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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| 2010-12-31, 23:15 | Nanya Script |
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rizkhi04 Advance
Posts : 311 Thanked : 2 Engine : RMVX Skill : Beginner Type : Artist
| Kk nanya script lagi nih scrip ini ga bisa jalan kira-kira kenapa yah...! script ini di bagi tiga apa harus di masukin satu-satu...? Sideview Motion Crtl - Code:
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#========================================================================== # ■ VX-RGSS2-6 サイドビュー戦闘[MotionCtrl] [Ver.1.0.1] by Claimh #------------------------------------------------------------------------------ # English Translation By: Elemental Crisis [http://www.rpgcrisis.net] #------------------------------------------------------------------------------ # This script carries out the movement controls of the actors. #==============================================================================
#============================================================================== # ■ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● Battle Start Process #-------------------------------------------------------------------------- alias process_battle_start_sideview process_battle_start def process_battle_start for battler in $game_party.members + $game_troop.members battler.move_mode = SideView::M_MODE_WAIT end process_battle_start_sideview end #-------------------------------------------------------------------------- # ● Victory Process #-------------------------------------------------------------------------- alias process_victory_sideview process_victory def process_victory for actor in $game_party.members actor.move_mode = SideView::M_MODE_WIN end process_victory_sideview end #-------------------------------------------------------------------------- # ● Wait Until Motion Control Is Finished #-------------------------------------------------------------------------- def wait_for_motion while @active_battler.motion_stop update_basic end end #-------------------------------------------------------------------------- # ● Execute Combat Operations: Attack [Redefinition] #-------------------------------------------------------------------------- def execute_action_attack text = sprintf(Vocab::DoAttack, @active_battler.name) @message_window.add_instant_text(text) targets = @active_battler.action.make_targets #---Enemy attack sound reproduced. if @active_battler.is_a?(Game_Enemy) Sound.play_enemy_attack wait(15, true) end #--- Proximity (Going) SideView.set_target_point(@active_battler, targets[0]) @active_battler.move_mode = SideView::M_MODE_ATK1 @active_battler.motion_stop = true wait_for_motion #--- Attack wait(5) @active_battler.move_mode = SideView::M_MODE_ATK2 #--- display_attack_animation(targets) wait(20) for target in targets target.attack_effect(@active_battler) display_action_effects(target) end #--- Proximity (Return) @active_battler.move_mode = SideView::M_MODE_ATK3 @active_battler.motion_stop = true wait_for_motion #---Wait for target in targets target.move_mode = SideView::M_MODE_WAIT end @active_battler.move_mode = SideView::M_MODE_WAIT #--- end #-------------------------------------------------------------------------- # ● Execute Combat Operations: Skill [Redefinition] #-------------------------------------------------------------------------- def execute_action_skill skill = @active_battler.action.skill text = @active_battler.name + skill.message1 @message_window.add_instant_text(text) unless skill.message2.empty? wait(10) @message_window.add_instant_text(skill.message2) end #--- Enemy attack sound reproduced. if @active_battler.is_a?(Game_Enemy) Sound.play_enemy_attack wait(15, true) end #--- Long distance attack. @active_battler.move_mode = SideView::M_MODE_MAGI #--- targets = @active_battler.action.make_targets display_animation(targets, skill.animation_id) @active_battler.mp -= @active_battler.calc_mp_cost(skill) $game_temp.common_event_id = skill.common_event_id for target in targets target.skill_effect(@active_battler, skill) display_action_effects(target, skill) end #---Wait for target in targets target.move_mode = SideView::M_MODE_WAIT end @active_battler.move_mode = SideView::M_MODE_WAIT #--- end #-------------------------------------------------------------------------- # Execute Combat Operations: Item [Redefinition] #-------------------------------------------------------------------------- def execute_action_item item = @active_battler.action.item text = sprintf(Vocab::UseItem, @active_battler.name, item.name) @message_window.add_instant_text(text) #--- Enemy attack sound reproduced. if @active_battler.is_a?