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Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
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| 2010-05-16, 14:42 | Ipod Music System |
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Jovian Newbie
Posts : 31 Thanked : 0 Engine : RMVX Skill : Very Beginner Type : Event Designer
| JOVIAN MUSIC SYSTEM Versi: 1.01 Tipe: Custom Menu System Pengenalansetelah 2 Hari mengkonvert dari script Pokegear_Radio yang ada di Pokemon starter kit akhirnya jadi juga script Pertamaku.Script Ini Untuk membuat Command Ipod pada Menu Fitur-Bisa Mendengarkan lagu-lagu yang kita masukkan di Script (Seperti Music Playerlah ) -Tambah Command baru di menu. ScreenshotBelum Buat DemoBelum Buat PeringatanPada Script Advanced CMS: $choices_item = "Inventory" # Choice for Items $choices_skill = "Magic" # Choice for Skills $choices_equip = "Equipment" # Choice for Equip $choices_musicportable = "MusicPortable" ( Harus Diganti sesuai yang diinginkan ) $choices_status = "Status" # Choice for Status Karena MusicPortable Itu Untuk Projectku selanjutnya ( Tidak Boleh Meniru ) Script- Spoiler:
- Code:
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#------------------------------------------------------------------------------ # ** Scene_Portable # ** Created by xLeD (Scene_Jukebox) # ** Modified by Jovian # ** Modified by Harshboy (From Pokemon starter kits) #------------------------------------------------------------------------------ # This class performs menu screen processing. #==============================================================================
class Scene_Portable #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make song command window fadein = true # Makes the text window @sprite = Sprite.new # Kalau gak butuh dua gambar, hapus Ini dan bawahnya. @sprite.bitmap = RPG::Cache.picture("Musicportable1") #kalau gak perlu, hapus saja @sprite = Sprite.new @sprite.bitmap = RPG::Cache.picture("Musicportable") @choice = s1 = ("Justin Bieber - One Time"), #Ganti Namanya sesuai lagu yang kamu masukkan s2 = ("Justin Bieber - Baby"), #Sama yang diatas s3 = ("puddle of mud-blurry"), #Sama yang diatas s4 = ("Orange Range - Asterisk"), #Sama yang diatas s5 = ("Souljah-Im_Free"), #Sama yang diatas s6 = ("Stop"), s7 = ("Exit") @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index @command_window.height=160 @command_window.width=176 @command_window.x = 150 @command_window.y = 130 @command_window.z=256 @custom=true # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepares for transition Graphics.freeze # Disposes of windows @command_window.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update if @custom update_command end return end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def updateCustom if Input.trigger?(Input::B) @command_window.commands=@choices @command_window.index=3 @custom=false return end if Input.trigger?(Input::C) if @command_window.index==0 @command_window.commands[@command_window.index] end end end def update_command # If B button was pressed if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Pokegear.new return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # Play decision SE $game_system.se_play($data_system.decision_se) Audio.bgm_play("Audio/BGM/One Time", 100, 100) #Diganti Sesuai Nama File when 1 # Play decision SE $game_system.se_play($data_system.decision_se) Audio.bgm_play("Audio/BGM/Baby", 100, 100) #Diganti Sesuai Nama File when 2 # Play decision SE $game_system.se_play($data_system.decision_se) Audio.bgm_play("Audio/BGM/puddle of mud-blurry", 100, 100) #Sama seperti diatas when 3 # Play decision SE $game_system.se_play($data_system.decision_se) Audio.bgm_play("Audio/BGM/Orange Range - Asterisk", 100, 100) #Sama when 4 # Play decision SE $game_system.se_play($data_system.decision_se) Audio.bgm_play("Audio/BGM/Souljah-Im_Free", 100, 100)#Sama seperti diatas when 5 Audio.bgm_stop when 6 $game_system.se_play($data_system.decision_se) $scene = Scene_Menu.new end return end end end
Dan Juga Masukkan Script Ini Diatas main.(Bukan punya saya) - Spoiler:
- Code:
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#--------------------------------------------------------------
----------------# # Advenced Customizable Default Menu System
# # By: game_guy
# Modified By: Jovian # Version: 2.1
# #--------------------------------------------------------------
----------------#
# Begin Config
# if you want to have any of these changed in game just use
call-script command # and type in xxxx = yyyy # xxxx is the option and yyyy is what the option equals for
instant # $pic_as_back = true but you want to change it to false in
game # you would type in the script command $pic_as_back = false # this can give people who play your game some options
$choices_item = "Inventory" # Choice for Items $choices_skill = "Magic" # Choice for Skills $choices_equip = "Equipment" # Choice for Equip $choices_musicportable = "MusicPortable" $choices_status = "Status" # Choice for Status $choices_save = "Save" # Choice for Save $choices_load = "Load" # Choice for Load $choices_exit = "Exit" # Choice for End Game $pic_as_back = false # If set to false, map is background $pic_name = "Morning" # Picture name for the picture you want
