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 [XP]Dhoom Script Workshop

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[XP]Dhoom Script Workshop - Page 2 Empty2011-05-13, 22:08
Post[XP]Dhoom Script Workshop
#1
DrDhoom 
Doomed Zombie
DrDhoom

Level 5
Posts : 629
Thanked : 22
Engine : Multi-Engine User
Skill : Intermediate
Type : Scripter

[XP]Dhoom Script Workshop - Page 2 Vide
First topic message reminder :

[XP]Dhoom Script Workshop - Page 2 Dhoom_ws
[XP]Dhoom Script Workshop - Page 2 Open

Ok... engg... (bingung mau nulis apaan).
Karna aku sedang mendalami RGSS, tpi g punya ide mau bkin apaan, jadi aku bikin trid ini. Kalian bisa request script XP disini. Tapi, tidak semua request aku terima (seperti battle system yang aku masih belum sanggup). Hanya satu request yang kukerjakan hingga selesai, jadi yang lain ngantri ya XD (copas dari yg VX :hammer:)

Ok, Request kubuka!

Template Request
Tipe/Nama Script:
Deskripsi Script:

[XP]Dhoom Script Workshop - Page 2 Accept_req

[XP]Dhoom Script Workshop - Page 2 Completed_req
Basic Attack Common Event for nisamerica
Code:
#===============================================================================
#---------------------=• Basic Attack Common Event •=---------------------------
#---------------------------=• by: DrDhoom •=-----------------------------------
# Version: 1.0 (For Default Battle System)
# Date Published: 19 - 05 - 2011
# RPGMakerID Community
#-------------------------------------------------------------------------------
# Introduction:
# Execute commont event when using basic attack
#-------------------------------------------------------------------------------
# How to use:
#  - Insert this script above Main
#===============================================================================
]module Dhoom
  module CEW
    COMMON_WEAPON = [] #<--- Don't Delete this line
    #COMMON_WEAPON[Weapon ID] = Common Event ID
    COMMON_WEAPON[1] = 4
    COMMON_WEAPON[2] = 1
    COMMON_WEAPON[3] = 2
 
    ENEMY = []
    #ENEMY[enemy id] = common event id
    ENEMY[1] = 1
 
    #ENE_ACTIVE = [enemy id]
    ENE_ACTIVE = [1]
 
    #ACTIVE = [weapon id]
    ACTIVE = [1,2]
  end
end

class Game_Enemy
  def enemy?
    return true
  end
end

class Game_Actor
  def enemy?
    return false
  end
end

class Scene_Battle
  alias dhoom_basic_action make_basic_action_result
  def make_basic_action_result
    dhoom_basic_action
    if @active_battler.current_action.basic == 0
      if Dhoom::CEW::COMMON_WEAPON[@active_battler.weapon_id] != nil
        if Dhoom::CEW::ACTIVE.include?(@active_battler.weapon_id)
          common_event = $data_common_events[Dhoom::CEW::COMMON_WEAPON[@active_battler.weapon_id]]
          $game_system.battle_interpreter.setup(common_event.list, 0)
        else
          @common_event_id = Dhoom::CEW::COMMON_WEAPON[@active_battler.weapon_id]
        end
      elsif @active_battler.enemy? and Dhoom::CEW::ENEMY[@active_battler.id] != nil
        if Dhoom::CEW::ENE_ACTIVE.include?(@active_battler.id)
          common_event = $data_common_events[Dhoom::CEW::ENEMY[@active_battler.id]]
          $game_system.battle_interpreter.setup(common_event.list, 0)
        else
          @common_event_id = Dhoom::CEW::ENEMY[@active_battler.id]
        end
      end
    end
  end
end
Code:
#===============================================================================
#---------------------=• Basic Attack Common Event •=---------------------------
#---------------------------=• by: DrDhoom •=-----------------------------------
# Version: 1.0 (For Atoa CBS)
# Date Published: 19 - 05 - 2011
# RPGMakerID Community
#-------------------------------------------------------------------------------
# Introduction:
# Execute commont event when using basic attack
#-------------------------------------------------------------------------------
# How to use:
#  - Insert this script above Main
#===============================================================================
module Dhoom
  module CEW
    COMMON_WEAPON = [] #<--- Don't Delete this line
    #COMMON_WEAPON[Weapon ID] = Common Event ID
    COMMON_WEAPON[1] = 4
    COMMON_WEAPON[2] = 1
    COMMON_WEAPON[3] = 2
 
    ENEMY = []
    #ENEMY[enemy id] = common event id
    ENEMY[1] = 1
 
    #ENE_ACTIVE = [enemy id]
    ENE_ACTIVE = [1]
 
    #ACTIVE = [weapon id]
    ACTIVE = [1,2]
  end
end

class Game_Enemy
  def enemy?
    return true
  end
end

class Game_Actor
  def enemy?
    return false
  end
end

class Scene_Battle
  alias dhoom_basic_action make_basic_action_result
  def make_basic_action_result(battler)
    dhoom_basic_action(battler)
    if battler.current_action.basic == 0
      if Dhoom::CEW::COMMON_WEAPON[battler.weapon_id] != nil
        if Dhoom::CEW::ACTIVE.include?(battler.weapon_id)
          common_event = $data_common_events[Dhoom::CEW::COMMON_WEAPON[battler.weapon_id]]
          $game_system.battle_interpreter.setup(common_event.list, 0)
        else
          @common_event_id = Dhoom::CEW::COMMON_WEAPON[battler.weapon_id]
        end
      elsif battler.enemy? and Dhoom::CEW::ENEMY[battler.id] != nil
        if Dhoom::CEW::ENE_ACTIVE.include?(battler.id)
          common_event = $data_common_events[Dhoom::CEW::ENEMY[battler.id]]
          $game_system.battle_interpreter.setup(common_event.list, 0)
        else
          @common_event_id = Dhoom::CEW::ENEMY[battler.id]
        end
      end
    end
  end
end

