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- Mar 23, 2017
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Using gold does not work as ammo on my weapon i have used <Gold Cost: 5> and i am using no other plugins
I tried to disable all of other plugins, it is still not working, I am using the version 1.26 of the item core. I will try to figure it out, thanks very much.So, the usual question is : what other plug-ins are you using ?
Also, what version of ItemCore are you using ? Maybe it was updated at some point and the last version makes Ammunition broken...
Thanks very much for reply, the normal ammunition works fine, they disappeared from bag after using up. But when I turned off the yanfly item core and equip the armor ammo which now is not independent item and do not show the charger ammo, the armor ammo is not consumed at all, would this be where the problem from ? thanks very much.A reload skill is just there to allow you to change your ammunition type during battle.
It will just equip another armor/ammo.
Thus reloading a charge ammo to max is not supported for now.
Also, reload skills are kind of obsolete in my opinion since there are plug-ins out there (including one of mine) that allow you to change your equipment during battle.
And sadly, after updating my own test project with the latest versions of Yanfly plug-ins, I can't seem to be able to reproduce the bug : empty charge ammo just disappear as it should for me !
Have you tested with normal ammunition to see if there is a similar problem ?
So, basically :
- item-based ammo work fine,
- armor-based ammo are not consumed,
Is it a correct description of the bug you are experiencing ?
Also, what version of MV are you using (I might have skipped an upgrade that makes the plug-in broken) ?
Thanks very much. I am using the version 1.4.0, yes, the armor-based ammo can not be consumed. I think I will stick with the item-based ammo which works fine to me. it might because that I am trying to make an action RPG which have battle on the map and used a lots of common events and an ABS system (I tried to disable it). Thanks very much.So, basically :
- item-based ammo work fine,
- armor-based ammo are not consumed,
Is it a correct description of the bug you are experiencing ?
Also, what version of MV are you using (I might have skipped an upgrade that makes the plug-in broken) ?
I am trying to use this bug, thanks very much. another question is that is it possible to make a variable equal to the number of the charge ammo showed on the weapon type ammo ? really sorry to bother you again, thanks very much.After updating to MV 1.4.0 I don't see the bug either... So now It really don't know why it doesn't work for you.
You could upload your project somewhere so that I can have a look at it, if you don't mind that someone else looks into your own project.
thanks very much for replying, haha, I mean disable the function that discard the item when it hits zero. about the variable, I am trying to make a common event to detect the number of a armor or weapon type of ammo(for example, the weapon type of ammo is called gun or a armor type of ammo called magazine) with the ammo charge tag that hero equipped, so I can make a reload skill related to it and refill various number of ammo to it. technically this skill is just a common event that reduce different number of a item called bullet and increase the number of this variable. the logic of this common event is the branch, if the variable is equal to 1, then reduce 14 bullet and increase this variable to 15 (fully load gun is 15 ammo) and when the variable is equal to 14, it will reduce 1 bullet and increase this variable to 15 etc. I tried to set this variable equal to the mp value and it worked, so I thought it might work if I know how to set a variable equal to the number of weapon type ammo. really sorry this long article, thanks very much.What do you mean by "trying to use this bug" exactly ? You mean building some gameplay upon it ?
About the variable you ask, would it be something like automatically updating a variable with the number of armor-type ammo available ?
I'm asking because the same with item-type ammo would be more difficult.
If we consider armor-type ammo only, then:
- it could work for both charge and non-charge ammo.
- it would be hero-specific (that is, one variable for each hero).

