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> Asagi's Gun License, It's just a ammo script.
Kread-EX
post Feb 18 2012, 12:54 PM
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Asagi's Gun License


Version: 1.04

Author: Kread-EX


Introduction
Really, it's just an ammo script.

Instructions
This 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



Script
Download

Compatibility
Standalone: doesn't require Ace Equip Engine or Skill Cost Manager. Works with both, though.

Special Thanks
Seiryuki, again. He's still da man.

Terms and Conditions
You 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.


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Kread-EX
post Feb 20 2012, 12:39 PM
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v1.01 - Fixed a nasty bug making every skill consume ammo, even when they shouldn't.


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Yusshin
post Feb 22 2012, 09:53 PM
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Thank you! This is a great script biggrin.gif very helpful for making a more realistic Archer Class.


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Kread-EX
post Mar 8 2012, 08:15 AM
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v1.03 - my previous bugfixes accidentally broke the whole script so please download it again ;__;


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TheRPGLPer
post Mar 16 2012, 12:10 PM
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QUOTE (Kread-EX @ Mar 8 2012, 12:15 PM) *
v1.03 - my previous bugfixes accidentally broke the whole script so please download it again ;__;

Can someone assist me? I can equip the arrows but attacking doesn't use them.

This is my class tags for my Archer:
<ammo_slot_id: 1>
<ammo_slot_name: Arrows>
<ammo_type_id: 6>

Bow's are weapon type 6 but do I need to make a seperate one or something?
What am I doing wrong, it still treats the arrows as a seperate weapon.
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Kread-EX
post Mar 16 2012, 12:14 PM
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The ammo_type_id mustn't be assigned to the bow but to the arrows.


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zaku77
post Apr 4 2012, 02:54 PM
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I got this working almost, but for the life of me i can't get my archer to actually consume arrows when she just attacks by default, which i assume should be the case. I have it working to the effect her skills use up arrows, and it's all working except her weapon. what exactly am i missing, I do have the note <ammo_type_id: 12> under her weapon (12 being the weapon class of arrows) am i missing something obvious, i don't see it.
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