Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
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| [ask] penjelasan skript itu apa . | |
| 2010-01-05, 17:24 | [ask] penjelasan skript itu apa . |
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allanRPG Newbie
Posts : 53 Thanked : 0 Engine : RMVX
| well , kmaren gue uda coba'' game gue dengan menggunakan script ( baru pertama x ) dan gue masi gag ngerti dengan "apa itu script" nah , disini gue mau nanya , 1. misalnya script yg gue cari di om gugle ini , katanya sih isi nya tentang masukin gambar face character ke text ( padahal pas gue cb kaga bisa gag tau apa gue yg salah apa gmn ) - Spoiler:
#=================================================== # ■ AMS - Advanced Message Script - R4 [Update #2] #=================================================== # For more infos and update, visit: # www.dubealex.com (Creation Asylum) # # Edited, Fixed and Enhanced by: Dubealex # Original Script Core by: XRXS Scripter (Jap Dudes) # HTML Hexadecimal color feature from: Phylomorphis # # Special Thanks: # Rabu: For enabling the Show Face feature in an encrypted project # # To found all my new features, search the following: #NEW # To configure the button to skip the dialog, search: #SKIP_TEXT_CODE # # May 18, 2005 #===================================================
LETTER_BY_LETTER_MODE = true #Set the letter by letter mode ON/OFF
#=================================================== # ▼ CLASS AMS Begins #=================================================== class AMS attr_accessor :name_box_x_offset attr_accessor :name_box_y_offset attr_accessor :font_type attr_accessor :name_font_type attr_accessor :font_size attr_accessor :name_font_size attr_accessor :message_box_opacity attr_accessor :name_box_skin attr_accessor :name_box_text_color attr_accessor :message_box_text_color attr_accessor :message_box_skin attr_accessor :name_box_width attr_accessor :name_box_height attr_accessor :message_width attr_accessor :message_height attr_accessor :message_x attr_accessor :message_y_bottom attr_accessor :message_y_middle attr_accessor :message_y_top attr_accessor :event_message_x_ofset attr_accessor :event_message_y_ofset def initialize @name_box_x_offset = 0 #Choose the X axis offset of the name bos. default= 0 @name_box_y_offset = -10 #Choose the Y axis offset of the name bos. default= -10 @name_box_width = 8 #Choose the width of the Name Box. default= 8 @name_box_height = 26 #Choose the height of the Name Box. default= 26 @font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for message box @name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box @font_size = 22 #Choose the default Font Size for message box text @name_font_size = 22 #Choose the deafault Font Size for Name Box text @name_box_text_color=0 #Choose the Text Color of the Name Box @message_box_text_color=0 #Choose the Text Color of the Message Box @message_box_opacity = 160 #Choose the opacity of the message window. Default=160 @message_box_skin = "001-Blue01" #Choose the WindowSkin for the Message Box @name_box_skin = "001-Blue01" #Choose the WindowSkin for the Name Box @message_width = 480 #Choose the width size of the message box. Default=480 @message_height = 160 #Choose the height size of the message box. Default=160 @message_x = 80 #Choose the X position of the message box. Default=80 @message_y_bottom = 304 #Choose the Y bottom position of the message box. Default=304 @message_y_middle = 160 #Choose the Y middle position of the message box. Default=160 @message_y_top = 16 #Choose the Y top position of the message box. Default=16 @event_message_x_ofset = 0 #Choose the X position offset of the event message. Default=0 @event_message_y_ofset = 48 #Choose the Y position offset of the event message. Default=48 end end #=================================================== # ▲ CLASS AMS Ends #===================================================
#=================================================== # ▼ Class Window_Message Begins #=================================================== class Window_Message < Window_Selectable
alias xrxs9_initialize initialize
def initialize
@alex_skip = false
xrxs9_initialize
if $soundname_on_speak == nil then $soundname_on_speak = "" end
$gaiji_file = "./Graphics/Gaiji/sample.png"
if FileTest.exist?($gaiji_file) @gaiji_cache = Bitmap.new($gaiji_file) else @gaigi_cache = nil end @opacity_text_buf = Bitmap.new(32, 32) end
#--------------------------------------------------------------------------
