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rama_165 Novice
Posts : 271 Thanked : 3 Engine : RMVX Skill : Beginner Type : Event Designer
| Subyek: nanya event 2010-05-17, 12:34 | |
| Aku kan sudah buat event : sebuah event ngikutin player, terus saat playernya lari, kecepatan eventnya tetep. (nggak bisa sama-sama tambah cepet dengan playernya)?????? gimana ya.. biar bisa.... tolong ya kakak kakak
Ehhhh aku lupa ada pertanyaan kedua dariku Klo ngasi event hari yang kaya di game harvest moon itu gimana ya???????????
Terakhir diubah oleh Rahmat Hidayat tanggal 2010-05-17, 12:50, total 1 kali diubah | |
| | | Galvin09 Novice
Posts : 241 Thanked : 8 Engine : Multi-Engine User Skill : Beginner Type : Developer
| Subyek: Re: nanya event 2010-05-17, 12:37 | |
| @^ tergantung kk pake rm yang mana dulu,, kan ada banyakkk.... - Spoiler:
PERTAMAXX!!
Terakhir diubah oleh Galvin09 tanggal 2010-05-17, 12:38, total 1 kali diubah (Reason for editing : salah ketik) | |
| | | rama_165 Novice
Posts : 271 Thanked : 3 Engine : RMVX Skill : Beginner Type : Event Designer
| Subyek: Re: nanya event 2010-05-17, 12:39 | |
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| | | wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
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| Subyek: Re: nanya event 2010-05-17, 12:41 | |
| @gal: Dia ngepost di tempat RMVX, pasti tanyanya yang VX.
@rah: Wah, untuk ngenyatet playernya ngedash ato kagak itu perlu cara ekstrim (bisa sih ada cara yang lebih simpel). Itu untuk adegan atau saat jalan-jalan biasa? | |
| | | rama_165 Novice
Posts : 271 Thanked : 3 Engine : RMVX Skill : Beginner Type : Event Designer
| Subyek: Re: nanya event 2010-05-17, 12:43 | |
| @wltr... untuk jalan jalan biasa | |
| | | Galvin09 Novice
Posts : 241 Thanked : 8 Engine : Multi-Engine User Skill : Beginner Type : Developer
| Subyek: Re: nanya event 2010-05-17, 12:44 | |
| biasanya (kalo gak salah) ada move event (kalo di VX apa ya namanya, lupa lagi hehe) nah,, buat event pake conditional branch yang kalo player nambah speed. didalem conditional branch itu buat event untuk menambah speed yang sama sesuai dengan event speed untuk player.. | |
| | | Oscar Senior
Posts : 830 Thanked : 13 Engine : RMVX Skill : Beginner Type : Writer
| Subyek: Re: nanya event 2010-05-17, 12:52 | |
| Seperti itu bisa dilakukan dgn conditional brach, jadi: 1. buat parrarel process 2. Kasi conditional branch => jika tombol "Dash" (yg membuat lari) 3. if true => maka event yg ngikutin kamu di "change speed" 4. silakan dicoba. moga paham dg penjelasan saia | |
| | | Galvin09 Novice
Posts : 241 Thanked : 8 Engine : Multi-Engine User Skill : Beginner Type : Developer
| Subyek: Re: nanya event 2010-05-17, 13:17 | |
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| | | Wildan7 Newbie
Posts : 55 Thanked : 1 Engine : RMVX Skill : Intermediate Type : Artist
| Subyek: Re: nanya event 2010-05-17, 15:12 | |
| Saya coba jawab..... 1. Kalau pake Event untuk ngikutin player pas ia lari bisa.....tapi harus pake conditional branch...when dash pressed....if true change speed eventnya..>>>> (setuju ama kk Oscar) tapi kelemahannya..... kita tiap map harus ada event2 tsb.... bisa jadi gamenya jadi agak lambat.....(karena kbanyakan Event) kalo gak salah ada kan skripnya untuk itu...... "Catterpillar" kayaknya....<<< lupa siapa yang buat..... 2. untuk event pergantian hari, biasannya pake banyak variabel, n show picture untuk datenya..... biasanya saya pake di common event untuk variabel minute,day, month... skripnya juga ada.....Day and night system miliknya.....KGC yah???<<< lupa.... CMIIW.... hahaha maaf padahal topiknya nanya masalah event.... n saya jawabnya pke skrip.... OOT: - Spoiler:
soalnya pake skrip emang lebih praktis.... tapi jangan lupa credit.....
