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| [RGSS2] Weapon/Armor Durability | |
| 2011-12-11, 17:38 | [RGSS2] Weapon/Armor Durability |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Weapon/Armor Durability Versi: 2.0 Tipe: System Enhancement PengenalanScript ini berguna untuk membuat Senjata atau Armor agar memiliki durability yg mana bila durability tersebut habis maka senjata atau armor tersebut akan dibuang. Fitur
- Dapat Membuat durability untuk Senjata dan Armor
- Dapat menampilkan persentasi durability pada nama senjata atau armor
- Durability dapat diatur sesuka hati
- Terdapat FixShop untuk memfix item yang rusak
- Dapat digabungkan dengan Event
- Tiap Item dengan ID yang sama memiliki Durability masing-masing
ScreenshotsGa Ada Demo - Code:
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http://www.media*fire.com/?3mrcf36lg26znuz Scripts - Code:
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#=============================================================================== #------------------------= Weapon/Armor Durabilty =----------------------------- #-----------------------------= by: DrDhoom =----------------------------------- # Version: 2 # Date Published: 13 - 09 - 2012 #------------------------------------------------------------------------------- # Introduction: # With this script, you can make a weapon or armor have durability. If # item durability become 0, that item will be discarded. Durability of item # decrease by 1 after battle end. # Note : Item with the same ID doesn't share the same durability anymore. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #------------------------------------------------------------------------------- # Changelog: # - V1.0 11 - 12 - 2011 : First Realease # - V1.1 13 - 12 - 2011 : Added following feature : # - Item name with 0 durability can be inserting with custom text. # - Item with 0 durability now can be not discarded, but that item can't be # equipped # - Adding function fix_durability # - Adding function broken_count # - Adding function in $game_party: # - check_durability # - decrease_durability # - decrease_all_durability # - fix_all_durability # - fix_all_equipped_durability # - break_all_durability # - Adding FixShop scene # - Adding some comment # - V1.1a 16 - 12 - 2011 : Fixed Bug : # - Error when opening Item and Skill Menu # - V2 13 - 09 - 2012 : Major Change : # - Now, every item with the same ID has its own durability # - Rewrite almost all of function # - Adding function fix_equip_durability # Removed feature : # - function broken_count # - function check_durability # - function fix_all_equipped_durability # - since every items has its own durability, editing durability variable # directly would cause an error #------------------------------------------------------------------------------- # (Compatible with Tankentai SBS) #===============================================================================
module Dhoom module Durability #You can call this function by $game_party.function, where function is one #below: # - decrease_durability(actor id,region) # #decrease equipped item's durability # from actor by 1 in region. # Actor ID = 0 to all actors # Region 0..4 (weapon..armor4) or 5 to # all region. # - decrease_all_durability #decrease all item's durability by 1 # - fix_all_durability #fix all item, including items in # inventory # - fix_equip_durability(actor id,region) # #fix equipped item's durability # from actor by 1 in region. # Actor ID = 0 to all actors # Region 0..4 (weapon..armor4) or 5 to # all region. # - break_all_durability #Set all item's durability to 0, # including items in inventory #If true, the percentage of durability shown after item's name SHOW_DURABILITY_PERCENTAGE = true #If item's durability is 0, put this text to item's name BROKEN_ITEM_TEXT = "BROKEN " # 0 = In front of item's name, 1 = Behind item's name BROKEN_ITEM_TEXT_ALIGN = 0 # Color for broken item's name : Color.new(R,G,B) BROKEN_ITEM_TEXT_COLOR = Color.new(255,0,0) #Weapon_Dur[Weapon ID] = Durability Weapon_Dur = [] Weapon_Dur[1] = 1 Weapon_Dur[15] = 2 #Armor_Dur[Armor ID] = Durability Armor_Dur = [] Armor_Dur[1] = 3 Armor_Dur[8] = 2 Armor_Dur[14] = 1 Armor_Dur[24] = 4 #Dont discard item with durability below or equal to 0, but that item can't #be equipped and you can fix that item with event by this command : # - for Weapon = $data_weapons[Weapon ID].fix_durability # - for Armor = $data_armors[Armor ID].fix_durability #or by entering Fix Shop by this command: # - $scene = Scene_FixShop.new DONT_DISCARD = true #If true, when you enter Fix Shop, the price for fix that item is based #from what you specified below. #If false, set the price by item's default price. USE_CUSTOM_PRICE = true # 0 = Half item's price, # 1 = Normal item's price, CUSTOM_PRICE_METHOD = 1 #Weapon_FPrice[Weapon ID] = Fix Price Weapon_FPrice = [] Weapon_FPrice[1] = 200 Weapon_FPrice[15] = 100 #Armor_FPrice[Armor ID] = Fix Price Armor_FPrice = [] Armor_FPrice[1] = 80 Armor_FPrice[8] = 160 Armor_FPrice[14] = 240 Armor_FPrice[24] = 320 #Used for FixShop Scene Voc_Command1 = "Fix" Voc_Command2 = "Leave" Confirm_Text = "Do you really want to fix this item?" end end
$dhoom_script = {} if $dhoom_script.nil? $dhoom_script["WA_Durability"] = true
$data_weapons_dur = [] if $data_weapons_dur.nil? $data_armors_dur = [] if $data_armors_dur.nil?
