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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2010-12-22, 21:40 | [Xp/Vx] Show Event Name |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| First topic message reminder :Show Event Name Versi: 3.11 Tipe: Grafik addon PengenalanKepikiran aja pas main game online. Btw ini script pertama gw disini, maap kalo ada bugnya ^^
Fitur
- Dari Screenshot aja dah jelas kan, memperlihatkan nama event
Screenshots Scriptshttp://pastebin.com/Ket2fwXQ Konfignya ada di script, Cara settingannya : kalo mau set nama player tinggal ketik \n[1] di nama eventnya ex: - Code:
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Young \n[1] nanti yang keliatan di map jadi Young Aluxes---Cross Engine--- Credits
Terakhir diubah oleh LiTTleDRAgo tanggal 2011-09-17, 21:10, total 18 kali diubah |
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2011-01-28, 20:00 | Re: [Xp/Vx] Show Event Name |
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nasgor Senior
Posts : 711
| kayaknya lebih kepada.. event/script ini belum aktif 100% harus ada gangguan dahulu baru bisa jalan.. dalam hal ini adalah menu tp masukannya bermanfaat.. thx ya |
| | | 2011-01-28, 20:31 | Re: [Xp/Vx] Show Event Name |
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reijubv Kai Runes
Posts : 1476 Thanked : 33 Engine : RMVX
Awards:
| (Nyoba jadi nyebelin dan sok ngajarin a-la Glitchfinder) Saya lihat script ini melakukan draw text pada sprite untuk menampilkan nama pada method update, sebaiknya membuat method baru misalnya refresh_name dimana pada method itu dimasukan kode yang melakukan clear bitmap dan draw text pada sprite tsb, kemudian pada initialize panggil saja refresh_name, dan kode pada update yang melakukan draw text itu di hapus dan diganti memanggil method refresh_name. Melakukan ini membuat kode lebih rapi dan mudah kalau nanti mau dirubah2 lagi - Saran:
Dari yg saya lihat script ini mengoverwrite method dispose yang ada pada Sprite_Character (meski di script editor versi asli tidak tercantum method dispose tapi sebenarnya method ini ada karena Sprite_Character memiliki parent RPG::Sprite yang parentnya lagi adalah Sprite) sehingga saat Sprite_Character dihapus oleh game tidak ter-hapus dengan benar. Kemudian dikarenakan script ini termasuk dalam kategori HUD ada baiknya tidak melakukan editing meski melakukan alias terhadap script yang rawan overwrite seperti Sprite_Character, sebaiknya sprite yang digunakan untuk menampilkan nama langsung saja di masukkan ke dalam Scene_Map ini contoh sedikit script untuk mendeteksi nama Event dari luar Game_Event - Code:
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class Game_Event < Game_Character def name @event.name end end
dan untuk membuat sprite nya bisa dengan hal semacam ini : - Code:
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@namesprites = [] for key in $game_map.events.keys event = $game_map.events[key] next if event.name == "" @namesprites[key] = Sprite.new @namesprites[key].bitmap = Bitmap.new(640,480) @namesprites[key].bitmap.draw_text(0,0,640,480,event.name) end
kemudian untuk melakukan update bisa dengan cara - Code:
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for key in $game_map.events.keys if @namesprites[key] != nil @namesprites[key].update end end terakhir bisa menghapus sprite tersebut lewat meng-alias Main dan menaruh - Code:
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for key in $game_map.events.keys if @namesprites[key] != nil @namesprites[key].dispose end end setelah pemanggilan alias di method main nya
hope it helps . . . |
| | | 2011-01-28, 21:27 | Re: [Xp/Vx] Show Event Name |
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nasgor Senior
Posts : 711 Thanked : 3 Engine : RM2k3 Skill : Skilled Type : Writer
| perlu waktu 1 jam untuk memahami inti pernyataan anda.. tetapi worth it *perbaikan akan dilakukan ASAP |
| | | 2011-01-29, 22:22 | Re: [Xp/Vx] Show Event Name |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| - reijubv wrote:
