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 [ask] weapon, shield & armor's endurance

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barlieuy
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[ask] weapon, shield & armor's endurance Empty
PostSubyek: [ask] weapon, shield & armor's endurance   [ask] weapon, shield & armor's endurance Empty2012-02-27, 16:04

to the point aja deh.. :)

jadi gini, ceritanya setiap senjata, tameng ama armor (aksesoris jg boleh) tuh punya daya tahan masing2 (endurance).
nah kalo endurance nya udah nol barang tersebut bakal ancur.
trus ada tempat bengkel / servis untuk recover endurance nya.
ada jg actor yang jago nempa (forger class) yg bisa recover endurance.

action attack dan escape pada saat battle membutuhkan stamina tertentu. jd belum tentu bisa menyerang 2 kali berturut-turut pada giliran berikutnya atau kabur dari battle sehingga kadang memaksa kita untuk bertahan selagi menunggu stamina cukup untuk melakukan penyerangan atau kabur.

endurance bakal berkurang setiap dipake battle.

weapon : berkurang kalo dipake nyerang, bertahan ato keserang. maksudnya bertahan, di project yang mau sy bikin ini pas battle tuh ada 3 tipe bertahan, pake senjata (weapon shield), pake armor (stand guard) dan pake tameng (shield defence). tp defend point dari senjata pastinya ga sebesar armor / shield.

armor : berkurang kalo kena serangan sama pas bertahan aja (soalnya aneh klo nyerang pake armor :D ).

shield : berkurang kalo dipake bertahan, keserang atau nyerang. maksudnya nyerang, sama kaya senjata yang bisa dijadiin pertahanan, tameng juga bisa dipake buat nyerang (shield attack) tp damagenya kecil. ada yang bisa dilempar ada jg yg dipake ngegetok.

kalo kena critical, endurancenya berkurang cukup lumayan.


yang ingin ditanyakan:

1.) gmn caranya bikin sistem endurance kaya gini? apa scripting ato bisa pake event?
2.) cara nampilin endurance bar pada scene battle sama menu.
3.) pendapat kk kk kalo aja sistem ini kurang bagus.

oiya ini rencananya pake Active/Wait Battle System.

mohon saran dan apapun yang bisa membangun saya meneruskan project ini.
:D :D :D

terima kasih sebelumnya. :)



Terakhir diubah oleh barlieuy tanggal 2012-02-28, 11:25, total 1 kali diubah
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shikami
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PostSubyek: Re: [ask] weapon, shield & armor's endurance   [ask] weapon, shield & armor's endurance Empty2012-02-27, 16:22

Quote :
1.) gmn caranya bikin sistem endurance kaya gini? apa scripting ato bisa pake event?

script, coba cari dibagian script rmvx. bikinan drdhoom. weapon endurance CMIIW

Quote :
2.) cara nampilin endurance bar pada scene battle sama menu.
wah kalo ini banyak rombak script. tergantung battlenya sih. apalagi menu.

Quote :
3.) pendapat kk kk kalo aja sistem ini kurang bagus.

ini sistem biasa aja pada WRPG type. so..itu tergantung makenya aja pada database.
kalo ada yg imba pasti ya kacau.

cheers.
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EmperorAlan
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[ask] weapon, shield & armor's endurance Empty
PostSubyek: Re: [ask] weapon, shield & armor's endurance   [ask] weapon, shield & armor's endurance Empty2012-02-27, 16:27

Hmmm.. :hmm:
Coba pakai sistem variable aja, terus digabungin sama Conditional Branch/Fork.
Kalo mau di servis ya tambahin lagi variable-nya.

Terus nampilinnya, wah, saya tak tahu kalau itu. :hammer:

Saya rasa system-nya udah oke, asal bisa lebih dikembangkan lagi, itu aja.

