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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| Deviant Skill Icon - Tankentai only | |
| 2011-06-11, 14:15 | Deviant Skill Icon - Tankentai only |
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richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| Deviant Skill Icon Versi: 1.0 Tipe: Battle System Add-On PengenalanPertamanya ane mo bikin skill si Tinker (Courage, siapa lagi?) biar pake senjata lain walo dia misalnya lagi nenteng pedang... Dan sekarang malah jadi skrip inget, ni skrip cuman bisa dipake barengan Tankentai SBS pasti ngga bisa dipake sama CMS lain macem Melody apalagi DBS Fitur
- ganti icon senjata yang dipake pas casting skill (mo nembakin Silver Bullet walo ente Warrior dan lagi pake pedang?)
- ganti icon item pas pake item (misanya di LoSS tu Magic Hammer; getok teman pake palu buat ilangin status Petrify )
- kalo males bikin 'flying graphics,' skrip ini juga bisa bantu ente buat pake senjata yang sedang dipake biar jadi bahan lemparan (kalo di LoSS tu Sword Boomerang; ngga perlu motong2in gambar dari iconset lagi loh )
Screenshotsntar... tapi coba dulu aja Demontar... tapi coba dulu aja Scripts - Code:
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#------------------------------------------------------------------------------ # Deviant Skill Icon # version 1.0 # by richter_h #------------------------------------------------------------------------------ # This script will make the skill uses the designated icon rather than # use the same with weapons. This script was used for my game project which # has to use another icon to cast a skill # (such as Laser, Burstfire, EMP Fusion, etc... I use the cannon icon rather # than the default explosion icon :D ) # # For Tankentai use only, and recommended the latest one if want to use this. # Won't work with other BS such as Melody and good ol' DBS... :P # # Feel free to credit if used ;) #------------------------------------------------------------------------------
module DSI # Insert skill ID here to designate the skill to use the weapon icon rather # than the designated for skill itself or flying grapihcs WEAPON_WITH_SKILL = [48] # If you want to use another icon as weapon graphic or flying graphic (such # as using ray cannon to cast Laser or throw grenade icon rather than # the explosion icon), insert as following in the bracket below # # [skill id in database] => [icon index in iconset.png], # # Don't forget to add comma after the icon index. DEVIANT_SKILL = { 20 => 35, 22 => 35, 23 => 35, 24 => 35, 31 => 16 } # Same drill, as skill above but this one below is for items if you have # a smoke bomb to throw and wants to use antoher icon than designated icon # in database, as example. # # [item id in database] => [icon index in iconset.png], # # Don't forget to add comma after the icon index. DEVIANT_ITEM = { 7 => 41 } end
class Sprite_Weapon < Sprite_Base #-------------------------------------------------------------------------- # ● 武器を取得 #-------------------------------------------------------------------------- def weapon_graphics(left = false) if @battler.actor? weapon = @battler.weapons[0] unless left weapon = @battler.weapons[1] if left else weapon = $data_weapons[@battler.weapon] end # 武器がなければ処理をキャンセル return if weapon == nil deviconskill = DSI::DEVIANT_SKILL deviconitem = DSI::DEVIANT_ITEM if weapon.graphic == "" && deviconskill.include?(@battler.action.skill_id) # @battler.action.skill_id == icon_index = deviconskill[@battler.action.skill_id] #35 self.bitmap = Cache.system("Iconset") self.src_rect.set(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) @weapon_width = @weapon_height = 24 elsif weapon.graphic == "" && deviconitem.include?(@battler.action.item.id) # @battler.action.skill_id == icon_index = deviconitem[@battler.action.item.id] #35 self.bitmap = Cache.system("Iconset") self.src_rect.set(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) @weapon_width = @weapon_height = 24 # アイコンを利用するなら elsif weapon.graphic == "" icon_index = weapon.icon_index self.bitmap = Cache.system("Iconset") self.src_rect.set(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) @weapon_width = @weapon_height = 24 # ID指定があったら、アイコンではなくそのグラフィックを取得 else self.bitmap = Cache.character(weapon.graphic) @weapon_width = self.bitmap.width @weapon_height = self.bitmap.height end end end
