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Save-Point - Is there such script as a variable-ammo script?

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Full Version: Is there such script as a variable-ammo script?
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Is there a script that uses variable as an ammo? Like you buy a quiver of arrows which refill 20 arrows on say, variable #10, and you can use skills or attack and after v10 reaches 0, you cannot attack or use skill.
That's pretty much all I can explain, if there's any, tell me where I can find it cause I googled just about any name I can think of. :l
I have a script that does it with items:
Forum Script Listings Wrote:XP - Taryn's Weapon Ammunition System
by DerVVulfman (November 29, 2006)

Simply put, you can now design weapons that require ammunition that you can run out of. Along with that, you have to reload your weapon with a special item that I refer to as a 'clip' or magazine.

So you can force your character to reload your gun. Buy ammo in the store as regular items and even assign Sounds for thingies. Damage is based on the items/ammo and not the weapon shooting 'em.
Well you wouldn't really need a script to do that, it could be done with a common event. You could have a conditional branch to check if you have ammo, and if you do you could have it equip the hero with a bow weapon that works normally, and otherwise equip them with a bow that does no damage (or a weak melee type attack). Make sure you name the bows the same thing so they'll look the same in your inventory. This won't completely disable the skill menu or attack option, so it may not be what you're looking for. You could use a conditional branch to see which type of bow you have (with or without ammo), and if you have the ammoless one it would remove all your bow-related skills, and if you have the other one it'll add them. You could also use that character's MP as his ammo but that's not perfect obviously.

Edit: or just use DerVV's script he posted while I was typing this :P
I can't use that DerVV because I'm also using a script that limits the amount of items you can carry, and plus, I put this in the script editor and only getting errors... >.<
@thenix: I did considered that but I dunno if I should, maybe I can add a state that reduces ATK to 0 so it disables arrow/gun base skills and keep other skills active. But the problem is making each normal attack reduce the ammo from variable, so I'm at a slump there...
Okay.

Fine.

Try (>THIS<) then. :cheery:
Sorry DerVV, that's not what I'm looking for >.<
I mean, Taryna's ammo script is what I'm kind of looking for but it uses item space (I limit to 40, but upgradable)
but I guess, maybe if I can ask someone to edit the item limit script to hide certain items and count them as weightless or maybe an edit of Taryna's script that only the quivers or gun case are visible but the ammo itself is invisible.
I dunno, I brb and see what I can do about it >.<
Maybe you could have a variable for your ammo and when you're in battle have it add that number of the ammo item to your inventory, and then at the end of the battle have it remove the ammo item from your inventory? Then the ammo item would only be visable in your inventory when your in a battle