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| [VX]Dhoom Script Workshop | |
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+21ko_kain syra gudelsikebo rizkhi04 NachtEinhorn KID_VX Irsyad RidhoVX Ridho96 ashm shikami nisamerica LiTTleDRAgo bungatepijalan hart richter_h Kuro Ethernite fly-man Seintz Oscar DrDhoom 25 posters | |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: [VX]Dhoom Script Workshop 2011-04-02, 16:43 | |
| First topic message reminder :Ok... engg... (bingung mau nulis apaan). Karna aku sedang mendalami RGSS2, tpi g punya ide mau bkin apaan, jadi aku bikin trid ini. Kalian bisa request script VX disini. Tapi, tidak semua request aku terima (seperti battle system yang aku masih belum sanggup). Hanya satu request yang kukerjakan hingga selesai, jadi yang lain ngantri ya Ok, Request kubuka! Template RequestTipe/Nama Script: Deskripsi Script: sekarang tergantung level script nya lebih mudah lebih cepat Skill Cooldown for Oscar - Code:
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#=============================================================================== #--------------------------=• Skill Cooldown •=--------------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.2 # Date Published: 05 - 04 - 2011 # Battle Addon # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # This script make a skill have cooldown. #------------------------------------------------------------------------------- # Compatibility: # - Tankentai Sideview Battle System # - Wij's Battle Macros # Note: not tested in other battle system #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main # - Insert under all Battle System Core Script #===============================================================================
module Dhoom module SkillCooldown SHOW_COOLDOWN_NUMBER = true #true = cooldown number of skill show # at the end of skill name COOLDOWN_COLOR = [] #<----Don't delete this line #RGB Color COOLDOWN_COLOR[1] = 255 #Red COOLDOWN_COLOR[2] = 0 #Green COOLDOWN_COLOR[3] = 0 #Blue COOLDOWN_COLOR[4] = 128 #Alpha SKILL_CD = [] #<----Don't delete this line #SKILL_CD[skill id] = number of cooldown (1 is minimum number) SKILL_CD[1] = 1 SKILL_CD[2] = 9 DONT_RESET_COOLDOWN_SWITCH = 1 end end
#=============================================================================== # Start #=============================================================================== $imported = {} if $imported == nil $imported["DSkillCooldown"] = true #------------------------------------------------------------------------------- # Window Base #-------------------------------------------------------------------------------
class Window_Base def draw_skill_cooldown_name(item, x, y, enabled = true) if item != nil if @actor.skill_cooldown(item.id) != nil if @actor.skill_cooldown(item.id)!= 0 cd_color = Color.new(Dhoom::SkillCooldown::COOLDOWN_COLOR[1], Dhoom::SkillCooldown::COOLDOWN_COLOR[2], Dhoom::SkillCooldown::COOLDOWN_COLOR[3], Dhoom::SkillCooldown::COOLDOWN_COLOR[4]) draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = cd_color if Dhoom::SkillCooldown::SHOW_COOLDOWN_NUMBER self.contents.draw_text(x + 24, y, 172, WLH, item.name + '(' +@actor.skill_cooldown(item.id).to_s + ')') else self.contents.draw_text(x + 24, y, 172, WLH, item.name) end else draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(x + 24, y, 172, WLH, item.name) end else draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(x + 24, y, 172, WLH, item.name) end end end end
#------------------------------------------------------------------------------- # Window Skill #-------------------------------------------------------------------------------
class Window_Skill < Window_Selectable def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] if skill != nil rect.width -= 4 enabled = @actor.skill_can_use?(skill) draw_skill_cooldown_name(skill, rect.x, rect.y, enabled) self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2) end end end
#------------------------------------------------------------------------------- # Game Actor #-------------------------------------------------------------------------------
class Game_Battler alias dsc_battler_init initialize alias dsc_skill_can_use? skill_can_use? def initialize dsc_battler_init @skill_cooldown = [] end def make_cooldown_value(id) @skill_cooldown[id] = Dhoom::SkillCooldown::SKILL_CD[id] if $imported == nil @skill_cooldown[id] += 1 elsif $imported["TankentaiATB"] @skill_cooldown[id] -= 0 elsif $imported["TankentaiSideview"] @skill_cooldown[id] += 1 else @skill_cooldown[id] += 1 end end def skill_cooldown(id) return @skill_cooldown[id] end def decrease_cooldown(id) @skill_cooldown[id] -= 1 end def skill_can_use?(skill) if skill_cooldown(skill.id) != nil return false if skill_cooldown(skill.id) != 0 end dsc_skill_can_use?(skill) end def reset_cooldown @skill_cooldown = [] end end
#------------------------------------------------------------------------------- # Scene Battle #-------------------------------------------------------------------------------
class Scene_Battle < Scene_Base alias dsc_execute_action_skill execute_action_skill alias dsc_start_actor_command_selection start_actor_command_selection alias dsc_battle_end battle_end def execute_action_skill dsc_execute_action_skill skill = @active_battler.action.skill if Dhoom::SkillCooldown::SKILL_CD[skill.id] != nil @active_battler.make_cooldown_value(skill.id) end end def start_actor_command_selection dsc_start_actor_command_selection if @active_battler != nil and @active_battler.actor? for skill in @active_battler.skills if @active_battler.skill_cooldown(skill.id) != nil if @active_battler.skill_cooldown(skill.id) != 0 @active_battler.decrease_cooldown(skill.id) end end end elsif @commander !=nil for skill in @commander.skills if @commander.skill_cooldown(skill.id) != nil if @commander.skill_cooldown(skill.id) != 0 @commander.decrease_cooldown(skill.id) end end end end end def battle_end(result) if !$game_switches[Dhoom::SkillCooldown::DONT_RESET_COOLDOWN_SWITCH] for actor in $game_party.members actor.reset_cooldown end for enemy in $game_troop.members enemy.reset_cooldown end end dsc_battle_end(result) end end
#=============================================================================== # End #===============================================================================
Easy Combo Skill Script for Fly-Man - Code:
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#=============================================================================== #----------------------=• Easy Skill Combo Script •=---------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.1 # Date Published: 07 - 04 - 2011 # Battle Addon # RPGMakerID Community #------------------------------------------------------------------------------- # Changelog: # V:1.1 - Make compatible with Tankentai SBS and Add combo chain. #------------------------------------------------------------------------------- # Introduction: # Make a combo skill. #------------------------------------------------------------------------------- # Compatibility: # - Tankentai Sideview Battle System # Note: not tested in other battle system #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module SkillCombo COMBO_TEXT = "COMBO!!!" #The shown text if combo skill triggered. #Leave empty like "", if you don't want it appear. FIRST_SKILL = [] #<----Don't delete this line SECOND_SKILL = [] #<----Don't delete this line COMBO_SKILL = [] #<----Don't delete this line #FIRST/SECOND/COMBO_SKILL[combo id] = skill id FIRST_SKILL[1] = 1 SECOND_SKILL[1] = 2 COMBO_SKILL[1] = 3 #-- # | Combo Chain FIRST_SKILL[2] = 3 #-- SECOND_SKILL[2] = 41 COMBO_SKILL[2] = 6 end end