bedanya: kalo pake event kita bisa belajar...
sekian dari saya.... maaf kalo kurang memuaskan....(saya bukan eventer handal....) | |
| | | adnanff Newbie
Posts : 67 Thanked : -2 Engine : RMVX Skill : Intermediate Type : Mapper
| Subyek: Re: nanya event 2010-06-18, 09:54 | |
| kalo biar ngikutin player...pke catterpillar......nih ada...... - Spoiler:
- Code:
-
class Game_Player #-------------------------------------------------------------------------- # * Move Down # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_down(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move Left # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_left(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move Right # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_right(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move up # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_up(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move Lower Left #-------------------------------------------------------------------------- def move_lower_left super end #-------------------------------------------------------------------------- # * Move Lower Right #-------------------------------------------------------------------------- def move_lower_right super end #-------------------------------------------------------------------------- # * Move Upper Left #-------------------------------------------------------------------------- def move_upper_left super end #-------------------------------------------------------------------------- # * Move Upper Right #-------------------------------------------------------------------------- def move_upper_right super end end
class Game_Follower < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :actor attr_accessor :move_speed #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor) super() @through = true @actor = actor end #-------------------------------------------------------------------------- # * Set Actor #-------------------------------------------------------------------------- def actor=(actor) @actor = actor setup end #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- def setup if @actor != nil @character_name = $game_actors[@actor].character_name @character_index = $game_actors[@actor].character_index else @character_name = "" @character_index = 0 end @opacity = 255 @blend_type = 0 @priority_type = 0 end
#-------------------------------------------------------------------------- # * Screen Z #-------------------------------------------------------------------------- def screen_z if $game_player.x == @x and $game_player.y == @y return $game_player.screen_z - 1 end super end #-------------------------------------------------------------------------- # * Same Position Starting Determinant (Disabled) #-------------------------------------------------------------------------- def check_event_trigger_here(triggers) result = false return result end #-------------------------------------------------------------------------- # * Front Envent Starting Determinant (Disabled) #-------------------------------------------------------------------------- def check_event_trigger_there(triggers) result = false return result end #-------------------------------------------------------------------------- # * Touch Event Starting Determinant (Disabled) #-------------------------------------------------------------------------- def check_event_trigger_touch(x, y) result = false return result end end
class Spriteset_Map alias_method :spriteset_map_create_characters, :create_characters def create_characters spriteset_map_create_characters $game_party.followers.each do |char| @character_sprites << Sprite_Character.new(@viewport1, char) end end end
class Game_Party #-------------------------------------------------------------------------- # * Constants #-------------------------------------------------------------------------- MAX_SIZE = 8 CATERPILLAR = 2 #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :followers #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias_method :trick_caterpillar_party_initialize, :initialize def initialize trick_caterpillar_party_initialize @followers = Array.new(MAX_SIZE - 1) {Game_Follower.new(nil)} @move_list = [] end #-------------------------------------------------------------------------- # * Update Followers #-------------------------------------------------------------------------- def update_followers flag = $game_player.transparent || $game_switches[CATERPILLAR] @followers.each_with_index do |char, i| char.actor = @actors[i + 1] char.move_speed = $game_player.move_speed if $game_player.dash? char.move_speed += 1 end char.update char.transparent = flag end end #-------------------------------------------------------------------------- # * Move To Party #-------------------------------------------------------------------------- def moveto_party(x, y) @followers.each {|char| char.moveto(x, y)} @move_list.clear end #-------------------------------------------------------------------------- # * Move Party #-------------------------------------------------------------------------- def move_party @move_list.each_index do |i| if @followers[i] == nil @move_list[i...