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barlieuy
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PostSubyek: Re: [ask] weapon, shield & armor's endurance   [ask] weapon, shield & armor's endurance Empty2012-02-27, 16:36

@shikami :

oke kk ntar coba nyari deh. soalnya mbah google kok ga berkutik ya? :cry:
saya emang belum ngulik rgss lbh dalem sih. woah, kayanya bakal lama bgt nih beresin projectnya.
btw, thank you atas tanggapannya. :D

@alan:

kalo pake variabel berarti harus bikin element baru ya?
aduh belum terlalu nguasain sih.
oke oke makasih :D


MERGED

Ada sih nemu tp kaya begini :
Code:

#=======================================================================
# [SPG] Equipment Durability
# by: sparkyg13
#-------------------------------------------------------------------------------
# a script that adds durability to armor and weapons.
#-------------------------------------------------------------------------------
# to set an item's maximum durability place:
# "<durability_max = n>" (without quotes)
# where n is equal to the maximum value
#=======================================================================
module SPG
module EquipDura
#=======================================================================
# CONFIG
#=======================================================================

# cost to repair 1 durability point.
COST_PER_DURABILITY_POINT = 1

VOCAB = {

:repair => "Repair",
:repair_all => "Repair All",
:repair_all_help => "Repairs all items",

}

#=======================================================================
# END CONFIG
#=======================================================================
end
end
#=======================================================================
# RPG::BaseItem
#=======================================================================
class RPG::BaseItem

def durability=(n)
return if unbreakable?
@durability = [[n, 0].max, max_durability].min
end

def durability
@durability = @durability.nil? ? max_durability : @durability.to_i
return @durability
end

def max_durability
self.note.scan(/<durability_max[ ]=(.*)>/i)
return $1.nil? ? -1 : $1.to_i
end

def broken?; return @durability == 0; end
def unbreakable?; return max_durability == -1; end

end
#=======================================================================
# RPG::Weapon
#=======================================================================
class RPG::Weapon

def atk; return broken? ? 0 : @atk; end
def def; return broken? ? 0 : @def; end
def spi; return broken? ? 0 : @spi; end
def agi; return broken? ? 0 : @agi; end
def fast_attack; return broken? ? false : @fast_attack; end
def dual_attack; return broken? ? false : @dual_attack; end
def critical_bonus; return broken? ? false : @critical_bonus; end
def element_set; return broken? ? [] : @element_set; end
def state_set; return broken? ? [] : @state_set; end

def price
return ((@price * durability) / max_durability)
end

end
#=======================================================================
# RPG::Armor
#=======================================================================
class RPG::Armor

def atk; return broken? ? 0 : @atk; end
def def; return broken? ? 0 : @def; end
def spi; return broken? ? 0 : @spi; end
def agi; return broken? ? 0 : @agi; end
def prevent_critical; return broken? ? false : @prevent_critical; end
def half_mp_cost; return broken? ? false : @half_mp_cost; end
def double_exp_gain; return broken? ? false : @double_exp_gain; end
def auto_hp_recover; return broken? ? false : @auto_hp_recover; end
def element_set; return broken? ? [] : @element_set; end
def state_set; return broken? ? [] : @state_set; end

def price
return ((@price * durability) / max_durability)
end

end
#=======================================================================
# Scene_Battle
#=======================================================================
class Scene_Battle

alias spg_equip_durability_scene_battle_dhd display_hp_damage unless $@

def display_hp_damage(target, obj = nil)
spg_equip_durability_scene_battle_dhd(target, obj)
if target.hp_damage > 0
act = target.actor? ? target : @active_battler
ene = target.actor? ? @active_battler : target
act.do_dura_loss(target.actor?, ene)
end
end

end
#=======================================================================
# Game_Battler
#=======================================================================
class Game_Battler

def do_dura_loss(actor, obj)
if actor # actor is target : armor durability loss
damage = obj.atk * 4
base = [damage, 1].max
for armor in armors
next if armor.nil? || armor.unbreakable?
d = rand(base / 4)
armor.durability -= (d / armors.compact.size)
end
else # enemy is target : weapon durablity loss
damage = self.atk * 4
base = [obj.maxhp - damage, 1].max
for weapon in weapons
next if weapon.nil? || weapon.unbreakable?
d = rand(base / 4)
weapon.durability -= (d / weapons.compact.size)
end
end
end

end
#=======================================================================
# Window_Base
#=======================================================================
class Window_Base

alias spg_equip_durability_window_base_din draw_item_name unless $@

def draw_item_name(item, x, y, enabled = true)
spg_equip_durability_window_base_din(item, x, y, enabled)
return if item.nil?
unless self.is_a?(Window_ShopBuy) || self.is_a?(Window_ShopNumber)
draw_item_dura_gauge(x, y, item) if !item.unbreakable? && !item.unsigned?
end
end

def draw_item_dura_gauge(x, y, item)
gw = 20 * item.durability / item.max_durability
gc1 = Color.new(0, 55, 0)
gc2 = Color.new(255, 30, 0)
self.contents.fill_rect(x+2, y+20, 20, 3, gc2)
self.contents.fill_rect(x+2, y+20, gw, 3, gc1)
end

