a great help! :D  

I've used scripts before in my other games but I think I'll definitely check out the ABS-scripts and see if I can work with them :)

Thank you again ^.^
 

sokita

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first of all, you need a sprite(s) of your actor wield his/her weapon.
 

Ultim

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You can try Pearl ABS.You don't need the sprites for characters,only for weapons.And it comes with A LOT.I recommend Pearl ABS.
 

furripandi

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You can try Pearl ABS.You don't need the sprites for characters,only for weapons.And it comes with A LOT.I recommend Pearl ABS.
Thank you :D I'll make sure to check that script :3
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
 

Enelvon

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Honestly, this is *not* a situation in which I would use a script. The game you cite as an example, Mad Father, was actually made in an engine that, from my limited interactions with it, focuses entirely on an event system with no real 'scripting.' I will admit that I may have simply missed something due to the limited understanding of Japanese that I possess, but as I seem to recall pressing every option during my exploration it seems likely that there is simply no scripting.

Anyway, slight derail aside, using a 'weapon' to interact with the environment is simple. Please refer to the screenshot in the spoiler below.

You simply need to have a parallel process event somewhere on the map that will check for button input and change the actor's graphic to one that is holding/is not holding a weapon, depending on whether the weapon is currently 'equipped.' You can have the player interact with the environment by having checks in events to test whether or not the switch indicating that the weapon is equipped is active. If you wish for a small actor animation to play when the player 'uses' the weapon, this can be accomplished through graphics changes and move routes in the event being activated.

An ABS script is absolute overkill if all you want to do is let the player get rid of a few barrels or chop down a tree or two. Scripts are useful, yes, but it's usually best to see if something can be easily evented before jumping to a script solution.

Edit: Should have mentioned this before, but I would recommend using a parallel process common event for this in order to avoid needing to copy the event to every map. Just turn the trigger switch for the common event on or off to signify whether or not the player currently has access to the weapon.
 
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furripandi

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Honestly, this is *not* a situation in which I would use a script. The game you cite as an example, Mad Father, was actually made in an engine that, from my limited interactions with it, focuses entirely on an event system with no real 'scripting.' I will admit that I may have simply missed something due to the limited understanding of Japanese that I possess, but as I seem to recall pressing every option during my exploration it seems likely that there is simply no scripting.

Anyway, slight derail aside, using a 'weapon' to interact with the environment is simple. Please refer to the screenshot in the spoiler below.

You simply need to have a parallel process event somewhere on the map that will check for button input and change the actor's graphic to one that is holding/is not holding a weapon, depending on whether the weapon is currently 'equipped.' You can have the player interact with the environment by having checks in events to test whether or not the switch indicating that the weapon is equipped is active. If you wish for a small actor animation to play when the player 'uses' the weapon, this can be accomplished through graphics changes and move routes in the event being activated.

An ABS script is absolute overkill if all you want to do is let the player get rid of a few barrels or chop down a tree or two. Scripts are useful, yes, but it's usually best to see if something can be easily evented before jumping to a script solution.

Edit: Should have mentioned this before, but I would recommend using a parallel process common event for this in order to avoid needing to copy the event to every map. Just turn the trigger switch for the common event on or off to signify whether or not the player currently has access to the weapon.
Thank you for your reply!! Using parallel process seems complicated, I'll give it a shot if the ABS-scripts don't work out.

I was actually wondering what script Mad Father used, but apparently they didn't use one xD 
 

furripandi

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Shaz,

Sorry about that! I'll be sure to post to the correct forum next time :)
 
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