alias xrxs9_terminate_message terminate_message
def terminate_message if @name_window_frame != nil @name_window_frame.dispose @name_window_frame = nil end
if @name_window_text != nil @name_window_text.dispose @name_window_text = nil end xrxs9_terminate_message end
#--------------------------------------------------------------------------
def refresh self.contents.clear self.contents.font.color = text_color($ams.message_box_text_color) self.contents.font.name = $ams.font_type self.contents.font.size = $ams.font_size self.windowskin = RPG::Cache.windowskin($ams.message_box_skin) @x = @y = @max_x = @max_y = @indent = @lines = 0 @face_indent = 0 @opacity = 255 @cursor_width = 0 @write_speed = 0 @write_wait = 0 @mid_stop = false @face_file = nil @popchar = -2
if $game_temp.choice_start == 0 @x = 8 end
if $game_temp.message_text != nil @now_text = $game_temp.message_text if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then @face_file = $1 + ".png" @x = @face_indent = 128 if FileTest.exist?("Graphics/Pictures/" + $1 + ".png") self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) end @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" } end
begin last_text = @now_text.clone @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) } end until @now_text == last_text @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end #NEW #Dubealex's Stop Skip Text ON-OFF @now_text.gsub!(/\\[%]/) { "\100" } #End new command #NEW #Dubealex's Show Monster Name Feature @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : "" end #End new command #NEW #Dubealex's Show Item Price Feature @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : "" end #End new command #NEW #Dubealex's Show Hero Class Name Feature @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : "" end #End new command #NEW #Dubealex's Show Current Map Name Feature @now_text.gsub!(/\\[Mm]ap/) do $game_map.name != nil ? $game_map.name : "" end #End new command #NEW #Dubealex's Choose Name Box Text Color @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do $ams.name_box_text_color=$1.to_i @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" } end #End new command name_window_set = false if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil name_window_set = true name_text = $1 @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" } end
if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then @popchar = $1.to_i if @popchar == -1 @x = @indent = 48 @y = 4 end @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" } end
@max_choice_x = 0 if @popchar >= 0 @text_save = @now_text.clone @max_x = 0 @max_y = 4 for i in 0..3 line = @now_text.split(/\n/)[3-i] @max_y -= 1 if line == nil and @max_y <= 4-i next if line == nil line.gsub!(/\\\w\[(\w+)\]/) { "" } cx = contents.text_size(line).width @max_x = cx if cx > @max_x if i >= $game_temp.choice_start @max_choice_x = cx if cx > @max_choice_x end end self.width = @max_x + 32 + @face_indent self.height = (@max_y - 1) * 32 + 64 @max_choice_x -= 68 @max_choice_x -= @face_indent*216/128 else @max_x = self.width - 32 - @face_indent for i in 0..3 line = @now_text.split(/\n/)[i] next if line == nil line.gsub!(/\\\w\[(\w+)\]/) { "" } cx = contents.text_size(line).width if i >= $game_temp.choice_start @max_choice_x = cx if cx > @max_choice_x end end @max_choice_x += 8 end @cursor_width = 0 @now_text.gsub!(/\\\\/) { "\000" } @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" } @now_text.gsub!(/\\[Gg]/) { "\002" } @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" } @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" } #NEW #Dubealex's Permanent Color Change @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do $ams.message_box_text_color= $1.to_i @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" } end #End of new command #NEW #Dubealex's Font Change Feature @now_text.gsub(/\\[Tt]\[(.*?)\]/) do buftxt = $1.to_s $ams.font_type = buftxt @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" } end #End of new command @now_text.gsub!(/\\[.]/) { "\005" } @now_text.gsub!(/\\[|]/) { "\006" } @now_text.gsub!(/\\[>]/) { "\016" } @now_text.gsub!(/\\[<]/) { "\017" } @now_text.gsub!(/\\[!]/) { "\020" } @now_text.gsub!(/\\[~]/) { "\021" } @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" } @now_text.gsub!(/\\[Ii]/) { "\023" } @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" } @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" } @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" } @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" } reset_window if name_window_set color=$ams.name_box_text_color off_x = $ams.name_box_x_offset off_y = $ams.name_box_y_offset space = 2 x = self.x + off_x - space / 2 y = self.y + off_y - space / 2 w = self.contents.text_size(name_text).width + $ams.name_box_width + space h = $ams.name_box_height + space @name_window_frame = Window_Frame.new(x, y, w, h) @name_window_frame.z = self.z + 1 x = self.x + off_x + 4 y = self.y + off_y @name_window_text = Air_Text.new(x, y, name_text, color) @name_window_text.z = self.z + 2 end end
