- Nov 28, 2013
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OP, there is no help documentation included with this plugin, no parameters and not even a description, if i'm looking at the right plugin.
I was sure someone would try to do that eventually...Is there a way to set a max ammo per gun? Then a reload option to reload the ammo.
IE: Pistol holds 6 bullets. While if your using an old shotgun it only holds 2 shells?
Maybe I will think of something to correct all the bad things that happen when SkillCore is not used.In trying to figure out what Radis3D's problem is in my own topic (and, as far as I can tell, I largely failed at that), I found my old skill cost display issue even though I had your fix. It turns out that your plugin and mine combined only display properly if Yanfly's Skill Core is installed too - even though just yours or just mine works fine even without Skill Core. That might maybe have been Radis's issue? (And if it wasn't, then I don't know what was.)
It's not a big deal, as I think most people on this forum are using Yanfly's plugins pretty extensively anyway. Just a heads up.
What does not work exactly ?does plugin doesn't work for me either. I put in the notetags. I'm using Elly's ATB plugin as well as Yanfly's.
You need to set a unique attack skill for that weapon. The Weapon Skill plugin is what you need.I love this plug-in! I'm working on a sci-fi themed RPG that emphasizes the use of firearms and conserving limited ammunition.
However, I found a little problem.
I made a few gunshot animations for my weapons.
I'm testing the plug-in with a basic handgun to which I assigned one of those animations.
I start testing the game, my character is equipped with both the weapon and the ammo (as equipment) and yet when he
uses a normal attack, it just uses the the default "Hit Physical" animation instead of the gunshot animation I made.
Does anyone else have the same problem? Is there something I might be missing?
Thanks for the quick reply. I have used 0 and it still consumes one here are some screenshots.@MrPurpleDreadlocks :
You are right, I wrote Skill/Weapon when it was actually Item/Armor... I don't know why I did not notice before !
And it is weird, but for me, making the consumption 0 actually works for making ammo virtually 'infinite'... The ammo is needed but not consumed (which is sheer luck because I did not even think of that possibility).
However, one problem is that the displaying of costs is not adapted to that possibility (it does not say 'infinite ammo' or something like that. Is that the problem that you have ?
@Sol Rising :
Did you put a cost for the weapon ?
In the notebox of my pistol weapon in my own project for example, I have something like :
<Ammo 6 Equip: 1>
<Ammo 7 Equip: 1>
where 6 and 7 are the Ids of the two armors that can serve as ammunition, and 1 is the cost for each of them. (of course only one equip needs to be equipped and the weapon can fire with either of them.)
I also have a 'Double Firing' skill with the following tags :
<Ammo 6 Equip: 2>
<Ammo 7 Equip: 2>
Since it fires twice, well, it consumes two ammos !
So then how would I go about getting more? Having multiple equips of arrows? Seems quite silly to me haha.I have the explanation : what I said before is actually not true if you have *exactly* one remaining equip ammo left, that is, the one which is actually equipped and ot in your inventory !
And this is the case that you tested. I did not notice because in my tests I usually get my ammunition by packs of two or three...
For my game, for what I thought was simplicity sake, yes. I thought it would be an interesting dynamic, i.e. Final Fantasy XII to be able to use a bow only if you have an arrow equipped like a quiver. But you can change the arrows for any situation, giving the bow a more versatile function.from what I understand, the ammo needed for the weapon has to be a armor piece and not a consumable item? Is this correct? I had made the ammo a consumable item not a armor piece that has to be equipped as "ammo". Is that why it's not working? If so, how exactly would quantity for armor piece work as "ammo"? I'm using yanfly item core plugin to limit Max items overall of only 300.
Ammo can be either items or armors, but you have to change the tag depending on what you want to do.from what I understand, the ammo needed for the weapon has to be a armor piece and not a consumable item? Is this correct? I had made the ammo a consumable item not a armor piece that has to be equipped as "ammo". Is that why it's not working? If so, how exactly would quantity for armor piece work as "ammo"? I'm using yanfly item core plugin to limit Max items overall of only 300.