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> [Disposable Ammo], Version 1.0 since September 10, 2008
Slye_Fox
post Sep 24 2008, 10:53 AM
Post #41


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I'm useing the Tankentai SBS, which works fine with the Ammo system, except one thing.


Grenades.

I'm useing a throw animation for the bombs, but because i'm having to use a belt, the belt is being thrown instead of the grenade.

module N01
# Element used to define a skill as a Bomb skill
BOMB_ELEMENT = 9 # Default is 32, my Bomb Element.

# Action Sequence
BOMB_ATTACK_ACTION = {
"BOMB_THROW" => ["BEFORE_MOVE","WPN_SWING_OVER","absorb1","WAIT(FIXED)",
"START_WEAPON_THROW","12","OBJ_ANIM_WEIGHT","Can Collapse",
"COORD_RESET"],}
ACTION.merge!(BOMB_ATTACK_ACTION)
end

module RPG
class Weapon
alias enelvon_bomb_base_action base_action
def base_action
# If the Bomb Element is checked on the skills tab in the database,
# the Bomb attack action sequence is used.
if $data_weapons[@id].element_set.include?(N01::BOMB_ELEMENT)
return "BOMB_THROW"
end
enelvon_bomb_base_action
end
end
end

What would i have to change int hat to make the thrown object the ammo?


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Shadow Lord
post Sep 24 2008, 11:00 AM
Post #42


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I believe I saw a reply to that question by the maker of that animation over on .net. He said that it uses the icon of the equipped weapon. What you want IS NOT possible without some edits to the core Tankentai system.
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The Wizard 007
post Sep 28 2008, 03:06 PM
Post #43


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Hey Composer, just wanted to report a bug. I tried it on your demo and in my game and it happened both times. The script reloading seems incompatible with save games. For instance I'll get my characters all gunned up with a full magazine, save the game and when I load and check my equipment it shows the ammo as 0 and won't allow me to reload. Hopefully its a quick fix, later.


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andani
post Sep 28 2008, 10:18 PM
Post #44


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Hey there Composer! I have a slight problem with the script, however, it may not be the script that is causing the problem, but maybe my lack of understanding. The problem is, I designate a Long Bow to use a certain ammo with a tag like <uses:Arrow> and I designate another weapon as ammo called Arrow with <ammo>. When I check to see if I can equip the ammo, the menu will display the main weapon as the Long Bow and it will have the word ammo right below it. When I try to equip the arrow, it unequips the Long Bow. It may just be me causing this but any help would be appreciated.

Edit: Nevermind. I took a look at the demo and figured it out. Thanks for the awesome script.

This post has been edited by andani: Sep 29 2008, 01:15 AM


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Twilight
post Oct 6 2008, 05:37 PM
Post #45


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If your looking for a way to make a quiver you can probably ask DerVVulfman, he made one for his XP Ammo script
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KPaxian
post Oct 8 2008, 04:10 AM
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Thanks it's very nice! Congrats!
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Jonny
post Oct 9 2008, 05:40 AM
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I get an reeor if the actor id unequiped, will this be fixed with the new release?
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cmpsr2000
post Oct 14 2008, 10:24 AM
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QUOTE (Twilight @ Oct 6 2008, 08:37 PM) *
If your looking for a way to make a quiver you can probably ask DerVVulfman, he made one for his XP Ammo script


It's not that difficult to create just a quiver, but it is fairly difficult to create one while maintaining compatibility with the existing item system and other mods. I'm planning on adding this feature, it will just take a little work to get functioning and that is why it was not included in the initial release.

QUOTE (Jonny @ Oct 9 2008, 08:40 AM) *
I get an reeor if the actor id unequiped, will this be fixed with the new release?


Can you be a little more specific? In what case is it throwing the error? Can you post the line number of the error? It might be a quick fix if I can find it.



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Jonny
post Oct 20 2008, 07:15 AM
Post #49


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Basically, whenever an actor has no weapon equiped, the error occers(i'v stopped using it for the min, so ill check the line later) this is a real shame, 'cos my actor starts unequiped, and the tutorial battle is without a wapon.
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lahandi
post Oct 24 2008, 08:58 AM
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I got same error too when the actors doesnt equip a weapon when they performing the skill. The error is:


If i'm not mistaken, your script would only decrease the equiped bullet right? I mean if <spendsAmmo:2> skill is used then it doesnt matter if the weapon were filled by bullet or grenade, it will deplete 2 ammo.

