Highwind017
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(ABS) Firearms using variable's for Ammo/Reloading
Highwind017 replied to Highwind017's topic in Theory and Development
Maybe make it a first conditional branch for A that searches for the Magazine item, and if it finds it then it searches to see if the switch is turned on and does it's thing like normal? -
(ABS) Firearms using variable's for Ammo/Reloading
Highwind017 replied to Highwind017's topic in Theory and Development
Tell me what the problem is and i'll try and help. -
(ABS) Firearms using variable's for Ammo/Reloading
Highwind017 replied to Highwind017's topic in Theory and Development
@ Weapon No variable's are used. If your asking me. @ Ninja I'll try and sort out that later, but i think the "One Reload skill fits all" is low on the priority list right now. -
(ABS) Firearms using variable's for Ammo/Reloading
Highwind017 replied to Highwind017's topic in Theory and Development
Alrighty then. I have made a breakthrough, thanks to Human Ninja. Using what he told me, I got it all working. But then i decided to ditch using variables all together after some experimenting. Let me explain. Following what he said word for word. I was able to make a ranged weapon such as a Pistol. This did have some minor flaws however. One being that you where unable to reload manually whenever you wanted to, if you tried to reload it would break because of the variable for each shot you've fired not matching up to what is remaining in the magazine. It gave me a basic gist of what to do and i ended up doing my own little thing to suit my own liking. We have, like Human Ninja said. Two weapons that are the same. Because my Main Character is using a Makarov pistol. I have two versions of that one pistol. A Empty and a Loaded version. We also have two items (The Weapon in questions Magazine and Ammo), two skills (The weapon in questions "Reload" and "Shoot" skills) and two common events. Also, we used Yanfly Engine Ace - Adjust Limits v1.00. The Empty version of the Makarov has different note tags to the Loaded Makarov. The Empty version has no range, cannot do damage and when used, plays a sound of a pistol out of ammo. It also doesn't use any items or use any skills when used. It does however, like the Loaded Makarov give a skill, simply called "reload". Which will use up a magazine to give bullets, this skill is only usable by pressing "N" to open up your hotbar configuration, going to skills and equipping "reload" into a skills slot. You could make it so you can use that skill in the main menu but somehow that doesn't require an item. When used, The reload skill will call Common Event A. Which will give 10 rounds, give you the loaded Makarov, equip it automatically and delete the "Empty" version from your inventory that you where previously using. It will also give and take away "Makarov reloaded", something you don't need but because Falcao Pearl ABS has the item pop up system. The last item of the list that is given to you will say, for example "[icon Here] Bullets - Makarov X10". I've made it so the last "item" is just saying "Makarov reloaded" to tell you that your pistol is reloaded and ready to fire. Lastly, the switch for "Makarov Reloaded" will turn on, which is a parallel process which i'll explain in a moment. The only slight hick up with this is that it says "[!] Makarov reloaded X1", that should be fixable easily though once i figure that out. But nevermind that for now... If the "reload" skill is used again however, it will not switch out the weapon but it will use a magazine for bullets and it will say "Makarov reloaded early", this is to simulate the "One in the Chamber" rule, If you where to take out the magazine out from a loaded pistol or, say assault rifle, a round would still be inside the gun, ready to fire. Putting a fresh magazine inside would give you an extra round to fire. So it would be 10 + 1. However you would lose the bullets remaining inside the previous magazine, So it would be best to reload just before your empty to prevent any waste. Now normally. What would happen is you could fire half of that magazine and reload it, ending up with 15 rounds, a few rounds more than it should be which can be fixed with Yanfly Engine Ace - Adjust Limits v1.00, Simply put in <max limit: x> in the note of the item, in this case the bullets used by the Makarov. Each Magazine will carry 10 rounds, but the limit will be 11 just so we can have "One in the Chamber". This will prevent the predicament of having too many ammo in a weapon that isn't supposed to have too much ammo. So your not going to have a revolver that should be carrying only 6 shots, but somehow has 99. Also, it's not