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Bullpup Shooting Engine Weapons

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Bullpup Shooting Engine Weapons
  • Original author: vlio121
  • Original date: October 11, 2017
  • Source thread: https://forums.rpgmakerweb.com/threads/bullpup-shooting-engine-weapons.85536/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

i have a problem i was creating a game with this engine and i search for put a melee atack Spoiler #============================================================================== # Bullpup Shooting Engine Weapons

Archived First Post

i have a problem i was creating a game with this engine and i search for put a melee atack

#==============================================================================
# Bullpup Shooting Engine Weapons
#==============================================================================
#------------------------------------------------------------------------------
# Créditos: Leon-S.K --- ou --- Andre Luiz Marques Torres Micheletti
#==============================================================================

#------------------------------------------------------------------------------
# ARMAS A SEREM USADAS PELO SCRIPT
#------------------------------------------------------------------------------
module Weapons_To_Be_Used
#------------------------------------------------------------------------------.
# Para criar uma arma, copie: Armas[id] = [a, b, c, d, e, f] e mude:
# ID = Id da arma no database; a = id do item para ser o cartucho da arma
# b = maximo de balas em um cartucho; c = tempo de espera para o proximo tiro
# d = som de tiro, reload e no_ammo
# e = push back sofrido pelo tiro (em frames)
# f = peso da arma (1 muito leve ~ 4 muito pesado)
Armas = {}
Armas[1] = [17, 15, 50, "usp", 10, 1]
Armas[2] = [20, 32, 13, "ump45", 8, 2]
Armas[3] = [20, 32, 10, "mp5", 5, 2]
Armas[4] = [20, 40, 9, "mp7", 5, 2]
Armas[5] = [20, 50, 8, "p90", 5, 2]
Armas[6] = [19, 24, 14, "ak47",9, 3]
Armas[7] = [19, 24, 14, "m4a1", 9, 3]
Armas[8] = [18, 6, 85, "m3", 12, 2]
Armas[9] = [19, 10, 70, "awp", 15, 4]
Armas[10] = [19, 26, 13, "galil", 9, 2]
Armas[11] = [19, 26, 13, "famas", 9, 2]
Armas[12] = [21, 1, 90, "rocket", 20, 4]
Armas[13] = [3, 2, 2, "rocket", 2, 2]
#----------------------------------------------------------------------------
#~ Você pode ainda criar armas com efeito de area (explosivos)
#~ Colocando no comentario da arma => "area"
#~
#~ Você pode ainda criar armas com efeito de perfuração (sniper)
#~ Colocando no comentario da arma => "pierce x"
#~ Onde x é a qnt de inimigos que ela pode atravessar
#----------------------------------------------------------------------------
end
#==============================================================================

#------------------------------------------------------------------------------
# AREA NAO EDITAVEl!
#------------------------------------------------------------------------------

class Scene_Map < Scene_Base

include Weapons_To_Be_Used
alias my_start start
def start
my_start
create_global_weapons(Armas) if $weapons.nil?
end

def create_global_weapons(armas)
$weapons = []
armas.each { |arma|
p1 = $data_weapons[arma[0]]
p2 = $data_items[arma[1][0]]
p3 = arma[1][1]
p4 = arma[1][2]
p5 = arma[1][3]
p6 = arma[1][4]
p7 = arma[1][5]
$weapons.push(Abs_Weapon.new(p1, p2, p3, p4, p5, p6, p7))
}
end
end

#----------------------------------------------------------------------------------#
class Abs_Weapon

attr_accessor :recover
attr_accessor :magazine
attr_accessor :bullets
attr_accessor :max
attr_accessor :weapon
attr_accessor :iconset_id
attr_accessor :name
attr_accessor :wav_name
attr_accessor ushback
attr_reader :area
attr_reader ierce
attr_reader ierce_num
attr_reader :weight

def initialize(weapon, magazine, max, recover, wav_name, pushback, weight)
@weapon, @magazine, @max, @recover, @wav_name = weapon, magazine, max, recover, wav_name
@bullets = 0; @iconset_id = @magazine.icon_index; @Name = @weapon.name
@weight = weight
@pushback = pushback
@pierce = false; @area = false
if @weapon.note.include?("area")
@area = true
else
@area = false
end
if @weapon.note.include?("pierce=")
return if @weapon.note.include?("area")
number = @weapon.note.sub("pierce=","")
@pierce_num = number.to_i
@pierce = true
if @pierce_num == nil
@pierce_num = Module_Of_Config:ierce_Enemies
end
else
@pierce = false
end
end

def sniper?
if @weapon.note == "sniper"
@pierce = true if !@pierce
@pierce_num = Module_Of_Config::Sniper_Pierce if @pierce_num != Module_Of_Config::Sniper_Pierce
return true
end
return false
end
end

#----------------------------------------------------------------------------------#
class Game_Actor < Game_Battler

alias :my_def :change_equip

def change_equip(slot_id, item)
if slot_id == 0
for weapon in $weapons
break if item == nil
if weapon.weapon.id == item.id
$game_player.equipped_weapon = weapon
$game_player.equipped_weapon.bullets = 0 if $game_player.equipped_weapon.bullets.nil?
break
else
$game_player.equipped_weapon = nil
end
end
if item == nil
$game_player.equipped_weapon = nil
end
$game_player.weight = false
my_def(slot_id, item)
else
my_def(slot_id, item)
end
end
end

i make a zombie but he can not atack

only weapon note tags can be used in events

View attachment 73489 View attachment 73490 View attachment 73491 View attachment 73492 View attachment 73489 View attachment 73490 View attachment 73491 View attachment 73492 View attachment 73491 View attachment 73492

example: Armas[6] = [19, 24, 14, "ak47",9, 3]


i really want enemys can do a melee atack! not only use fire weapons

when i put:
Armas[13] = [3, 2, 2, "melee", 2, 2] the enemy char use knife sprite but the damage is a fire ranged atack View attachment 73489 View attachment 73490

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