reset_window
if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end
if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end
#--------------------------------------------------------------------------
def update super
if @fade_in self.contents_opacity += 24 if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end @now_text = nil if @now_text == ""
if @now_text != nil and @mid_stop == false if @write_wait > 0 @write_wait -= 1 return end text_not_skip = LETTER_BY_LETTER_MODE while true @max_x = @x if @max_x < @x @max_y = @y if @max_y < @y if (c = @now_text.slice!(/./m)) != nil if c == "\000" c = "\\" end if c == "\001" @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "") temp_color = $1 color = temp_color.to_i leading_x = temp_color.to_s.slice!(/./m) if leading_x == "#" self.contents.font.color = hex_color(temp_color) next end if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end next end
if c == "\002" if @gold_window == nil and @popchar <= 0 @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width if $game_temp.in_battle @gold_window.y = 192 else @gold_window.y = self.y >= 128 ? 32 : 384 end @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end c = "" end
if c == "\003" @now_text.sub!(/\[([0-9]+)\]/, "") speed = $1.to_i if speed >= 0 and speed <= 19 @write_speed = speed end c = "" end
if c == "\004" @now_text.sub!(/\[(.*?)\]/, "") buftxt = $1.dup.to_s if buftxt.match(/\//) == nil and buftxt != "" then $soundname_on_speak = "Audio/SE/" + buftxt else $soundname_on_speak = buftxt.dup end c = "" elsif c == "\004" c = "" end if c == "\005" @write_wait += 5 c = "" end if c == "\006" @write_wait += 20 c = "" end if c == "\016" text_not_skip = false c = "" end if c == "\017" text_not_skip = true c = "" end if c == "\020" @mid_stop = true c = "" end if c == "\021" terminate_message return end if c == "\023" @indent = @x c = "" end
if c == "\024" @now_text.sub!(/\[([0-9]+)\]/, "") @opacity = $1.to_i color = self.contents.font.color self.contents.font.name = $ams.font_type self.contents.font.size = $ams.font_size self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255) c = "" end
if c == "\025" @now_text.sub!(/\[([0-9]+)\]/, "") self.contents.font.size = [[$1.to_i, 6].max, 32].min c = "" end
if c == "\026" @now_text.sub!(/\[([0-9]+)\]/, "") @x += $1.to_i c = "" end if c == "\027" @now_text.sub!(/\[(.*?)\]/, "") @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity) if $soundname_on_speak != "" Audio.se_play($soundname_on_speak) end c = "" end
if c == "\030" @now_text.sub!(/\[(.*?)\]/, "") self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24)) if $soundname_on_speak != "" Audio.se_play($soundname_on_speak) end @x += 24 c = "" end
if c == "\n" @lines += 1 @y += 1 @x = 0 + @indent + @face_indent if @lines >= $game_temp.choice_start @x = 8 + @indent + @face_indent @cursor_width = @max_choice_x end c = "" end if c == "\022" @now_text.sub!(/\[([0-9]+)\]/, "") @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i) c = "" end #NEW #Dubealex's Text Skip On/OFF Command if c == "\100" if @alex_skip==false @alex_skip=true else @alex_skip=false end c = "" end #end of new command if c != "" self.contents.draw_text(0+@x, 32 * @y, 40, 32, c) @x += self.contents.text_size(c).width if $soundname_on_speak != "" then Audio.se_play($soundname_on_speak) end end #SKIP_TEXT_CODE
# B = Escape, 0 (On The NumPad), X # C = Enter, Space Bar and C # A = Shift, Z
if Input.press?(Input::C) # <-- Change the value on that line if @alex_skip==false text_not_skip = false end end else text_not_skip = true break end if text_not_skip break end end @write_wait += @write_speed return end
if @input_number_window != nil @input_number_window.update if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true @input_number_window.dispose @input_number_window = nil terminate_message end return end