module RPG class BaseItem def dur_initialize @durability = 0 @base_dur = 0 end attr_accessor :durability attr_accessor :base_dur end class Weapon < BaseItem include Dhoom::Durability def create_durability dur_initialize for i in 0...Weapon_Dur[@id] x = $data_weapons.size $data_weapons[x] = $data_weapons[@id].dup $data_weapons[x].id = x $data_weapons[x].durability = i $data_weapons[x].base_dur = @id if i == 0 case BROKEN_ITEM_TEXT_ALIGN when 0 $data_weapons[x].name = BROKEN_ITEM_TEXT + $data_weapons[x].name when 1 $data_weapons[x].name = $data_weapons[x].name + BROKEN_ITEM_TEXT end else if SHOW_DURABILITY_PERCENTAGE percent = i.to_f/Weapon_Dur[@id]*100 $data_weapons[x].name += " " + percent.to_i.to_s + "%" end end $data_weapons_dur[@id] = [] if $data_weapons_dur[@id].nil? $data_weapons_dur[@id].push(x) for clas in $data_classes if clas != nil and clas.weapon_set.include?(@id) clas.weapon_set.push(x) end end end @durability = Weapon_Dur[@id] @name += " 100%" if SHOW_DURABILITY_PERCENTAGE end def fix_price if Weapon_FPrice[@id] != nil price = Weapon_FPrice[@id] elsif Weapon_FPrice[@base_dur] != nil price = Weapon_FPrice[@base_dur] end if USE_CUSTOM_PRICE case CUSTOM_PRICE_METHOD when 0 return price/2 when 1 return price end else case CUSTOM_PRICE_METHOD when 0 return @price/2 when 1 return @price end end end end class Armor < BaseItem include Dhoom::Durability def create_durability dur_initialize for i in 0...Armor_Dur[@id] x = $data_armors.size $data_armors[x] = $data_armors[@id].dup $data_armors[x].id = x $data_armors[x].durability = i $data_armors[x].base_dur = @id if i == 0 case BROKEN_ITEM_TEXT_ALIGN when 0 $data_armors[x].name = BROKEN_ITEM_TEXT + $data_armors[x].name when 1 $data_armors[x].name = $data_armors[x].name + BROKEN_ITEM_TEXT end else if SHOW_DURABILITY_PERCENTAGE percent = i.to_f/Armor_Dur[@id]*100 $data_armors[x].name += " " + percent.to_i.to_s + "%" end end $data_armors_dur[@id] = [] if $data_armors_dur[@id].nil? $data_armors_dur[@id].push(x) for clas in $data_classes if clas != nil and clas.armor_set.include?(@id) clas.armor_set.push(x) end end end @durability = Armor_Dur[@id] @name += " 100%" if SHOW_DURABILITY_PERCENTAGE end def fix_price if Armor_FPrice[@id] != nil price = Armor_FPrice[@id] elsif Armor_FPrice[@base_dur] != nil price = Armor_FPrice[@base_dur] end if USE_CUSTOM_PRICE case CUSTOM_PRICE_METHOD when 0 return price/2 when 1 return price end else case CUSTOM_PRICE_METHOD when 0 return @price/2 when 1 return @price end end end end end
class Game_Actor < Game_Battler def weapon_id=(id) @weapon_id = id end def armor1_id=(id) @armor1_id = id end def armor2_id=(id) @armor2_id = id end def armor3_id=(id) @armor3_id = id end def armor4_id=(id) @armor4_id = id end alias dhoom_dura_act_equip? equippable? def equippable?(item) if item.durability != nil and item.durability == 0 return false end dhoom_dura_act_equip?(item) end def included_equip(item) case item when RPG::Weapon weapon = $data_weapons[@weapon_id] armor1 = $data_weapons[@armor1_id] if weapon != nil and weapon.base_dur != nil and weapon.base_dur == item.id return true elsif two_swords_style and armor1 != nil and armor1.base_dur != nil and armor1.base_dur == item.id return true else return false end when RPG::Armor armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] if not two_swords_style and armor1 != nil and armor1.base_dur != nil and armor1.base_dur == item.id return true elsif armor2 != nil and armor2.base_dur != nil and armor2.base_dur == item.id return true elsif armor3 != nil and armor3.base_dur != nil and armor3.base_dur == item.id return true elsif armor4 != nil and armor4.base_dur != nil and armor4.base_dur == item.id return true else return false end end end def discard_equip(item) weapon = $data_weapons[@weapon_id] if two_swords_style armor1 = $data_weapons[@armor1_id] else armor1 = $data_armors[@armor1_id] end armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] if item.is_a?(RPG::Weapon) if @weapon_id == item.id @weapon_id = 0 elsif weapon != nil and weapon.base_dur != nil and weapon.base_dur == item.id @weapon_id = 0 elsif two_swords_style and @armor1_id == item.id @armor1_id = 0 elsif two_swords_style and armor1 != nil and armor1.base_dur != nil and armor1.base_dur == item.id @armor1_id = 0 end elsif item.is_a?(RPG::Armor) if not two_swords_style and @armor1_id == item.id @armor1_id = 0 elsif not two_swords_style and armor1 != nil and armor1.base_dur != nil and armor1.base_dur == item.id @armor1_id = 0 elsif @armor2_id == item.id @armor2_id = 0 elsif armor2 != nil and armor2.base_dur != nil and armor2.base_dur == item.id @armor2_id = 0 elsif @armor3_id == item.id @armor3_id = 0 elsif armor3 != nil and armor3.base_dur != nil and armor3.base_dur == item.id @armor3_id = 0 elsif @armor4_id == item.id @armor4_id = 0 elsif armor4 != nil and armor4.base_dur != nil and armor4.base_dur == item.id @armor4_id = 0 end end end end
