Ammunition System & Add-on (Crafting System)

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Started by Unconnected42 238 posts Page 12 of 12 View original ↗
  1. 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.
  2. 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...)
  3. Is there a way to make Attack Times+ consume the actual amount of ammo instead of 1?
  4. 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...
  5. 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.
  6. This is great concept. Very useful for us who want to reload guns in battle ;) And there is resource management aspect as well
  7. 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?
  8. 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?
  9. 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.
  10. @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!
  11. 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?
  12. This looks awesome. I'll test it out.
  13. 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.
  14. 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.]
  15. 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!
  16. how would i use it for clips like one clip has fifteen bullets thus allows fifteen shots?
  17. 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
  18. 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:

    1777889774174.png

    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);
    }
    };