recommended to look through the barrel of your gun if it happens to jam, because of the One in the Chamber rule, and doing so is just plain silly. Now, now that the gun is loaded. You can now fire it and reload whenever you want. Pressing F will spend one bullet (Tool Item Cost =) and will use the skill to fire the gun once using "Tool Invoke Skill =" due to Falcao Pearl ABS. I've made it so a Conditional Branch checks for the item "Bullets - Makarov", Which will do nothing if you still have rounds left in the magazine but will chance the "loaded" gun back to the empty one once it detects that there are no bullets left in your inventory. It will also tell you that your pistol is out of ammo and the switch for the Makarov loaded will turn off. And that's pretty much it, a working gun with reloading features. I'd imagine i can make it so XS - Variable Hud will display Magazine and Bullet count closer together. But if this is done correctly it should be like this video that i just made just to demonstrate this. http://www.youtube.com/watch?v=UCtUwsos9WI Still wondering how to make a weapon fully automatic however, it might have something to do with the Combo System but it's not too important. I've got a excuse for a certain weapon that should be fully automatic be single shot only however. -
(ABS) Firearms using variable's for Ammo/Reloading
Highwind017 replied to Highwind017's topic in Theory and Development
Really? Excuse my slight error. The website i saw it in had .br at the end so i assumed "Yeah, that's Brazilian" I'll try that out when i wake up tomorrow, i think i have a basic idea about it now that's been explained from someone who know's what they are doing more than me. Might use that with what Ninja said, i'll get experementing when i wake up tomorrow. -
(ABS) Firearms using variable's for Ammo/Reloading
Highwind017 replied to Highwind017's topic in Theory and Development
Yes, you said that in the last thread in the last form and i told you that doesn't have a reload system built in, it's more like a bow and arrow where you just get the next arrow and fire away. I want a ammo/magazine system like A Nightmare To Remember, or something like that. I'm half tempted to ask the guy myself. -
(ABS) Firearms using variable's for Ammo/Reloading
Highwind017 posted a topic in Theory and Development
Not too sure if i've placed this in the right place, so excuse me if it's in the wrong place. Before i begin, i'm going to say that the project i'm working on is using Falcao Pearl ABS (Action Battle System) and not the turnbased system that RPG Maker VX Ace uses by default. I am also aware that Falcao Pearl has a ammo system built in. But that's not quite what i want. Let me explain. Alright, so for my game, The main character uses firearms as a means to defend herself. Prevously i was using max MP as the gun's capacity, so something like a AK47 would give her 31 MP or Bullets and in order to restore the spent MP you would have to reload using a skill that would restore 30 rounds, as long as you had the item in your inventory, such as the gun's magazine. Reloading would only take a second or two and would cast like a spell. However, as much as this system worked there was a few noticable flaws. The main problem that I've yet to figure out with this methoid of Shooting and Reloading is how to have each weapon have their own MP pool which doesn't change when you unequip it/equip it later. Like, if you use up the ammo in your revolver which has 6 shots and your unable to reload it because you have back up ammo. You shouldn't be able to equip your Makarov, reload that (which has 12 rounds) and then change back to the revolver which suddenly has 6 shots again. As the same time, if you unequip your just reloaded Makarov to a melee weapon, suddenly your Makarov has lost that entire magazine when you equip it again. Now, i was suggested to use variables, Store the ammo of each gun as a variable and as it's used it decreases it by 1 until you need to reload. Reloading would put it back to max and this would allow MP to be used for something like such as stamina. I don't know much about coding or using variables in such a fashion, i'm guessing you can use a common event for each weapon although i'm still not too sure about it. And that's where i require the help. Now, yes. I am aware of Asagi's Gun Licence but i'm not sure if that would work with Falcao Pearl since i've not tested it yet with it. And from what i've seen so far of it, it doesnt have the magazine capacity system that i need. There's Bullpup Shooting Engine but... i can't understand any of it since it's all in brazilian, including the script. Anyway, i hope you people can help me here. Thanks people.


