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> [Disposable Ammo], Version 1.0 since September 10, 2008
FireRMVX
post Mar 20 2010, 10:40 AM
Post #61


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I'm very impressed. However, I'm also disapointed sad.gif.. Whenever I try to equip the bullets, it doesn't make it to where my character can equip it, but it just leaves it Un-equippable, I put it in weapons, I did the notes, and I put bow (and whip because I'm using the gun system for Tankentai), but he can't equip them, therefore he can't attack, any ideas?


EDIT!!!
Okay, I read MR BUB's post about the SBS Tankentai and! it still doesn't work.... He still can't equip the bullet if I can, I'll take a few screen shots for you to help
==============EDIT #2===========
[Show/Hide] Screenshots
Image Links
http://s737.photobucket.com/albums/xx17/wo...t=1269118219002

I did what mr bubble said, but it does this:
http://s737.photobucket.com/albums/xx17/wo...creenshot_2.png

And it ends up in my inventory, but not my equipment slots












================EDIT #3=========
Here is a video of it CLICKY

This post has been edited by FireRMVX: Mar 20 2010, 05:01 PM


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Nonameknight
post Apr 22 2010, 08:39 PM
Post #62



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i am new to scripting and using scripts so could anyone please tell me how to use scripts because i really want to use this one.
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silvershadic
post Jul 24 2010, 10:57 AM
Post #63


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Whenever I try equipping ammo, i get this error.
CODE
Script 'Ammo_Redef' line 65: NoMethodError occurred.

undefined method `[]' for nil:NilClass

My lines 62-72 look like this
CODE
    def amountReloaded(ammo)
      if self.reloads?
        return self.note.downcase.match('<uses:' + ammo.type.downcase +
                                        ' max:(\d*)')[1].to_i
      end
      return 0
    end
  end
end

module Vocab

Can you tell me what the problem is?
((I'm using takenai Kaduki)

This post has been edited by silvershadic: Jul 24 2010, 01:00 PM
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SamieltheMDS
post Aug 29 2010, 07:37 PM
Post #64


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QUOTE (cmpsr2000 @ Aug 27 2008, 06:21 PM) *
Disposable Ammo

Version: 1.0
Author: Cmpsr2000
Release Date: September 10, 2008

Introduction
This script allows for the definition of Ammunitions and weapons that can consume them.


Features
  • Create an unlimited number of ammo "types."
  • Fire more than one type of ammo per weapon.
  • Deplete ammunition with skills as well as attacking.
  • Limit the amount of ammo equipable for each weapon (clip size)
  • Reload ammo automatically or by using a skill.


Script

[attachment=1688:Redefinitions.txt]
[attachment=1689:Ammo.txt]
[attachment=1690:Game_Ammo.txt]


Customization


General customization:
CODE
#-------------------------------------------------------------------------------
#
# This script allows for the definition of Ammunitions and weapons that can
# consume them. To build an ammunition type, first add the name to the Ammo
# Vocab entry in the redefinitions section of the script.
#
# To declare a weapon in the database as an ammunition:
# Include the name of the ammo type surrounded by <> in the notes field.
# for example: <arrow>
#
# To declare a weapon that consumes ammunition:
# Include the term uses: followed by the ammo type surrounded by <> in the
# notes field. for example: <uses:arrow>
#
# NOTE: Weapons can use more than one type of ammo! Include multiple tags
# for each ammo type you wish to be equipable.
# For example: <uses:bullet> <uses:grenade>
#
# To restrict the maximum equipable ammo for a weapon:
# Include the max: attribute in the uses tag followed by the amount.
# For example: <uses:bullet max:30>
#
# NOTE: If you include max: for one ammo type on a weapon, you must include
# it for ALL ammo types for that weapon!
#
# To reload ammunition when using ammo-restricted weapons:
# Include the reload tag in the notes of the skill.
# For example: <reloads>
#
# To use ammo with skills:
# Include the spendsAmmo tag followed by the amount to spend in the notes
# field of the skill.
# For example: <spendsAmmo:3>
#
#-------------------------------------------------------------------------------


In Redefinitions::

Set ammo type names and the generic ammo term here:
CODE
module Vocab
#-----------------------------------------------------------------------------
# You can define the names of your ammo types here. These are the terms used
# in the notes field to delcare items as part of the system
#-----------------------------------------------------------------------------
Ammo = [ #Ammo1 Name
"Arrow",

