No hotkey BABS ammo system (Autodetect?)

Started by Tazero, March 25, 2010, 06:50:45 pm

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Tazero

Could someone please create a tutorial on how to make a hotkeyless ammo system =D


Credits to whomever


If you were a fish...

Blizzard

How are you gonna select which ammo to use?
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

(Hexamin)

rating system for ammo?  1-10, then if two are the same rating, alphabetical?
Max 1111101000; characters remaining: 1110111000

Blizzard

And what if I want to use a weaker ammo to save up the better ammo for a boss? That's not a good solution.
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King of Booze 2      King of Booze: Never Ever
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Tazero

>.>
The weapon is the damage...The bullets are for the gun...Bullets only inflict the equivalent of the gun >.>

Eh...nvr mind xD


If you were a fish...

Subsonic_Noise

I have to agree with tazero here. Not every game needs multiple kinds of ammo for each weapon. I'm my game, every weapon has one kind of
ammo and I don't see a reason to make this more complicated, but the equipping would be annoying for the player whenever he changes the weapon.

Blizzard

*points to the last few posts in the Blizz-ABS topic*
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Hellfire Dragon

Have a parallel process common event. Use a conditional to check if the actor has weapon x equipped, if they do run this script call:
$game_actors[ACTOR_ID].item_hotkeys[HOTKEY_NUMBER] = ITEM_ID

else check for another weapon and run the script call again for that weapon.

Event Screen Shot: ShowHide


Tested, it works ;)

Tazero



If you were a fish...