GUN, CLIP, BULLET/AMMO HELP
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So I was trying to make an ammo system where you buy a clip of ammo (9-mm), where each clip holds 15 bullets.
The clip is just a common item, and I was using several variables to get 15 bullets per clip, and when you run out of bullets and clips it unequips your gun, but I can't get it to work.
Note: I deleted the code out of frustration so no help there.
Using rm2k3.
The clip is just a common item, and I was using several variables to get 15 bullets per clip, and when you run out of bullets and clips it unequips your gun, but I can't get it to work.
Note: I deleted the code out of frustration so no help there.
Using rm2k3.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Storing bullets per character rather than per clip would be much easier. Each character would have 15 bullets - which would basically be MP. And using a clip item would restore a character's bullets to full.
Since, basically, bullets are just a type of MP, if you're not using MP for anything else, it would actually make a lot of sense to rename the stat from MP to bullets. Then you could manage it a lot more simply, instead of relying on variables and tons of battle events.
If you're not doing that, then you need a battle event that happens every time a character attacks, reducing that character's bullet variable by 1. And if it reduces them to 0, then it needs to check for the number of remaining clips, and de-equip the weapon if there are none. The problem will be using the clips. If they're automatic, then no problem - load a new clip in the same place as you check to see if the gun is de-equipped. If clips must be used manually... you should probably make a "Reload" command as one of the battle commands, instead of making clips be usable items.
This is about all the advice I can offer since you didn't really say what you were having problems with.
Since, basically, bullets are just a type of MP, if you're not using MP for anything else, it would actually make a lot of sense to rename the stat from MP to bullets. Then you could manage it a lot more simply, instead of relying on variables and tons of battle events.
If you're not doing that, then you need a battle event that happens every time a character attacks, reducing that character's bullet variable by 1. And if it reduces them to 0, then it needs to check for the number of remaining clips, and de-equip the weapon if there are none. The problem will be using the clips. If they're automatic, then no problem - load a new clip in the same place as you check to see if the gun is de-equipped. If clips must be used manually... you should probably make a "Reload" command as one of the battle commands, instead of making clips be usable items.
This is about all the advice I can offer since you didn't really say what you were having problems with.
If you were to use VX, there would be a script for this.
For 2k3, well, I accomplished a working but somewhat-less-than-sophisticated version of this system for my game Eldritch. If you can find a copy of Eldritch (good for you!), you are welcome to reverse engineer the ammo system? Give credit if you don't mind.
For 2k3, well, I accomplished a working but somewhat-less-than-sophisticated version of this system for my game Eldritch. If you can find a copy of Eldritch (good for you!), you are welcome to reverse engineer the ammo system? Give credit if you don't mind.
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