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| modif F.A.S.T.E.B.S | |
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ocean bliss Newbie
Posts : 93 Thanked : 2 Engine : RMVX Skill : Skilled Type : Artist
| Subyek: modif F.A.S.T.E.B.S 2010-06-23, 23:31 | |
| aku dah berusaha memodifikasi FASTEBS buatan wltr3565 agar sesuai dengan yang aku butuhkan tapi aku menemui jalan buntu nih ada yang bisa bantu? ini adalah capture dari screenku yang mau aku tanyakan apakah bisa script ini diintegrasikan dengan animated state icon yang ditansalated ma Mr buble, ato lebih tepatnya apakah dalam script ini masih bisa diubah (dikembalikan) ke versi original vx pada bagian yang menampilkan status icon sehingga script animated state icon bisa bekerja , aku lebih menyukai yang animated karena lebih sedikiit makan tempat , trus untuk mengubah update HP ma MP number agar lebih cepat (tanpa scroling) bagaimana ya? karena kalo misalnya dari HP 1 di heal hingga max HP 6000 butuh waktu lebih dari 10detik untuk anggkanya penuh (aku dah pake "0" untuk delaynya) dan menurutku itu cukup "mengganggu" untuk tipe permainan yang cepat terutama buat ATB (aku nggak make fitur earthbound di script tersebut) sama satu lagi mungkin ada yang bisa ngasih tau gimanya caranya buat masukin gambar di scene battle sebagai BG buat window actor command ? (sperti di gambar diatas ) trims atas perhatiannya | |
| | | Kuro Ethernite The Creator
Posts : 1631 Thanked : 24 Engine : RMVX Ace Skill : Masterful Type : Jack of All Trades
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| Subyek: Re: modif F.A.S.T.E.B.S 2010-06-23, 23:48 | |
| Soal state icon, gmna klo X ama Y coordinate tmpat kotak state itu d pindah tmpatkan aja?? N untuk ilangin scroll trsebut, coba apus aja bagian Alter speed, ga usah d kosongin I mean, hapus part bagian situny gtu .... About msukin gambar, buat scriptny manggil gambar dgan kondisi $game_temp_battle (yah?? ) priority ny d bawah commandny gtu..... Aaagh.... Klo saranku smuany trdger ngaco, just ask masterny | |
| | | ocean bliss Newbie
Posts : 93 Thanked : 2 Engine : RMVX Skill : Skilled Type : Artist
| Subyek: Re: modif F.A.S.T.E.B.S 2010-06-24, 00:00 | |
| aku dah coba mindah tapi tetap aja kayaknya terlalu makan banyak makan tempat, karena aku berusaha bikin sataus yang slim aku dah pernah ngapus yang bagian update scrolingnya tapi aku malah dapet error (mungkin karena aku asal ngapus aja kali ya, ntar aku lihat di bagian script vx yang standart dulu buat perbandingan (sapa tahu aku bisa paham ) dan kembali bereksperiment $game_temp_battle ok ntar aku liat lagi seligus cari2 script yang fungsinya mirip buat dicontek thanks | |
| | | wltr3565 Senior
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| Subyek: Re: modif F.A.S.T.E.B.S 2010-06-24, 00:09 | |
| Wogh, ada yang gunain State Icon, angka instan ama command pake gambar ya... Aku bisa bantu. Tapi pertama: 1. Script yang kamu maksud untuk animated state icon itu ada di mana? Aku mau lihat. 2. Aku bisa buatin biar angkanya bisa instan, tapi jadi rada kurang cantik IMO. Berupa patch ya. 3. Gambar untuk commandnya lebih gede dari window commandnya sendiri ya? Kalo kayak gitu mah bisa rada masalah . Bukan berarti gak bisa diurus sih. Boleh kan aku lihat gambar untuk commandnya? Kalo segede window commandnya, aku gak gitu masalah. 4. Itu punya Reedo ya SBSnya? Emang, yang dia punya itu gampang install nya sih . 5. Untuk jaga-jaga, bisa kan beriin list script yang kamu pasang di game kamu itu? Biar gak bentrok satu sama lain. Status barnya keren | |
| | | ocean bliss Newbie
Posts : 93 Thanked : 2 Engine : RMVX Skill : Skilled Type : Artist
| Subyek: Re: modif F.A.S.T.E.B.S 2010-06-24, 00:46 | |
| state icon animation sory banget character unicodenya gak keluar (lg gak pake kompi rumah nih ) - Code:
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=begin ************************************************************************ * State Icon Animation Ver2.00 Actor states will animate and cycle through multiple icons rather than display a limited amount. Script by ziifee =end # ************************************************************************
module StateAnime # * Settings NOR = 0 # "Normal" state icon. Use icon index number from Iconset. SPE = 40 # Icon change speed. (1 second = 60) end #============================================================================== # ¦ StateIcons #==============================================================================