#=============================================================================== # Start #===============================================================================
$imported = {} if $imported == nil $imported["DSkillCombo"] = true
#------------------------------------------------------------------------------- # Scene Battle #-------------------------------------------------------------------------------
class Scene_Battle < Scene_Base alias dsco_execute_action_attack execute_action_attack alias dsco_execute_action_guard execute_action_guard alias dsco_execute_action_item execute_action_item if $imported["TankentaiATB"] == nil alias dsco_turn_end turn_end def turn_end dsco_turn_end @first_skill = [] end end def execute_action_guard dsco_execute_action_guard @first_skill = [] end def execute_action_item dsco_execute_action_item @first_skill = [] end def execute_action_attack dsco_execute_action_attack @first_skill = [] end if $imported["TankentaiSideview"] def pop_help(obj) return if obj.extension.include?("HELPHIDE") @help_window = Window_Help.new if @help_window == nil if obj.is_a?(RPG::Skill) if @combo @help_window.set_text(Dhoom::SkillCombo::COMBO_TEXT + ' ' + obj.name + '!', 1) else @help_window.set_text(obj.name, 1) end else @help_window.set_text(obj.name, 1) end @help_window.visible = true end def execute_action_skill if Dhoom::SkillCombo::FIRST_SKILL.include?(@active_battler.action.skill.id) i = Dhoom::SkillCombo::FIRST_SKILL.index(@active_battler.action.skill.id) @first_skill = [] @first_skill[i] = Dhoom::SkillCombo::FIRST_SKILL[i] @combo = false elsif Dhoom::SkillCombo::SECOND_SKILL.include?(@active_battler.action.skill.id) i = Dhoom::SkillCombo::SECOND_SKILL.index(@active_battler.action.skill.id) if @first_skill != nil if Dhoom::SkillCombo::FIRST_SKILL[i] == @first_skill[i] @first_skill = [] @active_battler.action.set_skill(Dhoom::SkillCombo::COMBO_SKILL[i]) if Dhoom::SkillCombo::FIRST_SKILL.include?(@active_battler.action.skill.id) i = Dhoom::SkillCombo::FIRST_SKILL.index(@active_battler.action.skill.id) @first_skill[i] = Dhoom::SkillCombo::FIRST_SKILL[i] end @combo = true else @first_skill = [] @first_skill[i] = Dhoom::SkillCombo::FIRST_SKILL[i] @combo = false end else @first_skill = [] @first_skill[i] = Dhoom::SkillCombo::FIRST_SKILL[i] @combo = false end end skill = @active_battler.action.skill return unless @active_battler.action.valid? # 3.3d, Force action bug fix if skill.plus_state_set.include?(1) for member in $game_party.members + $game_troop.members next if member.immortal next if member.dead? member.dying = true end else immortaling end target_decision(skill) @spriteset.set_action(@active_battler.actor?, @active_battler.index, skill.base_action) pop_help(skill) playing_action @active_battler.mp -= @active_battler.calc_mp_cost(skill) @status_window.refresh $game_temp.common_event_id = skill.common_event_id end else def execute_action_skill if Dhoom::SkillCombo::FIRST_SKILL.include?(@active_battler.action.skill.id) i = Dhoom::SkillCombo::FIRST_SKILL.index(@active_battler.action.skill.id) @first_skill = [] @first_skill[i] = Dhoom::SkillCombo::FIRST_SKILL[i] skill = @active_battler.action.skill text = @active_battler.name + skill.message1 @message_window.add_instant_text(text) elsif Dhoom::SkillCombo::SECOND_SKILL.include?(@active_battler.action.skill.id) i = Dhoom::SkillCombo::SECOND_SKILL.index(@active_battler.action.skill.id) if @first_skill != nil if Dhoom::SkillCombo::FIRST_SKILL[i] == @first_skill[i] @first_skill = [] @active_battler.action.set_skill(Dhoom::SkillCombo::COMBO_SKILL[i]) if Dhoom::SkillCombo::FIRST_SKILL.include?(@active_battler.action.skill.id) i = Dhoom::SkillCombo::FIRST_SKILL.index(@active_battler.action.skill.id) @first_skill[i] = Dhoom::SkillCombo::FIRST_SKILL[i] end skill = @active_battler.action.skill text = Dhoom::SkillCombo::COMBO_TEXT + ' ' + skill.name + '!' text2 = @active_battler.name + skill.message1 @message_window.add_instant_text(text) wait(10) @message_window.add_instant_text(text2) else @first_skill = [] @first_skill[i] = Dhoom::SkillCombo::FIRST_SKILL[i] skill = @active_battler.action.skill text = @active_battler.name + skill.message1 @message_window.add_instant_text(text) end else @first_skill = [] @first_skill[i] = Dhoom::SkillCombo::FIRST_SKILL[i] skill = @active_battler.action.skill text = @active_battler.name + skill.message1 @message_window.add_instant_text(text) end end unless skill.message2.empty? wait(10) @message_window.add_instant_text(skill.message2) end 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 end end end
#=============================================================================== # End #===============================================================================
Hunting Level for Irsyad - Code:
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#=============================================================================== #--------------------------=• Hunting Level •=---------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 17 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Make hunting level by defeat enemy. Can be used in event by variables. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module HEXP VAR_HEXP = 1 #Variable for Hunt EXP VAR_HLEVEL = 2 #Variable for Hunt Level BASE_EXP = 1 #Base monster hunt EXP START_LEVEL = 1 #Starting hunting level MONS_EXP = [] #Don't delete MONS_EXP[1] = 13 #MONS_EXP[enemy id] = hunt exp EXP_REQ = 25 #Hunt exp requirment for level up. EXP REQ * hunt Level end end
module RPG class Enemy include Dhoom::HEXP def create_hexp if !MONS_EXP[@id].nil? @hunt_exp = MONS_EXP[@id] else @hunt_exp = BASE_EXP end end def hunt_exp if @hunt_exp == nil create_hexp end return @hunt_exp end end end
class Game_Enemy < Game_Battler def hunt_exp return enemy.hunt_exp end end
class Game_Party < Game_Unit include Dhoom::HEXP attr_accessor :hunt_exp attr_accessor :hunt_level alias dhoom_hexp_party_ini initialize def initialize super dhoom_hexp_party_ini @hunt_exp = 0 @hunt_level = START_LEVEL end def check_hlevel_up if EXP_REQ * @hunt_level < @hunt_exp @hunt_exp -= @hunt_level *EXP_REQ @hunt_level += 1 end end end
class Game_Troop < Game_Unit def hunt_exp_total hunt_exp = 0 for enemy in dead_members hunt_exp += enemy.hunt_exp unless enemy.hidden end return hunt_exp end end
class Scene_Title < Scene_Base include Dhoom::HEXP alias dhoom_hexp_title_main main def main dhoom_hexp_title_main $game_variables[VAR_HEXP] = $game_party.hunt_exp $game_variables[VAR_HLEVEL] = $game_party.hunt_level end end
class Scene_Battle < Scene_Base include Dhoom::HEXP alias dhoom_hexp_disp_lev display_level_up def display_level_up dhoom_hexp_disp_lev $game_party.hunt_exp += $game_troop.hunt_exp_total $game_party.check_hlevel_up $game_variables[VAR_HEXP] = $game_party.hunt_exp $game_variables[VAR_HLEVEL] = $game_party.hunt_level end end
Minus Gold for Kuro Creator - Code:
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#=============================================================================== #----------------------------=• Minus Gold •=---------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 17 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Allowing to have minus gold. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