class Game_Party < Game_Unit include Dhoom::Durability def has_item?(item, include_equip = false) if item_number(item) > 0 return true end if include_equip for actor in members return true if actor.equips.include?(item) return true if actor.included_equip(item) end end if item.is_a?(RPG::Weapon) for i in @weapons.keys.sort weapon = $data_weapons[i] if weapon != nil and weapon.base_dur != nil and weapon.base_dur == item.id and @weapons[i] > 0 return true end end elsif item.is_a?(RPG::Armor) for i in @armors.keys.sort armor = $data_armors[i] if armor != nil and armor.base_dur != nil and armor.base_dur == item.id and @armors[i] > 0 return true end end end return false end def gain_item(item, n, include_equip = false) number = item_number(item) case item when RPG::Item @items[item.id] = [[number + n, 0].max, 99].min when RPG::Weapon @weapons[item.id] = [[number + n, 0].max, 99].min when RPG::Armor @armors[item.id] = [[number + n, 0].max, 99].min end n += number if n < 0 case item when RPG::Weapon for i in @weapons.keys.sort weapon = $data_weapons[i] if weapon != nil and weapon.base_dur != nil and weapon.base_dur == item.id and @weapons[i] > 0 numb = @weapons[i] @weapons[i] += n n += numb end end when RPG::Armor for i in @armors.keys.sort armor = $data_armors[i] if armor != nil and armor.base_dur != nil and armor.base_dur == item.id and @armors[i] > 0 numb = @armors[i] @armors[i] += n n += numb end end end end if include_equip and n < 0 for actor in members while n < 0 and (actor.equips.include?(item) or actor.included_equip(item)) actor.discard_equip(item) n += 1 end end end end def fix_equip_durability(actor_id = 0, region = 5) for actor in members if actor_id == 0 or actor_id == actor.id if actor.weapon_id != 0 and (Weapon_Dur[actor.weapon_id] != nil or ($data_weapons[actor.weapon_id].base_dur != 0 and $data_weapons[actor.weapon_id].base_dur != nil)) if region == 5 or region == 0 item = $data_weapons[actor.weapon_id] if item.base_dur != nil and item.base_dur != 0 actor.weapon_id = item.base_dur end end end if actor.two_swords_style if actor.armor1_id != 0 and (Weapon_Dur[actor.armor1_id] != nil or ($data_weapons[actor.armor1_id].base_dur != 0 and $data_weapons[actor.armor1_id].base_dur != nil)) if region == 5 or region == 1 item = $data_weapons[actor.armor1_id] if item.base_dur != nil and item.base_dur != 0 actor.armor1_id = item.base_dur end end end else if actor.armor1_id != 0 and (Armor_Dur[actor.armor1_id] != nil or ($data_armors[actor.armor1_id].base_dur != 0 and $data_armors[actor.armor1_id].base_dur != nil)) if region == 5 or region == 1 item = $data_armors[actor.armor1_id] if item.base_dur != nil and item.base_dur != 0 actor.armor1_id = item.base_dur end end end end if actor.armor2_id != 0 and (Armor_Dur[actor.armor2_id] != nil or ($data_armors[actor.armor2_id].base_dur != 0 and $data_armors[actor.armor2_id].base_dur != nil)) if region == 5 or region == 2 item = $data_armors[actor.armor2_id] if item.base_dur != nil and item.base_dur != 0 actor.armor2_id = item.base_dur end end end if actor.armor3_id != 0 and (Armor_Dur[actor.armor3_id] != nil or ($data_armors[actor.armor3_id].base_dur != 0 and $data_armors[actor.armor3_id].base_dur != nil)) if region == 5 or region == 3 item = $data_armors[actor.armor3_id] if item.base_dur != nil and item.base_dur != 0 actor.armor3_id = item.base_dur end end end if actor.armor4_id != 0 and (Armor_Dur[actor.armor4_id] != nil or ($data_armors[actor.armor4_id].base_dur != 0 and $data_armors[actor.armor4_id].base_dur != nil)) if region == 5 or region == 4 item = $data_armors[actor.armor4_id] if item.base_dur != nil and item.base_dur != 0 actor.armor4_id = item.base_dur end end end end end end def fix_all_durability for item in items if item.is_a?(RPG::Weapon) and item.base_dur != nil and item.base_dur != 0 numb = item_number(item) gain_item($data_weapons[item.base_dur],numb) gain_item(item,-numb) elsif item.is_a?(RPG::Armor) and item.base_dur != nil and item.base_dur != 0 numb = item_number(item) gain_item($data_armors[item.base_dur],numb) gain_item(item,-numb) end end fix_equip_durability end def decrease_durability(actor_id=0,region=5) for actor in members if actor_id == 0 or actor_id == actor.id if actor.weapon_id != 0 and (Weapon_Dur[actor.weapon_id] != nil or ($data_weapons[actor.weapon_id].base_dur != 0 and $data_weapons[actor.weapon_id].base_dur != nil)) if region == 5 or region == 0 item = $data_weapons[actor.weapon_id] id = actor.weapon_id dura = item.durability - 1 if dura == 0 if item.durability == Weapon_Dur[actor.weapon_id] gain_item($data_weapons[$data_weapons_dur[id][0]],1) if DONT_DISCARD else gain_item($data_weapons[$data_weapons_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.weapon_id = 0 elsif item.durability == Weapon_Dur[actor.weapon_id] actor.weapon_id = $data_weapons_dur[id][dura] else actor.weapon_id = $data_weapons_dur[item.base_dur][dura] end end end if actor.two_swords_style if actor.armor1_id != 0 and (Weapon_Dur[actor.armor1_id] != nil or ($data_weapons[actor.armor1_id].base_dur != 0 and $data_weapons[actor.armor1_id].base_dur != nil)) if region == 5 or region == 1 item = $data_weapons[actor.armor1_id] id = actor.armor1_id dura = item.durability - 1 if dura == 0 if item.durability == Weapon_Dur[actor.armor1_id] gain_item($data_weapons[$data_weapons_dur[id][0]],1) if DONT_DISCARD else gain_item($data_weapons[$data_weapons_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.armor1_id = 0 elsif item.durability == Weapon_Dur[actor.armor1_id] actor.armor1_id = $data_weapons_dur[id][dura] else actor.armor1_id = $data_weapons_dur[item.base_dur][dura] end end end else if actor.armor1_id != 0 and (Armor_Dur[actor.armor1_id] != nil or ($data_armors[actor.armor1_id].base_dur != 0 and $data_armors[actor.armor1_id].base_dur != nil)) if region == 5 or region == 1 item = $data_armors[actor.armor1_id] id = actor.armor1_id dura = item.durability - 1 if dura == 0 if item.durability == Armor_Dur[actor.armor1_id] gain_item($data_armors[$data_armors_dur[id][0]],1) if DONT_DISCARD else gain_item($data_armors[$data_armors_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.armor1_id = 0 elsif item.durability == Armor_Dur[actor.armor1_id] actor.armor1_id = $data_armors_dur[id][dura] else actor.armor1_id = $data_armors_dur[item.base_dur][dura] end end end end if actor.armor2_id != 0 and (Armor_Dur[actor.armor2_id] != nil or ($data_armors[actor.armor2_id].base_dur != 0 and $data_armors[actor.armor2_id].base_dur != nil)) if region == 5 or region == 2 item = $data_armors[actor.armor2_id] id = actor.armor2_id dura = item.durability - 1 if dura == 0 if item.durability == Armor_Dur[actor.armor2_id] gain_item($data_armors[$data_armors_dur[id][0]],1) if DONT_DISCARD else gain_item($data_armors[$data_armors_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.armor2_id = 0 elsif item.durability == Armor_Dur[actor.armor2_id] actor.armor2_id = $data_armors_dur[id][dura] else actor.armor2_id = $data_armors_dur[item.base_dur][dura] end end end if actor.armor3_id != 0 and (Armor_Dur[actor.armor3_id] != nil or ($data_armors[actor.armor3_id].base_dur != 0 and $data_armors[actor.armor3_id].base_dur != nil)) if region == 5 or region == 3 item = $data_armors[actor.armor3_id] id = actor.armor3_id dura = item.durability - 1 if dura == 0 if item.durability == Armor_Dur[actor.armor3_id] gain_item($data_armors[$data_armors_dur[id][0]],1) if DONT_DISCARD else gain_item($data_armors[$data_armors_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.armor3_id = 0 elsif item.durability == Armor_Dur[actor.armor3_id] actor.armor3_id = $data_armors_dur[id][dura] else actor.armor3_id = $data_armors_dur[item.base_dur][dura] end end end if actor.armor4_id != 0 and (Armor_Dur[actor.armor4_id] != nil or ($data_armors[actor.armor4_id].base_dur != 0 and $data_armors[actor.armor4_id].base_dur != nil)) if region == 5 or region == 4 item = $data_armors[actor.armor4_id] id = actor.armor4_id dura = item.durability - 1 if dura == 0 if item.durability == Armor_Dur[actor.armor4_id] gain_item($data_armors[$data_armors_dur[id][0]],1) if DONT_DISCARD else gain_item($data_armors[$data_armors_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.armor4_id = 0 elsif item.durability == Armor_Dur[actor.armor4_id] actor.armor4_id = $data_armors_dur[id][dura] else actor.armor4_id = $data_armors_dur[item.base_dur][dura] end end end end end end def break_all_durability for item in items if !item.nil? if item.is_a?(RPG::Weapon) and (Weapon_Dur[item.id] != nil or (item.base_dur != 0 and item.base_dur != nil)) numb = item_number(item) if DONT_DISCARD if Weapon_Dur[item.id] != nil gain_item($data_weapons[$data_weapons_dur[item.id][0]],numb) else gain_item($data_weapons[$data_weapons_dur[item.base_dur][0]],numb) end end gain_item(item,-numb) elsif item.is_a?