- (Nyoba jadi nyebelin dan sok ngajarin a-la Glitchfinder)
Saya lihat script ini melakukan draw text pada sprite untuk menampilkan nama pada method update, sebaiknya membuat method baru misalnya refresh_name dimana pada method itu dimasukan kode yang melakukan clear bitmap dan draw text pada sprite tsb, kemudian pada initialize panggil saja refresh_name, dan kode pada update yang melakukan draw text itu di hapus dan diganti memanggil method refresh_name. Melakukan ini membuat kode lebih rapi dan mudah kalau nanti mau dirubah2 lagi
- Saran:
Dari yg saya lihat script ini mengoverwrite method dispose yang ada pada Sprite_Character (meski di script editor versi asli tidak tercantum method dispose tapi sebenarnya method ini ada karena Sprite_Character memiliki parent RPG::Sprite yang parentnya lagi adalah Sprite) sehingga saat Sprite_Character dihapus oleh game tidak ter-hapus dengan benar. Kemudian dikarenakan script ini termasuk dalam kategori HUD ada baiknya tidak melakukan editing meski melakukan alias terhadap script yang rawan overwrite seperti Sprite_Character, sebaiknya sprite yang digunakan untuk menampilkan nama langsung saja di masukkan ke dalam Scene_Map ini contoh sedikit script untuk mendeteksi nama Event dari luar Game_Event - Code:
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class Game_Event < Game_Character def name @event.name end end
dan untuk membuat sprite nya bisa dengan hal semacam ini : - Code:
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@namesprites = [] for key in $game_map.events.keys event = $game_map.events[key] next if event.name == "" @namesprites[key] = Sprite.new @namesprites[key].bitmap = Bitmap.new(640,480) @namesprites[key].bitmap.draw_text(0,0,640,480,event.name) end
kemudian untuk melakukan update bisa dengan cara - Code:
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for key in $game_map.events.keys if @namesprites[key] != nil @namesprites[key].update end end terakhir bisa menghapus sprite tersebut lewat meng-alias Main dan menaruh - Code:
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for key in $game_map.events.keys if @namesprites[key] != nil @namesprites[key].dispose end end setelah pemanggilan alias di method main nya
hope it helps . . . walah, bahasanya ilmiah banget tp kalo kk rei yang ngomong pasti intinya hebat karena dari sekilas yg gw baca ada kata2 Scene Map, skripnya gw rubah lagi ke versi 3 (gw lagi males mikir yg berat2) |
| | | 2011-01-29, 23:10 | Re: [Xp/Vx] Show Event Name |
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nasgor Senior
Posts : 711 Thanked : 3 Engine : RM2k3 Skill : Skilled Type : Writer
| aq jd merasa ngak enak.. biar aq jelas.. krn gw takut salah.. bisa dibikin 1 file jadi untuk contohnya - alasan asli:
kk hebat deh.. pasti kk mau bantu untuk newbie seperti saya memakai script ini
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| | | 2011-02-02, 11:13 | Re: [Xp/Vx] Show Event Name |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| update skrip biar jadi ga ngelag |
| | | 2011-02-02, 15:16 | Re: [Xp/Vx] Show Event Name |
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nasgor Senior
Posts : 711 Thanked : 3 Engine : RM2k3 Skill : Skilled Type : Writer
| kk baik deh.. dan ganteng *pasti ada maunya - semoga dikabulkan:
minta contoh gamenya donk.. thx udah memberi banyak masukan dan script menarik nb: tertarik cara bikin / design taman di ss tsb
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| | | 2011-02-03, 14:22 | Re: [Xp/Vx] Show Event Name |
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junogan Newbie
Posts : 37 Thanked : 0 Engine : RMVX Skill : Beginner Type : Scripter
| seppp gw ska gya loeee mantapp abizzz kerennn gaoll gokill yg pling pnting gw ska nih script |
| | | 2011-02-03, 15:25 | Re: [Xp/Vx] Show Event Name |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| - nasgor wrote:
- kk baik deh.. dan ganteng
*pasti ada maunya
- semoga dikabulkan:
minta contoh gamenya donk.. thx udah memberi banyak masukan dan script menarik nb: tertarik cara bikin / design taman di ss tsb