Common Event Before Skill for nisamerica
Code:
#===============================================================================
#---------------------=•Common Event Before Skill •=---------------------------
#---------------------------=• by: DrDhoom •=-----------------------------------
# Version: 1.0
# Date Published: 18 - 05 - 2011
# RPGMakerID Community
#-------------------------------------------------------------------------------
# Introduction:
# Execute commont event before using skill
#-------------------------------------------------------------------------------
# How to use:
#  - Insert this script above Main
#===============================================================================
module Dhoom
  module CEBA
    COMMON_EVENT = [] #<--- Don't Delete this line
  #COMMON_EVENT[skill id] = common event id
    COMMON_EVENT[1] = 4
  end
end

class Scene_Battle
  alias dhoom_make_skill make_skill_action_result
  def make_skill_action_result
    dhoom_make_skill
    if Dhoom::CEBA::COMMON_EVENT[@skill.id] != nil
      common_event = $data_common_events[Dhoom::CEBA::COMMON_EVENT[@skill.id]]
      $game_system.battle_interpreter.setup(common_event.list, 0)
    end
  end
end

Inferno CMS V1.1 for superkudit
Code:
http://www.media*fire.com/?oj0jxrt88muu8mq
Note: hilangkan tanda *. Thanks untuk superkudit yang udah ngaplud ulang :sembah:
Screenshoot:
[XP]Dhoom Script Workshop - Page 2 Dhoom_10

Shortcut Scene V1.0 for rezpect & esamudra
Code:
#===============================================================================
#---------------------------= Shortcut Scene =----------------------------------
#-----------------------------= by: DrDhoom =-----------------------------------
# Version: 1.1
# Date Published: 27 - 12 - 2011
#-------------------------------------------------------------------------------
# Introduction:
# With this script, you can make a Shortcut for calling scene.
#-------------------------------------------------------------------------------
# How to use:
#  - Insert this script above Main
#-------------------------------------------------------------------------------
#===============================================================================

module Dhoom
  module ShortcutScene
    #Shortcut = [[Button, Scene], [Button, Scene], ...]

    # Button = Input button, look at Game Properties>Keyboard(F1 when playing)
    #          for more keys. The format is "Input::Keys".
    # Scene = Scene class.
    # You can add as many shortcut as you want.
 
    Shortcut = [[Input::R, Scene_Item],[Input::L, Scene_Skill]]
  end
end

class Scene_Map
 
  include Dhoom::ShortcutScene
 
  alias dhoom_map_shortcut_update update
 
  def update
    dhoom_map_shortcut_update
    update_shortcut
  end
 
  def update_shortcut
    return if $game_system.map_interpreter.running?
    for key in Shortcut
      if Input.trigger?(key[0])
        $game_player.straighten
        $scene = key[1].new
        return
      end
    end
  end
end

Semua script yang aku post di thread ini
[XP]Dhoom Script Workshop - Page 2 Credit


Terakhir diubah oleh DrDhoom tanggal 2011-12-29, 10:50, total 8 kali diubah

[XP]Dhoom Script Workshop - Page 2 Empty2011-05-26, 14:40
PostRe: [XP]Dhoom Script Workshop
chymenk87 
Newbie
Newbie


Posts : 1

[XP]Dhoom Script Workshop - Page 2 Vide
Gan, mw request nih..
script bagian yg bwt ganti menu awal di mana ya..?
cz ane mw ubah gmabr bckground n menu pilihannya gt..
tolong dbantu y gan..
plus crany..hehe..
thnx b 4..

bwt RM Xp gan..


:RMID: :RMID: :RMID: :RMID:
[XP]Dhoom Script Workshop - Page 2 Empty2011-05-26, 14:58
PostRe: [XP]Dhoom Script Workshop
rexoholic 
Advance
Advance
rexoholic

Level 5
Posts : 330
Thanked : 2
Engine : Multi-Engine User
Skill : Beginner
Type : Jack of All Trades

[XP]Dhoom Script Workshop - Page 2 Vide
maap kurang jelas. jadi gini kk dhoom, anggap aja ada item nih, nah kita sama musuh lomba untuk ngambil item itu. caranya ngesprint tapi kayak make sistem drag race. jadi bisa nyampe top speed dengan cara mencet tombol z di waktu yang tepat. kayak di nfs underground.
[XP]Dhoom Script Workshop - Page 2 Empty2011-05-27, 09:40
PostRe: [XP]Dhoom Script Workshop
LiTTleDRAgo 
Senior
Senior
LiTTleDRAgo

Level 5
Posts : 712
Thanked : 27
Engine : RMXP
Skill : Skilled
Type : Scripter
Awards:
[XP]Dhoom Script Workshop - Page 2 Vide
chymenk87 wrote:
Gan, mw request nih..
script bagian yg bwt ganti menu awal di mana ya..?
cz ane mw ubah gmabr bckground n menu pilihannya gt..
tolong dbantu y gan..
plus crany..hehe..
thnx b 4..

bwt RM Xp gan..


:RMID: :RMID: :RMID: :RMID:

menu awal?