(RPG::Armor) and (Armor_Dur[item.id] != nil or (item.base_dur != 0 and item.base_dur != nil)) if DONT_DISCARD if Armor_Dur[item.id] != nil gain_item($data_armors[$data_armors_dur[item.id][0]],numb) else gain_item($data_armors[$data_armors_dur[item.base_dur][0]],numb) end end gain_item(item,-numb) end end end for actor in members if actor.weapon_id != 0 and (Weapon_Dur[actor.weapon_id] != nil or ($data_weapons[actor.weapon_id].base_dur != 0 and $data_weapons[actor.weapon_id].base_dur != nil)) item = $data_weapons[actor.weapon_id] if item.durability == Weapon_Dur[actor.weapon_id] gain_item($data_weapons[$data_weapons_dur[item.id][0]],1) if DONT_DISCARD else gain_item($data_weapons[$data_weapons_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.weapon_id = 0 end if actor.two_swords_style if actor.armor1_id != 0 and (Weapon_Dur[actor.armor1_id] != nil or ($data_weapons[actor.armor1_id].base_dur != 0 and $data_weapons[actor.armor1_id].base_dur != nil)) item = $data_weapons[actor.armor1_id] if item.durability == Weapon_Dur[actor.armor1_id] gain_item($data_weapons[$data_weapons_dur[item.id][0]],1) if DONT_DISCARD else gain_item($data_weapons[$data_weapons_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.armor1_id = 0 end else if actor.armor1_id != 0 and (Armor_Dur[actor.armor1_id] != nil or ($data_armors[actor.armor1_id].base_dur != 0 and $data_armors[actor.armor1_id].base_dur != nil)) item = $data_armors[actor.armor1_id] if item.durability == Armor_Dur[actor.armor1_id] gain_item($data_armors[$data_armors_dur[item.id][0]],1) if DONT_DISCARD else gain_item($data_armors[$data_armors_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.armor1_id = 0 end end if actor.armor2_id != 0 and (Armor_Dur[actor.armor2_id] != nil or ($data_armors[actor.armor2_id].base_dur != 0 and $data_armors[actor.armor2_id].base_dur != nil)) item = $data_armors[actor.armor2_id] if item.durability == Armor_Dur[actor.armor2_id] gain_item($data_armors[$data_armors_dur[item.id][0]],1) if DONT_DISCARD else gain_item($data_armors[$data_armors_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.armor2_id = 0 end if actor.armor3_id != 0 and (Armor_Dur[actor.armor3_id] != nil or ($data_armors[actor.armor3_id].base_dur != 0 and $data_armors[actor.armor3_id].base_dur != nil)) item = $data_armors[actor.armor3_id] if item.durability == Armor_Dur[actor.armor3_id] gain_item($data_armors[$data_armors_dur[item.id][0]],1) if DONT_DISCARD else gain_item($data_armors[$data_armors_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.armor3_id = 0 end if actor.armor4_id != 0 and (Armor_Dur[actor.armor4_id] != nil or ($data_armors[actor.armor4_id].base_dur != 0 and $data_armors[actor.armor4_id].base_dur != nil)) item = $data_armors[actor.armor4_id] if item.durability == Armor_Dur[actor.armor4_id] gain_item($data_armors[$data_armors_dur[item.id][0]],1) if DONT_DISCARD else gain_item($data_armors[$data_armors_dur[item.base_dur][0]],1) if DONT_DISCARD end actor.armor4_id = 0 end end end def decrease_all_durability for item in items if !item.nil? if item.is_a?(RPG::Weapon) and (Weapon_Dur[item.id] != nil or (item.base_dur != 0 and item.base_dur != nil)) numb = item_number(item) dura = item.durability - 1 if Weapon_Dur[item.id] != nil gain_item($data_weapons[$data_weapons_dur[item.id][dura]],numb) else gain_item($data_weapons[$data_weapons_dur[item.base_dur][dura]],numb) end gain_item(item,-numb) elsif item.is_a?(RPG::Armor) and (Armor_Dur[item.id] != nil or (item.base_dur != 0 and item.base_dur != nil)) numb = item_number(item) dura = item.durability - 1 if Armor_Dur[item.id] != nil gain_item($data_armors[$data_armors_dur[item.id][dura]],numb) else gain_item($data_armors[$data_armors_dur[item.base_dur][dura]],numb) end gain_item(item,-numb) end end end decrease_durability end end
class Game_Interpreter def command_111 result = false case @params[0] when 0 # Switch result = ($game_switches[@params[1]] == (@params[2] == 0)) when 1 # Variable value1 = $game_variables[@params[1]] if @params[2] == 0 value2 = @params[3] else value2 = $game_variables[@params[3]] end case @params[4] when 0 # value1 is equal to value2 result = (value1 == value2) when 1 # value1 is greater than or equal to value2 result = (value1 >= value2) when 2 # value1 is less than or equal to value2 result = (value1 <= value2) when 3 # value1 is greater than value2 result = (value1 > value2) when 4 # value1 is less than value2 result = (value1 < value2) when 5 # value1 is not equal to value2 result = (value1 != value2) end when 2 # Self switch if @original_event_id > 0 key = [@map_id, @original_event_id, @params[1]] if @params[2] == 0 result = ($game_self_switches[key] == true) else result = ($game_self_switches[key] != true) end end when 3 # Timer if $game_system.timer_working sec = $game_system.timer / Graphics.frame_rate if @params[2] == 0 result = (sec >= @params[1]) else result = (sec <= @params[1]) end end when 4 # Actor actor = $game_actors[@params[1]] if actor != nil case @params[2] when 0 # in party result = ($game_party.members.include?(actor)) when 1 # name result = (actor.name == @params[3]) when 2 # skill result = (actor.skill_learn?($data_skills[@params[3]])) when 3 # weapon if !actor.weapons.include?($data_weapons[@params[3]]) for weapon in actor.weapons if weapon != nil and weapon.base_dur != nil and weapon.base_dur == $data_weapons[@params[3]].id result = true break else result = false end end else result = (actor.weapons.include?($data_weapons[@params[3]])) end when 4 # armor if !actor.armors.include?