Taryn's Weapon Ammunition System - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Taryn's Weapon Ammunition System (/thread-2558.html) |
Taryn's Weapon Ammunition System - DerVVulfman - 03-05-2008 Taryn's Weapon Ammunition System
Version: 2.5 Introduction 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. Features
Heh. I named it after one of my friends at work. :D Screenshots Demo The Ammo Demo Demo includes Mary's Ammunition Hud Script Taryn's Weapon Ammunition System Instructions Pretty much already built into the script itself. As far as the basics: The configuration section allows you to define an item to be linked to a weapon. This item is used as the weapon's reloader (or clip) which has to be used in the ITEM menu to reload the weapon when the weapon is empty. The configuration of the clip can also expand to the sound effects played if the clip is empty when using the weapon, the sound effect used when using a clip in battle and the number of rounds a clip can hold. The configuration section also defines other items to be used as ammunition (or BULLETS) which the clip can hold. In the field's item menu, you can choose a particular BULLET type, which can alter the damage inflicted upon the enemy. And, there's a true/false switch that tells the system if you're using an RTAB script called 'Connected Attacking'. It autodetects RTAB itself, just not 'Connected Attacking'. Official Add-Ons: Mary's Weapon Ammunition HUD Compatibility This script was designed based on the architecture of the default, the RTAB battle systems, and was heavily 'aliased' in compliance and accordance to the SDK systems. As such, this system adjusts certain functions after detecting either one of these two systems. However, preliminary tests have confirmed its compatability with ParaDog's v 2.58 and XRXS 65 CP system. The last two, only lightly tested... but it looked oh... so... sweet! Credits and Thanks Thanks to Kalier who has been betatesting this system for the Default system and the RTAB system, and with my Minkoff's Animated Battlers - Enhanced system. And big thanks to SephirothSpawn for pointing out and correcting a possible stack error. And to foxbuster and Lockheart for requesting (and reminding me of) a system to automatically load the weapon with a selected ammunition from the field menu's ammo selection screen. And to darksora for finding a minor bug related to the basic attack branching system. Author's Notes I will admit that I took a look at Dubealex's ammo script itself as a basis, but you will find little to no resemblance between this system and his. I can't find any leftover traces myself. |