COLOR = Color.new(255,0,0)
class Game_Party < Game_Unit def gain_gold(n) @gold = [[@gold + n, -9999999].max, 9999999].min end end
class Window_Base < Window def draw_currency_value(value, x, y, width) cx = contents.text_size(Vocab::gold).width if value < 0 self.contents.font.color = COLOR self.contents.draw_text(x, y, width-cx-2, WLH, value, 2) else self.contents.font.color = normal_color self.contents.draw_text(x, y, width-cx-2, WLH, value, 2) end self.contents.font.color = system_color self.contents.draw_text(x, y, width, WLH, Vocab::gold, 2) end end
Varied Status for Kuro Creator - Code:
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#=============================================================================== #--------------------------=• Varied Status •=---------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 17 - 05 - 2011 # Battle Add-on # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Varieting enemy status by random number. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module VARIED BASE_VARIED = 20 #Base random number for all enemy, except ENEMY_VARIED ENEMY_VARIED = [] #<-- Don't delete. ENEMY_VARIED[1] = 20 #ENEMY_VARIED[enemy id] = number end end
class Game_Battler include Dhoom::VARIED def make_varied_status(id) if ENEMY_VARIED[id] != nil varied = rand(ENEMY_VARIED[id]) else varied = rand(BASE_VARIED) end @maxhp_plus += (varied * 10) @maxmp_plus += (varied * 5) @atk_plus += varied @def_plus += varied @spi_plus += varied @agi_plus += varied end end
class Game_Enemy def varied_status make_varied_status(@enemy_id) @hp = maxhp @mp = maxmp end end
class Game_Troop alias dhoom_varied_make_names make_unique_names def make_unique_names dhoom_varied_make_names for enemy in members enemy.varied_status end end end
Colorfull for LiTTleDRAgo - Code:
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#=============================================================================== #----------------------------=• Colorfull •=------------------------------------ #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 26 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Change color of items, armors, weapons, actor name, and actor class. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module COL BASE_ACTOR_COL = Color.new(125,125,0) BASE_CLASS_COL = Color.new(50,50,0) BASE_SKILL_COL = Color.new(0,0,220) BASE_ITEM_COL = Color.new(0,230,0) BASE_ARMOR_COL = Color.new(0,150,150) BASE_WEAPON_COL = Color.new(255,225,0) ACTOR_COL = [] ACTOR_COL[1] = Color.new(255,0,0) CLASS_COL = [] CLASS_COL[1] = Color.new(0,255,0) SKILL_COL = [] SKILL_COL[1] = Color.new(0,0,255) ITEM_COL = [] ITEM_COL[1] = Color.new(0,125,125) ARMOR_COL = [] ARMOR_COL[1] = Color.new(125,125,0) WEAPON_COL = [] WEAPON_COL[1] = Color.new(0,255,255) end end
class Window_Base < Window include Dhoom::COL def hp_color2(actor) return knockout_color if actor.hp == 0 return crisis_color if actor.hp < actor.maxhp / 4 return ACTOR_COL[actor.id] if ACTOR_COL[actor.id].is_a?(Color) return BASE_ACTOR_COL end def class_color(actor) return CLASS_COL[actor.id] if CLASS_COL[actor.id].is_a?(Color) return BASE_CLASS_COL end def xsx_color(item) if item.is_a?(RPG::Skill) return SKILL_COL[item.id] if SKILL_COL[item.id].is_a?(Color) return BASE_SKILL_COL elsif item.is_a?(RPG::Item) return ITEM_COL[item.id] if ITEM_COL[item.id].is_a?(Color) return BASE_ITEM_COL elsif item.is_a?(RPG::Armor) return ARMOR_COL[item.id] if ARMOR_COL[item.id].is_a?(Color) return BASE_ARMOR_COL elsif item.is_a?(RPG::Weapon) return WEAPON_COL[item.id] if WEAPON_COL[item.id].is_a?(Color) return BASE_WEAPON_COL end end def draw_actor_name(actor, x, y) self.contents.font.color = hp_color2(actor) self.contents.draw_text(x, y, 108, WLH, actor.name) end def draw_actor_class(actor, x, y) self.contents.font.color = class_color(actor) self.contents.draw_text(x, y, 108, WLH, actor.class.name) end def draw_item_name(item, x, y, enabled = true) if item != nil draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = xsx_color(item) self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(x + 24, y, 172, WLH, item.name) end end end Skills Separator for Milan Nacht - Code:
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#=============================================================================== #-------------------------=• Skills Separator •=--------------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 26 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # ... #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module SKSP COLUMN_NAME = [] #<--- Don't delete this line COLUMN_HELP = [] #<--- Don't delete this line COLUMN_SKILL = [] #<--- Don't delete this line COLUMN_SKILLSET = [] #<--- Don't delete this line #COLUMN_NAME/HELP[actor id] = [""] COLUMN_NAME[1] = ["Skillset A", "Skillset B", "Skillset C", "Skillset D"] COLUMN_HELP[1] = ["Skillset number 1", "Skillset number 2", "Skillset number 3", "Skillset number 4"] COLUMN_NAME[2] = ["Fire", "Wind", "Earth", "Water", "Ice"] COLUMN_HELP[2] = ["Skillset number 1", "Skillset number 2", "Skillset number 3", "Skillset number 4", "Skillset number 5"] #Skill for displaying in skillset COLUMN_SKILL[0] = [1,2,3,4,5] COLUMN_SKILL[1] = [6,7,8] COLUMN_SKILL[2] = [9,10,11] COLUMN_SKILL[3] = [12,13,33] COLUMN_SKILL[4] = [13,23,33,43,53] COLUMN_SKILL[5] = [6,7,8] COLUMN_SKILL[6] = [9,10,11] COLUMN_SKILL[7] = [12,13,33] COLUMN_SKILL[8] = [12,13,33] COLUMN_SKILLSET[1] = [0,1,2,3] COLUMN_SKILLSET[2] = [4,5,6,7,8] end end
class Window_Skill2 < Window_Selectable include Dhoom::SKSP def initialize(x, y, width, height, actor, set) super(x, y, width, height) @actor = actor @set = set @column_max = 2 self.index = 0 refresh end def set(set) @set = set end def skill return @data[self.index] end def refresh @data = [] for skill in @actor.skills @data.push(skill) if COLUMN_SKILL[COLUMN_SKILLSET[@actor.id][@set]].include?(skill.id) end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] if skill != nil rect.width -= 4 enabled = @actor.skill_can_use?(skill) draw_item_name(skill, rect.x, rect.y, enabled) self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2) end end def update_help @help_window.set_text(skill == nil ? "" : skill.description) end end
class Scene_Skill < Scene_Base include Dhoom::SKSP alias dhoom_sksp_skill_update update alias dhoom_sksp_skill_start start alias dhoom_sksp_skill_terminate terminate def post_start super open_command_window end def start super dhoom_sksp_skill_start @skill_window = Window_Skill2.new(0, 112, 544, 304, @actor, 0) @skill_window.viewport = @viewport @skill_window.help_window = @help_window @skill_window.active = false @help_window.set_text(COLUMN_HELP[@actor.id][0]) create_command_window end def create_command_window @command_window = Window_Command.new(172, COLUMN_NAME[@actor.id]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = (416 - @command_window.height) / 2 @command_window.openness = 0 @command_window.active = true end def update super dhoom_sksp_skill_update @command_window.update if @command_window.active and @skill_window.active == false update_command_window elsif @target_window.active update_target_selection elsif @skill_window.active update_skill_selection end end def terminate super dhoom_sksp_skill_terminate @command_window.dispose end def update_command_window unless @command_activated @command_activated = true return end if Input.trigger?(Input::B) Sound.play_cancel close_command_window return_scene elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor elsif Input.trigger?(Input::C) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh Sound.play_decision close_command_window @command_window.active = false @skill_window.active = true elsif Input.trigger?(Input::UP) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh @help_window.set_text(COLUMN_HELP[@actor.id][@set]) elsif Input.trigger?(Input::DOWN) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh @help_window.set_text(COLUMN_HELP[@actor.id][@set]) end end def update_skill_selection if Input.trigger?(Input::B) Sound.play_cancel open_command_window @skill_window.active = false @command_window.active = true elsif Input.trigger?(Input::C) @skill = @skill_window.skill if @skill != nil @actor.last_skill_id = @skill.id end if @actor.skill_can_use?(@skill) Sound.play_decision determine_skill else Sound.play_buzzer end end end def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end def close_command_window @command_activated = false @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end end