(Game_Enemy) Sound.play_enemy_attack wait(15, true) end #--- Long distance attack @active_battler.move_mode = SideView::M_MODE_MAGI #--- targets = @active_battler.action.make_targets display_animation(targets, item.animation_id) $game_party.consume_item(item) $game_temp.common_event_id = item.common_event_id for target in targets target.item_effect(@active_battler, item) display_action_effects(target, item) end #---Wait for target in targets target.move_mode = SideView::M_MODE_WAIT end @active_battler.move_mode = SideView::M_MODE_WAIT #--- end #-------------------------------------------------------------------------- # ● Attack Animation Display [Redefinition] # Targets : Object's Arrangement #-------------------------------------------------------------------------- # 【Changed part】 # Enemy sound effect is changed so it can be used in each phase of operation. # It changes so that the attack animation of an enemy can be displayed. #-------------------------------------------------------------------------- def display_attack_animation(targets) display_normal_animation(targets, @active_battler.atk_animation_id, false) display_normal_animation(targets, @active_battler.atk_animation_id2, true) wait_for_animation end #-------------------------------------------------------------------------- # ● HP Damage display [Redefinition] # Target : Candidate # object : Skill or item #-------------------------------------------------------------------------- def display_hp_damage(target, obj = nil) if target.hp_damage == 0 # No damage return if obj != nil and obj.damage_to_mp return if obj != nil and obj.base_damage == 0 fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage text = sprintf(fmt, target.name) elsif target.absorbed # Absorption fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage) elsif target.hp_damage > 0 # Damage if target.actor? text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage) Sound.play_actor_damage $game_troop.screen.start_shake(5, 5, 10) target.blink = true # Only adds here else text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage) Sound.play_enemy_damage target.blink = true end else # Recovery fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage) Sound.play_recovery end @message_window.add_instant_text(text) wait(30) end end Sideview Motion Exe - Code:
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#========================================================================= # ■ VX-RGSS2-6 サイドビュー戦闘[MotionExe] [Ver.1.0.1] by Claimh #------------------------------------------------------------------------------ # English Translation By: Elemental Crisis [http://www.rpgcrisis.net] #------------------------------------------------------------------------------ # This script executes movement controls of the actors. #==============================================================================
module SideView #---------------------------------------------------------------------------- #-----[Operation Setup]----- # Operation Speed MOTION_SPEED = 20
#-----[Animation Setup]----- # Usual enemy attack animation setup. E_ANIME = { # EnemyID => [Usually atttack and additional attack animations.] 1 => [1, 0] }
#---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Motion Control Mode M_MODE_WAIT = 0 # Standby M_MODE_MAGI = 1 # Attack M_MODE_DAMG = 2 # Non-Damage Attack M_MODE_WIN = 3 # Victory M_MODE_ATK1 = 4 # Direct Attack (Approaching) M_MODE_ATK2 = 5 # Direct Attack (Attacking) M_MODE_ATK3 = 6 # Direct Attack (Returning)
module_function #-------------------------------------------------------------------------- # ● Movement-Zone Calculation #-------------------------------------------------------------------------- def set_target_point(attacker, target) case target when Game_Actor bits = Cache.character(target.character_name) attacker.target_x = target.screen_x + (bits.width / 8) attacker.target_y = target.screen_y when Game_Enemy bits = Cache.battler(target.battler_name, target.battler_hue) attacker.target_x = target.screen_x + (bits.width / 2) attacker.target_y = target.screen_y end end end
class Game_Battler attr_accessor :move_mode # Operation Mode # 0:Standby 1:Attack 2: Un-useless 3:Victory attr_accessor :motion_stop # Operation Stop Flag (Under Movement Flag) attr_accessor :target_x # Move Position(x) attr_accessor :target_y # Move Position(y) #-------------------------------------------------------------------------- # ● Object Initialization #-------------------------------------------------------------------------- alias initialize_sdva_corpse initialize def initialize initialize_sdva_corpse @move_mode = 0 @motion_stop = false @target_x = 0 @target_y = 0 end end