Title screen? :???:
menu pilihannya juga mau diganti apaan?
[XP]Dhoom Script Workshop - Page 2 Empty2011-05-28, 20:21
PostRe: [XP]Dhoom Script Workshop
DrDhoom 
Doomed Zombie
DrDhoom

Level 5
Posts : 629
Thanked : 22
Engine : Multi-Engine User
Skill : Intermediate
Type : Scripter

[XP]Dhoom Script Workshop - Page 2 Vide
@drago: dah jadi neh... tpi pke shop default doank, bkan punya mog
Code:
#===============================================================================
#--------------------------=• Shop Variable •=----------------------------------
#---------------------------=• by: DrDhoom •=-----------------------------------
# Version: 1.0
# Date Published: 28 - 05 - 2011
# RPGMakerID Community
#-------------------------------------------------------------------------------
# Introduction:
# Make Shop Screen that using variables, not gold.
#-------------------------------------------------------------------------------
# How to use:
#  - Insert this script above Main 
#===============================================================================
module DHOOM
  module SPVR
   
    ITEMS = [] #<--- Don't delete this line
    #ITEMS[item id] = Variable price
    ITEMS[1] = 200
    ITEMS[2] = 10
   
    WEAPONS = [] #<--- Don't delete this line
    #WEAPONS[weapon id] = Variable price
    WEAPONS[1] = 10
   
    ARMORS = [] #<--- Don't delete this line
    #ARMORS[armor id] = Variable price
    ARMORS[1] = 10
   
    SHOP_CONTENTS = [] #<--- Don't delete this line
    #SHOP_CONTENTS[Shop id] = [[item type, item id]]
    #Item type, 1 => Item, 2 => Weapon, 3 => Armor
    SHOP_CONTENTS[1] = [[1,1],[2,1],[3,1]]
   
    #---HOW TO CALL VARIABLE SHOP SCREEN---
    #To call Variable Shop Screen, put script in event command:
   
    # $scene = Scene_Shop_Var.new(type, shop content id, variable id)

    # Type, 1 => Only Buy, 2 => Only Sell, 3 => Buy and Sell
    # Shop content id => the ID of SHOP_CONTENTS[] above
    # Variable Id = Variable id you want to replace Gold for Shop
   
  end
end

module RPG
  class Item
    include DHOOM::SPVR
    def create_shop_var_cache
      if ITEMS[@id] != nil
        @var_price = ITEMS[@id]
      end
    end
   
    def var_price
      if @var_price.nil?
        create_shop_var_cache
      end
      return @var_price
    end
  end
 
  class Weapon
    include DHOOM::SPVR
    def create_shop_var_cache
      if WEAPONS[@id] != nil
        @var_price = WEAPONS[@id]
      end
    end
   
    def var_price
      if @var_price.nil?
        create_shop_var_cache
      end
      return @var_price
    end
  end
 
  class Armor
    include DHOOM::SPVR
    def create_shop_var_cache
      if ARMORS[@id] != nil
        @var_price = ARMORS[@id]
      end
    end
   
    def var_price
      if @var_price.nil?
        create_shop_var_cache
      end
      return @var_price
    end
  end
end

class Window_ShopBuy_Var < Window_Selectable
  include DHOOM::SPVR
  def initialize(cont, var)
    super(0, 128, 368, 352)
    @cont = SHOP_CONTENTS[cont].clone
    @var = var
    refresh
    self.index = 0
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    max = @cont.size - 1
    for i in 0..max
      case @cont[i-1][0]
      when 1
        item = $data_items[@cont[i-1][1]]
      when 2
        item = $data_weapons[@cont[i-1][1]]
      when 3
        item = $data_armors[@cont[i-1][1]]
      end
      if item != nil
        @data.push(item)
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    item = @data[index]
    # Get items in possession
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if item.var_price <= $game_variables[@var] and number < 99
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4
    y = index * 32
    rect = Rect.new(x, y, self.width - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 88, 32, item.var_price.to_s, 2)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

class Window_GoldVar < Window_Base
  def initialize(var)
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @var = var
    refresh
  end
  def refresh
    self.contents.clear
    if $data_system.variables[@var] == nil
      $data_system.variables[@var] = ""
    end
    cx = contents.text_size($data_system.variables[@var]).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_variables[@var].to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, $data_system.variables[@var], 2)
  end
end

class Window_ShopCommandVar < Window_Selectable
  def initialize(type)
    super(0, 64, 480, 64)
    @type = type
    self.contents = Bitmap.new(width - 32, height - 32)   
    @column_max = 3
    case @type
    when 1
      @item_max = 2
      @commands = ["Buy", "Exit"]
    when 2
      @item_max = 2
      @commands = ["Sell", "Exit"]
    when 3
      @item_max = 3
      @commands = ["Buy", "Sell", "Exit"]
    end
    refresh
    self.index = 0
  end
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
    end
  end
  def draw_item(index)
    x = 4 + index * 160
    self.contents.draw_text(x, 0, 128, 32, @commands[index])
  end
end


class Scene_Shop_Var
  include DHOOM::SPVR
  def initialize(type, content, var)
    @type = type
    @var = var
    @content = content
  end
 
  def main
    @help_window = Window_Help.new
    @command_window = Window_ShopCommandVar.new(@type)
    @gold_window = Window_GoldVar.new(@var)
    @gold_window.x = 480
    @gold_window.y = 64
    @dummy_window = Window_Base.new(0, 128, 640, 352)
    if @type == 1 or @type == 3
      @buy_window = Window_ShopBuy_Var.new(@content, @var)
      @buy_window.active = false
      @buy_window.visible = false
      @buy_window.help_window = @help_window
    end
    if @type == 2 or @type == 3
      @sell_window = Window_ShopSell.new
      @sell_window.active = false
      @sell_window.visible = false
      @sell_window.help_window = @help_window
    end
    @number_window = Window_ShopNumber.new
    @number_window.active = false
    @number_window.visible = false
    @status_window = Window_ShopStatus.new
    @status_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @help_window.dispose
    @command_window.dispose
    @gold_window.dispose
    @dummy_window.dispose
    if @type == 1 or @type == 3
      @buy_window.dispose
    end
    if @type == 2 or @type == 3
      @sell_window.dispose
    end
    @number_window.dispose
    @status_window.dispose
  end
  def update
    @help_window.update
    @command_window.update
    @gold_window.update
    @dummy_window.update
    if @type == 1 or @type == 3
      @buy_window.update
    end
    if @type == 2 or @type == 3
      @sell_window.update
    end
    @number_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @buy_window != nil and @buy_window.active
      update_buy
      return
    end
    if @sell_window != nil and @sell_window.active
      update_sell
      return
    end
    if @number_window.active
      update_number
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0
        if @type == 1 or @type == 3
          $game_system.se_play($data_system.decision_se)
          @command_window.active = false
          @dummy_window.visible = false
          @buy_window.active = true
          @buy_window.visible = true
          @buy_window.refresh
          @status_window.visible = true
        elsif @type == 2
          $game_system.se_play($data_system.decision_se)
          @command_window.active = false
          @dummy_window.visible = false
          @sell_window.active = true
          @sell_window.visible = true
          @sell_window.refresh
        end
      when 1
        if @type == 3
          $game_system.se_play($data_system.decision_se)
          @command_window.active = false
          @dummy_window.visible = false
          @sell_window.active = true
          @sell_window.visible = true
          @sell_window.refresh
        else
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_Map.new
        end
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Map.new
      end
      return
    end
  end
 
