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 [ASK]bikin upgrade weapon dan blacksmith

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Nefusa 7
richter_h
marjoni01
ardidigital
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ardidigital
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[ASK]bikin upgrade weapon dan blacksmith Empty
PostSubyek: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 09:02

sesuai dengan judulnya
apakah ada yang bisa bantu?
terima kasih
Kembali Ke Atas Go down
marjoni01
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[ASK]bikin upgrade weapon dan blacksmith Empty
PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 09:18

Uh..AKu gk tau ini bener atau gk :

Code:

##########################################################
# Weapon Level System Script                            #
#        by Akin                                        #
#                                                        #
##########################################################
# Weapon Levels will produce a higher stat output        #
# Level weapons from the call:                          #
# "$scene = Scene_Weapons_Upgrade.new"            #
#                                                        #
# Search for A34sZ1A to find the formulas being used    #
# to calculate the stat point raise for each weapon      #
# and for the price increase to the cost                #
#                                                        #
# This script uses the Window_Confirm class made by      #
# Prexus                                                #
#                                                        #
##########################################################

# This is the window confirm class made by Prexus
class Window_Confirm < Window_Selectable
  def initialize(index = -1)
    super(192, 168, 160, 80)
    create_contents
    @item_max = 2
    @column_max = 2
    self.index = index
    self.active = false
    self.openness = 0
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    for i in 0..@item_max
      rect = item_rect(i)
      self.contents.clear_rect(rect)
    end
    self.contents.draw_text(0, 0, self.contents.width, WLH, "Confirm?", 1)
    rect = item_rect(0)
    self.contents.draw_text(rect, "Yes", 1)
    rect = item_rect(1)
    self.contents.draw_text(rect, "No", 1)
  end
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (contents.width + @spacing) / @column_max - @spacing
    rect.height = WLH
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = (index / @column_max * WLH) + WLH
    return rect
  end
end

# This Module adds level to each weapon
module RPG
  class Weapon < BaseItem
  attr_accessor :level
  alias akin_weapon_level_system_ini initialize
    def initialize
      akin_weapon_level_system_ini
      @level = 1
    end
  end
end

# This Module calculates the weapon levelup
module Akin_Weapons
  def self.level_up(weapon_input)
    if weapon_input.level == nil or weapon_input.level == 0
      weapon_input.level = 1
    end
    weapon_input.level += 1
 
    #--------Level Up Functions-------------A34sZ1A -----------------------
    # The stats will increase by a 20% of their previous value + 1
    # Everytime they level up using this formula
    # Make sure you keep the value set to an Integer by using "Integer()"
    # There is one more location that needs to be changed
    # If the formula is altered find that location with BZ8q1
    weapon_input.atk = Integer(weapon_input.atk * 1.2 + 1)
    weapon_input.def = Integer(weapon_input.def * 1.2 + 1)
    weapon_input.spi = Integer(weapon_input.spi * 1.2 + 1)
    weapon_input.agi = Integer(weapon_input.agi * 1.2 + 1)
    #-------Level Up Functions End-----------------------------------------
  end
end

#------------------------------------------------------------------------------
#  Adds methods to window_base to draw actor's equiped weapon
#==============================================================================

class Window_Base < Window
  def draw_actor_weapon(actor, x, y)
    self.contents.font.color = power_up_color
    self.contents.draw_text(x, y, 96, WLH, "Equiped :")
    self.contents.font.color = normal_color
    n = actor.weapon_id
    equiped_weapon = $data_weapons[n]
    if equiped_weapon == nil
      self.contents.draw_text(x + 8, y + WLH, 192, WLH, "None")
    else
      self.contents.draw_text(x + 8, y + WLH, 192, WLH, equiped_weapon.name)
      if equiped_weapon.level == nil or equiped_weapon.level == 0
        $data_weapons[n].level = 1
        equiped_weapon = $data_weapons[n]
      end
      self.contents.font.color = system_color
      self.contents.draw_text(x + 8, y + WLH * 2, 112, WLH, "Weapon Lvl:")
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 120, y + WLH * 2, 64, WLH, equiped_weapon.level)
    end
  end
end

