#==============================================================================
# + 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 placed in the same ID in your project.
# Animation ID can be changed.
#==============================================================================
# ++ Assigning a Sling Action to Skills and Weapons
#
#
# * 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.
#
#
# * 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" => ,

# "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" => ,

# "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" => ,

# "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" => ,

} # <-- 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" => , # Closing square bracket. Don't forgot the comma!

} # <-- Do not delete this!
ACTION.merge!(SLING_ATTACK_ACTION)
end