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(1 edit)

Wow, Thanks you for this quick edit ! 
I tested and the window is really nice, when cheking the variables with F9 after repair, the value does not decrease in real time, only when i set the variable equal to the number of "Iron" resource object owned, i did not manage to remove it from the inventory on "iron" resource i created for this test, i think i may have configured it incorrectly, would you know where my mistake could be ? 

And for the plugin option "Reduce durability" and "Repair all Items", is possible to apply it only to a single selected item ? It would be perfect to be able to create specific events, in any case thank you again for your work


(+1)

Hello, sorry for the delay in responding.

I’ve been busy making some adjustments that should help you cover what you need.

Initially, the alternative version was designed for you to use Variables as currency, not an item, as these usually have a limit of 99 units (by default), and therefore using variables is often more appropriate.

That said, I recommend you read the ChangeLog:

https://undermax.itch.io/durabilitymz/devlog/867356/update-v121-release-version

And the documentation within the plugin for more information.

With this, you should be able to solve what you're asking for.

I hope this helps! 😊

You can download Release Version 1.2.1 from the plugin's download page as usual.

Best regards, and have a great week!

(1 edit)

Thank you very much for the improvements, it allows me to do exactly what I wanted, it's really amazing !
I was busy with work and only got to do the tests today.  I noticed something strange when I just open a "Shop Processing" event, the weapons in the first inventory position are automatically repaired.  I did the test on a new project with only the latest version of the plugin and the patch, I don't know if I forgot certain parameters or if it's a bug 

I also had a question: Are there any other "Break Effect" penalties that can be applied if a weapon's durability drops to 0 with the current controls ? I've seen setting SP attributes to null, but for example 50% damage reduction or something like that is currently possible ?   
In any case thanks for your work !

(+1)

Hello! I'm glad it was helpful for you. ☺️
I tested the weapon purchase process in my demo, and I don't see any issues.
I don't see equipped or unequipped weapons being repaired when buying items, selling them, or opening the scene. Maybe I didn't fully understand you. If you'd be so kind as to share more information or a demo of your project that includes the issue, it might be easier for me to understand what's going on. You can attach the demo and upload it to Google Drive or whichever platform you prefer. To do so, I suggest you contact me directly: https://undermax.online/undermax/support.html

As for your other question, I've actually been trying to do that, but it's more complex than it seems since traits are handled a bit differently. I don’t want to rule it out, but I’m a bit busy with other matters. If you really need it, I’ll consider it, but my priority will mainly be fixing issues, as adding features usually takes more time, and when I fix one thing, something else tends to break, haha.

(1 edit)

Thanks, I responded to you on support by sharing the Google Drive test project where I had the problem

Of course I understand, I see how active you are with all these plugins! No problem,
 
A penalty on damaged equipment is something that would be very useful for the player to have an interest in repairing his equipment, without that, repairing your equipement loses an interest i think

If you have time in yours projects for an update later, that would be great !
Thanks again for your help!