DoomThroughDoom wrote:
-snip-
Thanks, DTD. I know that. You're starting to get close to where I left off with thinking about this. If you had looked at it, you'd notice that it's already implemented using global ACS.
I realize the way to do this is to check if the player has the weapon AND how much corresponding ammo. But here's a question (and a challenge for you, since you know)
Which weapon should get the ammo if multiple weapons are depleted the same amount? A "random" solution is probably not appropriate.
Examples (separate scenarios):
Magnet Missile and Skull Barrier both have 0 ammo.
Star Crash and Mirror Buster both have 20 ammo.
Mirror Buster and Magnet Missile both have 50 ammo.
I will probably use the LMS string tables unless I see someone post some other suggestion.
In response to YD
Yellow Devil wrote:
In game the E. Balancer fills up the weapon with the least energy, no matter what weapon you're using.
In your weapon, the E. Balancer fills up every weapon, although it only works with the buster.
In the version where the Energy Balancer properly adds the entire weapon energy amount to the lowest weapon I will not implement behavior like the bolded text unless I see a convincing argument otherwise.
The reason being is that if you have a weapon selected you should be allowed to fill that weapon, as it is active. I dislike a scenario where you have a weapon selected but the weapon energy you picked up is transferred to another weapon.
This text from the MMKB reinforces this (relevant text bolded)
Quote:
The Energy Balancer (エネルギーバランサー, Energy Balancer), also known as Energy Equalizer and E. Balance, is an item that recovers energy from the Special Weapons with less energy when the player takes a Weapon Energy item without the need to select a weapon before taking it. However, if the player wishes to refill a specific weapon, equipping that weapon will cause the obtained weapon energy to fill that weapon instead of other weapons.
In the Megaman games, Megaman mostly uses his buster unless there is some special situation. I do not think it is unreasonable to do this also in MM8BDM. Because of this, it will probably also work only with the buster(s)/ slot 1 equipped unless someone suggests alternate behavior that makes sense.