class StateIcons #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- attr_reader :x # X ?? attr_reader :y # Y ?? attr_reader :bitmap # ?????? (??????) #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize(icons, x, y, bitmap) @icons = icons.empty? ? [0] : icons @x , @y = x , y @bitmap = bitmap @index = 0 end #-------------------------------------------------------------------------- # ? ????????????????? #-------------------------------------------------------------------------- def change? return true if @icons.size > 1 return false end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def icon icon = @icons[@index] @index = (@index + 1) % @icons.size return icon end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- def dispose @bitmap.dispose end end
#============================================================================== # ¦ Window_Base #==============================================================================
class Window_Base #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- alias :stateanime_initialize :initialize def initialize(x, y, width, height) stateanime_initialize(x, y, width, height) @stateanime_new = true @stateanime_set = [] @stateanime_count = 0 end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- alias :stateanime_dispose :dispose def dispose stateanime_dispose for state in @stateanime_set do state.dispose end end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def clear_stateanime for state in @stateanime_set do state.dispose end @stateanime_new = false @stateanime_set = [] @stateanime_count = 0 end #-------------------------------------------------------------------------- # ? ?????????????? # obj : ??????????????? #-------------------------------------------------------------------------- def draw_stateanime(obj, setting = false) return if not obj.change? and not setting self.contents.clear_rect(obj.x, obj.y, 24, 24) self.contents.blt(obj.x, obj.y, obj.bitmap, Rect.new(0, 0, 24, 24)) draw_icon(obj.icon, obj.x, obj.y) end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- alias :stateanime_update :update def update stateanime_update unless @stateanime_set.empty? @stateanime_count += 1 if @stateanime_count % StateAnime::SPE == 0 @stateanime_new = true unless @stateanime_new for obj in @stateanime_set do draw_stateanime(obj) end end end end #-------------------------------------------------------------------------- # ? ??????? ?? #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, dummy_width = 24) clear_stateanime if @stateanime_new icons = [] for state in actor.states icons.push(state.icon_index) if state.icon_index > 0 end if icons.empty? return if StateAnime::NOR <= 0 # ! ???????? icons.push(StateAnime::NOR) end icons.uniq! bitmap = Bitmap.new(24, 24) src_rect = Rect.new(x, y, 24, 24) bitmap.blt(0, 0, self.contents, src_rect) obj = StateIcons.new(icons, x, y, bitmap) @stateanime_set.push(obj) draw_stateanime(obj, true) end end
untuk battle aku cuman pake tanketai yang ATB sama overdrivenya kgc aku rasa untuk cript lainnya gak akan masalah (aku gak pake terlalu banyak script custom) untuk window command yang ukuran biasa juga gak papa tapi tapi kalo misalnya terpisah dari window command gimana ya jadi prinsipnya cuman naroh gambar di pojok kiri bawah kemudian opacity untuk window commandnya dijadiin 0 gimana? | |
| | | wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
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| Subyek: Re: modif F.A.S.T.E.B.S 2010-06-24, 01:08 | |
| Itu Tankentai, ya elah Nih untuk angka instannya: - Code:
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#=============================================================================== # This patch will make the numbers to show instantly, instead to roll. Yeah, # There's still some slight rolls, but it's not that noticeable, so don't # sweat it. # Put this below FASTEBS. #=============================================================================== class Sprite_Numbers_wltr def update @numbers[1].new_number = @newnumber % 10 @numbers[2].new_number = @newnumber % 100 / 10 if @numbers[2] != nil @numbers[3].new_number = @newnumber % 1000 / 100 if @numbers[3] != nil @numbers[4].new_number = @newnumber % 10000 / 1000 if @numbers[4] != nil @numbers[5].new_number = @newnumber % 100000 / 10000 if @numbers[5] != nil refix_number @numbers[1].update @numbers[2].update if @numbers[2] != nil @numbers[3].update if @numbers[3] != nil @numbers[4].update if @numbers[4] != nil @numbers[5].update if @numbers[5] != nil end def refix_number if @numbers[5].new_number == 0 @numbers[5].new_number = -1 end if @numbers[4].new_number == 0 if @numbers[5].new_number == -1 @numbers[4].new_number = -1 end end if @numbers[3].new_number == 0 if @numbers[4].new_number == -1 @numbers[3].new_number = -1 end end if @numbers[2].new_number == 0 if @numbers[3].new_number == -1 @numbers[2].new_number = -1 end end end end #=============================================================================== # # END OF SCRIPT # #=============================================================================== Instruksi makenya dah kutulis discirptnya. Dan patch compatibility untuk animated statesnya: - Code:
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#=============================================================================== # This is the patch for making Ziifee's animated states script to be useable # for FASTEBS too. You still need Ziifee's animates states script intalled # though. Place it above main. #=============================================================================== class Sprite_States_Icon < Sprite def initialize(actor, x, y, view_area) super(view_area) @back = Sprite.new(view_area) @back.bitmap = Cache.system("StateBox.png") @actor = actor @states = [] @stateanime_new = true @stateanime_set = [] @stateanime_count = 0 self.bitmap = Bitmap.new(24 * 4, 24) self.x = x self.y = y @back.x = x @back.y = y @back.z = 200 update end
def update unless @stateanime_set.empty? @stateanime_count += 1 if @stateanime_count % StateAnime::SPE == 0 @stateanime_new = true unless @stateanime_new for obj in @stateanime_set do draw_stateanime(obj) end end end return if @states == @actor.states self.bitmap.clear count = 0 @states = @actor.states draw_actor_state(@actor, 0, 0) end def draw_icon(icon_index, x, y, enabled = true) bitmap = Cache.system("Iconset") rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) self.bitmap.blt(x, 0, bitmap, rect, enabled ? 255 : 128) end def dispose super @back.dispose for state in @stateanime_set do state.dispose end end def clear_stateanime for state in @stateanime_set do state.dispose end @stateanime_new = false @stateanime_set = [] @stateanime_count = 0 end
def draw_actor_state(actor, x, y, dummy_width = 24) clear_stateanime if @stateanime_new icons = [] for state in actor.states icons.push(state.icon_index) if state.icon_index > 0 end if icons.empty? return if StateAnime::NOR <= 0 # ! ???????? icons.push(StateAnime::NOR) end icons.uniq! bitmap = Bitmap.new(24, 24) src_rect = Rect.new(x, y, 24, 24) bitmap.blt(0, 0, self.bitmap, src_rect) obj = StateIcons.new(icons, x, y, bitmap) @stateanime_set.push(obj) draw_stateanime(obj, true) end def draw_stateanime(obj, setting = false) return if not obj.change? and not setting self.bitmap.clear_rect(obj.x, obj.y, 24, 24) self.bitmap.blt(obj.x, obj.y, obj.bitmap, Rect.new(0, 0, 24, 24)) draw_icon(obj.icon, obj.x, obj.y) end end #=============================================================================== # # END OF SCRIPT # #=============================================================================== Instruksinya juga dah kutulis. Bilang aja kalo scriptnya masih bermasalah . Coba aja yang itu dulu, yang untuk actor commandnya kucoba lain kali. | |
| | | ocean bliss Newbie
Posts : 93 Thanked : 2 Engine : RMVX Skill : Skilled Type : Artist
| Subyek: Re: modif F.A.S.T.E.B.S 2010-06-24, 22:49 | |
| OK thanks banget, ini aja dah lebih dari cukup, kalo ada masalah ntar aku PM aja ya sekali lagi makasih | |
| | | hipon
katanya Member Paling Sabar
Posts : 384 Thanked : 6 Engine : RMVX
| Subyek: Re: modif F.A.S.T.E.B.S 2010-06-25, 13:17 | |
| IMO, status barnya mending di bawah bro,yg sekarang terkesan nutupin faceset bgt | |
| | | ocean bliss Newbie
Posts : 93 Thanked : 2 Engine : RMVX Skill : Skilled Type : Artist
| Subyek: Re: modif F.A.S.T.E.B.S 2010-06-25, 23:44 | |
| ya karena itulah aku minta untuk dicompatible kan ma animated icon state, jadi satusnya sekarang cuman makan tempat 24*24 ato 1/4 lebih kecil dari ukuran semula plus sebenarnya dari awal sebenarnya bag status juga mau aku taroh di bawah cuman karena tetap nggak cocok denga hp ma mp bar yang dah aku buat maka aku kecilin aja deh bagian ststus icon agar lebih leluasa penempatannya:) selain itu faceset dalam screenshot cuman buat dummy aja faceset sebenarnbya bakalan lebih kecil karena aku berniat bikin satus bar yang compact dengan patch diatas semuanya bisa berjalan lancar | |
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