if @contents_showing if $game_temp.choice_max == 0 self.pause = true end if Input.trigger?(Input::B) if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0 $game_system.se_play($data_system.cancel_se) $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1) terminate_message end end if Input.trigger?(Input::C) if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end if @mid_stop @mid_stop = false return else terminate_message end end return end
if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true refresh Graphics.frame_reset self.visible = true self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end
if self.visible @fade_out = true self.opacity -= 48 if self.opacity == 0 self.visible = false @fade_out = false $game_temp.message_window_showing = false end return end end
#--------------------------------------------------------------------------
def get_character(parameter)
case parameter when 0 return $game_player else events = $game_map.events return events == nil ? nil : events[parameter] end end
#--------------------------------------------------------------------------
def reset_window
#MESSAGE_SIZE #MESSAGE_POSITION
if @popchar >= 0 events = $game_map.events if events != nil character = get_character(@popchar) x = [[character.screen_x - $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min self.x = x self.y = y end elsif @popchar == -1 self.x = -4 self.y = -4 self.width = 648 self.height = 488 else if $game_temp.in_battle self.y = 16 else case $game_system.message_position when 0 self.y = $ams.message_y_top when 1 self.y = $ams.message_y_middle when 2 self.y = $ams.message_y_bottom end self.x = $ams.message_x if @face_file == nil self.width = $ams.message_width self.x = $ams.message_x else if self.width <= 600 self.width = 600 self.x -=60 end end self.height = $ams.message_height end end self.contents = Bitmap.new(self.width - 32, self.height - 32) self.contents.font.color = text_color($ams.message_box_text_color) self.contents.font.name = $ams.font_type self.contents.font.size = $ams.font_size if @face_file != nil self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) end if @popchar == -1 self.opacity = 255 self.back_opacity = 0 elsif $game_system.message_frame == 0 self.opacity = 255 self.back_opacity = $ams.message_box_opacity else self.opacity = 0 self.back_opacity = $ams.message_box_opacity end end
#--------------------------------------------------------------------------
def gaiji_draw(x, y, num)
if @gaiji_cache == nil return 0 else if @gaiji_cache.width < num * 24 return 0 end
if self.contents.font.size >= 20 and self.contents.font.size <= 24 size = 24 else size = self.contents.font.size * 100 * 24 / 2200 end
self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
if $soundname_on_speak != "" then Audio.se_play($soundname_on_speak) end return size end end
#--------------------------------------------------------------------------
def line_height return 32
if self.contents.font.size >= 20 and self.contents.font.size <= 24 return 32 else return self.contents.font.size * 15 / 10 end end
#--------------------------------------------------------------------------
def ruby_draw_text(target, x, y, str,opacity)
sizeback = target.font.size target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2 rubysize = [rubysize, 6].max opacity = [[opacity, 0].max, 255].min split_s = str.split(/,/) split_s[0] == nil ? split_s[0] = "" : nil split_s[1] == nil ? split_s[1] = "" : nil
height = sizeback + rubysize width = target.text_size(split_s[0]).width
target.font.size = rubysize ruby_width = target.text_size(split_s[1]).width target.font.size = sizeback
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
if opacity == 255 target.font.size = rubysize target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1]) target.font.size = sizeback target.draw_text(x, y, width, target.font.size, split_s[0]) return width else if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height @opacity_text_buf.dispose @opacity_text_buf = Bitmap.new(buf_width, height) else @opacity_text_buf.clear end @opacity_text_buf.font.size = rubysize @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1) @opacity_text_buf.font.size = sizeback @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1) if sub_x >= 0 target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity) else target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity) end return width end end
#--------------------------------------------------------------------------
def convart_value(option, index) option == nil ? option = "" : nil option.downcase!