  def update_buy
    @status_window.item = @buy_window.item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @dummy_window.visible = true
      @buy_window.active = false
      @buy_window.visible = false
      @status_window.visible = false
      @status_window.item = nil
      @help_window.set_text("")
      return
    end
    if Input.trigger?(Input::C)
      @item = @buy_window.item
      if @item == nil or @item.var_price > $game_variables[@var]
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @item
      when RPG::Item
        number = $game_party.item_number(@item.id)
      when RPG::Weapon
        number = $game_party.weapon_number(@item.id)
      when RPG::Armor
        number = $game_party.armor_number(@item.id)
      end
      if number == 99
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      max = @item.var_price == 0 ? 99 : $game_variables[@var] / @item.var_price
      max = [max, 99 - number].min
      @buy_window.active = false
      @buy_window.visible = false
      @number_window.set(@item, max, @item.var_price)
      @number_window.active = true
      @number_window.visible = true
    end
  end
  def update_sell
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @dummy_window.visible = true
      @sell_window.active = false
      @sell_window.visible = false
      @status_window.item = nil
      @help_window.set_text("")
      return
    end
    if Input.trigger?(Input::C)
      @item = @sell_window.item
      @status_window.item = @item
      if @item == nil or @item.var_price == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      case @item
      when RPG::Item
        number = $game_party.item_number(@item.id)
      when RPG::Weapon
        number = $game_party.weapon_number(@item.id)
      when RPG::Armor
        number = $game_party.armor_number(@item.id)
      end
      max = number
      @sell_window.active = false
      @sell_window.visible = false
      @number_window.set(@item, max, @item.var_price / 2)
      @number_window.active = true
      @number_window.visible = true
      @status_window.visible = true
    end
  end
  def update_number
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @number_window.active = false
      @number_window.visible = false
      case @command_window.index
      when 0
        if @type == 1 or @type == 3
          @buy_window.active = true
          @buy_window.visible = true
        else
          @sell_window.active = true
          @sell_window.visible = true
          @status_window.visible = false
        end
      when 1
        @sell_window.active = true
        @sell_window.visible = true
        @status_window.visible = false
      end
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.shop_se)
      @number_window.active = false
      @number_window.visible = false
      case @command_window.index
      when 0
        if @type == 1 or @type == 3
          $game_variables[@var] -= (@number_window.number * @item.var_price)
          case @item
          when RPG::Item
            $game_party.gain_item(@item.id, @number_window.number)
          when RPG::Weapon
            $game_party.gain_weapon(@item.id, @number_window.number)
          when RPG::Armor
            $game_party.gain_armor(@item.id, @number_window.number)
          end
          @gold_window.refresh       
          @status_window.refresh       
          @buy_window.refresh
          @buy_window.active = true
          @buy_window.visible = true
        else
          $game_variables[@var] += (@number_window.number * (@item.var_price / 2))
          case @item
          when RPG::Item
            $game_party.lose_item(@item.id, @number_window.number)
          when RPG::Weapon
            $game_party.lose_weapon(@item.id, @number_window.number)
          when RPG::Armor
            $game_party.lose_armor(@item.id, @number_window.number)
          end
          @gold_window.refresh
          @sell_window.refresh
          @status_window.refresh
          @sell_window.active = true
          @sell_window.visible = true
          @status_window.visible = false
        end
      when 1
        $game_variables[@var] += (@number_window.number * (@item.var_price / 2))
        case @item
        when RPG::Item
          $game_party.lose_item(@item.id, @number_window.number)
        when RPG::Weapon
          $game_party.lose_weapon(@item.id, @number_window.number)
        when RPG::Armor
          $game_party.lose_armor(@item.id, @number_window.number)
        end
        @gold_window.refresh
        @sell_window.refresh
        @status_window.refresh
        @sell_window.active = true
        @sell_window.visible = true
        @status_window.visible = false
      end
      return
    end
  end
end
[XP]Dhoom Script Workshop - Page 2 Empty2011-05-30, 08:20
PostRe: [XP]Dhoom Script Workshop
LiTTleDRAgo 
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[XP]Dhoom Script Workshop - Page 2 Vide
sip dah kk :D
gpp deh ntar gw oprek lg ^^

new request yah ^^
bikinin skill leveling system donk

kalo skillnya serig dipake lama2 skillnya bakalan level up terus diganti ke skill yg baru


cth = Fire dipake terus2an lama2 berubah jd Greater Fire, terus Fire yg pertama hilang

systemnya default battle system aja, kalo bisa sih compatible ama XAS :D
[XP]Dhoom Script Workshop - Page 2 Empty2011-05-30, 19:32
PostRe: [XP]Dhoom Script Workshop
DrDhoom 
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[XP]Dhoom Script Workshop - Page 2 Vide
wah XAS... blum prnah nyoba XD
tpi gw coba dulu... g prlu pke hud kan XD
[XP]Dhoom Script Workshop - Page 2 Empty2011-05-31, 15:06
PostRe: [XP]Dhoom Script Workshop
LiTTleDRAgo 
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hud sih ga perlu
tp kalo bisa di scene skill nya ada exp bar (bukan bar tp kyk semacam angka)

kyk
Fire 8/10 SP 4


ntar kalo jadi 10/10 langsung ganti skillnya jd

Greater Fire 0/16 SP 15

--Tambahan--
Terus kalo bisa ada konfig biar 1 skill kalo level up bisa munculin skill2 lain lebih dari satu