class Scene_Battle < Scene_Base include Dhoom::SKSP alias dhoom_sksp_battle_update update if $imported != nil and $imported["TankentaiSideview"] alias dhoom_sksp_end_selection end_target_selection else alias dhoom_sksp_enemy_selection end_target_enemy_selection alias dhoom_sksp_actor_selection end_target_actor_selection end def update super update_basic(true) update_info_viewport if $game_message.visible @info_viewport.visible = false @message_window.visible = true end unless $game_message.visible return if judge_win_loss update_scene_change if @target_enemy_window != nil update_target_enemy_selection elsif @target_actor_window != nil update_target_actor_selection elsif @skill_window != nil and @skill_window.active update_skill_selection elsif @command_window != nil and @command_window.active update_command_window elsif @item_window != nil update_item_selection elsif @party_command_window.active update_party_command_selection elsif @actor_command_window.active update_actor_command_selection else process_battle_event process_action process_battle_event end end end def start_skill_selection @help_window = Window_Help.new @skill_window = Window_Skill2.new(0, 56, 544, 232, @active_battler, 0) @skill_window.active = false @help_window.set_text(COLUMN_HELP[@active_battler.id][0]) @actor_command_window.active = false create_command_window open_command_window @command_window.active = true @last_window = true end def update_skill_selection @skill_window.active = true @skill_window.update @help_window.update if Input.trigger?(Input::B) Sound.play_cancel open_command_window @skill_window.active = false @set = @command_window.index @help_window.set_text(COLUMN_HELP[@active_battler.id][@set]) @command_window.active = true elsif Input.trigger?(Input::C) @skill = @skill_window.skill if @skill != nil @active_battler.last_skill_id = @skill.id end if @active_battler.skill_can_use?(@skill) Sound.play_decision determine_skill else Sound.play_buzzer end end end def update_command_window @command_window.update @help_window.update @skill_window.update unless @command_activated @command_activated = true return end if Input.trigger?(Input::B) Sound.play_cancel close_command_window @skill_window.dispose @skill_window = nil @help_window.dispose @help_window = nil @command_window.dispose @command_window = nil @last_window = false @actor_command_window.active = true elsif Input.trigger?(Input::C) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh Sound.play_decision close_command_window @command_window.active = false @skill_window.active = true elsif Input.trigger?(Input::UP) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh @help_window.set_text(COLUMN_HELP[@active_battler.id][@set]) elsif Input.trigger?(Input::DOWN) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh @help_window.set_text(COLUMN_HELP[@active_battler.id][@set]) end end if $imported != nil and $imported["TankentaiSideview(Kaduki)"] def end_target_selection dhoom_sksp_end_selection if @last_window @skill_window.active = true if @skill_window != nil end end else def end_target_enemy_selection dhoom_sksp_enemy_selection if @last_window @skill_window.active = true if @skill_window != nil end end def end_target_actor_selection dhoom_sksp_actor_selection if @last_window @skill_window.active = true if @skill_window != nil end end end def create_command_window @command_window = Window_Command.new(172, COLUMN_NAME[@active_battler.id]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = (416 - @command_window.height) / 2 @command_window.openness = 0 @command_window.active = true end def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end def close_command_window @command_activated = false @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end end Music Player for rizkhi04 - Code:
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#=============================================================================== #------------------------- -=• Music Player •=---------------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 13 - 06 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Like the name, this script for choose and play BGM music. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module DHOOM module MSPR #return to scene when closed. EG: Scene_Menu, Scene_Title,etc RETURN_SCENE = Scene_Map #Window Properties------------------------------------------| WINDOW_PLAY_WIDTH = 320 WINDOW_PLAY_ANIM = true #when true, the text will animation WINDOW_PLAY_OPACITY = 255 NP_TEXT = "Now Playing: " WINDOW_MUSC_WIDTH = 320 WINDOW_MUSC_HEIGHT = nil #This will be auto if nil WINDOW_MUSC_OPACITY = 255 STOP_INPUT = Input::A #Button to stop BGM. See game properties (F1) #for the button BACKGROUND = "" #Leave empty if you don't want to change Background #the background image must be in "Graphics/Pictures/" folder BACKGROUND_X = 0 BACKGROUND_Y = 0 BACKGROUND_OPACITY = 255 #-----------------------------------------------------------| MUSICS = [] #<--- Don't delete this line #MUSICS[id] = ["bgm filename"] MUSICS[1] = ["Battle1","Theme1","Scene5"] MUSICS[2] = ["Battle3","Theme1","Scene4","Scene1","Battle3", "Battle3","Battle3","Battle3","Battle3","Battle3","Battle3", "Scene1","Scene1","Scene1","Scene1","Scene1","Scene1","Scene1"] #TO CALL THE SCENE: # Scene_MPlayer.new(MUSICS id) end end
module RPG class BGM < AudioFile def self.player_play(name) if name.empty? Audio.bgm_stop @p_last = "None" else Audio.bgm_play("Audio/BGM/" + name) @p_last = name end end def self.p_last return @p_last if @p_last != nil return "None" end end end
class Window_MPlayer < Window_Base include DHOOM::MSPR def initialize super(0,0,WINDOW_PLAY_WIDTH,56) self.contents = Bitmap.new(width - 32, height - 32) self.ox = 0 refresh end def refresh self.contents.clear self.contents.draw_text(0, 0, 384, WLH, NP_TEXT + RPG::BGM.p_last) a = RPG::BGM.p_last.size if a <= 100 @speed = 3 elsif a <= 250 @speed = 2.5 elsif a <= 400 @speed = 2 else @speed = 1 end end def update if WINDOW_PLAY_ANIM self.ox += @speed if self.ox >= 544 self.ox = -544 end end end end