#Ammo2 Name
"Bullet",

#Ammo3 Name
"Grenade"
]
AmmoGeneric = "Ammo"
end


To add your own damage calculations for ranged weapons:
CODE
#-----------------------------------------------------------------------------
# includes the calculations for weapons that use ammunition
#-----------------------------------------------------------------------------
def hit
if two_swords_style
n1 = weapons[0] == nil ? 95 : weapons[0].hit
n2 = weapons[1] == nil ? 95 : weapons[1].hit
n = [n1, n2].min
elsif weapons[0] != nil and weapons[0].usesAmmo?
n1 = weapons[0].hit
n2 = weapons[1] == nil ? 95 : weapons[1].hit
case $game_ammo.hitRateCalcType
when 0 #addative
n = n1 + n2
when 1 # average (rounds up)
n = ((n1 + n2).to_f / 2).ceil
when 2 #average (rounds down)
n = (n1+ n2) / 2
when 3 #min
n = [n1, n2].min
when 4 #max
n = [n1, n2].max
#-------------------------------------------------------------------------
# scripters can add their own damage calulation for ranged weapons here
# by adding additional "when" statements to the case
#-------------------------------------------------------------------------
end
else
n = weapons[0] == nil ? 95 : weapons[0].hit
end
return n
end


In Game_Ammo:

Select which damage formula to use:
CODE
#---------------------------------------------------------------------------
# set the type of hit calculation for ammos here
# 0: Addative (weapon dmg + ammo dmg)
# 1: Average (rounds up)
# 2: Average (rounds down)
# 3: Min
# 4: Max
#---------------------------------------------------------------------------
@hitRateCalcType = 0


Set auto-reloading behaviors:
CODE
#---------------------------------------------------------------------------
# Set this to true if you would like the characters to automatically
# reload their weapons when they expend equiped ammunition.
#---------------------------------------------------------------------------
@autoReload = false

and
CODE
#---------------------------------------------------------------------------
# Set this to true to enable the system to search for the first available
# equipable ammo. Set to false to disable this capability.
#---------------------------------------------------------------------------
@allowBlindReload = true


Compatibility
Requires RGSS2. (RMVX)

EXTENDS:
  • RPG::BaseItem
  • Vocab
  • Game_Actor

REDEFINES:
  • Scene_Title.create_game_objects
  • Scene_Battle.execute_action_attack
  • Scene_Battle.]execute_action_skill
  • Window_ActorCommand.setup
  • Game_Actor.skill_can_use?
  • Game_Party.gain_item
  • Window_Equip.refresh

OVERRIDES:
  • Scene_Battle.update_actor_command_selection
  • Game_Actor.hit
  • Game_Actor.weapons
  • Game_Actor.armors
  • Game_Actor.change_equip_by_id
  • Game_Actor.change_equip
  • Game_Actor.skill_effect
  • Window_EquipItem.include?



Screenshot
Coming Soon! (running out of time before class @.@)


DEMO
[attachment=1691:Disposable_Ammo.zip]

Installation
Copy the script files into your game under the materials section. Configure database according to customization instructions!


Todo List:
  1. Increase Compatibility
  2. Add "quiver" system if possible


FAQ
None yet!


Terms and Conditions
Feel free to use this in your game, but please give me a shout in the credits! Also, feel free to edit this for your own personal purposes but please do not repost an edited version without my consent first.

Thanks ^^/

Can you make it so that the gun needs ammo for you to attack at all and how much ammo the gun uses with each attack? O.o


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Resource Dragon
post Aug 29 2010, 08:15 PM
Post #65


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That's a great cript! woot.gif I've been looking for an ammo one! nice work!


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SamieltheMDS
post Aug 30 2010, 05:19 PM
Post #66


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QUOTE (Prelude Dikter @ Aug 30 2010, 12:15 AM) *
That's a great cript! woot.gif I've been looking for an ammo one! nice work!

Well it is good, but for me I need the changes I mentioned otherwise it won't work as well as it should.


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silvershadic
post Jan 23 2011, 02:35 PM
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Does anyone have an aliased version of this that would work with yanfly's engine melody?
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Kread-EX
post Jan 24 2011, 03:20 AM
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I doubt it. cpmsr2000 left a long time ago anyway, so closing this.


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