- Spoiler:
itu tileset RTP loh, designnya ngikutin tutorial di google, project gw masih WIP banget jadi kapan2 aja yah
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| | | 2011-02-03, 23:55 | Re: [Xp/Vx] Show Event Name |
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nasgor Senior
Posts : 711 Thanked : 3 Engine : RM2k3 Skill : Skilled Type : Writer
| oh iya.. boleh request - Quote :
- update skrip biar jadi ga ngelag
ane pengen bikin adegan kayak matrix dimana semua melambat.. ato gampannya terjadi LAG ada saran scri[nya?!? ato mungkin eventnya jadi kita seolah2 kena LAG begitu *serius mode* |
| | | 2011-02-04, 08:09 | Re: [Xp/Vx] Show Event Name |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| - nasgor wrote:
- oh iya.. boleh request
- Quote :
- update skrip biar jadi ga ngelag
ane pengen bikin adegan kayak matrix dimana semua melambat.. ato gampannya terjadi LAG ada saran scri[nya?!? ato mungkin eventnya jadi kita seolah2 kena LAG begitu *serius mode* ini ada2 aja, orang biasanya nyari cara biar ga lagg kok kk maunya biar jadi lag kalo ga salah ada kan skrip FPS modulator, pake aja skrip macam kyk gitu buat ngerubah speed game |
| | | 2011-02-04, 09:15 | Re: [Xp/Vx] Show Event Name |
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reijubv Kai Runes
Posts : 1476 Thanked : 33 Engine : RMVX
Awards:
| @^ Pake aja - Code:
-
Graphics.frame_rate = 10 defaultnya itu kalo XP - Code:
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Graphics.frame_rate = 40 atau ganti2 aja angkanya, makin gede makin cepet gamenya |
| | | 2011-04-10, 19:39 | Re: [Xp/Vx] Show Event Name |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| Update 3.09 - Cross Engined |
| | | 2011-04-30, 15:41 | Re: [Xp/Vx] Show Event Name |
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Shazuu Newbie
Posts : 64 Thanked : 1 Engine : Multi-Engine User Skill : Intermediate Type : Event Designer
| kak aku kok error mulu ya?? tulisannya gini - Quote :
- Script 'Show_event_name' line 246: NoMethodError occured. undefined method 'rpgvx?' for nil:NilClass
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| | | 2011-04-30, 19:10 | Re: [Xp/Vx] Show Event Name |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| | | | 2011-05-01, 08:48 | Re: [Xp/Vx] Show Event Name |
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Shazuu Newbie
Posts : 64 Thanked : 1 Engine : Multi-Engine User Skill : Intermediate Type : Event Designer
| TErima Kasih kk, sudah bisa..... |
| | | 2011-06-18, 05:52 | Re: [Xp/Vx] Show Event Name |
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Dezwil Moderator
Posts : 310 Thanked : 7 Engine : RMVX Skill : Advanced Type : Developer
| hmmm, maap aku numpang tanya.. di judulnya ada tilisan Xp/Vx. brrti script ini sudah bisa dipakai di VX. betulkah? dan udah ane coba ttapi yang muncul hanya nama actor dan nama eventnya tak muncul. pas mencet C k event yg udadi "Show Name" lgsg error trus muncul game _interprater lah apalah.. ini knp ya? |
| | | 2011-06-20, 10:03 | Re: [Xp/Vx] Show Event Name |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| hmm dah lama ga gw update, ntar yah btw ada skrip khusus lainnya yg kk pake? |
| | | 2011-06-20, 19:37 | Re: [Xp/Vx] Show Event Name |
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jhontitor Novice
Posts : 279 Thanked : 4 Engine : RMVX Skill : Beginner Type : Mapper
Awards:
| wah... ada k dezwill (Fans Arcadia) @Drago: kk drago tolong dunk convert nih script ke vx pleaseeee |
| | | 2011-06-20, 20:52 | Re: [Xp/Vx] Show Event Name |
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Kuro Ethernite The Creator
Posts : 1631 Thanked : 24 Engine : RMVX Ace Skill : Masterful Type : Jack of All Trades
Awards:
| Konvert ni script k VX ??? bukanny dari judul udah d britahukan, klo script ini work in VX too..... right ?? And anyway, script "Show Event Name" ada jga yg buatan Woratana untuk VX Yg q pake untuk bbrapa project q juga~ As I know, d kompilasi jga dlam "Wora Christmas Gift Pack" |