#============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● Attack Animation ID Acquisition #-------------------------------------------------------------------------- def atk_animation_id return 0 if SideView::E_ANIME[@enemy_id].nil? return SideView::E_ANIME[@enemy_id][0] end #-------------------------------------------------------------------------- # ● Attack Animation ID Acquisition (2 Sword Style : 2 Weapons ) #-------------------------------------------------------------------------- def atk_animation_id2 return 0 if SideView::E_ANIME[@enemy_id].nil? return SideView::E_ANIME[@enemy_id][1] end end
#============================================================================== # ■ Sprite_Battler #============================================================================== class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # ● Object Initialization # Viewport : View Port # Battler : Battler (Game_Battler) #-------------------------------------------------------------------------- alias initialize_sideview initialize def initialize(viewport, battler = nil) initialize_sideview(viewport, battler) init_direct_attack end #-------------------------------------------------------------------------- # ● Set Proximity Value For Attack #-------------------------------------------------------------------------- def init_direct_attack @direct_attack_cnt = 0 @direct_attack_phase = 0 @direct_move_cnt = 0 @battler_x_plus = 0 @battler_y_plus = 0 @moving_mode = 0 @pattern = 0 @direction = 0 end #-------------------------------------------------------------------------- # ● Frame Renewal [Redefinition] #-------------------------------------------------------------------------- def update super if @battler == nil self.bitmap = nil else @use_sprite = @battler.use_sprite? if @use_sprite self.x = @battler.screen_x + @battler_x_plus self.y = @battler.screen_y + @battler_y_plus self.z = @battler.screen_z update_battler_bitmap end setup_new_effect update_effect end end #-------------------------------------------------------------------------- # ● Bitmap Transfer Source Renewal #-------------------------------------------------------------------------- alias update_battler_bitmap_sideview update_battler_bitmap def update_battler_bitmap case @battler when Game_Actor if @battler.character_name != @battler_name or @battler.character_index != @battler_hue @battler_name = @battler.character_name @battler_hue = @battler.character_index draw_pre_character draw_character if (@battler.dead? or @battler.hidden) self.opacity = 0 end end when Game_Enemy if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue @battler_name = @battler.battler_name @battler_hue = @battler.battler_hue draw_battler if (@battler.dead? or @battler.hidden) self.opacity = 0 end end end motion_control end #-------------------------------------------------------------------------- # ● Battler Drawing #-------------------------------------------------------------------------- def draw_battler self.bitmap = Cache.battler(@battler_name, @battler_hue) @width = bitmap.width @height = bitmap.height self.ox = @width / 2 self.oy = @height end #-------------------------------------------------------------------------- # ● Pre-Character Drawing [Common] #-------------------------------------------------------------------------- def draw_pre_character self.bitmap = Cache.character(@battler_name) sign = @battler_name[/^[\!\$]./] if sign != nil and sign.include?('$') @width = bitmap.width / 3 @height = bitmap.height / 4 else @width = bitmap.width / 12 @height = bitmap.height / 8 end self.ox = @width / 2 self.oy = @height end #-------------------------------------------------------------------------- # ● Character Drawing [Common] #-------------------------------------------------------------------------- def draw_character index = @battler_hue pattern = @pattern < 3 ? @pattern : 1 sx = (index % 4 * 3 + pattern) * @width sy = (index / 4 * 4 + (@direction - 2) / 2) * @height self.src_rect.set(sx, sy, @width, @height) end #-------------------------------------------------------------------------- # ● Motion Control #-------------------------------------------------------------------------- def motion_control # Memory Operation Mode @moving_mode = @battler.move_mode # Battler Drawing case @battler