Just a clarification, if you don't mind-can enemies use ammo-skills as well? Is there a way to limit how much ammo they have?
Also: Is there any way to make it so that different classes and enemies have different ammo costs? For example, an attack which costs one type of character 1 bullet might cost another 2 bullets.
Alternatively, I could have certain classes be able to hold more ammo than others.
Ammunition System & Add-on (Crafting System)
● ARCHIVED · READ-ONLY
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Enemies do not need ammo-skills IMHO, you can emulate that with events/interruptors/variables/etc during the fight.
What you are asking for about different ammo costs is probably possible, however further development of the plug-in will be delayed quite a lot since I have moved away and I don't have the code there for now (and won't for a while)...
(well, event if I did, it would be highly probable now that I would maintain the existing stuff but developing new functionalities for the Ammo system would not be in my priorities, unfortunately...) -
Is there a way to make Attack Times+ consume the actual amount of ammo instead of 1?
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Right now, no.
The fact that it doesn't should be considered a bug, though...
However, I don't know when I'll be able to correct that... -
Hey Unco.
Is it possible to integrate this plugin with Yanfly's Attachable Augments plugin?
I was thinking that some augments could allow weapons to accept different kinds of ammunition. -
This is great concept. Very useful for us who want to reload guns in battle ;) And there is resource management aspect as well
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Hey I'm looking to add this to my project, I wanted to know if there is a function or method that can allow enemies and players having to reload a weapon if they are out of ammo loaded into there current weapon?
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Has anyone noticed that this plugin makes Yanfly's Message Core not do the Description Word Wrap? When I have this plugin, (which is below Yanfly's Message Core) my skills, etc have descriptions that don't do the word wrap anymore. Any easy way to fix this?
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Is it possible to display the remaining Ammo (in my case gold) in the Skill help as just a number? I'd like to remove the icon and "x" before the number if possible. I tried changing the settings, but had no luck.
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@Unconnected42 Thank you so much for creating this Ammunition System and all the work that you've put into it! I just discovered this yesterday and it works flawlessly! Everything that I needed for my game! Again, thank you so much!
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Is there a possibility to make a character use a weapon-less attack when running out of ammo instead of the Attack option getting grayed out?
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This looks awesome. I'll test it out.
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Hello, Unconnected42. How can I access skill ammo name and cost from another script?
Something like $dataSkills[32].ammo ?
I made a real-time window that is always on the screen, but I'm lost. -
Can anyone explain how to set up the crafting system? I can't for the life of me figure it out. I have the skills set up, but how do I set up the ingredients/components?
[edit: OK I've mostly figured this out, but I'm still a little confused. If I have the components for more than one item, how do I select which item to make? It seems to just craft everything I can possibly craft. I'm not sure if this is normal, or it's bc I'm using FOSSIL to use this plugin in MZ or there's something else I haven't figured out yet.] -
Hi, and thanks for taking interest in my plug-in !
@mobiusclimber:
Regarding your second question, I think I understand your problem...
The system is intended to have skills produce each and every product specified by the tags <Make> in their notebox. So if you want to choose between two products to make, then you have to define two different skills, one for each product! -
how would i use it for clips like one clip has fifteen bullets thus allows fifteen shots?
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how do I make it so the normal Attack command gets grayed out when the player is out of ammo?
EDIT: Upon closer inspection it appears the standard "attack" function in battles doesn't consume ammo at all -
Hi. Sorry to try to mess with your code (especially since I don't know how to code at all), but I tried to move the number of charges on the icon a little. When it's in the middle, you can't see what the icon is. It was a bit of a trial and error process. Did I break your plugin too much?
Result:
Changed part:
// Window_Base
//
// Draw item with charges.
Window_Base.prototype.drawItemName = function(item, x, y, width) {
width = width || 312;
if (item) {
var iconBoxWidth = (Imported.YEP_CoreEngine === true) ? this.lineHeight() : (Window_Base._iconWidth + 4);
var padding = (Imported.YEP_CoreEngine === true) ? ( (iconBoxWidth - Window_Base._iconWidth) / 2 ) : 2;
this.resetTextColor();
this.drawIcon(item.iconIndex, x + padding, y + padding);
if (typeof item.ammoCurrentCharges !== 'undefined') {
this.changeTextColor(this.textColor(Unco.Param.ammoFontColor));
this.contents.fontSize = Unco.Param.ammoFontSize;
this.drawText( String( item.ammoCurrentCharges ) , x + padding - 7 , y + padding + 9 , Window_Base._iconWidth , 'center');
this.resetTextColor();
this.resetFontSettings();
}
this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
}
};