to use $playtime_gamename_window = "Off" # Off will turn it off must
be spelled Off not off same with On no on $gold_window = "On" # Above applies here $steps_window = "Off" # Above Applies here $playtime_or_gamename = "GameName" # Want playtime window or
game name window $gamename = "Game Name Here" # You can display anything besides
a game name like even a variable # just typy in $game_variables[x] x = the variable number and
erase the "" $playtime_gamename_window_opacity = 0 # Opacity for
playtime/gamename window the line that goes around the window $playtime_gamename_window_backopacity = 0 #background opacity
for gamename window $gold_window_opacity = 255 # Same above just gold_window $gold_window_backopacity = 100 # Same above $steps_window_opacity = 0 # Same above just steps window $steps_window_backopacity = 0 # same above $command_window_opacity = 255 # same above just command window $command_window_backopacity = 100 # same above $menustatus_window_opacity = 255 # same above just menustatus
window $menustatus_window_backopacity = 100 # same above $playtime_gamename_x = 480 # playtime/gamename x coordinate $playtime_gamename_y = 224 # playtime/gamename y coordinate $gold_window_x = 480 # Same above just gold_window $gold_window_y = 416 # Same above $steps_window_x = 480 # Same above just steps window $steps_window_y = 320 # Same above $command_window_x = 480 # same above just command window $command_window_y = 0 # Same above $menustatus_window_x = 0 # same above just menustatus window $menustatus_window_y = 0 # Same above $playtime_gamename_width = 160 # playtime/gamename widht $playtime_gamename_height = 96 #playtime/gamename height $gold_window_width = 160 # gold width $gold_window_height = 64 # gold height $steps_window_width = 160 # steps width $steps_window_height = 96 # steps height
#--------------------------------------------------------------
----------------# # Windows
# #--------------------------------------------------------------
----------------#
# For people out there who want to add more options go right
ahead as the # command menu has a scroll function thing. # Window_Command2 which has scroll functions class Window_Command2 < Window_Selectable def initialize(width, commands) super(0, 0, width, 224) @item_max = commands.size @commands = commands self.contents = Bitmap.new(width - 32, @item_max * 32) refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i, normal_color) end end def draw_item(index, color) self.contents.font.color = color rect = Rect.new(4, 32 * index, self.contents.width - 8, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index]) end def disable_item(index) draw_item(index, disabled_color) end end
#window gamename # now displays game name without using an
actor slot class Window_GameName < Window_Base def initialize super(0, 0, $playtime_gamename_width,
$playtime_gamename_height) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.draw_text(0, 0, 130, 64, $gamename.to_s) end end
# Altered Window_MenuStatus so it changes height depending on
party member count class Window_MenuStatus < Window_Selectable def initialize super(0, 0, 480, $menu_status) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end
def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 116 actor = $game_party.actors[i] draw_actor_graphic(actor, x - 40, y + 80) draw_actor_name(actor, x, y) draw_actor_level(actor, x, y + 32) draw_actor_state(actor, x + 90, y + 32) draw_actor_exp(actor, x, y + 64) draw_actor_hp(actor, x + 236, y + 32) draw_actor_sp(actor, x + 236, y + 64) end end
def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 116, self.width - 32,
96) end end end
# Window's Steps/Gold/PLaytime Modded for height and width
options class Window_Gold < Window_Base def initialize super(0, 0, $gold_window_width, $gold_window_height) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32,
$game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32,
$data_system.words.gold, 2) end end
class Window_PlayTime < Window_Base def initialize super(0, 0, $playtime_gamename_width,
$playtime_gamename_height) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Play Time") @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 = normal_color self.contents.draw_text(4, 32, 120, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
class Window_Steps < Window_Base def initialize super(0, 0, $steps_window_width, $steps_window_height) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Step Count") self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32,
$game_party.steps.to_s, 2) end end
#--------------------------------------------------------------
----------------# # ** Scene_Menu Modded and Customizable
# #--------------------------------------------------------------
----------------# # This class performs menu screen processing.
