That sounds like a pretty cool idea

CODE
#==============================================================================
# ** XP: Night_Runner's Replacing "Attack" with weapon name & ammo
#------------------------------------------------------------------------------
# History:
# Date Created: 19/Mar/2012
# Created for: richardpilbeam
# @> http://www.rpgrevolution.com/forums/index.php?showtopic=55775
#
# Description:
# This script changes the "Attack" option in battle to the hero's weapon's
# name, and it Syn's Ammo Requirements script is loaded, it will also
# display the amount of attacks are left with the weapon.
#
# How to Install:
# Copy this entire script. In your game editor select Tools >> Script
# Editor. Along the left scroll to the bottom, right click on 'Main' and
# select 'Insert'. Paste this code on the right.
#==============================================================================
#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
# Edited to allow replacing of commands
#==============================================================================
class Window_Command
#--------------------------------------------------------------------------
# * Replace
#--------------------------------------------------------------------------
def replace(index, new_command, selectable = true)
# Change the command to the new one
@commands[index] = new_command
# Set the color
color = selectable ? normal_color : disabled_color
# Update the graphic.
draw_item(index, color)
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# Edited to change the attack name based on request.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
alias nr_synAmmo_phase3_setup_command_window phase3_setup_command_window
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
def phase3_setup_command_window(*args)
# Run the original phase3_setup_command_window
nr_synAmmo_phase3_setup_command_window(*args)
# Get the weapon's name
weapon = $data_weapons[$game_party.actors[@actor_index].weapon_id]
return if weapon.nil?
string = weapon.name
usable = true
# Isolate this is a block that has a rescue condition, in case of failure
begin
# If the item is part of Syn's Ammo Requirements Script
if Ammo::Range_weapons_id.keys.include?(weapon.id)
# Get how many shots are left
ammo_cost = Ammo::Range_weapons_id[weapon.id]
ammo_id = Ammo::Range_ammo_id[weapon.id]
ammo_avail = $game_party.item_number(ammo_id)
shots_left = ammo_avail / ammo_cost
# Update the string and usability appropriatly
string += " [#{shots_left}]"
usable = shots_left > 0
end
# In the rescue condition, do nothing
rescue
1 + 1
end
# Replace the attack option with the string and usability
@actor_command_window.replace(0, string, usable)
end
end
#==============================================================================
# ** End of Script.
#==============================================================================
Oops, that last one didn't automatically update the with of the command window...... try this next script!
CODE
#==============================================================================
# ** XP: Night_Runner's Replacing "Attack" with weapon name & ammo
#------------------------------------------------------------------------------
# History:
# Date Created: 19/Mar/2012
# Created for: richardpilbeam
# @> http://www.rpgrevolution.com/forums/index.php?showtopic=55775
#
# Description:
# This script changes the "Attack" option in battle to the hero's weapon's
# name, and it Syn's Ammo Requirements script is loaded, it will also
# display the amount of attacks are left with the weapon.
#
# How to Install:
# Copy this entire script. In your game editor select Tools >> Script
# Editor. Along the left scroll to the bottom, right click on 'Main' and
# select 'Insert'. Paste this code on the right.
#==============================================================================
#----------------------------------------------------------------------------
# Customization Section
#----------------------------------------------------------------------------
module Ammo
# Format = {weapon_id => Ammo_cost}
Range_weapons_id = {1 => 1}
# Format = {weapon_id => Item_id
Range_ammo_id = {1 => 33}
# Format = {skill_id => Ammo_cost}
Skill_ammo = {73 => 3}
# Note on Skills: When using Skills the Current Ammo for the equipped
# weapon will be used. So if Skill 73 is used and Weapon 17 is equipped
# then Ammo #33 will be used.
end
#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
# Edited to allow replacing of commands
#==============================================================================
class Window_Command
#--------------------------------------------------------------------------
# * Replace
#--------------------------------------------------------------------------
def replace(index, new_command, selectable = true)
# Change the command to the new one
@commands[index] = new_command
# Set the color
color = selectable ? normal_color : disabled_color
# Update the width
text_width = contents.text_size(new_command).width
self.width = [text_width + 48, 160].max
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
# Update the graphics
refresh
draw_item(index, color)
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# Edited to change the attack name based on request.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
alias nr_synAmmo_phase3_setup_command_window phase3_setup_command_window
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
def phase3_setup_command_window(*args)
# Run the original phase3_setup_command_window
nr_synAmmo_phase3_setup_command_window(*args)
# Get the weapon's name
weapon = $data_weapons[$game_party.actors[@actor_index].weapon_id]
return if weapon.nil?
string = weapon.name
usable = true
# Isolate this is a block that has a rescue condition, in case of failure
begin
# If the item is part of Syn's Ammo Requirements Script
if Ammo::Range_weapons_id.keys.include?(weapon.id)
# Get how many shots are left
ammo_cost = Ammo::Range_weapons_id[weapon.id]
ammo_id = Ammo::Range_ammo_id[weapon.id]
ammo_avail = $game_party.item_number(ammo_id)
shots_left = ammo_avail / ammo_cost
# Update the string and usability appropriatly
string += " [#{shots_left}]"
usable = shots_left > 0
end
# In the rescue condition, do nothing
rescue
1 + 1
end
# Replace the attack option with the string and usability
@actor_command_window.replace(0, string, usable)
end
end
#==============================================================================
# ** End of Script.
#==============================================================================
It automatically updates the width now