end
#=======================================================================
# Scene_Shop
#=======================================================================
class Scene_Shop

alias spg_equip_durability_scene_shop_sta start unless $@
alias spg_equip_durability_scene_shop_upd update unless $@
alias spg_equip_durability_scene_shop_ucs update_command_selection unless $@

def start
@can_repair = $game_temp.shop_repair
spg_equip_durability_scene_shop_sta
@repair_window = Window_ShopRepair.new(0, 112, 544, 304)
@repair_window.active = false
@repair_window.visible = false
@repairing_window = Window_ShopRepairing.new(0, 112)
@repairing_window.active = false
@repairing_window.visible = false
$game_temp.shop_repair = true
end

def create_command_window
s1 = Vocab::ShopBuy
s2 = Vocab::ShopSell
s3 = SPG::EquipDura::VOCAB[:repair]
s4 = Vocab::ShopCancel
@command_window = Window_Command.new(384, [s1, s2, s3, s4], 4, 0, 8)
@command_window.y = 56
if $game_temp.shop_purchase_only
@command_window.draw_item(1, false)
end
if !@can_repair
@command_window.draw_item(2, false)
end
end

def update
spg_equip_durability_scene_shop_upd
if @repair_window.active
@repair_window.update
update_repair
elsif @repairing_window.active
@repairing_window.update
update_repairing
end
end

def update_command_selection
if Input.trigger?(Input::C)
case @command_window.index
when 2
Input.update
if !@can_repair
Sound.play_buzzer
else
Sound.play_decision
@command_window.active = false
@dummy_window.visible = false
@repair_window.active = true
@repair_window.visible = true
@repair_window.refresh
@repair_window.help_window = @help_window
end
return
when 3
Sound.play_decision
$scene = Scene_Map.new
return
end
end
spg_equip_durability_scene_shop_ucs
end

def update_repair
if @repair_window.repair_all?
@help_window.set_text(SPG::EquipDura::VOCAB[:repair_all_help])
end
if Input.trigger?(Input::cool.gif
Sound.play_cancel
@repair_window.active = false
@repair_window.visible = false
@dummy_window.visible = true
@command_window.active = true
@help_window.set_text("")
return
elsif Input.trigger?(Input::C)
@item = @repair_window.item
return Sound.play_buzzer unless @repair_window.enable?(@item)
@repairing_window.item = @item
@repairing_window.refresh
Input.update
Sound.play_decision
@repair_window.visible = false
@repair_window.active = false
@repairing_window.active = true
@repairing_window.visible = true
end

end

def update_repairing
if Input.trigger?(Input::cool.gif
Sound.play_cancel
@repairing_window.active = false
@repairing_window.visible = false
@repair_window.visible = true
@repair_window.active = true
elsif Input.trigger?(Input::C)
Input.update
case @repairing_window.i
when 0 # yes
return Sound.play_buzzer if $game_party.gold < @repairing_window.repair_cost
$game_party.lose_gold(@repairing_window.repair_cost)
if @item.nil?
for item in $game_party.items
item.durability = item.max_durability
end
else
@item.durability = @item.max_durability
end
Sound.play_shop
when 1
Sound.play_cancel
end
@repairing_window.active = false
@repairing_window.visible = false
@repair_window.visible = true
@repair_window.active = true
@repair_window.refresh
@gold_window.refresh
end
end

end
#=======================================================================
# Window_ShopRepair
#=======================================================================
class Window_ShopRepair < Window_ShopSell

def include?(item)
return true if item.nil?
return (item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor))
end

def enable?(item)
return need_repair_items.compact.size > 0 if item.nil?
return (item.durability < item.max_durability)
end

def repair_all?
return self.index == @data.size - 1
end

def draw_item(i)
super(i)
rect = item_rect(@data.size - 1)
rect.width -= 4
default_alpha = self.contents.font.color.alpha
enabled = enable?(nil)
self.contents.font.color.alpha = enabled ? 255 : 128
ra = SPG::EquipDura::VOCAB[:repair_all]
self.contents.draw_text(rect, ra, 1)
self.contents.font.color.alpha = default_alpha
end

def need_repair_items
result = []
for item in @data
next if item.nil?
result << item if item.durability < item.max_durability
end
return result
end

end
#=======================================================================
# Window_ShopRepairing
#=======================================================================
class Window_ShopRepairing < Window_Base