class Scene_MPlayer < Scene_Base include DHOOM::MSPR def initialize(music) @music = music end def start super if !BACKGROUND.empty? @bg = Sprite.new @bg.bitmap = Cache.picture(BACKGROUND) @bg.x = BACKGROUND_X @bg.y = BACKGROUND_Y @bg.opacity = BACKGROUND_OPACITY else create_menu_background end @music_window = Window_Command.new(WINDOW_MUSC_WIDTH, MUSICS[@music]) @music_window.visible = true @music_window2 = Window_MPlayer.new @music_window.x = (544 - @music_window.width) / 2 @music_window2.x = (544 - @music_window2.width) / 2 @music_window.y = @music_window2.height if WINDOW_MUSC_HEIGHT != nil @music_window.height = WINDOW_MUSC_HEIGHT end a = 416 - @music_window.y if @music_window.height > a @music_window.height = a end if $last_mp_index != nil and $last_mp_index[@music] != nil @music_window.index = $last_mp_index[@music] end @music_window.opacity = WINDOW_MUSC_OPACITY @music_window2.opacity = WINDOW_PLAY_OPACITY end def update super @music_window.update @music_window2.update if !@bg.nil? @bg.update else update_menu_background end update_window end def update_window if Input.trigger?(Input::B) Sound.play_cancel $scene = RETURN_SCENE.new elsif Input.trigger?(Input::C) Sound.play_decision RPG::BGM.player_play(MUSICS[@music][@music_window.index]) $last_mp_index = [] $last_mp_index[@music] = @music_window.index @music_window2.refresh elsif Input.trigger?(STOP_INPUT) Sound.play_decision RPG::BGM.player_play("") @music_window2.refresh end end def terminate super @music_window.dispose @music_window2.dispose if !@bg.nil? @bg.dispose else dispose_menu_background end end end
Semua script yang aku post di thread ini
Terakhir diubah oleh DrDhoom tanggal 2012-09-18, 13:39, total 18 kali diubah | |
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Pengirim | Message |
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Ridho96 Newbie
Posts : 7
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-13, 22:22 | |
| Script bagus gan... ane bisa request gak? :thumbup bisa buatin Script HUD buat Character Bar saat battle brubah gtu? tq... | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-13, 22:29 | |
| g gitu ngerti... bsa lbih jelas lg ga? pke image sklian klo ada | |
| | | RidhoVX Newbie
Posts : 34 Thanked : 0 Engine : RMVX Skill : Beginner Type : Artist
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-14, 20:54 | |
| Agan DrDhoom, ane mau request Script... 1. CustomHUD 2. Custom HUD pada Character saat battle, Battle Sys ane, Tankentai SBS. Mohon Bantuannya | |
| | | shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
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| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-14, 23:33 | |
| | |
| | | RidhoVX Newbie
Posts : 34 Thanked : 0 Engine : RMVX Skill : Beginner Type : Artist
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-15, 01:33 | |
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| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-16, 08:32 | |
| cuma yg hud bawah kan? pertama pling ngga sediain gambar untuk hud nya... i'm here as scripter... not designer... | |
| | | Irsyad Newbie
Posts : 67 Thanked : 0 Engine : Multi-Engine User Skill : Beginner Type : Writer
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-17, 08:57 | |
| Nama Script : Hunting Level Deskripsi script : membuat level untuk berburu, maksud'a setiap ngalahin 1 monster exp huntingnya meningkat n setiap level huntingnya meningkat,,,bisa beli senjata hunting udah segitu aja kok...gx ush panjang2 ,,, | |
| | | Kuro Ethernite The Creator
Posts : 1631 Thanked : 24 Engine : RMVX Ace Skill : Masterful Type : Jack of All Trades
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| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-17, 13:51 | |
| Yo !!!! it's been a while ~ Just request sesuatu yg sangat keterlaluan simpel, yg kyakny CMIIW blom prnah d buat sama skali, yg sjak dulu pingin q buat ndiri tpi fail mulu, pdahal q pikir cuma tinggal prlu ngubah 1 line doank d editor Script Name: In a Debt Description : Gold bisa "minus" (negatif / below 0 G) .... Optional : Pake font merah untuk tulisan di Window Gold kalo uangny negatif ..... - Spoiler:
Instead of request, kyakny hnya perlu ngasih tau, yg d rubah bgian mana deh
SARAN : mending d first post ubah deh.... soal..... >>> Skill Cooldown by Oscar <<< "by" ny d ganti dgan "for" u know whta I mean ~ | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-17, 14:45 | |
| @irsyad: pake event jg bs tuh... ok nnti tak buatin... @kuro: ok2... q ubh jg yg itu edit: for irsyad - Code:
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#=============================================================================== #--------------------------=• Hunting Level •=---------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 17 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Make hunting level by defeat enemy. Can be used in event by variables. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module HEXP VAR_HEXP = 1 #Variable for Hunt EXP VAR_HLEVEL = 2 #Variable for Hunt Level BASE_EXP = 1 #Base monster hunt EXP START_LEVEL = 1 #Starting hunting level MONS_EXP = [] #Don't delete MONS_EXP[1] = 13 #MONS_EXP[enemy id] = hunt exp EXP_REQ = 25 #Hunt exp requirment for level up. EXP REQ * hunt Level end end
module RPG class Enemy include Dhoom::HEXP def create_hexp if !MONS_EXP[@id].nil? @hunt_exp = MONS_EXP[@id] else @hunt_exp = BASE_EXP end end def hunt_exp if @hunt_exp == nil create_hexp end return @hunt_exp end end end
class Game_Enemy < Game_Battler def hunt_exp return enemy.hunt_exp end end
class Game_Party < Game_Unit include Dhoom::HEXP attr_accessor :hunt_exp attr_accessor :hunt_level alias dhoom_hexp_party_ini initialize def initialize super dhoom_hexp_party_ini @hunt_exp = 0 @hunt_level = START_LEVEL end def check_hlevel_up if EXP_REQ * @hunt_level < @hunt_exp @hunt_exp -= @hunt_level *EXP_REQ @hunt_level += 1 end end end
class Game_Troop < Game_Unit def hunt_exp_total hunt_exp = 0 for enemy in dead_members hunt_exp += enemy.hunt_exp unless enemy.hidden end return hunt_exp end end
class Scene_Title < Scene_Base include Dhoom::HEXP alias dhoom_hexp_title_main main def main dhoom_hexp_title_main $game_variables[VAR_HEXP] = $game_party.hunt_exp $game_variables[VAR_HLEVEL] = $game_party.hunt_level end end
class Scene_Battle < Scene_Base include Dhoom::HEXP alias dhoom_hexp_disp_lev display_level_up def display_level_up dhoom_hexp_disp_lev $game_party.hunt_exp += $game_troop.hunt_exp_total $game_party.check_hlevel_up $game_variables[VAR_HEXP] = $game_party.hunt_exp $game_variables[VAR_HLEVEL] = $game_party.hunt_level end end
for kuro - Code:
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#=============================================================================== #----------------------------=• Minus Gold •=---------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 17 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Allowing to have minus gold. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
COLOR = Color.new(255,0,0)
class Game_Party < Game_Unit def gain_gold(n) @gold = [[@gold + n, -9999999].max, 9999999].min end end
class Window_Base < Window def draw_currency_value(value, x, y, width) cx = contents.text_size(Vocab::gold).width if value < 0 self.contents.font.color = COLOR self.contents.draw_text(x, y, width-cx-2, WLH, value, 2) else self.contents.font.color = normal_color self.contents.draw_text(x, y, width-cx-2, WLH, value, 2) end self.contents.font.color = system_color self.contents.draw_text(x, y, width, WLH, Vocab::gold, 2) end end
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| | | Irsyad Newbie
Posts : 67 Thanked : 0 Engine : Multi-Engine User Skill : Beginner Type : Writer
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-17, 19:48 | |
| - DrDhoom wrote:
- @irsyad: pake event jg bs tuh... ok nnti tak buatin...
