Maliki's Item Durability EX ver 1.9

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Started by Maliki79 96 posts Page 5 of 5 View original ↗
  1. Hmmm... I'll have to check and see when I have time. Hopefully won't take too long.
  2. Thx. I'd offer to help if I was more savvy with JS, but I only have enough skill to make edits & write small things. My knowledge of RMMV's syntax is quite limited.
  3. Well, there is something you can do: Could you send me that test project you made? I don't have the versions of the other plugins you do.
  4. I sent you a PM.

    **Edit**
    For any reading / following this thread, my problem was resolved (simply). It turned out to be a glitch in the raw script I downloaded, where an extra line at the top of the script was causing a strange bug. Once deleted, the plugin works as expected (as of the date of this post).
  5. Hey, so I've just been using this plugin, and I discovered that when I use the script command;
    Code:
    $gameParty.changeItemDurability(type, id, amount);
    it will bring the equipment's durability above its Max. I was wondering if you could maybe fix this? So that the items durabilty will be capped at its Max value?
  6. Life is happening to me right now, but I'll see what I can do once I have some time.
  7. EbonRavenQuill said:
    Hey, so I've just been using this plugin, and I discovered that when I use the script command;
    Code:
    $gameParty.changeItemDurability(type, id, amount);
    it will bring the equipment's durability above its Max. I was wondering if you could maybe fix this? So that the items durabilty will be capped at its Max value?
    Forgot to post that this has been fixed.
  8. Plugin Updated to version 1.9
    Added "Reverse Edge" which increases equip raw stats based on percentage of reduced durability!
  9. Got a question for ya! Its more of a coding question because I'm clueless with scripting.

    $gameParty.changeItemDurability("weapon", $gameParty.members()[0]._equips[0]._itemId, 50);

    This will repair the player's (primary party member) FIRST weapon by +50. It works perfectly. I only have repairable equipment on the main character/player anyways, but I'm guessing I could just change the party members [0] to [1] or whatever to select followers down the lineup.

    My questions is this: How I would go about repairing the primary party member's Dual Wield Slot - but only IF the slot has anything in it ......AND how would I go about repairing the Shield, Armor, etc slots - is that under 'equips[0]', which would change to [1] or [2], etc? I want to have the player be able to dual wield by adding the dual wielding flag to only certain armors - so the second weapon slot will be on or off throughout the game.

    I have 5 equipment types and don't know the right code or eventing command to figure out IF the player is dual wielding or not:

    1 weapon
    2 shield (becomes Weapon when dual wielding is active via a flag on certain armors)
    3 armor
    4 gauntlets
    5 boots

    Thanks!
  10. So first of all, before perhaps going deeper than needed, is there a reason you don't use the YF made repair selection in the menu?
  11. Maliki79 said:
    So first of all, before perhaps going deeper than needed, is there a reason you don't use the YF made repair selection in the menu?
    I wanted to find a way to manually repair a set value based on a variable I'm making a Repair Skill - so I have a bunch of conditional checks to check the level of the skill and repair more the higher it gets. Repair is done by consuming a 'repair kit' item itself that then runs a common event that does all the work.
    I actually figured out armors, by just doing this:
    Code:
    $gameParty.changeItemDurability("armor", $gameParty.members()[0]._equips[2]._itemId, 15);
    But I still have no idea how to do other types of armor, as my game has Shields, Gauntlets, and Boots. Are they just the 'equips[x]' from the database? Aside from starting at 0 in the code, and not 1 like in the 'Types' database tab, of course...

    But now I have another question regarding the value repaired at the end there: 15. Can I just put a variable in that field instead of '15'? It would cut down on the amount of conditional branches I use lol

    Also in my experimentation I ended up making one of my armors have durability with decimals, like 75.5. No idea how to make that not happen and just have it round up or down. Its not a problem when I don't use repair percentage values though and just use hard numbers >.>

    Aside from that the script works amazingly, dude I love it!
  12. fladdles said:
    I have a bunch of conditional checks to check the level of the skill and repair more the higher it gets.
    Why not just use a single equation?

    fladdles said:
    But I still have no idea how to do other types of armor, as my game has Shields, Gauntlets, and Boots. Are they just the 'equips[x]' from the database?
    Yes, that's what equips means. Your equip slots as listed in the database.

    fladdles said:
    But now I have another question regarding the value repaired at the end there: 15. Can I just put a variable in that field instead of '15'?
    Yes.
  13. ATT_Turan said:
    Why not just use a single equation?
    Gonna try $gameVariables.value(id)

    I dont wanna mess something up in the plugin it works really well for everything else
  14. Don't be afraid to try things. It's not like it'll blow up your computer!
    And I will need to fix those decimals showing up, but I'll have to get at it as time permits.
  15. fladdles said:
    I dont wanna mess something up in the plugin it works really well for everything else
    How could you using an equation in your event/script call/whatever it is mess something up in a plugin?
  16. ATT_Turan said:
    How could you using an equation in your event/script call/whatever it is mess something up in a plugin?
    idk man I'm just worried everything in the plugin is interconnected and if I change a little bit of code I could cause problems or crashes later. So far the $gameVariables.value(id) works though, seems simple enough too. No idea how to do basic arithmetic in that field though