attr_accessor :item
attr_reader :i

def initialize(x, y)
super(x, y, 544, 304)
@item = nil
@i = 0
refresh
end

def update
super
if self.active
if Input.trigger?(Input::RIGHT) and @i != 1
Sound.play_cursor
@i = 1
refresh
elsif Input.trigger?(Input::LEFT) and @i != 0
Sound.play_cursor
@i = 0
refresh
end
else
@i = 0
end
end

def repair_cost
cost = 0
cpd = SPG::EquipDura::COST_PER_DURABILITY_POINT
if @item.nil?
for item in $game_party.items
if item.durability < item.max_durability
cost += (cpd*(item.max_durability - item.durability))
end
end
else
if @item.durability < @item.max_durability
cost = (cpd*(@item.max_durability - @item.durability))
end
end
return cost
end

def refresh
y = 96
self.contents.clear
text = @item.nil? ? "all equipment" : @item.name
self.contents.draw_text(0, 0, 544, WLH, "Repair #{text}?")
draw_currency_value(repair_cost, 4, y + WLH * 2, 264)
y_rect = Rect.new(self.width/2 * 0, y, self.width/2 - 32, WLH)
n_rect = Rect.new(self.width/2 * 1, y, self.width/2 - 32, WLH)
self.contents.font.color = normal_color
self.contents.draw_text(y_rect, "Yes", 1)
self.contents.draw_text(n_rect, "No", 1)
self.cursor_rect.set(self.width/2 * @i, y, self.width/2 - 32, WLH)
end

end
#=======================================================================
# Game_Temp
#=======================================================================
class Game_Temp

def shop_repair
return @shop_repair.nil? ? true : @shop_repair
end

def shop_repair=(bool)
@shop_repair = bool
end

end
#=======================================================================
# END
#=======================================================================

belum nemu yang buat ngurangin endurance pas lagi nyerangnya :cry: :cry:
terus itu juga ga ada yang buat shieldnya. weapon sama armor doang. :cry:

tulung. :(
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LowlingLife
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[ask] weapon, shield & armor's endurance Empty
PostSubyek: Re: [ask] weapon, shield & armor's endurance   [ask] weapon, shield & armor's endurance Empty2012-02-27, 17:48

@ om barlieuy : Yang om pake itu kan Custom Battle System, nah harus disesuaikan.

1. Bisa Scripting (mudah.) atau Event (Banyak)
Kalo scripting, cari aja Weapon Durability RMVX Script gitu..
Kalo eventing, caranya, om pakai script yang bakal eksekusi common event sebelum menyerang. Contoh :
http://www.rpgmakervx.net/index.php?showtopic=30202

Lalu, pakai deh common eventnya buat ngecek condition weapon dll...

2. Harus synchronisasi sama scriptnya atau sama eventnya.

3. Tergantung pemakaiannya..
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ashm
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[ask] weapon, shield & armor's endurance Empty
PostSubyek: Re: [ask] weapon, shield & armor's endurance   [ask] weapon, shield & armor's endurance Empty2012-02-27, 21:09

Pake Omega equip custom script ja (OECS)
Ada durability, crafting, ama slot.

System kek gini keren sih, tapi biasanya suka nabrak (pas equipment rusak di tgh battle, method nya incompatible).
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barlieuy
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[ask] weapon, shield & armor's endurance Empty
PostSubyek: Re: [ask] weapon, shield & armor's endurance   [ask] weapon, shield & armor's endurance Empty2012-02-28, 10:22

@ kk lowling :

wah iya itu dia, 'Event on Weapon Attack'.
jadi kombinasi script sama event gitu ya.
oke, ini ngebantu bgt.. :D
makasih makasih :D :D

@ kk ashm :

o iya itu bagus juga, lumayan lengkap.
tp belum ada script yang bisa pake shield untuk nyerang. :(
gpp deh segini juga ngebantu bgt.
klo untuk equip yang rusak di tengah battle, saya akalinnya misalnya weapon yang rusak itu masuk inventory sebagai equip yang rusak (broken), terus auto-replace pake weapon cadangan (reserve weapon). kalo shield rusak bakal auto masuk inventory juga trus jadi empty (ga pake shield). kalo armor jg sama kaya shield.
untuk shield sama armor daya tahannya pasti lebih lama drpd weapon. jd jarang lah ada armor/shield yg ancur di tengah battle. hehe :)
btw, thanks a bunch :D
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