case option when "i" unless $data_items[index].name == nil r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name) end when "w" unless $data_weapons[index].name == nil r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name) end when "a" unless $data_armors[index].name == nil r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name) end when "s" unless $data_skills[index].name == nil r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name) end else r = $game_variables[index] end
r == nil ? r = "" : nil return r end
#--------------------------------------------------------------------------
def dispose terminate_message
if @gaiji_cache != nil unless @gaiji_cache.disposed? @gaiji_cache.dispose end end
unless @opacity_text_buf.disposed? @opacity_text_buf.dispose end
$game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end
#--------------------------------------------------------------------------
def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32) else self.cursor_rect.empty end end end #========================================= # ▲ CLASS Window_Message Ends #=========================================
#========================================= # ▼ Class Window_Frame Begins #========================================= class Window_Frame < Window_Base
def initialize(x, y, width, height) super(x, y, width, height) self.windowskin = RPG::Cache.windowskin($ams.name_box_skin) self.contents = nil end
#--------------------------------------------------------------------------
def dispose super end end #========================================= # ▲ CLASS Window_Frame Ends #=========================================
#========================================= # ▼ CLASS Game_Map Additional Code Begins #========================================= class Game_Map
#Dubealex's Addition (from XRXS) to show Map Name on screen def name $map_infos[@map_id] end end #========================================= # ▲ CLASS Game_Map Additional Code Ends #=========================================
#========================================= # ▼ CLASS Scene_Title Additional Code Begins #========================================= class Scene_Title
#Dubealex's Addition (from XRXS) to show Map Name on screen $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end #Dubealex's addition to save data from the AMS in the save files $ams = AMS.new end #========================================= # ▲ CLASS Scene_Title Additional Code Ends #=========================================
#========================================= # ▼ CLASS Window_Base Additional Code Begins #========================================= class Window_Base < Window
#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors def hex_color(string) red = 0 green = 0 blue = 0 if string.size != 6 print("Hex strings must be six characters long.") print("White text will be used.") return Color.new(255, 255, 255, 255) end for i in 1..6 s = string.slice!(/./m) if s == "#" print("Hex color string may not contain the \"#\" character.") print("White text will be used.") return Color.new(255, 255, 255, 255) end value = hex_convert(s) if value == -1 print("Error converting hex value.") print("White text will be used.") return Color.new(255, 255, 255, 255) end case i when 1 red += value * 16 when 2 red += value when 3 green += value * 16 when 4 green += value when 5 blue += value * 16 when 6 blue += value end end return Color.new(red, green, blue, 255) end
#--------------------------------------------------------------------------
def hex_convert(character) case character when "0" return 0 when "1" return 1 when "2" return 2 when "3" return 3 when "4" return 4 when "5" return 5 when "6" return 6 when "7" return 7 when "8" return 8 when "9" return 9 when "A" return 10 when "B" return 11 when "C" return 12 when "D" return 13 when "E" return 14 when "F" return 15 end return -1 end end #========================================= # ▲ CLASS Window_Base Additional Code Ends #=========================================