when Game_Actor # Actor actor_motion_control when Game_Enemy # Enemy enemy_motion_control end end #-------------------------------------------------------------------------- # ● Motion Control (Actor) #-------------------------------------------------------------------------- def actor_motion_control # Operation Change case @moving_mode when SideView::M_MODE_WAIT # Standby init_direct_attack @battler_x_plus = 0 @direction = 4 @pattern = 1 when SideView::M_MODE_MAGI # Attack @battler_x_plus = -10 @direction = 4 @pattern = 3 when SideView::M_MODE_DAMG # Non-Damage Attack @battler_x_plus = 10 @direction = 4 @pattern = 3 when SideView::M_MODE_WIN # Victory @direction = 2 @pattern = 1 when SideView::M_MODE_ATK1 # Direct Attack (Approaching) exe_moving_attack_start @end_pos_x = @battler_x_plus when SideView::M_MODE_ATK2 # Direct Attack (Attacking) @battler_x_plus = @end_pos_x - 10 when SideView::M_MODE_ATK3 # Direct Attack (Returning) exe_moving_attack_end else p "error:Sprite_Battler>> @moving_mode" end draw_character end #-------------------------------------------------------------------------- # ● Motion Control (Enemy) #-------------------------------------------------------------------------- def enemy_motion_control # Operation Change case @moving_mode when SideView::M_MODE_WAIT # Standby init_direct_attack when SideView::M_MODE_MAGI # Attack @battler_x_plus = 10 when SideView::M_MODE_DAMG # Non-Damage Attack @battler_x_plus = -10 @shake_flg = true when SideView::M_MODE_ATK1 # Direct Attack (Approaching) exe_moving_attack_start @end_pos_x = @battler_x_plus when SideView::M_MODE_ATK2 # Direct Attack (Attacking) @battler_x_plus = @end_pos_x + 10 when SideView::M_MODE_ATK3 # Direct Attack (Returning) exe_moving_attack_end else p "error:Sprite_Battler>> @moving_mode", @moving_mode end end #-------------------------------------------------------------------------- # ● Proximity Attack Execution Method #-------------------------------------------------------------------------- def exe_moving_attack_start return unless @battler.motion_stop case @direct_attack_phase when 0 # Start Operation Preparation diratk_start when 1 # Move Operation (Going) diratk_move when 2 # After-Movement Wait diratk_wait end end def exe_moving_attack_end case @direct_attack_phase when 0 # Attack Operation diratk_attack when 1 # Move Operation (Return) diratk_back when 2 # Operation End diratk_end end end #-------------------------------------------------------------------------- # ● Proximity Attack Execution [Start Operation Preparation] #-------------------------------------------------------------------------- def diratk_start # Pose Change @pattern = 1 # The number of frames needed is the distance between current position and # target position. pos_x = @battler.target_x - self.x pos_y = @battler.target_y - self.y # Caculation for ammount of frames needed. @direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round # NEXT Phase @direct_attack_phase += 1 end #-------------------------------------------------------------------------- # ● Proximity Attack Execution [Move Operation (Going)] #-------------------------------------------------------------------------- def diratk_move case @battler when Game_Actor x_plus = @width y_plus = -@height / 4 when Game_Enemy x_plus = -@width - 10 y_plus = @height / 4 end # The next movement location is figured out by the distance between # current position and target position. pos_x = @battler.target_x - self.x + x_plus pos_y = @battler.target_y - self.y + y_plus @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0 @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0 # End count @direct_attack_cnt -= 1 # Last movement (Insurance: Last correction) if @direct_attack_cnt <= 0 @battler_x_plus = @battler.target_x - @battler.screen_x + x_plus @battler_y_plus = @battler.target_y - @battler.screen_y + y_plus # NEXTフェーズ @direct_attack_cnt = 5 @direct_attack_phase += 1 end end #-------------------------------------------------------------------------- # ● Proximity Attack Execution [Attack Operation Return] #-------------------------------------------------------------------------- def diratk_wait # End Count @direct_attack_cnt -= 1 # Last Movement if @direct_attack_cnt <= 0 # Pose Change @pattern = 3 # END Phase @direct_attack_phase = 0 @battler.motion_stop = false end end #-------------------------------------------------------------------------- # ● Proximity Attack Execution [Attack Operation Return] #-------------------------------------------------------------------------- def