Tankentai battle system and synthesize's ammo system -- please make them compat?

Started by Seox, March 13, 2009, 10:30:55 pm

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Seox

Hello. I am having compatibility issues with these two script. Tankentai's is a CBS, side view, and the ammo consumption script worked just fine by itself. I am not getting an error, but now the game party doesn't lose one (insert bullet type here) when they fire. Here is the ammo script:
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#============================================================================
#                            Syn's Ammo Requirements 
#----------------------------------------------------------------------------
# Written by Synthesize
# Version 1.00
# August 15, 2007
# Tested with SDK 2.1
#============================================================================
#----------------------------------------------------------------------------
# Customization Section
#----------------------------------------------------------------------------
module Ammo
  # Format = {weapon_id => Ammo_cost}
  Range_weapons_id = {1 => 1}
  Range_weapons_id = {2 => 5}
  Range_weapons_id = {4 => 1}
  Range_weapons_id = {5 => 1}
  Range_weapons_id = {6 => 3}
  # Format = {weapon_id => Item_id
  Range_ammo_id = {1 => 33}
  Range_ammo_id = {2 => 34}
  Range_ammo_id = {4 => 36}
  Range_ammo_id = {5 => 36}
  Range_ammo_id = {6 => 37}
  # Format = {skill_id => Ammo_cost}
  Skill_ammo = {84 => 15}
  # Note on Skills: When using Skills the Current Ammo for the equipped
  # weapon will be used. So if Skill 73 is used and Weapon 17 is equipped
  # then Ammo #33 will be used.
end
#----------------------------------------------------------------------------
# Begin Scene_Battle
#----------------------------------------------------------------------------
class Scene_Battle
  # Alias Methods
  alias syn_scene_battle_range make_basic_action_result
  alias syn_scene_battle_skill make_skill_action_result
  #----------------------------------------------------
  # Alias the Attacking method
  #----------------------------------------------------
  def make_basic_action_result
    # Gather the current Ammo Cost
    gather_ammo_cost = Ammo::Range_weapons_id[@active_battler.weapon_id]
    # Gather the Current Ammo
    gather_ammo = Ammo::Range_ammo_id[@active_battler.weapon_id]
    # Check if the Active Battler is attacking and if they are using a ranged weapon
    if @active_battler.current_action.basic == 0 and Ammo::Range_weapons_id.has_key?(@active_battler.weapon_id)
      # Check the Ammo Count
      if $game_party.item_number(gather_ammo) >= gather_ammo_cost
        # Sufficient Ammo, remove item
        $game_party.lose_item(gather_ammo,gather_ammo_cost)
        syn_scene_battle_range
      else
        # Insufficient Ammo
        @help_window.set_text("#{@active_battler.name}'s weapon clicks - Empty! ", 1)
      end
      # Call Default Code
    else
      syn_scene_battle_range
    end
  end
  #----------------------------------------------------
  # Alias the Skill method
  #----------------------------------------------------
  def make_skill_action_result
    # Gather the current Ammo Cost
    gather_ammo_cost = Ammo::Skill_ammo[@active_battler.current_action.skill_id]
    # Gather Ammo
    gather_ammo = Ammo::Range_ammo_id[@active_battler.weapon_id]
    # Check if the Actor is using a defiend skill
    if Ammo::Skill_ammo.has_key?(@active_battler.current_action.skill_id)
      # Check if Ammo is present
      if $game_party.item_number(gather_ammo) >= gather_ammo_cost
        # Sufficient Ammo, remove item
        $game_party.lose_item(gather_ammo,gather_ammo_cost)
        # Call Default Code
        syn_scene_battle_skill
      else
        # Set Window; Do Nothing
        @help_window.set_text("#{@active_battler.name} cannot attack due to insufficient Ammo", 1)
      end
      # Otherwise SKip the check and call default code
    else
      syn_scene_battle_skill
    end
  end
end
#============================================================================
# Written by Synthesize
# Special Thanks: ~Emo~ for the request
#----------------------------------------------------------------------------
#                            Ammo Requirements
#============================================================================


And here is the tankentai demo:



The ammo script is failry short, and so i'd bet that it'd be the easier of the two to use. I'm not sure why there's an error, but this really sucks because my game is post modern military, and realism is absolutely NECESSARY. I'm sorry, but none of us use magical ak-47's with infinite ammo.

XD

Please and thank you- ANY information, even just what the problem is in specific, so that it will help my future helper, is VERY MUCH APPRECIATED.
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)