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 Mr.Mo's ABS
#6
Ohh....
Well, Im gonna play around with that battlesystem also...
you can do really a lot with it. (found out how to make the
attack animation, didnt check the help data X_X"!!!)
But yeah would it be possible? ... also the empty gun =P
because its weird when an empty gun makes shot noises =D!

Code:
def player_range
    #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)
    #Gunfire SE
    Audio.bgs_play("Audio/SE/102-Attack14",
    100,100) if @actor.weapon_id == 22
    #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

That's how it looks now but it STILL continues to shot... also the SE ^^*
Seems its a bit more complicated... =P
(for info: I didn't change anything in scripts except this so far, if it helps) ^^
Or another idea... what I cant do with my current knowledge xD
could it be like... conditional branch [button S is pressed]?
actually the "S" letter on the keyboard is for the attack
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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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