#==============================================================================
# ** Window_Char_WeaponStatus
#------------------------------------------------------------------------------
#  This window displays each players weapon and level on the upgrade sceen
#==============================================================================

class Window_Char_WeaponStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 384, 416)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
      x = 104
      y = actor.index * 96 + WLH / 2
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x, y + WLH * 2)
      draw_actor_level(actor, x, y + WLH * 1)
      draw_actor_weapon(actor, x + 96, y)
    end
  end
  #--------------------------------------------------------------------------
  # * Update cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0              # No cursor
      self.cursor_rect.empty
    elsif @index < @item_max    # Normal
      self.cursor_rect.set(0, @index * 96, contents.width, 96)
    elsif @index >= 100        # Self
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else                        # All
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end

#==============================================================================
# ** Window_Akin_Price
#------------------------------------------------------------------------------
#  This window displays the price of the upgrade
#==============================================================================

class Window_Akin_Price < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y, price = 0)
    super(x, y, 160, 72)
    @price = price
    refresh(@price)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(price)
    self.contents.clear
    self.contents.draw_text(0, -4, 80, 24, "Price")
    draw_currency_value(price, 4, 12, 120)
  end
end


#==============================================================================
# ** Window_WeapUpgradeStatus
#------------------------------------------------------------------------------
#  This window displays the improvement that upgrading would give
#==============================================================================

class Window_WeapUpgradeStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x    : window X coordinate
  #    y    : window Y corrdinate
  #    actor : actor
  #--------------------------------------------------------------------------
  def initialize(x, y, weapon)
    super(x, y, 160, WLH * 4 + 32)
    @weapon = weapon
    refresh(@weapon)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(weapon)
    @weapon = weapon
    unless @weapon == nil
      self.contents.clear
      draw_parameter(0, 0, 0)
      draw_parameter(0, WLH * 1, 1)
      draw_parameter(0, WLH * 2, 2)
      draw_parameter(0, WLH * 3, 3)
    end
  end
  #--------------------------------------------------------------------------
  # * Set Parameters After Equipping
  #    new_atk : attack after equipping
  #    new_def : defense after equipping
  #    new_spi : spirit after equipping
  #    new_agi : agility after equipping
  #--------------------------------------------------------------------------
  def set_new_stats(new_atk, new_def, new_spi, new_agi)
    if @new_atk != new_atk or @new_def != new_def or
      @new_spi != new_spi or @new_agi != new_agi
      @new_atk = new_atk
      @new_def = new_def
      @new_spi = new_spi
      @new_agi = new_agi
      refresh(@weapon)
    end
  end
  #--------------------------------------------------------------------------
  # * Get Post Equip Parameter Drawing Color
  #    old_value : parameter before equipment change
  #    new_value : parameter after equipment change
  #--------------------------------------------------------------------------
  def new_parameter_color(old_value, new_value)
    if new_value > old_value      # Get stronger
      return power_up_color
    elsif new_value == old_value  # No change
      return normal_color
    else                          # Get weaker
      return power_down_color
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Parameters
  #    x    : draw spot x-coordinate
  #    y    : draw spot y-coordinate
  #    type : type of parameter (0 - 3)
  #--------------------------------------------------------------------------
  def draw_parameter(x, y, type)
    case type
    when 0
      name = Vocab::atk
      value = @weapon.atk
      new_value = @new_atk
    when 1
      name = Vocab::def
      value = @weapon.def
      new_value = @new_def
    when 2
      name = Vocab::spi
      value = @weapon.spi
      new_value = @new_spi
    when 3
      name = Vocab::agi
      value = @weapon.agi
      new_value = @new_agi
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x + 4, y, 80, WLH, name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 50, y, 30, WLH, value, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(x + 79, y, 20, WLH, ">", 1)
    if new_value != nil
      self.contents.font.color = new_parameter_color(value, new_value)
      self.contents.draw_text(x + 98, y, 30, WLH, new_value, 2)
    end
  end
end

#==============================================================================
# ** Scene_Weapons_Upgrade
#------------------------------------------------------------------------------
#  This class performs the weapon upgrade processing.
#==============================================================================

