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 [RGSS2] Weapon/Armor Durability

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[RGSS2] Weapon/Armor Durability Empty2011-12-11, 17:38
Post[RGSS2] Weapon/Armor Durability
#1
DrDhoom 
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DrDhoom

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Engine : Multi-Engine User
Skill : Intermediate
Type : Scripter

[RGSS2] Weapon/Armor Durability Vide
Weapon/Armor Durability
Versi: 2.0
Tipe: System Enhancement


Pengenalan

Script 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



Screenshots

Ga Ada


Demo

Code:
http://www.media*fire.com/?3mrcf36lg26znuz


Scripts

Code:

#===============================================================================
#------------------------= 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


  • DrDhoom


Terakhir diubah oleh DrDhoom tanggal 2012-09-16, 12:42, total 4 kali diubah
[RGSS2] Weapon/Armor Durability Empty2011-12-11, 18:16
PostRe: [RGSS2] Weapon/Armor Durability
#2
Oscar 
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[RGSS2] Weapon/Armor Durability Vide
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
[RGSS2] Weapon/Armor Durability Empty2011-12-11, 18:22
PostRe: [RGSS2] Weapon/Armor Durability
#3
DrDhoom 
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[RGSS2] Weapon/Armor Durability Vide
Sorry lama, tadi habis berbenah HDD baru inget requesan mu :hammer:
Senjata yang sama ID nya maka akan sama nilai durabilitynya...
Kalau beda, ya jelas beda XD
[RGSS2] Weapon/Armor Durability Empty2011-12-11, 18:28
PostRe: [RGSS2] Weapon/Armor Durability
#4
Oscar 
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[RGSS2] Weapon/Armor Durability Vide
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
[RGSS2] Weapon/Armor Durability Empty2011-12-11, 18:54
PostRe: [RGSS2] Weapon/Armor Durability
#5
privateer 
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[RGSS2] Weapon/Armor Durability Vide
@om dhoom : yang ditanyakan om oscar, cara pemakaian scriptnya :
Maksudnya, kalau Weapon_Dur[4] = 2 itu, DURnya 2 atau 4?
[RGSS2] Weapon/Armor Durability Empty2011-12-11, 19:27
PostRe: [RGSS2] Weapon/Armor Durability
#6
shikami 
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[RGSS2] Weapon/Armor Durability Vide
ah kaek sistemnya Saga series kh ? :hmm:
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 :hmm:
[RGSS2] Weapon/Armor Durability Empty2011-12-11, 19:37
PostRe: [RGSS2] Weapon/Armor Durability
#7
DrDhoom 
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[RGSS2] Weapon/Armor Durability Vide
Weapon_Dur[4] = 2
4 = ID Weapon
2 = Panjang Durability

kurang jelas ya? :hmm:
[RGSS2] Weapon/Armor Durability Empty2011-12-11, 21:22
PostRe: [RGSS2] Weapon/Armor Durability
#8
privateer 
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[RGSS2] Weapon/Armor Durability Vide
om gak jelasin sih... :|
[RGSS2] Weapon/Armor Durability Empty2011-12-12, 05:50
PostRe: [RGSS2] Weapon/Armor Durability
#9
Oscar 
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[RGSS2] Weapon/Armor Durability Vide
Sep thanks, udah cukup jelas.

Tolong variabel durabilitynya dibikin global dunks, biar bisa diakses dari event untuk perbaikan durability ;) kalo bisa :peace:

cendol menanti [RGSS2] Weapon/Armor Durability 15
[RGSS2] Weapon/Armor Durability Empty2011-12-12, 10:43
PostRe: [RGSS2] Weapon/Armor Durability
DrDhoom 
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[RGSS2] Weapon/Armor Durability Vide
@oscar: coba ini, variable durabilitynya
Code:
$data_weapons[Weapon ID].durability
atau
$data_armors[Armor ID].durability
[RGSS2] Weapon/Armor Durability Empty2011-12-13, 19:22
PostRe: [RGSS2] Weapon/Armor Durability
DrDhoom 
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[RGSS2] Weapon/Armor Durability Vide
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 8)
[RGSS2] Weapon/Armor Durability Empty2011-12-13, 20:32
PostRe: [RGSS2] Weapon/Armor Durability
ashm 
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[RGSS2] Weapon/Armor Durability Vide
Pernah ashm coba armor break SSS dengan tankentai ternyata gk compatible.
kalo ini gimana kompabiliti nya ?

Oot : bisa request lagi nggak om dhoom ?
[RGSS2] Weapon/Armor Durability Empty2011-12-13, 20:35
PostRe: [RGSS2] Weapon/Armor Durability
DrDhoom 
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[RGSS2] Weapon/Armor Durability Vide
belum dicoba sih :hmm: ntar mngkin kubikin compatible
untuk request liat-liat dulu...
kalo ga terlalu rumit bisa aja sih XD
[RGSS2] Weapon/Armor Durability Empty2011-12-17, 16:27
PostRe: [RGSS2] Weapon/Armor Durability
DrDhoom 
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[RGSS2] Weapon/Armor Durability Vide
Update:
Fixed error pas ke Item atau Skill menu.
Trus sudah dicoba ditankentai, dan BISA ;)

Note: Demonya masih pakai versi yang error.
[RGSS2] Weapon/Armor Durability Empty2011-12-17, 18:28
PostRe: [RGSS2] Weapon/Armor Durability
fredy 
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[RGSS2] Weapon/Armor Durability Vide
Nice Script
Apakah bisa dipakai dengan bullet sistem anda?
[RGSS2] Weapon/Armor Durability Empty2011-12-17, 22:36
PostRe: [RGSS2] Weapon/Armor Durability
darknezz 
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[RGSS2] Weapon/Armor Durability Vide
lumyan niech numpang makai gan
[RGSS2] Weapon/Armor Durability Empty2011-12-18, 08:15
PostRe: [RGSS2] Weapon/Armor Durability
maihime 
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[RGSS2] Weapon/Armor Durability Vide
Lho? Bisa di tankentai? :o
Yippy~ XD
Mai ijin download... :D
thank you~ XD
[RGSS2] Weapon/Armor Durability Empty2011-12-18, 12:10
PostRe: [RGSS2] Weapon/Armor Durability
DrDhoom 
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[RGSS2] Weapon/Armor Durability Vide
@fredy: blum dicoba sih :hmm: tpi kmngkinan bisa sih :hmm:
@dark: sip :)
@mai: sama-sama :D
[RGSS2] Weapon/Armor Durability Empty2012-09-16, 12:45
PostRe: [RGSS2] Weapon/Armor Durability
DrDhoom 
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[RGSS2] Weapon/Armor Durability Vide
BUMP!
Mendadak pengen ngupdate ini script. XD

Update V.2 Changelog:
Spoiler:

Script dan Demo ada di 1st post :)
[RGSS2] Weapon/Armor Durability Empty2012-09-16, 20:25
PostRe: [RGSS2] Weapon/Armor Durability
Rian01 
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[RGSS2] Weapon/Armor Durability Vide
Bisa tidak, kalo ada yang versi VXa ??
[RGSS2] Weapon/Armor Durability Empty2012-09-17, 09:49
PostRe: [RGSS2] Weapon/Armor Durability
DrDhoom 
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[RGSS2] Weapon/Armor Durability Vide
ntar deh kalo sempat dan memungkinkan :D
[RGSS2] Weapon/Armor Durability Empty
PostRe: [RGSS2] Weapon/Armor Durability
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