@kuro: ok2... q ubh jg yg itu
edit:
for irsyad - Code:
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#=============================================================================== #--------------------------=• Hunting Level •=---------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 17 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Make hunting level by defeat enemy. Can be used in event by variables. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module HEXP VAR_HEXP = 1 #Variable for Hunt EXP VAR_HLEVEL = 2 #Variable for Hunt Level BASE_EXP = 1 #Base monster hunt EXP START_LEVEL = 1 #Starting hunting level MONS_EXP = [] #Don't delete MONS_EXP[1] = 13 #MONS_EXP[enemy id] = hunt exp EXP_REQ = 25 #Hunt exp requirment for level up. EXP REQ * hunt Level end end
module RPG class Enemy include Dhoom::HEXP def create_hexp if !MONS_EXP[@id].nil? @hunt_exp = MONS_EXP[@id] else @hunt_exp = BASE_EXP end end def hunt_exp if @hunt_exp == nil create_hexp end return @hunt_exp end end end
class Game_Enemy < Game_Battler def hunt_exp return enemy.hunt_exp end end
class Game_Party < Game_Unit include Dhoom::HEXP attr_accessor :hunt_exp attr_accessor :hunt_level alias dhoom_hexp_party_ini initialize def initialize super dhoom_hexp_party_ini @hunt_exp = 0 @hunt_level = START_LEVEL end def check_hlevel_up if EXP_REQ * @hunt_level < @hunt_exp @hunt_exp -= @hunt_level *EXP_REQ @hunt_level += 1 end end end
class Game_Troop < Game_Unit def hunt_exp_total hunt_exp = 0 for enemy in dead_members hunt_exp += enemy.hunt_exp unless enemy.hidden end return hunt_exp end end
class Scene_Title < Scene_Base include Dhoom::HEXP alias dhoom_hexp_title_main main def main dhoom_hexp_title_main $game_variables[VAR_HEXP] = $game_party.hunt_exp $game_variables[VAR_HLEVEL] = $game_party.hunt_level end end
class Scene_Battle < Scene_Base include Dhoom::HEXP alias dhoom_hexp_disp_lev display_level_up def display_level_up dhoom_hexp_disp_lev $game_party.hunt_exp += $game_troop.hunt_exp_total $game_party.check_hlevel_up $game_variables[VAR_HEXP] = $game_party.hunt_exp $game_variables[VAR_HLEVEL] = $game_party.hunt_level end end
for kuro - Code:
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#=============================================================================== #----------------------------=• Minus Gold •=---------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 17 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Allowing to have minus gold. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
COLOR = Color.new(255,0,0)
class Game_Party < Game_Unit def gain_gold(n) @gold = [[@gold + n, -9999999].max, 9999999].min end end
class Window_Base < Window def draw_currency_value(value, x, y, width) cx = contents.text_size(Vocab::gold).width if value < 0 self.contents.font.color = COLOR self.contents.draw_text(x, y, width-cx-2, WLH, value, 2) else self.contents.font.color = normal_color self.contents.draw_text(x, y, width-cx-2, WLH, value, 2) end self.contents.font.color = system_color self.contents.draw_text(x, y, width, WLH, Vocab::gold, 2) end end
thx kk, ane coba dulu....btw,respon'a cepet banget | |
| | | Kuro Ethernite The Creator
Posts : 1631 Thanked : 24 Engine : RMVX Ace Skill : Masterful Type : Jack of All Trades
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| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-18, 09:20 | |
| As I thought !!! yg d rubah 1 line doank ~ Masalahny q cuma kemalesan nyari doank Nice Thanks ~ But perasaan q namain In a Debt deh @Irsyad of course cepet ~ Dia kan seorang Dhoom ~ (apa hubungan ny ?? ) Awh~ next yg blom prnah ada yg buat CMIIW Seharusny bisa ngerti klo q jelasin kyak gtu thanks ~ | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-18, 13:31 | |
| @irsyad: udh djwb kuro @kuro:dgnti dkit gpp donk ok kuushkn... | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-19, 13:35 | |
| @kuro: nih - Code:
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#=============================================================================== #--------------------------=• Varied Status •=---------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 17 - 05 - 2011 # Battle Add-on # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Varieting enemy status by random number. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module VARIED BASE_VARIED = 20 #Base random number for all enemy, except ENEMY_VARIED ENEMY_VARIED = [] #<-- Don't delete. ENEMY_VARIED[1] = 20 #ENEMY_VARIED[enemy id] = number end end
class Game_Battler include Dhoom::VARIED def make_varied_status(id) if ENEMY_VARIED[id] != nil varied = rand(ENEMY_VARIED[id]) else varied = rand(BASE_VARIED) end @maxhp_plus += (varied * 10) @maxmp_plus += (varied * 5) @atk_plus += varied @def_plus += varied @spi_plus += varied @agi_plus += varied end end
class Game_Enemy def varied_status make_varied_status(@enemy_id) @hp = maxhp @mp = maxmp end end
class Game_Troop alias dhoom_varied_make_names make_unique_names def make_unique_names dhoom_varied_make_names for enemy in members enemy.varied_status end end end tpi nilai ny g bisa minus... walaupun minus ttep jdi positif | |
| | | Irsyad Newbie
Posts : 67 Thanked : 0 Engine : Multi-Engine User Skill : Beginner Type : Writer
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-20, 13:28 | |
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| | | ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
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| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-20, 19:44 | |
| Hmm Prof. Dhoom Aku perjelas spesifikasi nya deh : Nama : custom refine Deskripsi : bisa mengcombine bbrp item menjadi 1 item dgn ada kemungkinan succes rate, tapi dgn sarat * Kalo Tipe item adalah Item (maksud na tab item) Maka, combine biasa, dgn chance biasa. * kalo tipe Item adalah Equip ato weapon, maka ada levelnya (berhasil di refine, jadi sukses. kalo gagal ya ancurin aja) Truss kalo bisa di modul nya dipisah begini Shop [1] = [1,2,3] Shop [2] = [1,4,5,6,7] dgn Shop [1] Maksud nya shop tipe 1, jadi ntr di map, di call nya begini. $scene.Map = shop[1] <<< teuing bner atau salah Nah trus yg array kedua [1,2,3] Maksudnya ID di module yg isinya formula refine. Contoh 1 => (a,b,c,d,e) a : tipe yg mau dimasukin 1: item, 2: equip 3: weapon b : Bahan resep nya c : Chance d : allow lost item if failed (boolean) e. Price Oh ia, di equip, ama weapon tab, ada note tag nya. Max lv Tujuan dipisah begini biar 1 script ini bisa dipakai bermacam2 tujuan. bisa sintesis, cooking, atau ada user lain yg lebih kreatif. Gmn Prof. Dhoom ? Oot : ashm liat ke atas Ternyata request ashm yg paling susah ya Yaaa tolong deh Prof. Dhoom (disebut Prof. bcoz, gelar prof gk perlu S3 utk dapetin, sedangkan gelas Dr. Perlu S3) <<< Sok tau amit nih ashm | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-20, 23:48 | |
| @ash: hoalah pke prof sgla ok tak ushain dlu... | |
| | | LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
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Awards: | Subyek: Re: [VX]Dhoom Script Workshop 2011-05-21, 10:07 | |
