I was thinking about something like this. Here was my experimental idea. I never tested it though. It just floated in my head in..,ridiculous detail:
Make a variable and call it ammo capacity. Make two skills and call one shoot, the other shoot(check). (If you need to specify what the ammo is for then make a bunch of variables for the different ammunition)
Now make a Common Event with the conditional branch:
If ammo is = 0
"I'm empty!"
Else
force action Shoot Target=Random
Control Variable Ammo - 1
Branch end.
Give the character shoot(check)
Now in game, on the very turn that the character gets the weapon, during the event creation where character either buys the gun or finds it or whatever, put in:
Control Variable Ammo capacity Set 14 (For 14 shots)
There is of course one glaring issue with this:
"How can I have better control over who gets shot?"
If you put in the damage in the skill formula, Empty or not,, the damage portion will still go through. So you can't use the formula box. And if you do it this way, you can get the process working but will have no control over who you are targeting.
And as Andar hinted, there is no way to tell how much ammo you have from the skill so there is a high chance of players constantly hitting an empty ammo. Unless you make another thing for ammo check. There is lots to weave together.
If you want actual ammo just make an item called ammo with consume YES and set it so that using the item Sets the AmmoCapacity variable back to 14.
Oh yeah i should mention but you probably can guess already, that the shoot skill being called by force action is where the damage formula will be placed. And you can just call that one Shoot(check) or whatever, that name wont be seen. It is just shoot that you want shown so yeah, adjust the names as needed.