class Scene_Weapons_Upgrade < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    weapon_up_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(weapon_up_index = 0, player_index = 0)
    @weapon_up_index = weapon_up_index
    @actor_index = player_index
    @actor = $game_party.members[player_index]
    n = @actor.weapon_id
    @weapon = $data_weapons[n]
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_select_window
    @gold_window = Window_Gold.new(384, 360)
    @character_window = Window_Char_WeaponStatus.new(0, 0)
    @header_window = Window_Base.new(384, 0, 160, 80)
    #--------Shop Heading --------------------A34sZ1A -----------------------
    @header_window.contents.draw_text(0, 0, 128, 24, "Select Weapon", 1)
    @header_window.contents.draw_text(0, 24, 128, 24, "to Upgrade", 1)
    #--------Shop Heading End ----------------A34sZ1A -----------------------
    @upgrade_window = Window_WeapUpgradeStatus.new(384, 160, @weapon)
    @upgrade_window.visible = false
    @price_window = Window_Akin_Price.new(384, 288, 0)
    @price_window.visible = false
    @confirm_window = Window_Confirm.new
    @confirm_window.visible = false
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @select_window.dispose
    @gold_window.dispose
    @character_window.dispose
    @header_window.dispose
    @upgrade_window.dispose
    @price_window.dispose
    @confirm_window.dispose
    $game_party.last_actor_index = 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @select_window.update
    @gold_window.update
    @character_window.update
    @confirm_window.update
    if @select_window.active
      @upgrade_window.visible = false
      @price_window.visible = false
      update_select_selection
    elsif @character_window.active
      @upgrade_window.visible = true
      @price_window.visible = true
      update_actor_selection
      update_weapon_upgrade
    elsif @confirm_window.active
      update_confirm_window_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_select_window
  #-------- Menu Vocabulary -------------A34sZ1A ------------------------
    s1 = "Upgrade"
    s2 = "Exit"
  #------- Menu Vocabulary End-------------------------------------------
    @select_window = Window_Command.new(160, [s1, s2])
    @select_window.x = 384
    @select_window.y = 80
    @select_window.index = @weapon_up_index
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_select_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      case @select_window.index
      when 0      # Upgrade
        start_actor_selection
      when 1      # Back
        return_scene
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @select_window.active = false
    @character_window.active = true
    @character_window.index = 0
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @select_window.active = true
    @character_window.active = false
    @character_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      @upgrade_window.visible = false
      @price_window.visible = false
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @character_window.index
      upgrade_weapon($game_party.last_actor_index)
    end
  end
  #--------------------------------------------------------------------------
  # * Update Confirm Window
  #--------------------------------------------------------------------------
  def update_confirm_window_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @confirm_window.active = false
      @confirm_window.visible = false
      @confirm_window.index = 0
      @character_window.active = true
      @confirm_window.close
    elsif Input.trigger?(Input::C)
      if @confirm_window.index == 0 # Yes
        @confirm_window.active = false
        @confirm_window.visible = false
        @confirm_window.index = 0
        @character_window.active = true
        Sound.play_use_skill
        player_index = @character_window.index
        @actor = $game_party.members[player_index]
        n = @actor.weapon_id
        equiped_weapon = $data_weapons[n]
        $game_party.lose_gold(@price)
        Akin_Weapons.level_up(equiped_weapon)
        @character_window.refresh
        @gold_window.refresh
      elsif @confirm_window.index == 1 # No
        Sound.play_cancel
        @confirm_window.active = false
        @confirm_window.visible = false
        @confirm_window.index = 0
        @character_window.active = true
        @confirm_window.close
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update Upgrade Window
  #--------------------------------------------------------------------------
  def update_weapon_upgrade
    player_index = @character_window.index
    @actor = $game_party.members[player_index]
    n = @actor.weapon_id
    @weapon = $data_weapons[n]
    unless @weapon == nil
      #--------The Price formula -------------A34sZ1A -----------------------
      # The stats will increase by a 20% of their previous value + 1
      # Make this formula the same as the lvl up formula to make
      # The proper value display in the upgrade window
      # Make sure you keep the value set to an Integer by using ".to_i"
      # There is one more loaction of the price formula
      # find it with "SER23"
      temp = Math.exp(@weapon.level / 1.7)
      @price = 500 * @weapon.level + temp
      @price = @price.to_i
      #-------Price formula End ---------------------------------------------
      @upgrade_window.refresh(@weapon)
      @price_window.refresh(@price)
      @upgrade_window.visible = true
      @price_window.visible = true
      if @weapon.level < 20
        #--------Level Up Functions------BZ8q1-------A34sZ1A -----------------------
        # The stats will increase by a 20% of their previous value + 1
        # Make this formula the same as the lvl up formula to make
        # The proper value display in the upgrade window
        # Make sure you keep the value set to an Integer by using "Integer()"
        after_atk = Integer(@weapon.atk * 1.2 + 1)
        after_def = Integer(@weapon.def * 1.2 + 1)
        after_spi = Integer(@weapon.spi * 1.2 + 1)
        after_agi = Integer(@weapon.agi * 1.2 + 1)
        #-------Level Up Functions End-----------------------------------------
        @upgrade_window.set_new_stats(after_atk, after_def, after_spi, after_agi)
      else
        @upgrade_window.set_new_stats(@weapon.atk, @weapon.def, @weapon.spi, @weapon.agi)
        @price_window.refresh("N/A")
      end
    else
      @upgrade_window.visible = false
      @price_window.visible = false
    end
  end
  #--------------------------------------------------------------------------
  # * Upgrade Weapon Selected
  #--------------------------------------------------------------------------
  def upgrade_weapon(player_index)
    @actor = $game_party.members[player_index]
    n = @actor.weapon_id
    equiped_weapon = $data_weapons[n]
    if equiped_weapon == nil
      Sound.play_buzzer
    else
      #--------The Price formula ----SER23---------A34sZ1A -------------------
      # The stats will increase by a 20% of their previous value + 1
      # Make this formula the same as the lvl up formula to make
      # The proper value display in the upgrade window
      # Make sure you keep the value set to an Integer by using ".to_i"
      temp = Math.exp(@weapon.level / 1.7)
      @price = 100 * @weapon.level + temp
      @price = @price.to_i
      #-------Price formula End ---------------------------------------------
   