($data_armors[@params[3]]) for armor in actor.armors if armor != nil and armor.base_dur != nil and armor.base_dur == $data_armors[@params[3]].id result = true break else result = false end end else result = (actor.armors.include?($data_armors[@params[3]])) end when 5 # state result = (actor.state?(@params[3])) end end when 5 # Enemy enemy = $game_troop.members[@params[1]] if enemy != nil case @params[2] when 0 # appear result = (enemy.exist?) when 1 # state result = (enemy.state?(@params[3])) end end when 6 # Character character = get_character(@params[1]) if character != nil result = (character.direction == @params[2]) end when 7 # Gold if @params[2] == 0 result = ($game_party.gold >= @params[1]) else result = ($game_party.gold <= @params[1]) end when 8 # Item result = $game_party.has_item?($data_items[@params[1]]) when 9 # Weapon result = $game_party.has_item?($data_weapons[@params[1]], @params[2]) when 10 # Armor result = $game_party.has_item?($data_armors[@params[1]], @params[2]) when 11 # Button result = Input.press?(@params[1]) when 12 # Script result = eval(@params[1]) when 13 # Vehicle result = ($game_player.vehicle_type == @params[1]) end @branch[@indent] = result # Store determination results in hash if @branch[@indent] == true @branch.delete(@indent) return true end return command_skip end end
class Window_Base < Window include Dhoom::Durability def draw_item_name(item, x, y, enabled = true) if item != nil if item.is_a?(RPG::Weapon) or item.is_a?(RPG::Armor) if item.durability != nil draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 if item.durability == 0 self.contents.font.color = BROKEN_ITEM_TEXT_COLOR self.contents.font.color.alpha = enabled ? 255 : 128 end self.contents.draw_text(x + 24, y, 172, WLH, item.name) else draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(x + 24, y, 172, WLH, item.name) end else draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(x + 24, y, 172, WLH, item.name) end end end end
class Scene_Title < Scene_Base include Dhoom::Durability alias dhoom_dura_load_database load_database def load_database dhoom_dura_load_database for weapon in $data_weapons if Weapon_Dur[weapon.id] != nil weapon.create_durability end end for armor in $data_armors if Armor_Dur[armor.id] != nil armor.create_durability end end end alias dhoom_dura_load_bt_database load_bt_database def load_bt_database dhoom_dura_load_bt_database for weapon in $data_weapons if Weapon_Dur[weapon.id] != nil weapon.create_durability end end for armor in $data_armors if Armor_Dur[armor.id] != nil armor.create_durability end end end end
class Scene_Battle < Scene_Base alias dhoom_battle_end battle_end def battle_end(result) $game_party.decrease_durability dhoom_battle_end(result) end end
class Window_FixShopStatus < Window_Base include Dhoom::Durability
def initialize(x, y) super(x, y, 240, 304) @item = nil refresh end
def refresh self.contents.clear if @item != nil for actor in $game_party.members x = 4 y = WLH * (actor.index * 2) draw_actor_parameter_change(actor, x, y) end end end
def draw_actor_parameter_change(actor, x, y) return if @item.is_a?(RPG::Item) enabled = actor.equippable?(@item) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(x, y, 200, WLH, actor.name) if @item.is_a?(RPG::Weapon) item1 = weaker_weapon(actor) elsif actor.two_swords_style and @item.kind == 0 item1 = nil else item1 = actor.equips[1 + @item.kind] end if enabled if @item.is_a?(RPG::Weapon) atk1 = item1 == nil ? 0 : item1.atk atk2 = @item == nil ? 0 : @item.atk change = atk2 - atk1 else def1 = item1 == nil ? 0 : item1.def def2 = @item == nil ? 0 : @item.def change = def2 - def1 end self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2) end draw_item_name(item1, x, y + WLH, enabled) end
def weaker_weapon(actor) if actor.two_swords_style weapon1 = actor.weapons[0] weapon2 = actor.weapons[1] if weapon1 == nil or weapon2 == nil return nil elsif weapon1.atk < weapon2.atk return weapon1 else return weapon2 end else return actor.weapons[0] end end
def item=(item) if @item != item @item = item refresh end end end
class Window_FixShop < Window_Selectable include Dhoom::Durability def initialize(x, y) super(x, y, 304, 304) refresh self.index = 0 end def item return @shop_goods[self.index] end def refresh @shop_goods = [] for item in $game_party.items if !item.is_a?(RPG::Item) and item.durability != nil and item.durability == 0 @shop_goods.push(item) end end @item_max = @shop_goods.size create_contents for i in 0...@item_max draw_item(i) end end def draw_item(index) item = @shop_goods[index] number = $game_party.item_number(item) enabled = (item.fix_price <= $game_party.gold and number < 99) rect = item_rect(index) self.contents.clear_rect(rect) draw_item_name(item, rect.x, rect.y, enabled) rect.width -= 4 self.contents.draw_text(rect, item.fix_price, 2) end def update_help @help_window.set_text(item == nil ? "" : item.description) end end