I think my suggestion would be to disable the skill (the skill greyed out) if the actor didnt equiped the proper Weapon and Ammo. The <spendsAmmo:n> command at skill adjustment is good, but it would be better if it use a restriction, only certain ammo could be used to perform the skill. Something like : <weapon[2]> <spendsRubberBullet:5> <spendsGoldenBullet:2> so the skill could only performed when the actor equiped with weapon ID [2] and it will consume 5 Rubber Bullet or 2 Golden Bullet.

And I have some question. If a weapon could be filled by Bullet A, Bullet B & Bullet C. We choose to equip our actor with Bullet B. When the ammo's run out, if we try to reload it, which bullet would fill the weapon? The lower [ID] bullet or the last used bullet? For this I had a suggestion, that it would be nice when the <reloads> skill is selected, then it would open a window (or just open a normal item window) so that player could coose which ammo he would use. It would be great when player realized his fire ammo didnt went well to hurt the monster, then he reload his gun and change the ammo to ice bullet. smile.gif

For the last suggestion, it would be tremendeous if you could erase the "there was no effect on <actor>"-thing when we use the reload skill... hehehe...

Anyway, again, I say: great script you made here composer. thanks.gif



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GuyInTraining
post Oct 25 2008, 12:24 AM
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QUOTE
For the last suggestion, it would be tremendeous if you could erase the "there was no effect on <actor>"-thing when we use the reload skill... hehehe...


You could just set the Reload skill target to "none" to disable the text.
Don't worry, the skill still works even if it's target is 'none'.


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lahandi
post Oct 25 2008, 03:39 AM
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QUOTE
Don't worry, the skill still works even if it's target is 'none'.


Hmm, kok di aku kalo di set ke none malah hasilnya jadi ga bisa ya? Ga ngisi peluru apa-apa.

When it set to none, it wont refill the bullet... @_@



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GuyInTraining
post Oct 26 2008, 02:03 AM
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@lahandi> Eh? Masa sih? Punyaku bisa tuh...

Eh? Really? But it does works for mine...


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chakshuriken
post May 28 2009, 09:54 PM
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hey,

ive already found a bug well i might be i think it could be diffrent scripts tinertwing with each other but its where at first i can put ammo in its slot but then later in the game i cant load any ammo at all its will always just say "0" unless i sell all the ammo i got and bought new ammo which can be a pain in the but. i will see if theres anyways to fix this but im just doing my part and giving you a heads up on this script. and if it is what i think the scripts im using are "ur 3 ammo scripts od course" "sideveiw battle system" "spin battle system" "gaurd recover" and thats it. Besides the minor setbacks i think this script it well done and you should keep it up. make more scripts.

chakshuriken


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erkhunter
post May 30 2009, 12:27 PM
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thanks cmpsr! you are a very good scripter.. this one is the best!
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dividedbyzero
post May 31 2009, 03:27 PM
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I get the following error any time any character tries to attack:

CODE
Script 'Redefinitions' line 111: NoMethodError occurred.

undefined method `canAttack?' for nil:NilClass


Anybody know a fix?
I have Tankentai SBS with ATB installed, if that helps.
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choas legacy
post Jul 6 2009, 06:46 PM
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How do make more than 3 ammo types i tryed to make more but it keeps saying script error


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Michel
post Jul 20 2009, 09:06 AM
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Hello I'm Michel from Austria!

I have been looking for a long time for such a script. But I have a problem.

When I use this script I'm not able to have or to use a shield.
(even when I don't have a bow or a pine arrow)

Is this normal?

Thx & greetz

Michel

This post has been edited by Michel: Jul 20 2009, 09:07 AM
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Znikomek
post Jul 21 2009, 02:52 AM
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I find some bug:
Example:
After battle i have 8/10 ammo in hand and 89 in bag(inventory)
so i reload - click equiped ammo and change it to this same ammo in bag
then i have 10/10 ammo in hand and still 89 in bag - it don't take 2 ammo from bag sad.gif

This post has been edited by Znikomek: Jul 21 2009, 02:53 AM
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FauxMask
post Jul 24 2009, 09:28 AM
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QUOTE (dividedbyzero @ May 31 2009, 04:27 PM) *
I get the following error any time any character tries to attack:

CODE
Script 'Redefinitions' line 111: NoMethodError occurred.

undefined method `canAttack?' for nil:NilClass


Anybody know a fix?
I have Tankentai SBS with ATB installed, if that helps.


I have the same exact error (for the same reasons). If anyone could find a fix for this, it would be very much appriciated.
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