      #--------Item Max Level-------------A34sZ1A -----------------------
      # Change the number after "if equiped_weapon.level >="
      # to whatever you want the max weapon level to be
      if equiped_weapon.level >= 20
      #--------Item Max Level End----- ---A34sZ1A -----------------------
        Sound.play_buzzer
      elsif @price > $game_party.gold
        Sound.play_buzzer
      else
        Sound.play_decision
        @confirm_window.visible = true
        @character_window.active = false
        @confirm_window.open
        @confirm_window.index = 0
        @confirm_window.active = true
      end
        @character_window.refresh
    end
  end

  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    #--------End Return-------------A34sZ1A -----------------------
    # Edit this line of code if you want to use this system as
    # part of the main menu
    #$scene = Scene_Menu.new(0) #Change this number to the options spot -1 on main menu
    $scene = Scene_Map.new
  end
end


# This edits the Scene_File class to add on saving and loading of weapon levels
class Scene_File < Scene_Base
  #-------------------------------Alias List
  alias akin_weaps_write_save_data write_save_data
  alias akin_weaps_read_save_data read_save_data

  def write_save_data(file)
  akin_weaps_write_save_data(file)
  Marshal.dump($data_weapons,        file)
  end

  def read_save_data(file)
  akin_weaps_read_save_data(file)
  $data_weapons        = Marshal.load(file)
  end
end

Terus mungkin 1nya lagi :

http://www.rpgmakervx.net/index.php?showtopic=36802&hl=Darkcloud

:D Well saya juga gk tau sih bener atau gknya :hammer:
Coba2 aja dulu :kabur:
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richter_h
Salto Master
Hancip RMID
richter_h


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[ASK]bikin upgrade weapon dan blacksmith Empty
PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 10:49

setau ane ngga ada yang bikin kek ginian, dan ane pernah bikin sama si maxumus_Prime dan akhirnya ditinggalkan :ngacay2:

tuh, yang diliatin sama sirop boleh juga :ngacay2:
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http://ryann.creatvwrkr.com
ardidigital
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[ASK]bikin upgrade weapon dan blacksmith Empty
PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 11:55

gak ada yang pake event?
apa memang harus script?
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Nefusa 7
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[ASK]bikin upgrade weapon dan blacksmith Empty
PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 12:45

ardidigital wrote:
gak ada yang pake event?
apa memang harus script?
loh.. beneran pengen event? :o
ribet loh... :o
padahal script itu memudahkan segalanya =w=b
coba saja kalo event, kamu musti harus atur Conditional Branch dll
nah.. bila pake script, kamu hanya tinggal call scriptnya saja :D
mudahkan :D

sebenernya paham gag sih? :hmm:

thx~
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[ASK]bikin upgrade weapon dan blacksmith Empty
PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 12:54

Kalau ngeliat yang script weapon level itu kayaknya cuma buat nambah level n kurang nyambung untuk blacksmithing ~__~

Tapi kalau mau bikin make event ingame, conditional branchnya sepertinya harus banyak (banget) kayaknya, soalnya material-material untuk blacksmithnya kan harus ada semua...