#========================================= # ▼ Class Air_Text Begins #========================================= class Air_Text < Window_Base
def initialize(x, y, designate_text, color=0) super(x-16, y-16, 32 + designate_text.size * 12, 56) self.opacity = 0 self.back_opacity = 0 self.contents = Bitmap.new(self.width - 32, self.height - 32) w = self.contents.width h = self.contents.height self.contents.font.name = $ams.name_font_type self.contents.font.size = $ams.name_font_size self.contents.font.color = text_color(color) self.contents.draw_text(0, 0, w, h, designate_text) end
#--------------------------------------------------------------------------
def dispose self.contents.clear super end end #========================================== # ▲ CLASS Air_Text Ends #==========================================
#=================================================== # ▼ CLASS Scene_Save Additional Code Begins #=================================================== class Scene_Save < Scene_File alias ams_original_write_save_data write_save_data def write_save_data(file) ams_original_write_save_data(file) Marshal.dump($ams, file) end end #=================================================== # ▲ CLASS Scene_Save Additional Code Ends #===================================================
#=================================================== # ▼ CLASS Scene_Load Additional Code Begins #=================================================== class Scene_Load < Scene_File alias ams_original_read_save_data read_save_data def read_save_data(file) ams_original_read_save_data(file) $ams = Marshal.load(file) end end #=================================================== # ▲ CLASS Scene_Load Additional Code Ends #===================================================
nah , yg berwarna merah itu apa ? 2. apa bisa 2 atau lebih script di masukin jd satu ( sebenernya gue jg gag tau pertanyaan gue ini apa ) 3. script itu maksudnya apa . 4. gmn cara bikin script . 5. setelah gue baca'' di forum yg paling gue sayangi dan gue cintai ini , gue liat script di bagi'' , ada yg namanya ini lah , itu lah , segala macem lah , nah bisa jelasin gag itu apa ? - Spoiler:
gue jg gag tau ini pertanyaan yg bner apa bukan , karna gue gag ngerti sm skali cript itu apa
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| | | 2010-01-05, 17:28 | Re: [ask] penjelasan skript itu apa . |
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dnasman
Admin Kodok Ganteng Indonesia™
Posts : 1361 Thanked : 21 Engine : RMXP Skill : Intermediate Type : Event Designer
Awards:
| 1. Itu namanya comment. buat penjelasan aja sebenernya 2. Tentu bisa 3. Tanya scripter sini 4. Cara bikinnya? Diketik pake keyboard komputermu 5. Baca aja penjelasan di scriptnya smoga membantu |
| | | 2010-01-05, 17:33 | Re: [ask] penjelasan skript itu apa . |
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CrimsonSeas Novice
Posts : 106 Thanked : 9 Engine : RMVX
| 1. Comment line, itu bagian dari script yang ga ngaruh sama sekali sam kerja script, biasanyasih cuma buat legal rights sama how to use, sama ngejelasin bagian ini buat apa etc. 2. Bisa asal ga conflict. 3. Sebenernya judul script itu jg ga sepenuhnya bener, lebih tepatnya coding, jadi itu bagian dari program game itu sendiri. Klo ditambah2 script ini itu, program gamenya bisa berubah, berubahnya bisa banyak bisa dikit tergantung scriptnya. 4. Diketik. 5. Ya dibagi2 buat gunanya apa2 aja, biasanya tiap script2 gitu ada penjelasannya kok ini gunanya apa etc. |
| | | 2010-01-05, 17:35 | Re: [ask] penjelasan skript itu apa . |
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allanRPG Newbie
Posts : 53 Thanked : 0 Engine : RMVX