class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # ++ Moving Animations #-------------------------------------------------------------------------- def moving_anime # まだ前のアニメ飛ばしが残っているなら初期化 # If the previous animation exists, initialize actions @move_anime.action_reset if @anime_moving @anime_moving = true # Mirror when in a surprise encounter mirror = false mirror = true if $back_attack # Animation ID id = @active_action[1] # Object/Target target = @active_action[2] x = y = mem = 0 # If object is a single unit if target == 0 # ターゲットが決まってない場合、自身に変換 # If target is not decided, change target to self if @target_battler == nil x = self.x y = self.y else # ターゲットが空の場合、自身に変換 # If target is nil, change target to self if @target_battler[0] == nil x = self.x y = self.y else # 最初に入っているターゲットに対象決定 # If target is confirmed, get position x = @target_battler[0].position_x y = @target_battler[0].position_y end end # 対象が敵の中心の場合 # When the object/targets is a group of enemies elsif target == 1 # 自身がアクターの場合はエネミーの中心を計算 # Calculate the center position of the party if @battler.is_a?(Game_Actor) for target in $game_troop.members x += target.position_x y += target.position_y mem += 1 end x = x / mem y = y / mem # 自身がエネミーの場合はアクターの中心を計算 # Calculate the center position of the enemy targets else for target in $game_party.members x += target.position_x y += target.position_y mem += 1 end x = x / mem y = y / mem end # 対象が味方の中心の場合 # When the object/targets are a group of actors elsif target == 2 # 自身がアクターの場合はアクターの中心を計算 # Calculate center of actor party if @battler.is_a?(Game_Actor) for target in $game_party.members x += target.position_x y += target.position_y mem += 1 end x = x / mem y = y / mem # 自身がエネミーの場合はエネミーの中心を計算 # Calculate cetner of enemy troop else for target in $game_troop.members x += target.position_x y += target.position_y mem += 1 end x = x / mem y = y / mem end # Object is self else x = self.x y = self.y end # 開始位置の微調整 # Adjust position of animation plus_x = @active_action[6] plus_y = @active_action[7] # エネミーはX軸を逆に # x-axis is reversed for enemies plus_x *= -1 if @battler.is_a?(Game_Enemy) # 最終的な移動距離を算出 # Calculate distance from source to target distanse_x = x - self.x - plus_x distanse_y = y - self.y - plus_y # 飛ばしタイプ # Get animation pass-through value type = @active_action[3] # Speed of animation speed = @active_action[4] # 軌道 # Orbit/arc orbit = @active_action[5] # 自身が開始位置なら # If origin is self if @active_action[8] == 0 @move_anime.base_x = self.x + plus_x @move_anime.base_y = self.y + plus_y # 対象が開始位置なら # If origin is target elsif @active_action[8] == 1 @move_anime.base_x = x + plus_x @move_anime.base_y = y + plus_y # 距離を反対に distanse_y = distanse_y * -1 distanse_x = distanse_x * -1 # 動かさないなら # If other origin else @move_anime.base_x = x @move_anime.base_y = y distanse_x = distanse_y = 0 end # 武器アクションなしは武器表示しない # Flying graphic is nothing if @active_action[10] == "" weapon = "" # アニメなしエネミーは武器表示しない # If there is a weapon action else # 飛ばす武器グラフィックが指定されているかチェック # Check if weapon has a flying graphic if @battler.is_a?(Game_Actor) battler = $game_party.members[@battler.index] weapon_id = battler.weapon_id else battler = $game_troop.members[@battler.index] weapon_id = battler.weapon end # スキル画像利用か武器画像利用か判別 # Determine use of equipped weapon graphic or other graphic weapon_act = N01::ANIME[@active_action[10]].dup if @active_action[10] != "" # 3.4a # Moved the priority of skill flying graphic use_skill_item_graphic = false # Set skill flying graphic, 3.4a if weapon_act != nil && @battler.action.skill != nil skill_flygraphic = $data_skills[@battler.action.skill.id].flying_graphic # If skill has flying graphic if skill_flygraphic.downcase == "icon" icon_weapon = true use_skill_item_graphic = true weapon = @active_action[10] weapon_name = $data_skills[@battler.action.skill.id].icon_index elsif DSI::WEAPON_WITH_SKILL.include?