diratk_attack # Pose Change @pattern = 1 # End Wait Count @direct_attack_cnt = @direct_move_cnt # NEXT Phase @direct_attack_phase += 1 end #-------------------------------------------------------------------------- # ● Proximity Attack Execution [Move Operation (Return)] #-------------------------------------------------------------------------- def diratk_back # The next movement location is figured out by the distance between # current position and target position. pos_x = @battler.screen_x - self.x pos_y = @battler.screen_y - self.y @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0 @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0 # End Count @direct_attack_cnt -= 1 # Last Movement if @direct_attack_cnt == 0 @battler_x_plus = 0 @battler_y_plus = 0 # NEXT Phase @direct_attack_phase += 1 end end #-------------------------------------------------------------------------- # ● Proximity attack execution [Operation End] #-------------------------------------------------------------------------- def diratk_end init_direct_attack @battler.motion_stop = false # END Phase @direct_attack_phase = 0 end end Sideview Formation - Code:
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#============================================================================== # ■ VX-RGSS2-6 サイドビュー戦闘[Formation] [Ver.1.0.1] by Claimh #------------------------------------------------------------------------------ # English Translation By: Elemental Crisis [http://www.rpgcrisis.net] #------------------------------------------------------------------------------ # Actor location [Formation] # The same amount of damage will be given regardless of formation setup. #==============================================================================
module Battle_Formation #------------------------------------------------------------------------------ # [Formation Setup] # $game_system.battle_formation = Formation ID # It�s possible to change the formation (Even an event script is possible). FORM = { # Formation ID => [[Member 1 x、y], [Member2 x, y], # [Member 3 x, y], [Member 4 x, y]] 0 => [[380,150], [400, 230], [460, 170], [480, 250]] } #------------------------------------------------------------------------------ end
#============================================================================== # ■ Game_System #============================================================================== class Game_System attr_accessor :battle_formation # Formation ID #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias init_game_system initialize def initialize init_game_system @battle_formation = 0 # Initial formation end end
#============================================================================== # ■ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● Are sprites used? [Redefinition] #-------------------------------------------------------------------------- def use_sprite? return true end #-------------------------------------------------------------------------- # ● Battle Screen Acquiring X Coordinate #-------------------------------------------------------------------------- def screen_x return Battle_Formation::FORM[$game_system.battle_formation][self.index][0] end #-------------------------------------------------------------------------- # ● Battle Screen Acquiring Y Coordinate #-------------------------------------------------------------------------- def screen_y return Battle_Formation::FORM[$game_system.battle_formation][self.index][1] end #-------------------------------------------------------------------------- # ● Battle Screen Acquiring Z Coordinate #-------------------------------------------------------------------------- def screen_z bitmap = Cache.character(self.character_name) # Height + Y Coordinates return screen_y + bitmap.height / 4 end end
#============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● Battle Screen Acquiring Z Coordinate [Redefinition] #-------------------------------------------------------------------------- def screen_z bitmap = Cache.battler(self.battler_name, self.battler_hue) # Height + Y Coordinates return screen_y + bitmap.height end end Ini instruksinya- Spoiler:
1. This first step is optional but I like to keep all my scripts organized so make a new section above MAIN and call it "Side View Battle System". 2. Copy each script EXACTLY how they are shown into a blank section, if you made the "Side View Battle System" section put them under there. 3. The script name is posted above the script, make sure to use the EXACT name or you will run into problems.