Misal : klo Heal uda level up ntar dapet Heal Wall sama Cure bersamaan
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-04, 19:52
PostRe: [XP]Dhoom Script Workshop
DrDhoom 
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[XP]Dhoom Script Workshop - Page 2 Vide
ini CMS pesenan nya si kudit... tpi baru Scene Menu doank...
Code:
http://www.media*fire.com/?u157dl381ol1jn8

[XP]Dhoom Script Workshop - Page 2 Empty2011-06-04, 20:22
PostRe: [XP]Dhoom Script Workshop
nisamerica 
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[XP]Dhoom Script Workshop - Page 2 Vide
@DHOOM
BRENGSEEEEEEEEEEEEK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! =)) =)) =)) =)) =)) =))

Btw kalo mo liat CMSnya kek gimana ini gwa bantu SS :D
[XP]Dhoom Script Workshop - Page 2 Dhoom_10
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-04, 20:53
PostRe: [XP]Dhoom Script Workshop
DrDhoom 
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[XP]Dhoom Script Workshop - Page 2 Vide
@nisa: =)) =)) =))
well... thanks udh ngasih SS nya :D
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-05, 14:15
PostRe: [XP]Dhoom Script Workshop
hyperkudit 
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[XP]Dhoom Script Workshop - Page 2 Vide
aaaasssstaaagaaaa!!!!
udah jadi....
sep... makasih dok.. aku tau aku bisa mengandalkanmu.. :thumbup:
cendol sent..
dan btw..
minta nama asli mu donk, PM aja.. gk enak nyantumin nama dr.dhoom di ojek..
ntar dikiranya di bantu sama musuhnya fantastic 4
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-05, 14:21
PostRe: [XP]Dhoom Script Workshop
DrDhoom 
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[XP]Dhoom Script Workshop - Page 2 Vide
haha thanks :D
nama asli? Muhammad Sufyan Noor...
klo musuhnya F4 kan epic jadinya =))
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-05, 14:25
PostRe: [XP]Dhoom Script Workshop
hyperkudit 
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[XP]Dhoom Script Workshop - Page 2 Vide
@dok : woke sepp.... :thumbup:

@nisa : thx udah nampilin... XD
jadi pake barengan kan?
yang penting ntar gui nya beda :-
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-07, 06:04
PostRe: [XP]Dhoom Script Workshop
hyperkudit 
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[XP]Dhoom Script Workshop - Page 2 Vide
Bump.. Udh 24 jam kan??

@dokter : maaf klo banyak maunya..
Tp ini merujuk ke mockup saya..
Opsi menunya yg status dan equip di merger aja...
Jadi nanti di menu adanya opsi
-item
-skill
-equip
-end
Itu aja... biar gk mubazir ntar pake menu banyak2..

mohon maaf kalo merepotkan
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-07, 11:27
PostRe: [XP]Dhoom Script Workshop
nisamerica 
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[XP]Dhoom Script Workshop - Page 2 Vide
@Kudit
Ga tau mo make ato ngga, ntar gwa lait dulu mana yang lebih cocok buat gwa ntar XD
Btw kalo kata gwa.... Mending ga di merge sih :hammer:
Tapi terserah si pencetus ide :D
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-07, 12:30
PostRe: [XP]Dhoom Script Workshop
hyperkudit 
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[XP]Dhoom Script Workshop - Page 2 Vide
@nisa : soalnya di request kedua itu equip udh isi parameter char, potrait, lv, hp/mp dll yg ada di window status + sama deskripsi..
kalo ada window status jg, jd mubazir, dan malah nambah size aja ntar kyknya...
Dan player juga ntar mencet tombol panah lebih banyak di menu..
:D

oot dikit :
btw ava mu cocok sama ava ku :D

@dok : kalo parameter yg bentuk polygon ndak bisa, bentuk standar juga gpp kok..
Tp alangkah lebih baik kalo bisa kyk mockup :hammer:
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-07, 13:21
PostRe: [XP]Dhoom Script Workshop
nisamerica 
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[XP]Dhoom Script Workshop - Page 2 Vide
Oh iya ding, tadinya gwa mo ngomong kalo menu status mo dikhususin buat deskripsi char, tapi karena udah ada di mockup menu equip ya udah :D

Tapi kalo gwa sih mending nama menunya "STATUS" aja deh, soalnya Status juga bisa mencakup perlengkapan, sedangkan kalo Equip lebih mengarah hanya ke perlengkapan, bukan char itu sendiri, menurut gwa doang sih hehe :D


OOT:
Avamu nyebelin :D
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-07, 17:08
PostRe: [XP]Dhoom Script Workshop
LiTTleDRAgo 
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skrip request ku belum jadi2 juga yah?
apa terlalu susah? :???:
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-07, 18:33
PostRe: [XP]Dhoom Script Workshop
Yaden 
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[XP]Dhoom Script Workshop - Page 2 Vide
eh CMS yang Inferno bisa diconvert ke VX gak?? :D
kayaknya bagus tuh, jadi ingin coba :D
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-08, 15:09
PostRe: [XP]Dhoom Script Workshop
DrDhoom 
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@kudit&nisa: oke bos :swt:
@drago: blum mulai malah :hammer: akhir" ini lagi doyan main game :hammer:
@yaden: tergntung sikon ntar XD
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-08, 16:14
PostRe: [XP]Dhoom Script Workshop
BeYonD_BirThDay 
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[XP]Dhoom Script Workshop - Page 2 Vide
iya tuh padahal keren kalo yang Inferno diconvert ke VX.. :thumbup:

eh BTW kk Dhoom kasih masing2 SSnya dong tiap script :kabur:
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-09, 07:35
PostRe: [XP]Dhoom Script Workshop
LiTTleDRAgo 
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@kk dhoom, :swt:
btw boleh nambah request tapi ga ngecancel request yang lama ga?

