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| cara pake script skill shop | |
| 2010-12-11, 13:47 | cara pake script skill shop |
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fahrizal2002 Newbie
Posts : 47 Thanked : 0 Engine : RMVX Skill : Beginner Type : Event Designer
| udah seminggu ane kga ktemu2 cara pakenya... nanya orang kga ada yg jawab.... smoga aja disini ada orang yg berbaik hati mau ngasih tau cara pakenya... Shanghai Script dari RRR ane udah tanya2 disono kga ada yg jawab.. karena lagi sibuk kyknya.. instruksinya juga ngga jelas buat seorang newbie kya ane.. - Code:
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#=============================================================================== # # Shanghai Simple Script - Skill Shop # Last Date Updated: 2010.06.06 # Level: Normal # # This script lets actors buy skills from a shop and use them in battle. #=============================================================================== # Instructions # ----------------------------------------------------------------------------- # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials but above ▼ Main. Remember to save. # # <buy cost: x> # Sets the price for how much the skill sells for. # # <buy class: x> # <buy class: x, x, x> # The classes that are allowed to buy this skill. If nothing is used, then all # all classes are allowed to buy it. # # <buy actor: x> # <buy actor: x, x, x> # The actors that are allowed to buy this skill. No changes if nothing is used. # # <buy level requirement: x> # The required level in order to buy this skill. # # To launch the skill shop, type something like the following in a script call # event on the map. # # skills = [1, 2, 3, 4, 33..40, 41..80] # $scene = Scene_SkillShop.new(skills) # # And you will automatically be taken to the skill shop screen. #=============================================================================== $imported = {} if $imported == nil $imported["SkillShop"] = true module SSS # This is the default cost for skills. DEFAULT_BUY_SKILL_COST = 1000 # This icon will appear next to the actor's name if already learned the skill. SKILL_LEARNED_ICON = 141 end #============================================================================== # RPG::Skill #============================================================================== class RPG::Skill < RPG::UsableItem #-------------------------------------------------------------------------- # # Buy Skill Cost #-------------------------------------------------------------------------- def buy_skill_cost return @buy_skill_cost if @buy_skill_cost != nil @buy_skill_cost = SSS::DEFAULT_BUY_SKILL_COST self.note.split(/[\r\n]+/).each { |line| case line when /<(?:BUY_COST|BUY COST):[ ](\d+)>/i @buy_skill_cost = $1.to_i end } return @buy_skill_cost end #-------------------------------------------------------------------------- # # Buy For Class Skill #-------------------------------------------------------------------------- def buy_for_class_skill return @buy_for_class_skill if @buy_for_class_skill != nil @buy_for_class_skill = [] self.note.split(/[\r\n]+/).each { |line| case line when /<(?:BUY_CLASS|BUY CLASS):[ ](\d+(?:\s*,\s*\d+)*)>/i $1.scan(/\d+/).each { |num| @buy_for_class_skill.push(num.to_i) if num.to_i > 0 } end } if @buy_for_class_skill == [] and self.buy_for_actor_skill == [] for class_id in $data_classes @buy_for_class_skill.push(class_id.id) end end return @buy_for_class_skill end #-------------------------------------------------------------------------- # # Buy For Actor Skill #-------------------------------------------------------------------------- def buy_for_actor_skill return @buy_for_actor_skill if @buy_for_actor_skill != nil @buy_for_actor_skill = [] self.note.split(/[\r\n]+/).each { |line| case line when /<(?:BUY_ACTOR|BUY ACTOR):[ ](\d+(?:\s*,\s*\d+)*)>/i $1.scan(/\d+/).each { |num| @buy_for_actor_skill.push(num.to_i) if num.to_i > 0 } end } return @buy_for_actor_skill end #-------------------------------------------------------------------------- # # Buy Skill Level Requirement #-------------------------------------------------------------------------- def buy_skill_level_requirement return @buy_skill_level_requirement if @buy_skill_level_requirement != nil @buy_skill_level_requirement = 0 self.note.split(/[\r\n]+/).each { |line| case line when /<(?:BUY LEVEL REQUIREMENT|BUY LEVEL REQUIREMENT):[ ](\d+)>/i @buy_skill_level_requirement = $1.to_i end } return @buy_skill_level_requirement end end #============================================================================== # ** Window_SkillBuy #============================================================================== class Window_SkillBuy < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(gold_window, skill_list) @skill_list = skill_list window_y = gold_window.y + gold_window.height super(0, window_y, Graphics.width - 240, Graphics.height - window_y) refresh self.index = 0 end #-------------------------------------------------------------------------- # * Get Skill #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh @data = [] for skill in @skill_list @data.push(skill) if include?(skill) end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Whether or not to include in skill list #-------------------------------------------------------------------------- def include?(skill) return false if skill.nil? return true end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] if skill != nil rect.width -= 4 enabled = can_buy_skill?(skill) draw_item_name(skill, rect.x, rect.y, enabled) self.contents.draw_text(rect, skill.buy_skill_cost, 2) end end #-------------------------------------------------------------------------- # * Whether or not player can buy the skill #-------------------------------------------------------------------------- def can_buy_skill?