Tolong di bantu...! |
| | | 2010-12-31, 23:21 | Re: Nanya Script |
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Ashura Advance
Posts : 301 Thanked : 2 Engine : RMVX Ace Skill : Very Beginner Type : Developer
| Screenshoot error, ato kata2 errornya gmn kk? |
| | | 2010-12-31, 23:30 | Re: Nanya Script |
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rizkhi04 Advance
Posts : 311 Thanked : 2 Engine : RMVX Skill : Beginner Type : Artist
| waktu battlenya eror...! saya bingung masukin scriptnya satu-satu atau langsung tiga-tiganya dalam Side View Battle System oh iya maksudnya di atas main itu apa ya, saya kurang ngerti, maklum anak baru...! |
| | | 2011-01-01, 00:06 | Re: Nanya Script |
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Echizen Advance
Posts : 372 Thanked : 3
| coba liat demo nya (kalo ada ) , pasti dicantumin keterangan di demo. |
| | | 2011-01-01, 01:02 | Re: Nanya Script |
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Ashura Advance
Posts : 301 Thanked : 2 Engine : RMVX Ace Skill : Very Beginner Type : Developer
| gpp kk, aku jg newby,, cara naroh Script (Feature Script) itu biasanya dikasi petunjuk didalam scriptnya masing2 kk, coba kk baca lagi petunjuk install scriptnya.. gmn cara pemasangannya yg bener. nah kalo tentang: - rizkhi04 wrote:
- oh iya maksudnya di atas main itu apa ya
itu kk liat di daftar Scriptnya, caranya: Teken F11, lalu liat daftar SCRIPT disebelah kiri, liat yang paling bawah, nah disana ada " Material, dan Main" *Screenshot di atas punya Script tambahan *NMS 3klu scriptnya minta ditaroh di atas ' Main" ya kk tarohnya diatas " Main" itu: ( tapi "Main"jgn ditimpa) dibikin baru tepatnya diatas main,, n biasanya harus di bawah " materials" (tapi ada juga Script yg suruh ditaroh di atas material) ya tergantung scriptnya suruh gmn kk... Cobalah dulu kk, klu masih g bisa entar balek lagi kesini... salam newby |
| | | 2011-01-01, 10:00 | Re: Nanya Script |
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rizkhi04 Advance
Posts : 311 Thanked : 2 Engine : RMVX Skill : Beginner Type : Artist
| ga ada demonya bos...! ------------------------------- menurut petunjuknya buat yang baru dengan nama side view battle system nah yang saya ga ngerti petunjuk no 2, 2. Copy each script EXACTLY how they are shown into a blank section, if you made the "Side View Battle System" section put them under there.maksudnya apa ya...? |
| | | 2011-01-01, 10:12 | Re: Nanya Script |
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Ashura Advance
Posts : 301 Thanked : 2 Engine : RMVX Ace Skill : Very Beginner Type : Developer
| neh daku jelasin per point instal-nya - Quote :
- 1. This first step is optional but I like to keep all my scripts organized so make a new section above MAIN and call it "Side View Battle System".
Bikin sebuah bagian di atas Script "Main" dengan nama script "Side View Battle System" <-- Contoh. caranya: klik kanan > insert (Sory g ada Screenshott, kompi gw lagi reinstall ) nanti kan ada page Script blank tuh, nah kasih nama yg tadi dan isinya kosong aja, (nanti isi kita taruh dibawah nama ini) namanya juga section. - Quote :
- 2. Copy each script EXACTLY how they are shown into a blank section, if you made the "Side View Battle System" section put them under there.
nah, pertam2 bikin dulu sebuah page script kosong, caranya kayak tadi, klik kanan tepat dibawah "Side View Battle System" yg barusan kita bikin, pilih INSERT, lalu bikin nama scriptnya dan Kopi paste isinya dari Source ke sini. begitu juga script yg lainnya... - Quote :
- 3. The script name is posted above the script, make sure to use the EXACT name or you will run into problems.
