Asagi's Gun License
Version: 1.04
Author: Kread-EXIntroductionReally, it's just an ammo script.
InstructionsThis script has three levels of configuration: Class, Weapon and Skill.
The class notetags:CODE
<ammo_slot_id: x>
This determines the slot in the equip screen which will be replaced by the ammo slot. In the Brenda’s example above, the ammo slot replaces the shield, so it is set to 1. Note: if you are using Yanfly’s Ace Equip Engine, and happen to have more than 1 of a specific slot (i.e. 4 accessories), only the first one will be replaced.
CODE
<ammo_slot_name: string>
Just the name of the slot. ‘Arrows’, ‘Bullets’, ‘Dwarf’, really, whatever you want.
CODE
<ammo_type_id: x>
Ammo are considered as weapons. Therefore they have a weapon type. Replace x with the weapon type of the kind of ammo you want to use.
Preparing the ammo:Ammo are weapons and they actually don’t need any notetag. The only requirement is that their weapon type must be the same as the one indicated in the class tab to be useable. Due to their nature as weapons, they can use whatever traits you want them to have, like, for instance, teaching skills only usable with them.
The skill notetags:Skills must be told that they need ammo. You have two possibilities:
CODE
<linked_ammo_type: x>
Will require and consume ammo of a specific type.
CODE
<linked_ammo_id: x>
Will require and consume unique arrows. In this case, x isn’t the weapon type but the weapon ID.
Screenshots
ScriptDownloadCompatibilityStandalone: doesn't require Ace Equip Engine or Skill Cost Manager. Works with both, though.
Special ThanksSeiryuki, again. He's still da man.
Terms and ConditionsYou are free to adapt this work to suit your needs.
You can use this work for commercial purposes if you like it.
Credit is appreciated.