| | | 2011-07-03, 12:40 | Re: [Xp/Vx] Show Event Name |
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Phoenix_Reborn Advance
Posts : 358 Thanked : 3 Engine : RMVX Skill : Intermediate Type : Spriter
| - LiTTleDRAgo wrote:
Show Event Name Versi: 3.09b Tipe: Grafik addon
Pengenalan
Kepikiran aja pas main game online. Btw ini script pertama gw disini, maap kalo ada bugnya ^^
Fitur
- Dari Screenshot aja dah jelas kan, memperlihatkan nama event
Screenshots
Scripts
- Code:
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#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # [Xp/Vx] Show Event Name # Version: 3.10 # Author : LiTTleDRAgo #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=: # # Explanation: # # - This script shows event name in map # # Instructions: # # - Setup the few configurations below. # - This script uses comments in the event's pages at any line. # # Comment : Show Name # # That's all # # To show name actor, set the event name to \a[ ActorID ] # To show value of variable, set to \v[ VariableID ] # # Extra Function # \fontsize[ Size ] # \bold # \italic # \fontname[ Fontname ] # \color[ R, G, B, ALPHA ] # \sn[ Name ] # # Press Z and C together to turn on the name on / off # #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
Sprite_Base = RPG::Sprite if !defined? Sprite_Base
class Sprite_EventName < Sprite_Base
FONT = ['Calibri',12] # Font Name and Font Size BOLD = true # Toggle Bold ITALIC = true # Toggle Italic PLAYER_NAME = true # Show the player name too? DIS_EV_SWITCH = 5 # Switch for Disable Show Event Name PRESS_BTN = [Input::A, # (Z Keyboard XP) (Shift Keyboard VX) Input::C] # (C/Enter Keyboard XP) (Z/Enter Keyboard VX) COLOR = Color.new(255,255,255,240) # Color Default end #------------------------------------------------------------------------------ # SDK Check #------------------------------------------------------------------------------ if Object.const_defined?('SDK') SDK.log('Show Event Name', 'LiTTleDRAgo', 3, '03.02.11') @event_name_disabled = !SDK.enabled?('Show Event Name') end
if !@event_name_disabled #============================================================================== # ** Sprite_EventName #------------------------------------------------------------------------------ # This sprite is used to display Event Name. It observes a instance of the # Game_Character class and automatically changes sprite conditions. #============================================================================== class Sprite_EventName < Sprite_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :character #-------------------------------------------------------------------------- # * Object Initialization # viewport : viewport # character : character (Game_Character) #-------------------------------------------------------------------------- def initialize(v,character) super(v) @character = character @name_event = Sprite.new @name_event.bitmap = Bitmap.new(100,280) @name_event.visible = true refresh_name update end #-------------------------------------------------------------------------- # * Coloring #-------------------------------------------------------------------------- def coloring size, name, bold, italic, color = FONT[1], FONT[0], BOLD, ITALIC, COLOR if $xrxs_xas @char.gsub!(/<Enemy(\d+)>/i) do color = Color.new(255,0,0,240) end elsif $BlizzABS && @character.is_a?(Map_Battler) case @character.ai.group when 1 then color = Color.new(0 , 0 , 255, 240) when 2 then color = Color.new(255, 0 , 0 , 240) when 3 then color = Color.new(128, 128, 128, 240) when 4 then color = Color.new(128, 128, 128, 240) when 5 then color = Color.new(255, 255, 0 , 240) when 6 then color = Color.new(0 , 255, 0 , 240) end end @char.gsub!(/\\fontsize\[(\d+)\]/) do size = $1.to_i end @char.gsub!('\\bold') do bold = true end @char.gsub!('\\italic') do italic = true end @char.gsub!(/\\fontname\[(.*?)\]/) do name = $1.to_s end @char.gsub!