| gw request buat vx lagi yah ^^ yg gw request itu self variable tapi self variablenya ini beda ama yg punya kk rei jadi setiap "Self-Switch" di event punya "Self Variable" sendiri-sendiri mungkin lebih cocok dinamain Self Switch Variable? kalo bisa cara penggunaannya kyk gini $game_self_switchvariable[[$game_map.map_id , @event_id, "A"]] = 14$game_variables[16] = $game_self_switchvariable[[1 , 4, "A"]] + $game_self_switchvariable[[1 , 4, "C"]] ----(yg ini ga harus)---- kalo bisa skripnya cross engine sama ga bikin corrupt old savegames ^^ | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-24, 10:30 | |
| @drago: bneran g ngerti... bsa jlsin lbih detil? | |
| | | KID_VX Senior
Posts : 959 Thanked : 24 Engine : Multi-Engine User Skill : Very Beginner Type : Developer
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-24, 15:42 | |
| Mungkin maksud bang Drago itu kyak command eent nya "Call Event" yang ada di rm2k3 dan rm2k. fungsinya kyak self switch dari rmvx, tapi bedanya, kalo self switch , hanya bisa memanggil event pada tab di dalam event id yang sama dan map id yang sama dengan maksimal ent yang di panggil hanya 4 nah kalo Call Event, bukan hanya bisa memanggil event pada page event id yang sama saja, tapi juga pada event id yang berbeda dan map id yang berbeda CMIIW kalo memang beneran yag di maksud seperti itu, udah ada penyelesayannya , maybe namanya scriptnya "worale's call event script", ini buatan bang woratana , Soal yang ini >>> [[$game_map.map_id , @event_id, "A"]] " <<< A disini mungkin maksudnya id nya kan , dengan script"worale's call event script"<<< daku rasa hal tersebut udah terpebuhi, soalnya di script nya bang wora, itu sangat percis sama "call Event" nya m2k3 , jadi bisa manggil suatu event dari , spesifikasi map id, vent id dan page id Enjoy | |
| | | LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
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Awards: | Subyek: Re: [VX]Dhoom Script Workshop 2011-05-24, 18:42 | |
| call event sih uda bisa daridulu, yawdah reqnya di cancel aja deh, kegampangan uda kesolved sendiri ^^
gw request yg lain yah...
skrip yang bisa merubah warna tulisan nama actor, classes, nama senjata, nama armor, nama item, nama enemies jadi warna sesuka kita
jadi pas kita ketik
Halo \a[1]
nanti keluarnya
Halo Ralph warnanya bisa kita configure sendiri-sendiri berdasarkan ID dari actor, item, dsb di skrip | |
| | | Kuro Ethernite The Creator
Posts : 1631 Thanked : 24 Engine : RMVX Ace Skill : Masterful Type : Jack of All Trades
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| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-24, 19:20 | |
| | |
| | | LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
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Awards: | | | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-25, 12:06 | |
| @drago: ok... kli ini lmyan g sulit nih | |
| | | NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-25, 12:09 | |
| ok, Dhoom, wa minta jga Nama: SKill Separator Deskripsi, bikin tambahan men di Battle Dialog ntk Skill, di scriptnya sendiri ngasi batasan dalam database, jadi skill no 1- sekian di database mask menu "A", trs lanjtannya sekian sampe sekian masuk menu "B", lalu lainnya mask menu C gitu.. bisa kan? | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-25, 20:36 | |
| @drago: mngkin g sprti yg dhrapkan... ya dripada g sama sekali - Code:
-
#=============================================================================== #----------------------------=• Colorfull •=------------------------------------ #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 26 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Change color of items, armors, weapons, actor name, and actor class. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module COL BASE_ACTOR_COL = Color.new(125,125,0) BASE_CLASS_COL = Color.new(50,50,0) BASE_SKILL_COL = Color.new(0,0,220) BASE_ITEM_COL = Color.new(0,230,0) BASE_ARMOR_COL = Color.new(0,150,150) BASE_WEAPON_COL = Color.new(255,225,0) ACTOR_COL = [] ACTOR_COL[1] = Color.new(255,0,0) CLASS_COL = [] CLASS_COL[1] = Color.new(0,255,0) SKILL_COL = [] SKILL_COL[1] = Color.new(0,0,255) ITEM_COL = [] ITEM_COL[1] = Color.new(0,125,125) ARMOR_COL = [] ARMOR_COL[1] = Color.new(125,125,0) WEAPON_COL = [] WEAPON_COL[1] = Color.new(0,255,255) end end
class Window_Base < Window include Dhoom::COL def hp_color2(actor) return knockout_color if actor.hp == 0 return crisis_color if actor.hp < actor.maxhp / 4 return ACTOR_COL[actor.id] if ACTOR_COL[actor.id].is_a?(Color) return BASE_ACTOR_COL end def class_color(actor) return CLASS_COL[actor.id] if CLASS_COL[actor.id].is_a?(Color) return BASE_CLASS_COL end def xsx_color(item) if item.is_a?(RPG::Skill) return SKILL_COL[item.id] if SKILL_COL[item.id].is_a?(Color) return BASE_SKILL_COL elsif item.is_a?(RPG::Item) return ITEM_COL[item.id] if ITEM_COL[item.id].is_a?(Color) return BASE_ITEM_COL elsif item.is_a?(RPG::Armor) return ARMOR_COL[item.id] if ARMOR_COL[item.id].is_a?(Color) return BASE_ARMOR_COL elsif item.is_a?(RPG::Weapon) return WEAPON_COL[item.id] if WEAPON_COL[item.id].is_a?(Color) return BASE_WEAPON_COL end end def draw_actor_name(actor, x, y) self.contents.font.color = hp_color2(actor) self.contents.draw_text(x, y, 108, WLH, actor.name) end def draw_actor_class(actor, x, y) self.contents.font.color = class_color(actor) self.contents.draw_text(x, y, 108, WLH, actor.class.name) end def draw_item_name(item, x, y, enabled = true) if item != nil draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = xsx_color(item) self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(x + 24, y, 172, WLH, item.name) end end end
@milan: here you go... - Code:
-
#=============================================================================== #-------------------------=• Skills Separator •=--------------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 26 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # ... #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module SKSP COLUMN_NAME = [] #<--- Don't delete this line COLUMN_HELP = [] #<--- Don't delete this line COLUMN_SKILL = [] #<--- Don't delete this line COLUMN_SKILLSET = [] #<--- Don't delete this line #COLUMN_NAME/HELP[actor id] = [""] COLUMN_NAME[1] = ["Skillset A", "Skillset B", "Skillset C", "Skillset D"] COLUMN_HELP[1] = ["Skillset number 1", "Skillset number 2", "Skillset number 3", "Skillset number 4"] COLUMN_NAME[2] = ["Fire", "Wind", "Earth", "Water", "Ice"] COLUMN_HELP[2] = ["Skillset number 1", "Skillset number 2", "Skillset number 3", "Skillset number 4", "Skillset number 5"] #Skill for displaying in skillset COLUMN_SKILL[0] = [1,2,3,4,5] COLUMN_SKILL[1] = [6,7,8] COLUMN_SKILL[2] = [9,10,11] COLUMN_SKILL[3] = [12,13,33] COLUMN_SKILL[4] = [13,23,33,43,53] COLUMN_SKILL[5] = [6,7,8] COLUMN_SKILL[6] = [9,10,11] COLUMN_SKILL[7] = [12,13,33] COLUMN_SKILL[8] = [12,13,33] COLUMN_SKILLSET[1] = [0,1,2,3] COLUMN_SKILLSET[2] = [4,5,6,7,8] end end