@move_list.size] = nil next end case @move_list[i].type when 2 @followers[i].move_down(*@move_list[i].args) when 4 @followers[i].move_left(*@move_list[i].args) when 6 @followers[i].move_right(*@move_list[i].args) when 8 @followers[i].move_up(*@move_list[i].args) when 1 @followers[i].move_lower_left when 3 @followers[i].move_lower_right when 7 @followers[i].move_upper_left when 9 @followers[i].move_upper_right when 5 @followers[i].jump(*@move_list[i].args) end end end #-------------------------------------------------------------------------- # * Add Move List #-------------------------------------------------------------------------- def update_move(type, *args) move_party @move_list.unshift(Game_MoveListElement.new(type, args)) end end
class Game_MoveListElement #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(type, args) @type = type @args = args end #-------------------------------------------------------------------------- # * Type #-------------------------------------------------------------------------- def type return @type end #-------------------------------------------------------------------------- # * Args #-------------------------------------------------------------------------- def args return @args end end
class Game_Player #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :move_speed
#-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_update, :update def update $game_party.update_followers trick_caterpillar_player_update end #-------------------------------------------------------------------------- # * Moveto #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_moveto, :moveto def moveto(x, y) $game_party.moveto_party(x, y) trick_caterpillar_player_moveto(x, y) end #-------------------------------------------------------------------------- # * Move Down #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_down, :move_down def move_down(turn_enabled = true) if passable?(@x, @y+1) $game_party.update_move(2, turn_enabled) end trick_caterpillar_player_move_down(turn_enabled) end #-------------------------------------------------------------------------- # * Move Left #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_left, :move_left def move_left(turn_enabled = true) if passable?(@x-1, @y) $game_party.update_move(4, turn_enabled) end trick_caterpillar_player_move_left(turn_enabled) end #-------------------------------------------------------------------------- # * Move Right #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_right, :move_right def move_right(turn_enabled = true) if passable?(@x+1, @y) $game_party.update_move(6, turn_enabled) end trick_caterpillar_player_move_right(turn_enabled) end #-------------------------------------------------------------------------- # * Move Up #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_up, :move_up def move_up(turn_enabled = true) if passable?(@x, @y-1) $game_party.update_move(8, turn_enabled) end trick_caterpillar_player_move_up(turn_enabled) end #-------------------------------------------------------------------------- # * Move Lower Left #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left def move_lower_left if passable?(@x - 1, @y) and passable?(@x, @y + 1) $game_party.update_move(1) end trick_caterpillar_player_move_lower_left end #-------------------------------------------------------------------------- # * Move Lower Right #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right def move_lower_right if passable?(@x + 1, @y) and passable?(@x, @y + 1) $game_party.update_move(3) end trick_caterpillar_player_move_lower_right end #-------------------------------------------------------------------------- # * Move Upper Left #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left def move_upper_left if passable?(@x - 1, @y) and passable?(@x, @y - 1) $game_party.update_move(7) end trick_caterpillar_player_move_upper_left end #-------------------------------------------------------------------------- # * Move Upper Right #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right def move_upper_right if passable?(@x + 1, @y) and passable?(@x, @y - 1) $game_party.update_move(9) end trick_caterpillar_player_move_upper_right end #-------------------------------------------------------------------------- # * Jump #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_jump, :jump def jump(x_plus, y_plus) new_x = @x + x_plus new_y = @y + y_plus if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y) $game_party.update_move(5, x_plus, y_plus) end trick_caterpillar_player_jump(x_plus, y_plus) end end########### ########### ###########
- Spoiler:
This script is originally by Trickster. And ported to VX by Diedrupo.
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