@kk beyondbirthday, lah kan plug and play gitu kyknya ga usa SS dah, ntar malah ngerepotin kk dhoom

[XP]Dhoom Script Workshop - Page 2 Empty2011-06-09, 16:06
PostRe: [XP]Dhoom Script Workshop
DrDhoom 
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[XP]Dhoom Script Workshop - Page 2 Vide
@beyond: sbnrnya tinggal gnti bbrpa code doank sih... tpi nyesuain resolusi nya males bener :hammer:
@drago: bleh aja :P

btw, update Inferno CMS
Code:
http://www.media*fire.com/?j4zh2eivrhc0hye
#-------------------------------------------------------------------------------
# Changelog:
#  09-06-2011 - V1.1: Modify the script for easier to change command number,
#                      add disable and actor select to command,
#                      add more comments, and add portrait style.
#------------------------------------------------------------------------------
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-09, 16:08
PostRe: [XP]Dhoom Script Workshop
hyperkudit 
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wogh thx sudah memenuhi yg menu :sembah:
saya donlod dulu..
dan cendol terkirim :sembah:
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-16, 12:19
PostRe: [XP]Dhoom Script Workshop
LiTTleDRAgo 
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ini kk requestku selanjutnya

[XP]Dhoom Script Workshop - Page 2 69856a136778157

kalo bisa choicenya bisa lebih dari 4,

positionnya dah pasti center di screen,
jd ga usa config2 position x sama y nya
[XP]Dhoom Script Workshop - Page 2 Empty2011-06-28, 17:38
PostRe: [XP]Dhoom Script Workshop
hyperkudit 
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[XP]Dhoom Script Workshop - Page 2 Vide
dok... cms nya setelah ku edit error...

aku apus menu status, dan edit2 semua udah bisa sih..
tapi pas end game, trus ku klik "cancel" muncul pesan gini

[XP]Dhoom Script Workshop - Page 2 Untitled

yang laen2 udah bisa sih...

cuma kalo di cancel ato mencet tombol esc pas scene end game aja kyk gitu..



ini script hasil rombakannya >>>
Code:

#===============================================================================
#---------------------------=• Inferno CMS •=-----------------------------------
#---------------------------=• by: DrDhoom •=-----------------------------------
# Version: 1.0
# Date Published: 04 - 06 - 2011
# RPGMakerID Community
#-------------------------------------------------------------------------------
# Introduction:
# Custom menu system.
#-------------------------------------------------------------------------------
# How to use:
#  - Insert this script above Main 
#===============================================================================

module Dhoom
  module CMS
   
    CMS_Folder = 'CMS' #All image folder for menu
   
    Background_Menu = 'background' #Background Image
    Background_Anim1 = 'bg_anim' #leave empty if you don't want to use this
    Background_Anim2 = 'bg_anim'
    Background_Anim1_Blend = 2 #(0: normal, 1: addition, 2: subtraction)
    Background_Anim2_Blend = 2
    Background_Anim1_Opacity = 90
    Background_Anim2_Opacity = 90
    Background_Anim1_SpeedX = 4
    Background_Anim1_SpeedY = 4
    Background_Anim2_SpeedX = -4
    Background_Anim2_SpeedY = 4
   
    Portrait = [] #<--- Don't delete this line
    #Portrait[actor ID] = ['portrait image',opacity]
    Portrait[1] = ['portrait_test',255]
    Portrait[2] = ['portrait_test2',255]
    Portrait[3] = ['portrait_test3',255]
    Portrait[4] = ['portrait_test4',255]
   
    Portrait_Anim_Speed = 50 #Begining animation
    Portrait_Select_Speed = 7 #Animation up/down when portrait selected
    Portrait_Fading_Speed = 4
    Portrait_Tone = [60,60,60,0]
   
    Playtime_Back = 'gold_play_bg' #Playtime Background image,
                                  #leave empty if you don't want to use image
    Playtime_Color = Color.new(0,0,0)
    Playtime_X = 58
    Playtime_Y = 380
   
    Gold_Back = 'gold_play_bg' #Gold Background image,
                              #leave empty if you don't want to use image
    Gold_Color = Color.new(0,0,0) #Gold amount color
    Gold_Color2 = Color.new(255,0,0) #Gold currency color
    Gold_X = 340
    Gold_Y = 380
   
    Arrow_Img = 'arrow' #Arrow image.
    Arrow_X = 24
    Arrow_Y = 244
    Arrow_Speed = 3
   
    HP_Bar = 'hp_bar'
    SP_Bar = 'sp_bar'
   
    Menu_Img = {} #<--- Don't delete this line
    #Menu_Img[Command name] = ["image name",x,y,angle]
    #angel must be can divide by Arrow_Speed
    Menu_Img['Item'] = ['item',71,88,36]
    Menu_Img['Skill'] = ['skill',118,165,70]
    Menu_Img['Equip'] = ['equip',118,255,120]
    Menu_Img['End'] = ['end',71,315,141]
   
    Menu_Img_Tone = [90,90,90,0]
    Menu_Img_Disable_Tone = [-20,-20,-20,255]
     
