my apologies that was stupid of me here is the ammo script it just uses normal items from your inventory as ammo
#============================================================================# Syn's Ammo Requirements #----------------------------------------------------------------------------# Written by Synthesize# Version 1.00# August 15, 2007# Tested with SDK 2.1#============================================================================#----------------------------------------------------------------------------# Customization Section#----------------------------------------------------------------------------module Ammo # Format = {weapon_id => Ammo_cost} Range_weapons_id = {33 => 1, 34 => 3, 35 => 3, 36 => 2, 37 => 1, 38 => 1} # Format = {weapon_id => Item_id Range_ammo_id = {33 => 48, 34 => 50, 35 => 50, 36 => 48, 37 => 50, 38 => 50} # Format = {skill_id => Ammo_cost} Skill_ammo = {92 => 1, 93 => 1} # 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#----------------------------------------------------------------------------# Begin Scene_Battle#----------------------------------------------------------------------------class Scene_Battle # Alias Methods alias syn_scene_battle_range make_basic_action_result alias syn_scene_battle_skill make_skill_action_result #---------------------------------------------------- # Alias the Attacking method #---------------------------------------------------- def make_basic_action_result # Gather the current Ammo Cost gather_ammo_cost = Ammo::Range_weapons_id[@active_battler.weapon_id] # Gather the Current Ammo gather_ammo = Ammo::Range_ammo_id[@active_battler.weapon_id] # Check if the Active Battler is attacking and if they are using a ranged weapon if @active_battler.current_action.basic == 0 and Ammo::Range_weapons_id.has_key?(@active_battler.weapon_id) # Check the Ammo Count if $game_party.item_number(gather_ammo) >= gather_ammo_cost # Sufficient Ammo, remove item $game_party.lose_item(gather_ammo,gather_ammo_cost) syn_scene_battle_range else # Insufficient Ammo @help_window.set_text("#{@active_battler.name} cannot attack due to insufficient Ammo", 1) end # Call Default Code else syn_scene_battle_range end end #---------------------------------------------------- # Alias the Skill method #---------------------------------------------------- def make_skill_action_result # Gather the current Ammo Cost gather_ammo_cost = Ammo::Skill_ammo[@active_battler.current_action.skill_id] # Gather Ammo gather_ammo = Ammo::Range_ammo_id[@active_battler.weapon_id] # Check if the Actor is using a defiend skill if Ammo::Skill_ammo.has_key?(@active_battler.current_action.skill_id) # Check if Ammo is present if $game_party.item_number(gather_ammo) >= gather_ammo_cost # Sufficient Ammo, remove item $game_party.lose_item(gather_ammo,gather_ammo_cost) # Call Default Code syn_scene_battle_skill else # Set Window; Do Nothing @help_window.set_text("#{@active_battler.name} cannot attack due to insufficient Ammo", 1) end # Otherwise SKip the check and call default code else syn_scene_battle_skill end endend#============================================================================# Written by Synthesize# Special Thanks: ~Emo~ for the request#----------------------------------------------------------------------------# Ammo Requirements#============================================================================at the part of the script were it says Format = {weapon_id => Item_id
Range_ammo_id = {33 => 48, 34 => 50, 35 => 50, 36 => 48, 37 => 50, 38 => 50}
what that is doing is saying what gun uses what ammo so weapon 33 is shotgun it uses 48 item which is shotgun shell so my items are
48 shotgun shells
50 bullets
55 plasma
56 rockets
if you could create a script which constantly shows those item amounts on screen i would be forever in your debt
also I have been using a hud script which shows health magic and experience on the map it might be helpful to you and again super sorry about not posting this before
Code:class Window_YourHUD < Window_Base def initialize super(0, 0, 640, 64) self.opacity = 0 self.contents = Bitmap.new(640 - 32, 64 - 32) refresh end def refresh self.contents.clear reset_variables return if !@actor draw_actor_hp(@actor, 0, 0) draw_actor_sp(@actor, 300, 0) draw_actor_exp(@actor, 500, 0) end def reset_variables @actor = $game_party.actors[0] @old_hp = @actor ? @actor.hp : 0 @old_maxhp = @actor ? @actor.maxhp : 0 @old_sp = @actor ? @actor.sp : 0 @old_maxsp = @actor ? @actor.maxsp : 0 end def update super refresh if (@actor = $game_party.actors[0] or @old_hp = @actor ? @actor.hp : 0 or @old_maxhp = @actor ? @actor.maxhp : 0 or @old_sp = @actor ? @actor.sp : 0 or @old_maxsp = @actor ? @actor.maxsp : 0) endendclass Scene_Map alias yourhud_main main alias yourhud_update update def main @yourhud = Window_YourHUD.new yourhud_main @yourhud.dispose end def update @yourhud.update yourhud_update endend