What a coincidence, I was thinking about this today and how this can be done with the
Mix Actions.
If you don't mind putting some hard work, you can do it.
First setup your Mix action with something like this:
<mix command: 'Throw'>selection 1: wt1, wt2, wt3failure: s1</mix command>- On the
selection 1, place all weapon types you want to be throwable (use wt*, where * is the weapon type ID)
- Set the "
failure" to be the action that will be used when throwing the weapons.
- Then here comes the hard part: you will need to add tag
<mix consumable> to
each weapon, so if you have many weapons, this can be a huge pain...
- Now add this code to the pluing (it will be added to original plugin at the next update):
Game_Action.prototype.mixItem = function(index) { var obj = this.mixAction()[index - 1] return obj ? this.subject().getMixItem(obj) : null;};This code allows you to retrieve the items used on the mix. So you can use 'this.mixItem(1)' on the damage formula to get the first mix item, wich is in your case the weapon.
For example, to get the weapon atk, use 'this.mixItem(1).params[2]' inside the formula.
(a.atk + this.mixItem(1).params[2]) * 4 - b.def * 2 will add the weapon atk to the user atk (the rest of the formula is the same as the defaul atk damage).
You can make things harder if you want each weapon throw to have it's own display name and own animation, since you will need a different skill for each weapon, and will need to add each of them to the mix setup. something like this:
<mix command: 'Throw'>selection 1: wt1, wt2, wt3failure: s1w1 = s10w2 = s11w3 = s12w4 = s14</mix command>This works, but require a lot of effort, so you might want to wait for a dedicated plugin to come out.