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Testing
Right now I’m testing guns needing ammo.
What I’m assuming needs to be done is (I made a test game for this in case I screw things up) make a common event, have it 1st check for the type of ammo then have it branch, if the appropriate ammo is in the inventory allow the attack, if there in no ammo of the specific type, then cause a paralyze attack on the player that is removed at the end of the turn (That is your player pulling the trigger and nothing happening, causing you to keep track of your ammo). Then i can go into the battle setup and when attack with X wep remove 1 (or how ever many the gun uses, like smg’s will probably use 3 at a time or something) of Y ammo.
As for melee weapon being able to break. no idea, someone on that forum told me to pretty much do the same thing as the guns, but set a variable every time it is used, every time that wep is used take 1 away, when it hits 0 the wep is removed telling the player it broke… I’m hoping I can find a tutorial on this, because it sounds complicated… I also wanna add something that makes items weigh something, or limited item space. I’m going for a sense of survival, where you are going to have 7-8 weapons at a time, because one might break. Thinking about making guns break too, probably not tho, because I am already going to make ammo rare as is.