(/\\color\[(\d+),(\d+),(\d+),(\d+)\]/) do color = Color.new($1.to_i,$2.to_i,$3.to_i,$4.to_i) end @name_event.bitmap.font.name = name @name_event.bitmap.font.bold = bold @name_event.bitmap.font.italic = italic @name_event.bitmap.font.size = size @name_event.bitmap.font.color = color end #-------------------------------------------------------------------------- # * Check Name #-------------------------------------------------------------------------- def event_name_check @char.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } @char.gsub!(/\\[Aa]\[([0-9]+)\]/) { !$game_actors[$1.to_i].nil? ? $game_actors[$1.to_i].name : ''} @char.gsub!(/\\fontsize\[(\d+)\]/) {''} @char.gsub!('\\bold') {''} @char.gsub!('\\italic') {''} @char.gsub!(/\\fontname\[(.*?)\]/) {''} @char.gsub!(/\\color\[(\d+),(\d+),(\d+),(\d+)\]/) {''} if $xrxs_xas @char.gsub!(/<Footstep>/i) {''} @char.gsub!(/<Throw(\d+)>/i) {''} @char.gsub!(/<Somaria(\d+)>/i) {''} @char.gsub!(/<Hookshot(\d+)>/i) {''} @char.gsub!(/<Enemy(\d+)>/i) { !$data_enemies[$1.to_i].nil? ? $data_enemies[$1.to_i].name : ''} end @char.gsub!(/\\[Ss][Nn]\[(.*?)\]/) do @char = $1.to_s end end #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- def update super if @tile_id != @character.tile_id or @character_name != @character.character_name or (!rpgvx? && @character_hue != @character.character_hue) @tile_id, @character_name = @character.tile_id, @character.character_name @character_hue = @character.character_hue if !rpgvx? refresh_name end return @name_event.visible = false if !DIS_EV_SWITCH.nil? and (@character.opacity < 50 or $game_switches[DIS_EV_SWITCH]) visibility if !PRESS_BTN.nil? if @name_event.visible refresh_name if @cw.nil? @name_event.x = @character.screen_x - (@cw.nil? ? 0 : @cw/2) @name_event.y = @character.screen_y @name_event.z = 1 @name_event.opacity = @character.opacity @name_event.blend_type = @character.blend_type @name_event.bush_depth = @character.bush_depth end end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh_name return if @name_event.nil? or @name_event.bitmap.nil? or !@name_event.visible or @name_event.disposed? or @character.name_effect.nil? @name_event.bitmap.clear @character.name_effect.each {|@char| coloring event_name_check } draw_name if($BlizzABS && @character.is_a?(Map_Battler) && PLAYER_NAME) or (@character.is_a?(Game_Event) && @character.nametag) or (@character.is_a?(Game_Player) && PLAYER_NAME) or ($xas_caterpillar && @character.is_a?(Game_Party) && PLAYER_NAME) @x_frame, @y_frame = 4, 4 @cw = @name_event.bitmap.width / @x_frame / 2 @ch = @name_event.bitmap.height / @y_frame - 40 end #-------------------------------------------------------------------------- # * Draw Name #-------------------------------------------------------------------------- def draw_name if defined? Bitmap.draw_hemming_text @name_event.bitmap.draw_hemming_text(0, 0, 100, 20, @char ,4) else @name_event.bitmap.draw_text(0, 0, 100, 20, @char ,4) end end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose super @name_event.dispose end #-------------------------------------------------------------------------- # * Visibility #-------------------------------------------------------------------------- def visibility pressed = Input.press?(PRESS_BTN[0]) && Input.trigger?(PRESS_BTN[1]) if @name_event.visible && pressed @name_event.visible = false elsif !@name_event.visible && pressed @name_event.visible = true end end end
#============================================================================== # ** Kernel #============================================================================== module Kernel def rpgvx?() return (defined? Graphics.resize_screen) end end Cache = RPG::Cache if !defined? Cache #============================================================================== # ** Game_Party #------------------------------------------------------------------------------ # This class handles the party. It includes information on amount of gold # and items. The instance of this class is referenced by $game_party. #============================================================================== class Game_Party #-------------------------------------------------------------------------- # * Name #-------------------------------------------------------------------------- def name_effect() leader_name end #-------------------------------------------------------------------------- # * Leader Name #-------------------------------------------------------------------------- def leader_name return @actors[0].nil? ? '' : @actors[0].name if !rpgvx? return members[0].nil? ? '' : members[0].name end end