class Scene_FixShop < Scene_Base include Dhoom::Durability def start super create_menu_background create_command_window @help_window = Window_Help.new @gold_window = Window_Gold.new(384, 56) @dummy_window = Window_Base.new(0, 112, 544, 304) @fix_window = Window_FixShop.new(0, 112) @fix_window.active = false @fix_window.visible = false @fix_window.help_window = @help_window @status_window = Window_FixShopStatus.new(304, 112) @status_window.visible = false @confirm_window = Window_Command.new(96, ["Yes","No"], 1) @confirm_window.x = 224 @confirm_window.y = 160 @confirm_window.active = false @confirm_window.visible = false end
def terminate super dispose_menu_background dispose_command_window @help_window.dispose @gold_window.dispose @dummy_window.dispose @fix_window.dispose @confirm_window.dispose @status_window.dispose end
def update super update_menu_background @help_window.update @command_window.update @gold_window.update @dummy_window.update @fix_window.update @confirm_window.update @status_window.update if @command_window.active update_command_selection elsif @fix_window.active update_buy_selection elsif @confirm_window.active update_number_input end end
def create_command_window s1 = Voc_Command1 s2 = Voc_Command2 @command_window = Window_Command.new(384, [s1, s2], 2) @command_window.y = 56 end
def dispose_command_window @command_window.dispose end
def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) case @command_window.index when 0 # Fix Sound.play_decision @command_window.active = false @dummy_window.visible = false @fix_window.active = true @fix_window.visible = true @fix_window.refresh @status_window.visible = true when 1 # Quit Sound.play_decision $scene = Scene_Map.new end end end
def update_buy_selection @status_window.item = @fix_window.item if Input.trigger?(Input::B) Sound.play_cancel @command_window.active = true @dummy_window.visible = true @fix_window.active = false @fix_window.visible = false @status_window.visible = false @status_window.item = nil @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @fix_window.item number = $game_party.item_number(@item) price = if @item == nil or @item.fix_price > $game_party.gold or number == 99 Sound.play_buzzer else Sound.play_decision @fix_window.active = false @confirm_window.active = true @confirm_window.visible = true @help_window.set_text(Confirm_Text, 1) end end end
def update_number_input if Input.trigger?(Input::B) cancel_confirm elsif Input.trigger?(Input::C) case @confirm_window.index when 0 decide_confirm when 1 cancel_confirm end end end
def cancel_confirm Sound.play_cancel @confirm_window.active = false @confirm_window.visible = false @fix_window.active = true @fix_window.visible = true end
def decide_confirm Sound.play_shop @confirm_window.active = false @confirm_window.visible = false $game_party.lose_gold(@item.fix_price) fix_durability @gold_window.refresh @fix_window.refresh @status_window.refresh @fix_window.active = true @fix_window.visible = true end def fix_durability if @item.is_a?(RPG::Weapon) $game_party.gain_item($data_weapons[@item.base_dur],1) else $game_party.gain_item($data_armors[@item.base_dur],1) end $game_party.gain_item(@item, -1) end end
Credits
Terakhir diubah oleh DrDhoom tanggal 2012-09-16, 12:42, total 4 kali diubah |
| | | 2011-12-11, 18:16 | Re: [RGSS2] Weapon/Armor Durability |
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Oscar Senior
Posts : 830 Thanked : 13 Engine : RMVX Skill : Beginner Type : Writer
| Karena ini hasil dari rikuesan gwa duluuuu banget 1 cendopl buat anda mohon maaf, sedang tidak ada RMVX jadi belom bisa nyoba ada pertanyaan, apakah bisa disetting dirability senjata secara individual, ataukah semua senjata sama nilainya ? misal pedang kayu memiliki durability lebih pendek daripada pedang besi. Kalo wa baca scrioptnya keknya kok ga bisa, CMIIW tapi gak masalah, tinggal tweaking dikit2 entar |
| | | 2011-12-11, 18:22 | Re: [RGSS2] Weapon/Armor Durability |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Sorry lama, tadi habis berbenah HDD baru inget requesan mu Senjata yang sama ID nya maka akan sama nilai durabilitynya... Kalau beda, ya jelas beda |
| | | 2011-12-11, 18:28 | Re: [RGSS2] Weapon/Armor Durability |
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Oscar Senior
Posts : 830 Thanked : 13 Engine : RMVX Skill : Beginner Type : Writer
| maksud gwa lama durabilitynya. misal pedang kayu = dura 50 , pedang besi = dura 500 apakah settingnya di array Weapon[x] = y itu ? ... x = ID y = panjang dura |
| | | 2011-12-11, 18:54 | Re: [RGSS2] Weapon/Armor Durability |
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privateer Novice
Posts : 253 Thanked : 1 Engine : RMXP Skill : Advanced Type : Scripter