(skill) return false if skill.nil? return false if skill.buy_skill_cost > $game_party.gold return true end #-------------------------------------------------------------------------- # * Update Help Text #-------------------------------------------------------------------------- def update_help @help_window.set_text(skill == nil ? "" : skill.description) end end #============================================================================== # ** Window_SkillShopStatus #============================================================================== class Window_SkillShopStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(buy_window) @buy_window = buy_window super(@buy_window.width, @buy_window.y, 240, @buy_window.height) self.active = false self.index = -1 refresh end #-------------------------------------------------------------------------- # * Get Actor #-------------------------------------------------------------------------- def actor return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh @skill = @buy_window.skill @data = $game_party.members @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Get rectangle for displaying items #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new(0, 0, 0, 0) rect.width = (contents.width + @spacing) / @column_max - @spacing rect.height = (contents.height / [@item_max, 1].max) rect.x = index % @column_max * (rect.width + @spacing) rect.y = index / @column_max * rect.height return rect end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) actor = @data[index] if actor != nil rect.width -= 4 enabled = can_learn_skill?(actor, @skill) self.contents.font.color.alpha = enabled ? 255 : 128 face_width = [92, rect.height-4].min draw_actor_face(actor, rect.x+2, rect.y+2, face_width) if actor.skill_learn?(@skill) draw_icon(SSS::SKILL_LEARNED_ICON, rect.x+4+face_width, rect.y+2) face_width += 24 end self.contents.draw_text(rect.x+4+face_width, rect.y+2, 108, 24, actor.name) return if WLH*2 + rect.y+2 > rect.height + rect.y level = sprintf("%s %d", Vocab.level, actor.level) rect.y += WLH if actor.skill_learn?(@skill) draw_icon(@skill.icon_index, rect.x+4+face_width-24, rect.y+2) end self.contents.draw_text(rect.x+4+face_width, rect.y+2, 108, 24, level) end end #-------------------------------------------------------------------------- # * Can the actor learn the skill? #-------------------------------------------------------------------------- def can_learn_skill?(actor, skill) return false if skill.nil? return false if actor.skill_learn?(skill) return false if skill.buy_skill_level_requirement > actor.level return true if skill.buy_for_actor_skill.include?(actor.id) return true if skill.buy_for_class_skill.include?(actor.class.id) return false end end #============================================================================== # ** Scene_SkillShop #============================================================================== class Scene_SkillShop < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(skill_list = []) id_list = [] for skill_id in skill_list case skill_id when Integer id_list.push(skill_id) when Range id_list |= skill_id.to_a end end @skill_list = [] for skill_id in id_list @skill_list.push($data_skills[skill_id]) end end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @help_window = Window_Help.new @gold_window = Window_Gold.new(Graphics.width - 160, @help_window.height) create_command_window @buy_window = Window_SkillBuy.new(@gold_window, @skill_list) @buy_window.y = @gold_window.y + @gold_window.height @buy_window.help_window = @help_window @buy_window.active = false @status_window = Window_SkillShopStatus.new(@buy_window) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @help_window.dispose @gold_window.dispose @buy_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::ShopBuy s2 = Vocab::ShopCancel @command_window = Window_Command.new(Graphics.width - 160, [s1, s2], 2) @command_window.y = @gold_window.y end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @help_window.update @gold_window.update if @command_window.active update_command_selection elsif @buy_window.active update_buy_selection elsif @status_window.active update_status_selection end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection @command_window.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) case @command_window.index when 0 # buy Sound.play_decision @command_window.active = false @buy_window.active = true when 1 # quit Sound.play_decision $scene = Scene_Map.new end end end #-------------------------------------------------------------------------- # * Update Buy Item Selection #-------------------------------------------------------------------------- def update_buy_selection @buy_window.update if @last_buy_index != @buy_window.index @last_buy_index = @buy_window.index @status_window.refresh end if Input.trigger?(Input::B) Sound.play_cancel @command_window.active = true @buy_window.active = false @last_buy_index = -1 elsif Input.trigger?(Input::C) if @buy_window.can_buy_skill?(@buy_window.skill) Sound.play_decision @status_window.index = 0 @status_window.active = true @buy_window.active = false else Sound.play_buzzer end end end #-------------------------------------------------------------------------- # * Update Status Selection #-------------------------------------------------------------------------- def update_status_selection @status_window.update if Input.trigger?(Input::B) Sound.play_cancel @status_window.index = -1 @status_window.active = false @buy_window.active = true elsif Input.trigger?(Input::C) if @status_window.can_learn_skill?(@status_window.actor, @buy_window.skill) Sound.play_shop @status_window.actor.learn_skill(@buy_window.skill.id) $game_party.lose_gold(@buy_window.skill.buy_skill_cost) @gold_window.refresh @buy_window.refresh @status_window.refresh else Sound.play_buzzer end end end end #=============================================================================== # # END OF FILE # #=============================================================================== |
| | | 2010-12-21, 17:57 | Re: cara pake script skill shop |
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jhontitor Novice
Posts : 279 Thanked : 4 Engine : RMVX Skill : Beginner Type : Mapper
Awards:
| setelah coba" main logika eh, tw jga pke nya. tuh cranya kurang lbih sma kyk script ane kk arus set skill mna yg mw dimasukkin(Id skillnya) clo krang jls ntar aq upload in |
| | | 2010-12-22, 09:04 | Re: cara pake script skill shop |
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F# != Admin
Stupid Moderator
Posts : 396 Thanked : 11 Engine : Multi-Engine User Skill : Very Beginner Type : Writer
| hmm...saia lom cobain nda ada rpg maker di compie saia ayng skarang lagian kalod i cobain pun saya belum tentu mengerti script skill shop itu bukan nya ada berbagai versi kenapa tidak cari aygn lain saja ? atau cobi request kepada maser master scripter disini |
| | | | Re: cara pake script skill shop |
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