#============================================================================== # ** Game_Event #------------------------------------------------------------------------------ # This class deals with events. It handles functions including event page # switching via condition determinants, and running parallel process events. # It's used within the Game_Map class. #============================================================================== class Game_Event #-------------------------------------------------------------------------- # * Name #-------------------------------------------------------------------------- def name_effect() @event.name end #-------------------------------------------------------------------------- # * Nametag #-------------------------------------------------------------------------- def nametag return (!@list.nil? && @list.any? {|i| i.code == 108 && i.parameters == ['Show Name']}) end end
#============================================================================== # ** Game_Player #------------------------------------------------------------------------------ # This class handles maps. It includes event starting determinants and map # scrolling functions. The instance of this class is referenced by $game_map. #============================================================================== class Game_Player #-------------------------------------------------------------------------- # * Name #-------------------------------------------------------------------------- def name_effect() return $game_party.leader_name end end
#============================================================================== # ** Map Battler #------------------------------------------------------------------------------ # This class handles battlers in Blizz ABS #============================================================================== if $BlizzABS class Map_Battler def name_effect() return @battler.name end end end
#============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs the map screen processing. #============================================================================== class Scene_Map attr_accessor :spriteset end
#-------------------------------------------------------------------------- # * Refresh Name #-------------------------------------------------------------------------- def refresh_name(val=nil) return $scene.spriteset.eventname[val].refresh_name if !val.nil? $scene.spriteset.eventname.each {|i| i.refresh_name} end #============================================================================== # ** Spriteset_Map #------------------------------------------------------------------------------ # This class brings together map screen sprites, tilemaps, etc. It's used # within the Scene_Map class. #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :eventname #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def init_eventname @eventname = [] @eventname[0] = Sprite_EventName.new(@viewport1,$game_player) ($game_map.events.keys.sort).each {|i| @eventname[i] = Sprite_EventName.new(@viewport1,$game_map.events[i])} end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias update_eventname_earlier update def update @eventname.nil? ? init_eventname : @eventname.each {|i|i.update if !i.nil?} update_eventname_earlier end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- alias dispose_eventname dispose def dispose @eventname.each {|i| i.dispose if !i.nil?} dispose_eventname end end #-------------------------------------------------------------------------- # SDK Check End #-------------------------------------------------------------------------- end #-------------------------------------------------------------------------- # END OF SCRIPT #-------------------------------------------------------------------------- Konfignya ada di script,