| @om dhoom : yang ditanyakan om oscar, cara pemakaian scriptnya : Maksudnya, kalau Weapon_Dur[4] = 2 itu, DURnya 2 atau 4? |
| | | 2011-12-11, 19:27 | Re: [RGSS2] Weapon/Armor Durability |
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shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| ah kaek sistemnya Saga series kh ? nice script anyway, will use it someday - Quote :
- @om dhoom : yang ditanyakan om oscar, cara pemakaian scriptnya :
Maksudnya, kalau Weapon_Dur[4] = 2 itu, DURnya 2 atau 4? yang dalam kurung bukannya index di database |
| | | 2011-12-11, 19:37 | Re: [RGSS2] Weapon/Armor Durability |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Weapon_Dur[4] = 2 4 = ID Weapon 2 = Panjang Durability kurang jelas ya? |
| | | 2011-12-11, 21:22 | Re: [RGSS2] Weapon/Armor Durability |
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privateer Novice
Posts : 253 Thanked : 1 Engine : RMXP Skill : Advanced Type : Scripter
| om gak jelasin sih... |
| | | 2011-12-12, 05:50 | Re: [RGSS2] Weapon/Armor Durability |
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Oscar Senior
Posts : 830 Thanked : 13 Engine : RMVX Skill : Beginner Type : Writer
| Sep thanks, udah cukup jelas. Tolong variabel durabilitynya dibikin global dunks, biar bisa diakses dari event untuk perbaikan durability kalo bisa cendol menanti |
| | | 2011-12-12, 10:43 | Re: [RGSS2] Weapon/Armor Durability |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| @oscar: coba ini, variable durabilitynya - Code:
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$data_weapons[Weapon ID].durability atau $data_armors[Armor ID].durability
|
| | | 2011-12-13, 19:22 | Re: [RGSS2] Weapon/Armor Durability |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Update! Menambahkan beberapa fitur baru, fungsi baru, dan Scene Fix Shop Demo juga sudah tersedia. Kalau kurang jelas atau ada kritik dan saran, silahkan diungkapkan dimari Thanks |
| | | 2011-12-13, 20:32 | Re: [RGSS2] Weapon/Armor Durability |
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ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
Awards:
| Pernah ashm coba armor break SSS dengan tankentai ternyata gk compatible. kalo ini gimana kompabiliti nya ? Oot : bisa request lagi nggak om dhoom ? |
| | | 2011-12-13, 20:35 | Re: [RGSS2] Weapon/Armor Durability |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| belum dicoba sih ntar mngkin kubikin compatible untuk request liat-liat dulu... kalo ga terlalu rumit bisa aja sih |
| | | 2011-12-17, 16:27 | Re: [RGSS2] Weapon/Armor Durability |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Update: Fixed error pas ke Item atau Skill menu. Trus sudah dicoba ditankentai, dan BISA Note: Demonya masih pakai versi yang error. |
| | | 2011-12-17, 18:28 | Re: [RGSS2] Weapon/Armor Durability |
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fredy Senior
Posts : 612 Thanked : 4 Engine : RMVX
| Nice Script Apakah bisa dipakai dengan bullet sistem anda? |
| | | 2011-12-17, 22:36 | Re: [RGSS2] Weapon/Armor Durability |
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darknezz Novice
Posts : 184 Thanked : 0 Engine : Multi-Engine User Skill : Intermediate Type : Developer
| lumyan niech numpang makai gan |
| | | 2011-12-18, 08:15 | Re: [RGSS2] Weapon/Armor Durability |
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maihime Senior
Posts : 677 Thanked : 143 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
| Lho? Bisa di tankentai? Yippy~ Mai ijin download... thank you~ |
| | | 2011-12-18, 12:10 | Re: [RGSS2] Weapon/Armor Durability |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| @fredy: blum dicoba sih tpi kmngkinan bisa sih @dark: sip @mai: sama-sama |
| | | 2012-09-16, 12:45 | Re: [RGSS2] Weapon/Armor Durability |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| BUMP! Mendadak pengen ngupdate ini script. Update V.2 Changelog: - Spoiler:
Major Change : - Now, every item with the same ID has its own durability - Rewrite almost all of function - Adding function fix_equip_durability Removed feature : - function broken_count - function check_durability - function fix_all_equipped_durability - since every items has its own durability, editing durability variable directly would cause an error
Script dan Demo ada di 1st post |
| | | 2012-09-16, 20:25 | Re: [RGSS2] Weapon/Armor Durability |
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Rian01 Advance
Posts : 318 Thanked : 0 Engine : RMVX Ace Skill : Beginner
Awards:
| Bisa tidak, kalo ada yang versi VXa ?? |
| | | 2012-09-17, 09:49 | Re: [RGSS2] Weapon/Armor Durability |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| ntar deh kalo sempat dan memungkinkan |
| | | | Re: [RGSS2] Weapon/Armor Durability |
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