class Window_Skill2 < Window_Selectable include Dhoom::SKSP def initialize(x, y, width, height, actor, set) super(x, y, width, height) @actor = actor @set = set @column_max = 2 self.index = 0 refresh end def set(set) @set = set end def skill return @data[self.index] end def refresh @data = [] for skill in @actor.skills @data.push(skill) if COLUMN_SKILL[COLUMN_SKILLSET[@actor.id][@set]].include?(skill.id) end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] if skill != nil rect.width -= 4 enabled = @actor.skill_can_use?(skill) draw_item_name(skill, rect.x, rect.y, enabled) self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2) end end def update_help @help_window.set_text(skill == nil ? "" : skill.description) end end
class Scene_Skill < Scene_Base include Dhoom::SKSP alias dhoom_sksp_skill_update update alias dhoom_sksp_skill_start start alias dhoom_sksp_skill_terminate terminate def post_start super open_command_window end def start super dhoom_sksp_skill_start @skill_window = Window_Skill2.new(0, 112, 544, 304, @actor, 0) @skill_window.viewport = @viewport @skill_window.help_window = @help_window @skill_window.active = false @help_window.set_text(COLUMN_HELP[@actor.id][0]) create_command_window end def create_command_window @command_window = Window_Command.new(172, COLUMN_NAME[@actor.id]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = (416 - @command_window.height) / 2 @command_window.openness = 0 @command_window.active = true end def update super dhoom_sksp_skill_update @command_window.update if @command_window.active and @skill_window.active == false update_command_window elsif @target_window.active update_target_selection elsif @skill_window.active update_skill_selection end end def terminate super dhoom_sksp_skill_terminate @command_window.dispose end def update_command_window unless @command_activated @command_activated = true return end if Input.trigger?(Input::B) Sound.play_cancel close_command_window return_scene elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor elsif Input.trigger?(Input::C) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh Sound.play_decision close_command_window @command_window.active = false @skill_window.active = true elsif Input.trigger?(Input::UP) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh @help_window.set_text(COLUMN_HELP[@actor.id][@set]) elsif Input.trigger?(Input::DOWN) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh @help_window.set_text(COLUMN_HELP[@actor.id][@set]) end end def update_skill_selection if Input.trigger?(Input::B) Sound.play_cancel open_command_window @skill_window.active = false @command_window.active = true elsif Input.trigger?(Input::C) @skill = @skill_window.skill if @skill != nil @actor.last_skill_id = @skill.id end if @actor.skill_can_use?(@skill) Sound.play_decision determine_skill else Sound.play_buzzer end end end def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end def close_command_window @command_activated = false @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end end
class Scene_Battle < Scene_Base include Dhoom::SKSP alias dhoom_sksp_battle_update update if $imported != nil and $imported["TankentaiSideview"] alias dhoom_sksp_end_selection end_target_selection else alias dhoom_sksp_enemy_selection end_target_enemy_selection alias dhoom_sksp_actor_selection end_target_actor_selection end def update super update_basic(true) update_info_viewport if $game_message.visible @info_viewport.visible = false @message_window.visible = true end unless $game_message.visible return if judge_win_loss update_scene_change if @target_enemy_window != nil update_target_enemy_selection elsif @target_actor_window != nil update_target_actor_selection elsif @skill_window != nil and @skill_window.active update_skill_selection elsif @command_window != nil and @command_window.active update_command_window elsif @item_window != nil update_item_selection elsif @party_command_window.active update_party_command_selection elsif @actor_command_window.active update_actor_command_selection else process_battle_event process_action process_battle_event end end end def start_skill_selection @help_window = Window_Help.new @skill_window = Window_Skill2.new(0, 56, 544, 232, @active_battler, 0) @skill_window.active = false @help_window.set_text(COLUMN_HELP[@active_battler.id][0]) @actor_command_window.active = false create_command_window open_command_window @command_window.active = true @last_window = true end def update_skill_selection @skill_window.active = true @skill_window.update @help_window.update if Input.trigger?(Input::B) Sound.play_cancel open_command_window @skill_window.active = false @set = @command_window.index @help_window.set_text(COLUMN_HELP[@active_battler.id][@set]) @command_window.active = true elsif Input.trigger?(Input::C) @skill = @skill_window.skill if @skill != nil @active_battler.last_skill_id = @skill.id end if @active_battler.skill_can_use?(@skill) Sound.play_decision determine_skill else Sound.play_buzzer end end end def update_command_window @command_window.update @help_window.update @skill_window.update unless @command_activated @command_activated = true return end if Input.trigger?(Input::B) Sound.play_cancel close_command_window @skill_window.dispose @skill_window = nil @help_window.dispose @help_window = nil @command_window.dispose @command_window = nil @last_window = false @actor_command_window.active = true elsif Input.trigger?(Input::C) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh Sound.play_decision close_command_window @command_window.active = false @skill_window.active = true elsif Input.trigger?(Input::UP) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh @help_window.set_text(COLUMN_HELP[@active_battler.id][@set]) elsif Input.trigger?(Input::DOWN) @set = @command_window.index @skill_window.set(@set) @skill_window.refresh @help_window.set_text(COLUMN_HELP[@active_battler.id][@set]) end end if $imported != nil and $imported["TankentaiSideview(Kaduki)"] def end_target_selection dhoom_sksp_end_selection if @last_window @skill_window.active = true if @skill_window != nil end end else def end_target_enemy_selection dhoom_sksp_enemy_selection if @last_window @skill_window.active = true if @skill_window != nil end end def end_target_actor_selection dhoom_sksp_actor_selection if @last_window @skill_window.active = true if @skill_window != nil end end end def create_command_window @command_window = Window_Command.new(172, COLUMN_NAME[@active_battler.id]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = (416 - @command_window.height) / 2 @command_window.openness = 0 @command_window.active = true end def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end def close_command_window @command_activated = false @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end end
kalo ada keluhan silahkan lapor (kyknya bkal ada deh ) | |
| | | NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| Subyek: Re: [VX]Dhoom Script Workshop 2011-05-25, 20:59 | |
| thank you very much to Dhoom, udah mau buatin cendoled | |
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