Nama Script sesuaikan dengan nama aselinya, yg ada didalam code script itu sendiri. moga mengerti.. |
| | | 2011-01-01, 10:36 | Re: Nanya Script |
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rizkhi04 Advance
Posts : 311 Thanked : 2 Engine : RMVX Skill : Beginner Type : Artist
| udah di coba bos...! tapi masih eror di script sideview formation Ini Pesan erornya - Spoiler:
script 'sideview formation' line 52: NoMethodError occured. Underfined method '[]' for nil:Nil Class
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| | | 2011-01-01, 10:48 | Re: Nanya Script |
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NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| err perasaan yang harus dicopy bukan scriptnya duang deh. tapi ada juga sprite2 yang harus dicopy (macem nomer2an, arrow, dll) dah dicopy blom? tapi aku liat dari pesan error nya.... coba kamu cek di mscriptnya baris ke 52, ada typo di situ. Kalo masih error juga: DL ulang scriptnya dari tempat lain yang bisa dipercaya |
| | | 2011-01-01, 11:02 | Re: Nanya Script |
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rizkhi04 Advance
Posts : 311 Thanked : 2 Engine : RMVX Skill : Beginner Type : Artist
| ga ada sprite yang harus di copy...! sudah saya liat di baris 52 ga ada yang salah...! ini script di baris 52 - Spoiler:
return Battle_Formation::FORM[$game_system.battle_formation][self.index][0]
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| | | 2011-01-01, 11:19 | Re: Nanya Script |
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NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| bentar aku mau nanya. Ini: standalone script apa Add On Buat tankentai? soalnya kalo itu Add On, ga mungkin jalan tanpa Tankentai kk EDIT: oh ternyata Add On punya Clamth. then, ignore this post |
| | | 2011-01-01, 11:26 | Re: Nanya Script |
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rizkhi04 Advance
Posts : 311 Thanked : 2 Engine : RMVX Skill : Beginner Type : Artist
| maksudnya...? ini link tempat nemu scriptnya [url=Side View Battle System - RPG Maker VX Scripts - Tutorials_Scripts - RPG Crisis Community Forums.htm]Side View Battle System - RPG Maker VX Scripts - Tutorials_Scripts - RPG Crisis Community Forums.htm[/url] |
| | | 2011-01-01, 11:29 | Re: Nanya Script |
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NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| linknya ga jalan mending make Tankentai atau Melody aja (soalnya yang kk pake tu script baru) coba aja cari SBS Tankentai di RMVX.net |
| | | 2011-01-01, 11:35 | Re: Nanya Script |
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rizkhi04 Advance
Posts : 311 Thanked : 2 Engine : RMVX Skill : Beginner Type : Artist
| sory...! ni link yang bener http://rpgcrisis.net/forums/tutorials/article/1-side-view-battle-system/ |
| | | 2011-01-01, 11:41 | Re: Nanya Script |
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NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| ah, dan tentang error yang tadi, kamu udah pernah save game sebelum make script ya? Always Use New Game to test a Script |
| | | 2011-01-01, 11:47 | Re: Nanya Script |
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rizkhi04 Advance
Posts : 311 Thanked : 2 Engine : RMVX Skill : Beginner Type : Artist
| ohh gitu ya bos...! ok udah bisa...! thanks...! |
| | | 2011-01-01, 11:55 | Re: Nanya Script |
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NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| Well, Case Solved. Mod, Please Lock this Trid! |
| | | 2011-01-01, 11:58 | Re: Nanya Script |
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jasprelao Si Om
Posts : 1009 Thanked : 23 Engine : RMVX Skill : Intermediate Type : Developer
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| Locked, since it's solved, Want to open it anymore, please contact us moderators or admins via PM Thanks... |
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