Cara settingannya :
kalo mau set nama player tinggal ketik \n[1] di nama eventnya ex: - Code:
-
Young \n[1] nanti yang keliatan di map jadi Young Aluxes
---Cross Engine---
Credits
kok gak bisa kk di tempat saya? itu script nya tinggal copas ato ketik ulang ?? mohon pencerahan kk... |
| | | 2011-07-15, 13:10 | Re: [Xp/Vx] Show Event Name |
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SerpentZ Advance
Posts : 425 Thanked : 2 Engine : Multi-Engine User Skill : Intermediate Type : Mapper
| Tapi untuk script vx yang Namanya harus tepat di atas kepala bagaimana ya kk? |
| | | 2011-09-09, 14:24 | Re: [Xp/Vx] Show Event Name |
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Lukas Senior
Posts : 618 Thanked : 22
| kok namanya di bawah bukan di atas ? cara biar warna merah gimana ? sya liat di script udah ada Coloring, cara gunainnya gmana ? makasih |
| | | 2011-09-16, 11:38 | Re: [Xp/Vx] Show Event Name |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| buat biar namanya ada diatas - Spoiler:
- Quote :
- #--------------------------------------------------------------------------
# * Update #-------------------------------------------------------------------------- def update super if @tile_id != @character.tile_id or @character_name != @character.character_name or (!rpgvx? && @character_hue != @character.character_hue) @tile_id, @character_name = @character.tile_id, @character.character_name @character_hue = @character.character_hue if !rpgvx? refresh_name end return @name_event.visible = false if !DIS_EV_SWITCH.nil? and (@character.opacity < 50 or $game_switches[DIS_EV_SWITCH]) visibility if !PRESS_BTN.nil? if @name_event.visible refresh_name if @cw.nil? @name_event.x = @character.screen_x - (@cw.nil? ? 0 : @cw/2) @name_event.y = @character.screen_y - @ch @name_event.z = 1 @name_event.opacity = @character.opacity @name_event.blend_type = @character.blend_type @name_event.bush_depth = @character.bush_depth end end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh_name return if @name_event.nil? or @name_event.bitmap.nil? or !@name_event.visible or @name_event.disposed? or @character.name_effect.nil? @name_event.bitmap.clear @character.name_effect.each {|@char| coloring event_name_check } draw_name if($BlizzABS && @character.is_a?(Map_Battler) && PLAYER_NAME) or (@character.is_a?(Game_Event) && @character.nametag) or (@character.is_a?(Game_Player) && PLAYER_NAME) or ($xas_caterpillar && @character.is_a?(Game_Party) && PLAYER_NAME) @x_frame, @y_frame = 4, 4 bit = RPG::Cache.character(@character.character_name, @character.character_hue) @cw = bit.width / @x_frame / 2 @ch = bit.height / @y_frame + 10 end
biar warnanya merah - Spoiler:
- Quote :
class Sprite_EventName < Sprite_Base
FONT = ['Calibri',12] # Font Name and Font Size BOLD = true # Toggle Bold ITALIC = true # Toggle Italic PLAYER_NAME = true # Show the player name too? DIS_EV_SWITCH = 5 # Switch for Disable Show Event Name PRESS_BTN = [Input::A, # (Z Keyboard XP) (Shift Keyboard VX) Input::C] # (C/Enter Keyboard XP) (Z/Enter Keyboard VX) COLOR = Color.new(255,0,0,240) # Color Default
end
|
| | | 2011-09-16, 12:33 | Re: [Xp/Vx] Show Event Name |
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SerpentZ Advance
Posts : 425 Thanked : 2 Engine : Multi-Engine User Skill : Intermediate Type : Mapper
| kok di atasnya di samping kanan gak tepat di tengah? bantu kk |
| | | 2011-09-16, 17:31 | Re: [Xp/Vx] Show Event Name |
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ReydVires The First ThV©
Posts : 538 Thanked : 5 Engine : RMVX Skill : Skilled Type : Event Designer
| Itu kok namanya dibawah ??? Tolong keataskan dan berada diposisi tengah gan.... ane bingung editnya thx~ |
| | | | Re: [Xp/Vx] Show Event Name |
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