    #Cache
    class Cache
      def self.load_bitmap(folder_name, filename, hue = 0)
        @cache = {} if @cache == nil
        path = folder_name + filename
        if not @cache.include?(path) or @cache[path].disposed?
          if filename.empty?
            @cache[path] = Bitmap.new(32, 32)
          else
            @cache[path] = Bitmap.new(path)
          end
        end
        if hue == 0
          return @cache[path]
        else
          key = [path, hue]
          if not @cache.include?(key) or @cache[key].disposed?
            @cache[key] = @cache[path].clone
            @cache[key].hue_change(hue)
          end
          return @cache[key]
        end
      end
      def self.cms(filename)
        load_bitmap("Graphics/"+CMS_Folder+"/", filename)
      end
    end
  end
end

class Window_Gold2 < Window_Base
  include Dhoom::CMS
  def initialize(width)
    super(0, 0, width, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = Gold_Color
    self.contents.draw_text(4, 0, 160-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = Gold_Color2
    self.contents.draw_text(164-cx, 0, cx, 32, $data_system.words.gold, 2)
  end
end


class Window_PlayTime2 < Window_Base
  include Dhoom::CMS
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = Playtime_Color
    self.contents.draw_text(4, 16, 120, 32, text, 2)
  end
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# ** Overwrite Scene_Menu
#==============================================================================

class Scene_Menu
  include Dhoom::CMS
  def initialize(menu_index = 0)
    @menu_index = menu_index
    if @menu_index > 4
      @menu_index = 4
    end
  end
  def main   
    @return_p = false
    @port_select = false
    @port_index = 0
    @max_actor = $game_party.actors.size - 1
    @temp_command = ["Item","Skill","Equip","End"]   
    @background = Plane.new
    @background.bitmap = Cache.cms(Background_Menu)
    @bg_anim1 = Plane.new
    @bg_anim1.bitmap = Cache.cms(Background_Anim1) if !Background_Anim1.empty?
    @bg_anim1.opacity = Background_Anim1_Opacity
    @bg_anim1.blend_type = Background_Anim1_Blend
    @bg_anim2 = Plane.new
    @bg_anim2.bitmap = Cache.cms(Background_Anim2) if !Background_Anim2.empty?
    @bg_anim2.opacity = Background_Anim2_Opacity
    @bg_anim2.blend_type = Background_Anim2_Blend
    @arrow = Sprite.new
    @arrow.bitmap = Cache.cms(Arrow_Img)
    @arrow.ox = @arrow.bitmap.width / 2
    @arrow.oy = @arrow.bitmap.height / 2
    @arrow.x = Arrow_X
    @arrow.y = Arrow_Y
    @arrow.angle = - Menu_Img[@temp_command[@menu_index]][3]
    create_actor_portrait
    create_command
    if $game_party.actors.size == 0
      @disable_item = true
      @disable_skill = true
      @disable_equip = true
    end
    @playtime_bg = Sprite.new
    @playtime_bg.bitmap = Cache.cms(Playtime_Back) if !Playtime_Back.empty?
    @playtime_bg.x = Playtime_X - 32
    @playtime_bg.y = Playtime_Y + 9
    @playtime_window = Window_PlayTime2.new
    @playtime_window.x = Playtime_X
    @playtime_window.y = Playtime_Y
    @playtime_window.opacity = 0
    @gold_bg = Sprite.new
    @gold_bg.bitmap = Cache.cms(Gold_Back) if !Gold_Back.empty?
    @gold_bg.x = Gold_X - 16
    @gold_bg.y = Gold_Y + 9
    @gold_window = Window_Gold2.new(@gold_bg.bitmap.width - 16)
    @gold_window.x = Gold_X
    @gold_window.y = Gold_Y + 16
    @gold_window.opacity = 0   
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    terminate   
  end
  def terminate
    @bg_anim1.dispose
    @bg_anim2.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @background.dispose
    @arrow.dispose
    @gold_bg.dispose
    @playtime_bg.dispose
    for i in 0..@command.size
      @command[i].dispose if @command[i] != nil
    end
    for i in 0..@portrait.size
      @portrait[i].dispose if @portrait[i] != nil
    end
  end
 
  def update
    @playtime_window.update
    @gold_window.update 
    @bg_anim1.ox += Background_Anim1_SpeedX
    @bg_anim1.oy += Background_Anim1_SpeedY
    @bg_anim2.ox += Background_Anim2_SpeedX
    @bg_anim2.oy += Background_Anim2_SpeedY
    animated_portrait if @animate_port
    if @port_select
      update_status
      update_portrait_tone     
    else
      return_port_tone if @return_p
      update_arrow
      update_command
      update_command_tone
    end
  end
 
