Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Note that if you're using independent items from Yanfly's Item Core then you'll need to replace numItems with numIndependentItems for the check to work correctly.
Alternatively, for skills that consume items on use, Yanfly's Skill Core[yanfly.moe] + Skill Cost Items[yanfly.moe] plugins can do this with no coding required~ \o/
All my steps:
- In the data base, go to TYPES and add an entry for Armor Types ( I made an entry labelled "Secondary Item"), and Equipment Types ( I made an entry labelled "Ammo")
- In Weapons tab, made a "Pistol" entry, Weapon Type: Gun. And in it's Traits: Add Skill Type: Special
- In Armors tab, made a "9mm Bullet" entry. Armor Type: "Secondary Item". Equipment Type: "Ammo". In it's traits "Add Skill" Pistol (you will add this last step when you make the skill)
- In Skills tab, made a "Pistol" entry, with Skill Type: Special. Effects: Common Event: Consume 9mm (you will add this last step when you make the common event)
- In Common Events tab, made "Consume 9mm" entry. Contents= Change Armors:9mm Bullet -1 (include equipment)
As you can tell at this point, you have to go back to some of the tabs to tie in skills and items and traits.
But the hard part is over, from there you simply create a Class with the Trait: Equip Armor "Secondary Item"
DO NOT add the skills you want to be item based, into the classes' Skills to Learn section. And make sure your Actor can Equip Weapon "Gun"
To test this, I made a training ground with a dummy target and box of ammo that gives you one round per click. You have to make sure you equip the ammo before going into the fight (though I'm sure you can add an "equip" prompt in battle mode somehow) but once equipped, I was able to use the skill as many times as I had ammo in inventory. And once I ran out of ammo, the skill disappeared.
This is the formula I could come up with, you simply need to change the names/types/traits for what ever situation you desire.