Tapi liat2 mbah gugel, nemu website yang judulnya blacksmith/alchemy script gitu, for xp.
http://rmrk.net/index.php?topic=34299.0
Scriptnya bahasa jerman n blum pernah coba, cuma share doang yaa ^ ^'
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PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 13:38

oh hehehe lupa
bukan material tapi uang
soalnya ribet kalo material
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[ASK]bikin upgrade weapon dan blacksmith Empty
PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 13:52

@ardi
yakin om kalo mau pake event? kalo iya, menurut saya basicnya kaya gini:

Code:
1. Bikin 1 event NPC, action button untuk triggernya, graphic up to you

2. Dipage 1, bikin message sama show choice, cancelnya tergantung. Misal ada 3 
    weapon yang bisa diupgrade, ya cancelnya dicase 4. Soal message disini kita buat aja 
    "Mau meng-upgrade senjata? Senjata apa yang anda ingin upgrade?" choicenya disini 
    kita bikin 3, yaitu Bronze Sword, Bronze Dagger, Bronze Axe, choice ke 4 nya       
    kita bikin buat batalin.
3. Untuk case Bronze Sword, buat Conditional Branch, pilih tab nomor 4, Weapon, 
    dan pilih Bronze Sword, jgn lupa centang include equipment. Jadi conditional branch ini
    akan mengecek apakah player punya Bronze Sword? kalau punya lanjut, kalau tidak
    punya distop process eventnya.

4. Sekarang kita ke conditional branch tadi, dicase player punya Bronze Sword, bikin 
    conditional branch lagi, ke tab nomor 4, pilih gold, disini kita buat aja harga upgrade 800,
    jadi dibox nya kita tulis 800 or more. Jadi conditional branch ini akan mengecek apakah
    player punya uang cukup? dan satu lagi, di case elsenya, alias player ga punya tuh
    sword, kita bikin message "Sorry, lu ga punya senjatanya."

5. Lalu jika player punya uangnya, tinggal change equipment dari Bronze Sword ke
    Iron Sword, atau item apapun yang lebih khasiatnya.

6. Untuk Dagger/Axe atau senjata lainnya, sama kaya yang diatas.







Terakhir diubah oleh IAmGust tanggal 2012-06-28, 14:00, total 1 kali diubah (Reason for editing : ngerapihin)
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[ASK]bikin upgrade weapon dan blacksmith Empty
PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 16:21

Kalau mau make event yang kayak bang gust bilang
Bronze Sword > Iron Sword, bukannya lebih baik beli di toko? :fa:

Kecuali bang ardi mau menuhin database dengan 'Bronze Sword + 1' dst2... :hammer:
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PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 16:31

@Ts errr... Bisa dijelasin lagi? :hmm: upgrade weapon yang seperti apa
yang anda inginkan? seperti game apa? suikoden? FF8? or lainnya?
sorry... takut salah...
Tapi kalau kayak suikoden sangat sedikit rumit
pake event, itu memang harus wajib pake script :hammer:
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[ASK]bikin upgrade weapon dan blacksmith Empty
PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 17:23

@all upgrade weapon seperti suikoden
pada lvl tertentu, senjatanya bisa ganti nama otomatis
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PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 18:27

:hmm: kalau kayak suikoden bisa juga tuh pakai script yang dikasih om marjhoni
dan anda harus memiliki kgc equip apalah itu saya lupa untuk
menghilangkan choice weapon XD
tapi yang dikasih itu bukan atk aja yang bertambah tapi semuanya
ikut bertambah(seperti ATK,DEF,SPI, dan AGI) :gag: Butuh di set tuh..
Mungkin kalau ada waktu bisa saya set
Tapi ini mungkin ya bukan janji XD
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PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-06-28, 21:38

@^ thanks ya
ane tunggu walau bukan janji
hehehe
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PostSubyek: Re: [ASK]bikin upgrade weapon dan blacksmith   [ASK]bikin upgrade weapon dan blacksmith Empty2012-07-01, 10:31

pake event bisa :lol:
tapi kalo di blacksmith gitu ane belom mudeng... paling scrictp2 panjang gitu :lol:
apa gak kalo bisa pake commont event :lol: :sembah:
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