  def create_command
    @command = []   
    for i in 0..@temp_command.size
      if Menu_Img[@temp_command[i]] != nil
        @command[i] = Sprite.new
        @command[i].bitmap = Cache.cms(Menu_Img[@temp_command[i]][0])
        @command[i].x = Menu_Img[@temp_command[i]][1]
        @command[i].y = Menu_Img[@temp_command[i]][2]
        @command[i].tone = Tone.new(0,0,0)
      end
    end
  end
  def create_actor_portrait
    @portrait = []
    for i in 1..$game_party.actors.size
      @portrait[i] = Sprite.new
      @portrait[i].bitmap = Cache.cms(Portrait[i][0])
      @portrait[i].x = 640 + 32 * i
      @portrait[i].y = 144
      @portrait[i].tone = Tone.new(0,0,0)
      @portrait[i].opacity = 0
    end
    @animate_port = true
  end
  def animated_portrait
    for i in 1..$game_party.actors.size
      if @portrait[i].x > 48 + 120 * i
        @portrait[i].x -= Portrait_Anim_Speed - i
        if @portrait[i].x < 48 + 120 * i
          @portrait[i].x = 48 + 120 * i
        end
      end
      if @portrait[i].opacity < Portrait[i][1]
        @portrait[i].opacity += Portrait_Fading_Speed
        if @portrait[i].opacity > Portrait[i][1]
          @portrait[i].opacity = Portrait[i][1]
        end
      end
    end
  end
  def update_portrait_tone
    a = @port_index + 1
    case a
    when 1
      if @portrait[a].y > 120
        @portrait[a].y -= Portrait_Select_Speed
      end
      @portrait[1].tone.set(Portrait_Tone[0],Portrait_Tone[1],Portrait_Tone[2],
      Portrait_Tone[3]) if !@portrait[1].nil?
      for i in 2..4
        if !@portrait[i].nil?
          @portrait[i].tone.set(0,0,0)
          if @portrait[i].y < 144
            @portrait[i].y += Portrait_Select_Speed
          end
        end
      end
    when 2
      if @portrait[a].y > 120
        @portrait[a].y -= Portrait_Select_Speed
      end
      @portrait[2].tone.set(Portrait_Tone[0],Portrait_Tone[1],Portrait_Tone[2],
      Portrait_Tone[3])
      @portrait[1].tone.set(0,0,0)
      if @portrait[1].y < 144
        @portrait[1].y += Portrait_Select_Speed
      end
      for i in 3..4
        if !@portrait[i].nil?
          @portrait[i].tone.set(0,0,0)
          if @portrait[i].y < 144
            @portrait[i].y += Portrait_Select_Speed
          end
        end
      end
    when 3
      if @portrait[a].y > 120
        @portrait[a].y -= Portrait_Select_Speed
      end
      @portrait[3].tone.set(Portrait_Tone[0],Portrait_Tone[1],Portrait_Tone[2],
      Portrait_Tone[3])
      for i in 1..2
        if !@portrait[i].nil?
          @portrait[i].tone.set(0,0,0)
          if @portrait[i].y < 144
            @portrait[i].y += Portrait_Select_Speed
          end
        end
      end
      if !@portrait[4].nil?
        if @portrait[4].y < 144
          @portrait[4].y += Portrait_Select_Speed
        end
        @portrait[4].tone.set(0,0,0)
      end
    when 4
      if @portrait[a].y > 120
        @portrait[a].y -= Portrait_Select_Speed
      end
      @portrait[4].tone.set(Portrait_Tone[0],Portrait_Tone[1],Portrait_Tone[2],
      Portrait_Tone[3]) if !@portrait[4].nil?
      for i in 1..3
        if !@portrait[i].nil?
          @portrait[i].tone.set(0,0,0)
          if @portrait[i].y < 144
            @portrait[i].y += Portrait_Select_Speed
          end
        end
      end
    end
  end
 
  def return_port_tone
    for i in 0..@portrait.size
      @portrait[i].tone.set(0,0,0) if !@portrait[i].nil?
    end
    @return_p = false
  end

  def update_command_tone
    case @menu_index
    when 0
      if @disable_item
        @command[0].tone.set(Menu_Img_Disable_Tone[0],Menu_Img_Disable_Tone[1],
        Menu_Img_Disable_Tone[2],Menu_Img_Disable_Tone[3])
      else
        @command[0].tone.set(Menu_Img_Tone[0],Menu_Img_Tone[1],Menu_Img_Tone[2],
        Menu_Img_Tone[3])
      end
      for i in 1..3
        @command[i].tone.set(0,0,0)
      end
    when 1
      if @disable_skill
        @command[1].tone.set(Menu_Img_Disable_Tone[0],Menu_Img_Disable_Tone[1],
        Menu_Img_Disable_Tone[2],Menu_Img_Disable_Tone[3])
      else
        @command[1].tone.set(Menu_Img_Tone[0],Menu_Img_Tone[1],Menu_Img_Tone[2],
        Menu_Img_Tone[3])
      end
      @command[0].tone.set(0,0,0)
      for i in 2..3
        @command[i].tone.set(0,0,0)
      end
    when 2
      if @disable_equip
        @command[2].tone.set(Menu_Img_Disable_Tone[0],Menu_Img_Disable_Tone[1],
        Menu_Img_Disable_Tone[2],Menu_Img_Disable_Tone[3])
      else
        @command[2].tone.set(Menu_Img_Tone[0],Menu_Img_Tone[1],Menu_Img_Tone[2],
        Menu_Img_Tone[3])
      end
      for i in 0..1
        @command[i].tone.set(0,0,0)
      end
      for i in 3..3
        @command[i].tone.set(0,0,0)
      end
      for i in 0..2
        @command[i].tone.set(0,0,0)
      end
      @command[3].tone.set(0,0,0)
    when 3
      @command[3].tone.set(Menu_Img_Tone[0],Menu_Img_Tone[1],Menu_Img_Tone[2],
      Menu_Img_Tone[3])
      for i in 0..3
        @command[i].tone.set(0,0,0)
      end
    end
  end
  def update_command
    if Input.trigger?(Input::DOWN)
      if @menu_index < @temp_command.size - 1
        $game_system.se_play($data_system.cursor_se)
        @menu_index += 1
      end
      return
    end
    if Input.trigger?(Input::UP)
      if @menu_index > 0
        $game_system.se_play($data_system.cursor_se)
        @menu_index -= 1
      end
      return
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @menu_index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @menu_index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @port_select = true
        return
      when 2
        $game_system.se_play($data_system.decision_se)
        @port_select = true
        return
      when 3
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
        return
      end
      return
    end
  end 
 
  def update_arrow
    if - Menu_Img[@temp_command[@menu_index]][3] > @arrow.angle
      @arrow.angle += Arrow_Speed
    elsif - Menu_Img[@temp_command[@menu_index]][3] < @arrow.angle
      @arrow.angle -= Arrow_Speed
    end 
  end
 
  def update_status
    if Input.trigger?(Input::RIGHT)
      if @port_index < @max_actor
        $game_system.se_play($data_system.cursor_se)
        @port_index += 1
      end
      return
    end
    if Input.trigger?(Input::LEFT)
      if @port_index > 0
        $game_system.se_play($data_system.cursor_se)
        @port_index -= 1
      end
      return
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @port_select = false
      @return_p = true
      return
    end
    if Input.trigger?(Input::C)
      case @menu_index
      when 1
        if $game_party.actors[@port_index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@port_index)
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@port_index)
      when 3
        $game_system.se_play
        $scene = Scene_End.new
      end
      return
    end
  end
end


ini file nya klo pengen donlod
http://www.media*fire.com/?3pm71tc11pbigwi
[XP]Dhoom Script Workshop - Page 2 Empty
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