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guns consume bullets
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Mon Nov 09, 2009 7:45 am    Post subject: guns consume bullets Reply with quote

I made the attack of the gun consume a bullet but it only works as a spell.
When used as a basic weapon, its shots are still infinite, is there a way to make a standard gun attack require bullets?

edit: (so when the character has ran out of bullets, either he can't attack at all, maybe use a speal instead if he has MP or possibly make the gun cause a different attack like hitting the enemy with the gun?)
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Raekuul
Delicious!




Joined: 31 Mar 2004
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PostPosted: Mon Nov 09, 2009 10:17 am    Post subject: Reply with quote

I think the nightlies have "Chain-instead"...

Lessee... have the base attack chain instead to the shoot attack if "have bullets" tag is on, have the shoot attack consume bullets...

Thank {this.dietyName} for Chain-instead
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Mon Nov 09, 2009 10:30 am    Post subject: Reply with quote

There's no tag instead tag in the attack settings, can i see that in script?
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Mon Nov 09, 2009 10:34 am    Post subject: Reply with quote

Make sure you're using the most recent nightly.
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BlastedEarth




Joined: 05 Oct 2009
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PostPosted: Mon Nov 09, 2009 11:21 am    Post subject: Reply with quote

Wow! that version is so cool! Thank you, thank you :-)
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BlastedEarth




Joined: 05 Oct 2009
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PostPosted: Mon Nov 09, 2009 11:34 am    Post subject: Reply with quote

just one thing though, how do i set the tag to off if the bullets are depleted?
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Nepenthe




Joined: 27 Sep 2004
Posts: 132

PostPosted: Mon Nov 09, 2009 12:18 pm    Post subject: Reply with quote

You should be able to use the "is in inventory" tag on the bullet item.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Mon Nov 09, 2009 12:34 pm    Post subject: Reply with quote

i did, without bullets it works, she just hits them with the gun and shoots when you buy some but the thing is, when the bullets are all used up, the gun still fires, (maybe because the tag is till on when the bullets were in the inventory)... What i have to do is to set the "has bullets" tag to off when there are no more bullets in the inventory, but how do i do that?
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Moogle1
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PostPosted: Mon Nov 09, 2009 2:22 pm    Post subject: Reply with quote

BlastedEarth wrote:
(maybe because the tag is till on when the bullets were in the inventory)...


This is almost certainly the case and a bug.
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BlastedEarth




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PostPosted: Tue Nov 10, 2009 7:25 am    Post subject: Reply with quote

is there a way?
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Moogle1
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PostPosted: Tue Nov 10, 2009 8:27 am    Post subject: Reply with quote

File a bug report! See the wiki for details. It's fun and easy.
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BlastedEarth




Joined: 05 Oct 2009
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PostPosted: Tue Nov 10, 2009 11:32 am    Post subject: Reply with quote

there filed it in bugzilla....
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Tue Nov 10, 2009 5:59 pm    Post subject: Re: guns consume bullets Reply with quote

BlastedEarth wrote:
I made the attack of the gun consume a bullet but it only works as a spell.
When used as a basic weapon, its shots are still infinite, is there a way to make a standard gun attack require bullets?


There is a very easy way to do this. You don't need tags or chaining.

In the attack editor, look in "Edit Bitsets" and you will find a bitset for "Check costs when used as a weapon"

Turning that bitset on will make the ammunition work the same as it does when the attack is used a s a spell.

However, the fact that item tags are not being updated in battle IS a bug, and I will look into it.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Wed Nov 11, 2009 3:00 am    Post subject: Reply with quote

Wow it was that easy! Oh, and thanks!

I'm thinking, in games like fallout 1 and 2, you can miss some turn to change your weapon. Can i do the same in ohr?

I'm thinking of using the unequip, change equipment and equip where plotscripts but can you do that in battle? And another problem is opening the menu in battle. I think it would be easier to just let the attack run a script?

Like:

1. weapon can be used as an item in battle and it is equiped when used like that.
2. using the item like that unequips the current weapon
3. ex. beam rifle ran out of energy packs ---> open item menu ---> use handgun ---> display: "weapon changed"
4. next turn the character attacks with handgun until bullets are depleted and she decides to change again. if all bullets are spent, she can choose knives or even unarmed...

Is this possible?

----------


Character sheet in the selection screen show weapon proficiencies so it could really be exciting to have them re-equiping in battle...
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NeoSpade
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Joined: 23 Sep 2008
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PostPosted: Wed Nov 11, 2009 8:17 am    Post subject: Reply with quote



I'm gonna point this outdead quick (and I'm sorry that this is a tad off-topic, + you're gonna hate me for this but...)

You spelt couldn't as cound't (twice) and (I think) when you wrote cap you meant chap prehaps? I don't know about that second one but definately check your spelling of couldn't. Sorry, thought I'd just point this early on, sorry about that.
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