# #--------------------------------------------------------------
----------------#
class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main # Command Window Setup s1 = $choices_item.to_s s2 = $choices_skill.to_s s3 = $choices_equip.to_s s4 = $choices_status.to_s s5 = $choices_musicportable.to_s s6 = $choices_save.to_s s7 = $choices_load.to_s s8 = $choices_exit.to_s @command_window = Window_Command2.new(160, [s1, s2, s3, s4,
s5, s6, s7, s8]) @command_window.index = @menu_index @command_window.x = $command_window_x @command_window.y = $command_window_y @command_window.opacity = $command_window_opacity @command_window.back_opacity = $command_window_backopacity # If number of party members is 0 disable first four
commands if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled @command_window.disable_item(5) end # Keeps track of party members and alters the MenuStatus
height if $game_party.actors.size == 1 $menu_status = 180 elsif $game_party.actors.size == 2 $menu_status = 280 elsif $game_party.actors.size == 3 $menu_status = 380 else $menu_status = 480 end # Checks to see if Save is Disabled # End Command Setup # Checks to see if $pic_as_back is on if $pic_as_back == true @sprite = Sprite.new @sprite.bitmap = RPG::Cache.picture($pic_name) else @map = Spriteset_Map.new end # Checks the gold window options if $gold_window == "On" @gold_window = Window_Gold.new @gold_window.x = $gold_window_x @gold_window.y = $gold_window_y @gold_window.opacity = $gold_window_opacity @gold_window.back_opacity = $gold_window_backopacity end # Checks the playtime/gamename window options if $playtime_gamename_window == "On" if $playtime_or_gamename == "GameName" @playtime_gamename_window = Window_GameName.new else @playtime_gamename_window = WIndow_PlayTime.new end @playtime_gamename_window.x = $playtime_gamename_x @playtime_gamename_window.y = $playtime_gamename_y @playtime_gamename_window.opacity =
$playtime_gamename_window_opacity @playtime_gamename_window.back_opacity =
$playtime_gamename_window_backopacity end # Checks the steps window options if $steps_window == "On" @steps_window = Window_Steps.new @steps_window.x = $steps_window_x @steps_window.y = $steps_window_y @steps_window.opacity = $steps_window_opacity @steps_window.back_opacity = $steps_window_backopacity end # checks the menustatus window options @status_window = Window_MenuStatus.new @status_window.x = $menustatus_window_x @status_window.y = $menustatus_window_y @status_window.opacity = $menustatus_window_opacity @status_window.back_opacity =
$menustatus_window_backopacity Graphics.transition # Main loop loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze # checks to see what windows need to be disposed if $pic_as_back == true @sprite.dispose @sprite.bitmap.dispose else @map.dispose end if $gold_window == "On" @gold_window.dispose end if $playtime_gamename_window == "On" @playtime_gamename_window.dispose end if $steps_window == "On" @steps_window.dispose end @command_window.dispose @status_window.dispose end
def update # checks to see what windows need to be updated if $gold_window == "On" @gold_window.update end if $playtime_gamename_window == "On" @playtime_gamename_window.update end if $steps_window == "On" @steps_window.update end @command_window.update @status_window.update if @command_window.active update_command return end if @status_window.active update_status 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) if $game_party.actors.size == 0 and @command_window.index
< 4 $game_system.se_play($data_system.buzzer_se) return end
case @command_window.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) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 $game_system.se_play($data_system.decision_se) $scene = Scene_Portable.new when 5 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 6 $game_system.se_play($data_system.decision_se) $scene = Scene_Load.new when 7 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end
def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) case @command_window.index when 1 if $game_party.actors[@status_window.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(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@status_window.index) when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end
1.Download Gambar Ini dan beri nama Musicportable Musicportable 2.Background belakang agar pas diberi gambar ini Musicportable1 Credit-XLeD -Harshboy -game_guy -Jovian(saya)
Terakhir diubah oleh Jovian tanggal 2010-05-18, 11:32, total 1 kali diubah |
| | | 2010-05-16, 14:56 | Re: Ipod Music System |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Fiturnya bsa di perjelas lagi ga? Bingung saya mksud ny apa... Apakah bisa gnti bgm sesuka hati? Q cobain dlu deh... Mohon maaf dan terima kasih |
| | | 2010-05-16, 15:02 | Re: Ipod Music System |
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reijubv Kai Runes
Posts : 1476 Thanked : 33 Engine : RMVX
Awards:
| Dilihat dari scriptnya sepertinya ini script music player ya, good work, kalo mau pakai script audio player saya biar bisa di pause dan di resume ( NGIKLAN ) Oh btw tinggal di perhalus aja tampilannya dan kalo bisa dikasih demo ~ |
| | | 2010-09-18, 16:06 | Re: Ipod Music System |
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burrows Newbie
Posts : 11 Thanked : 0 Engine : RMVX Skill : Very Beginner Type : Mapper
| Bisa dikasih penjelasan lebih lanjut ga tentang scriptnya? |
| | | 2010-09-18, 17:49 | Re: Ipod Music System |
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Vsio Xutix Xox
Posts : 2377 Thanked : 18 Engine : Multi-Engine User Skill : Advanced Type : Developer
| @burrows:
Mohon jangan yg bersifat junk kk.
Kalau mau penjelasan lebih lanjut, tolong setidaknya minta bagian spesifik mananya yg perlu diberi penjelasan tsb.
Terima kasih.
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| | | | Re: Ipod Music System |
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