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 Mr.Mo's ABS
#4
Thanks mister vvulfman xD!
It works =)
what do I have to add to the script line that
an animation shows up? I made one that
actually shows the light around the character
when firing a weapon =P

EDIT: I noticed that the bullet sound continues to shot D:
what did I make wrong? :X

that's where it is inserted
Code:
def player_range
    Audio.bgs_play("Audio/SE/102-Attack14",
100,100) if @actor.weapon_id == 22
    #Get the weapon
    w = RANGE_WEAPONS[@actor.weapon_id]
    #Return if the ammo isn't there
    return if w[3] != 0 and $game_party.item_number(w[3]) == 0
    $game_player.animation_id = $data_weapons[@actor.weapon_id].animation1_id
    #Add mash time
    @button_mash = (w[5] == nil ? MASH_TIME*10 : w[5]*10)
    #Delete an ammo
    $game_party.lose_item(w[3], 1) if w[3] != 0
    #Make the attack
    @range.push(Game_Ranged_Weapon.new($game_player, @actor, @actor.weapon_id))
    #Animate
    return if w[7] == nil
    animate($game_player, $game_player.character_name+w[7].to_s) if @player_ani
    return
  end

And my last problem would be....
actually what shall I script when
the character is out of ammo?
There should come out a sound too I guess ^^
it would be like a variable for the item "Ammo"
wich also rises and falls when gaining or shooting
"Ammo" =P (I know how to do it with events but
its different from scripting Dx)
Reply }


Messages In This Thread
Mr.Mo's ABS - by Mr.Mo - 03-05-2008, 06:33 PM
Mr.Mo's ABS - by Eldur - 03-17-2010, 11:09 PM
Mr.Mo's ABS - by DerVVulfman - 03-18-2010, 04:15 AM
Mr.Mo's ABS - by Eldur - 03-18-2010, 02:01 PM
Mr.Mo's ABS - by DerVVulfman - 03-18-2010, 04:49 PM
Mr.Mo's ABS - by Eldur - 03-18-2010, 05:35 PM
Mr.Mo's ABS - by DerVVulfman - 03-18-2010, 05:41 PM
Mr.Mo's ABS - by Lt. Fox - 04-18-2010, 09:57 PM
Mr.Mo's ABS - by DerVVulfman - 04-19-2010, 03:33 AM
Mr.Mo's ABS - by sakhawat21 - 06-01-2010, 06:01 PM
Mr.Mo's ABS - by DerVVulfman - 06-02-2010, 08:17 AM
Mr.Mo's ABS - by sakhawat21 - 06-03-2010, 02:13 PM



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