| cmn : 1. oh bgono , saya tulis ALLAN GANTENT SKALI brarti gag papah ya . > ,< 2. nah , bisa gag kita misahin lg ( dengan otak nubi dan manual ) 4. bukan pake generator gt ? 5 nah kk dnasman , itu dia karna saya gag ngerti apa'' , jadi walopun liat penjelasannya , gag bisa ngerti . buat para scripter disini . mohon bantu sayaa . |
| | | 2010-01-05, 17:42 | Re: [ask] penjelasan skript itu apa . |
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dnasman
Admin Kodok Ganteng Indonesia™
Posts : 1361 Thanked : 21 Engine : RMXP Skill : Intermediate Type : Event Designer
Awards:
| @allan 2. Masuk ke script editor, cari tempat kosong dibawah scene_debug dan diatas main, klik kanan, insert. paste scriptnya disitu 4. Wah, kalo ada saya jg mau (dan kayanya ga bakalan mungkin ada yg namanya RGSS generator ) 5. mmm kamu mau penjelasan dari script yg mana? masa saya ngejelasin satu-satu? kan ada ratusan script disini |
| | | 2010-01-05, 17:46 | Re: [ask] penjelasan skript itu apa . |
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allanRPG Newbie
Posts : 53 Thanked : 0 Engine : RMVX
| wah ia jg ya , gag mungkin . wahaha . biar tak temukan sendiri untuk itu . 2. bukan inserting script nya , tapi misahin script nya . misalnya , dalam script itu ada script buat msukin muka character ke teks , sama bikin kotak name box di atas text , nah , cara misahninnya gmn ? T__T |
| | | 2010-01-05, 17:51 | Re: [ask] penjelasan skript itu apa . |
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dnasman
Admin Kodok Ganteng Indonesia™
Posts : 1361 Thanked : 21 Engine : RMXP Skill : Intermediate Type : Event Designer
Awards:
| @allan oh, itu udh satu paket. jadi langsung dimasukin semua aja kk |
| | | 2010-01-05, 18:13 | Re: [ask] penjelasan skript itu apa . |
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HayzenTZ Novice
Posts : 131 Thanked : 4 Engine : RMVX
| 1) Comment line. itu buat sekedar kalo mau dikasih tambahan ato keterangan ato teks apalah yang gak bakal mempengaruhi kinerja script. 2) asal gak tabrakan aja. seperti yg dikatakan diatas. 3) yaa..kumpulan code yg membentuk suatu fungsi. yg di pake di RGSS (Ruby Gaming Script System?) player. anggapannya script tu sekeping CD yg dimasukin ke CD Player biar bisa dimaenin. 4) diketik. tp bukan asal ketik langsung jadi loh . musti belajar bahasa pemrograman Ruby dulu kalo buat RGSS/RGSS2. 5) ya baca aja keterangannya.. biasanya kalo untuk bagian yg susah dipahami,ada keterangannya kok. hmm..pendapat gw sih. |
| | | 2010-01-05, 19:10 | Re: [ask] penjelasan skript itu apa . |
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rusted_71 Scripter Karatan
Posts : 392 Thanked : 11 Engine : RMVX Skill : Beginner Type : Scripter
| @allan : script2 bisa di pisahin kok., tapi untuk misahinnya kamu mesti ngerti bagian2 di script itu ama method2/fungsi2 nya... jadi klo kamu pisahin ga ganggu ke kerja script itu sendiri... 1. comment itu cirinya ada tanda # di awal linenya... itu untuk yang satu line... klo yang banyak line ada code "=begin" diawalnya ma "=end" diakhirnya... tapi yang jelas seh... warnanya ijo klo kamu masukin di script editor... 2. dah kejawab kayaknya... 3. setuju ma kk crimson 4. untuk bikin script kamu mesti ngerti bahasa yang di gunain di RGSS ama RGSS2... yaitu Ruby... pelajari syntax2nya... trus klo dah, sekarang kamu mesti ngerti method2 yang dah ada di RGSS dan RGSS2... method di RGSS2 lebih banyk karena mang lebih baru dan merupakan penambahan dari RGSS... bantuan dikit... klo mau tau method2 yang ada apa... cek aja di helpnya... 5. semua script2 yang dibagi2 di forum itu tujuannya untuk di pakai oleh umum... jadi pastinya yang bikin script itu nyantumin info soal kegunaan scriptnya dan juga cara pakai dan confignya... coba cek aja di masing2 script, biasanya di bagian comment |
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