Hey.
I'm liking the Charged Ammo feature so far - that way, I could store ammunition as magazines and create multiple types like High-Cap mags.
Although is there a way to display how much ammo is in a particular "mag" by adding a tiny number on the icon?
That way, when choosing between mags, you can easily prioritise magazines with the most bullets.
In fact, it would be awesome if you could choose which mag to load with the Reload Skill or in your Battle Equip plug-in.
Last of all, I had an idea for Item Crafting plug-ins that you could create full magazines by combining bullets with empty mags...
So could it also be possible for expended "Charged Ammo" items to create new items to replace them in a future update?
Thanks.
Anyway, I wanna share something.
I was testing out different ammo types - basically Hollow Point bullets that are most effective against non-armored targets (like most monsters)
and Armor Piercing rounds that deal more damage against... armored foes.
Just so you know, I'm also using the Weapon Skill plug-in so each gun in my game uses a different "skill" with its own base damage and the damage formula
is calculated with a Perception stat I made with Bobstah's Custom Stats plug-in instead of the Attack stat.
In testing the ammo types out, I had them set the Attack Element to their respective types (HP and AP) and I had set the skill, which the weapon I'm testing uses, to have no attack element at all. Now I had my actor equipped with a pistol and HP ammo to battle against a monster. Afterwards, I tweaked the monster, adding an HP element rate of 200% so it should, in theory, be weak against the HP bullets.
I ran another test battle, but found that the weapon dealt just as much damage as it did before I tweaked the monster.
It showed that, again because I'm using the Weapon Skill plug-in, that the HP ammo didn't confer its element to the skill the weapon uses and I made very sure
that skill was a Physical Attack (Not a Magical or Certain Hit!).
Does anybody follow?