03-18-2010, 05:35 PM
Ohh....
Well, Im gonna play around with that battlesystem also...
you can do really a lot with it. (found out how to make the
attack animation, didnt check the help data X_X"!!!)
But yeah would it be possible? ... also the empty gun =P
because its weird when an empty gun makes shot noises =D!
That's how it looks now but it STILL continues to shot... also the SE ^^*
Seems its a bit more complicated... =P
(for info: I didn't change anything in scripts except this so far, if it helps) ^^
Or another idea... what I cant do with my current knowledge xD
could it be like... conditional branch [button S is pressed]?
actually the "S" letter on the keyboard is for the attack
Well, Im gonna play around with that battlesystem also...
you can do really a lot with it. (found out how to make the
attack animation, didnt check the help data X_X"!!!)
But yeah would it be possible? ... also the empty gun =P
because its weird when an empty gun makes shot noises =D!
Code:
def player_range
#Get the weapon
w = RANGE_WEAPONS[@actor.weapon_id]
#Return if the ammo isn't there
return if w[3] != 0 and $game_party.item_number(w[3]) == 0
$game_player.animation_id = $data_weapons[@actor.weapon_id].animation1_id
#Add mash time
@button_mash = (w[5] == nil ? MASH_TIME*10 : w[5]*10)
#Gunfire SE
Audio.bgs_play("Audio/SE/102-Attack14",
100,100) if @actor.weapon_id == 22
#Delete an ammo
$game_party.lose_item(w[3], 1) if w[3] != 0
#Make the attack
@range.push(Game_Ranged_Weapon.new($game_player, @actor, @actor.weapon_id))
#Animate
return if w[7] == nil
animate($game_player, $game_player.character_name+w[7].to_s) if @player_ani
return
end
That's how it looks now but it STILL continues to shot... also the SE ^^*
Seems its a bit more complicated... =P
(for info: I didn't change anything in scripts except this so far, if it helps) ^^
Or another idea... what I cant do with my current knowledge xD
could it be like... conditional branch [button S is pressed]?
actually the "S" letter on the keyboard is for the attack