(@battler.action.skill_id) icon_weapon = true use_skill_item_graphic = true weapon = @active_action[10] weapon_name = $data_weapons[@battler.weapons[0].id].icon_index elsif skill_flygraphic != "" icon_weapon = false use_skill_item_graphic = true weapon = @active_action[10] weapon_name = skill_flygraphic end # Set item flying graphic, 3.4a elsif weapon_act != nil && @battler.action.item != nil item_flygraphic = $data_items[@battler.action.item.id].flying_graphic # if item has a flying graphic if item_flygraphic.downcase == "icon" icon_weapon = true use_skill_item_graphic = true weapon = @active_action[10] weapon_name = $data_items[@battler.action.item.id].icon_index elsif item_flygraphic != "" icon_weapon = false use_skill_item_graphic = true weapon = @active_action[10] weapon_name = item_flygraphic end end # 武器画像利用で素手でなければ # If user has a weapon, utilize graphics if weapon_id != 0 && weapon_act.size == 3 && !use_skill_item_graphic # 3.4a weapon_file = $data_weapons[weapon_id].flying_graphic weapon_file = "" if weapon_file.downcase == "icon" # 3.4a # If a flying graphic is not given, get weapon graphic if weapon_file == "" weapon_name = $data_weapons[weapon_id].graphic icon_weapon = false # さらに指定がなければアイコングラフィックを利用 # If weapon graphic is not found, get Iconset graphic. if weapon_name == "" weapon_name = $data_weapons[weapon_id].icon_index icon_weapon = true end # 指定されていればそのグラフィック名を取得 # If there is a specified graphics else icon_weapon = false weapon_name = weapon_file end # 武器アクション情報を取得 # Get weapon action weapon = @active_action[10] # 武器画像利用で素手なら表示しない elsif weapon_act.size == 3 && !use_skill_item_graphic # 3.4a weapon = "" end end # Z座標を決定 @move_anime.z = 1 @move_anime.z = 1000 if @active_action[9] @move_anime2 = @move_anime # 以上の情報を全てアニメ飛ばしスプライトに送る @move_anime.anime_action(id,mirror,distanse_x,distanse_y,type,speed,orbit,weapon,weapon_name,icon_weapon) end end itu ada sample skill... dari ojekan ane sih Credits
- richter_h kalo emang kepake ni skrip
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| | | 2011-06-11, 15:02 | Re: Deviant Skill Icon - Tankentai only |
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KID_VX Senior
Posts : 959 Thanked : 24 Engine : Multi-Engine User Skill : Very Beginner Type : Developer
| addon ya nice, tapi sayangnya daku bukan pengguna tankentai btw : - Quote :
- pasti ngga bisa dipake sama CMS lain macem Melody apalagi DBS
bukan CMS, tapi CBS Enjoy |
| | | 2011-06-11, 15:08 | Re: Deviant Skill Icon - Tankentai only |
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richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| @babeh calon mertua makasih udah ngingetin CMS |
| | | 2011-06-11, 15:25 | Re: Deviant Skill Icon - Tankentai only |
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ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
Awards:
| Ini utk hero yg skill nya multi weapon user ya? Tapi ane tertarik ama flying icon nya. Nice script dude.. Tapi bukmak dlu deh, ane lgi gk ngerjain proyek fantasy, tapi... Adaa deeh... |
| | | 2011-06-23, 14:06 | Re: Deviant Skill Icon - Tankentai only |
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Afiezer Newbie
Posts : 7 Thanked : 0 Engine : RMVX Skill : Beginner Type : Artist
| [b]Maap numpang lewat .. mau tanya nih gimana ya caranya mengakhiri game RPG VX yg udah selesai ? please reply ! - Spoiler:
https://www.facebook.com/pages/RPGMakerID/133325200018558
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| | | | Re: Deviant Skill Icon - Tankentai only |
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