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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| [Help] Butuh bantuan pecahin masalah! | |
| 2011-04-07, 15:50 | [Help] Butuh bantuan pecahin masalah! |
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weirzkreuz Newbie
Posts : 34 Thanked : 0 Engine : RMVX Skill : Beginner Type : Event Designer
| Kakang2 RMID, aku butuh bantuan tentang ini kk... Saya ada masalah scripting dengan script yang baru saya dapat di internet... http://indowebster.com/multi-attack_script_rmxp_by_sephirot.htmlIni adalah script untuk membuat banyak combo/ hit dalam 1 kali serang dengan prantara animasi. Namun anehnya saat script ini dipasang, tiba2 saja tidak ada jeda antar aktor1 dengan aktor yg lain saat menyerang... Need help untuk bikin menormalkan kecepatan battle... |
| | | 2011-04-07, 21:19 | Re: [Help] Butuh bantuan pecahin masalah! |
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weirzkreuz Newbie
Posts : 34 Thanked : 0 Engine : RMVX Skill : Beginner Type : Event Designer
| Em, permisi kk, ada orang? Aku mohon solusi pemecahannya ni? ada yang bisa ngga? |
| | | 2011-04-07, 21:49 | Re: [Help] Butuh bantuan pecahin masalah! |
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NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| bang, jangan dopost dibawah 24 jam dan mending script nya dicopas dalam bentuk kode aja di sini. |
| | | 2011-04-08, 12:55 | Re: [Help] Butuh bantuan pecahin masalah! |
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weirzkreuz Newbie
Posts : 34 Thanked : 0 Engine : RMVX Skill : Beginner Type : Event Designer
| Maaf kk, aku lalai... Sebenernya kenapa aku upload karena script lebih dari 1. Maaf atas kelalaian saya Seph's Multi Damage- Spoiler:
- Code:
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#============================================================================== # ** Multiple Damages #------------------------------------------------------------------------------ # SephirothSpawn # Version 1 # 2007-02-12 # SDK : Version 2.0, Part 1 #------------------------------------------------------------------------------ # * Version History : # # Version 1 ---------------------------------------------------- (2007-02-12) #------------------------------------------------------------------------------ # * Description : # # This script was designed to show multiple damage sprites at the same time. # When a damage sprite is created, it is immediately added to an array of # damage sprites. From there, each damage sprite is handeled the same way # the default damage sprite is handeled. This also delays damages to prevent # multiple damages being displayed at once. #------------------------------------------------------------------------------ # * Instructions : # # Place The Script Below the SDK and Above Main. #==============================================================================
#------------------------------------------------------------------------------ # * SDK Log Script #------------------------------------------------------------------------------ SDK.log('Multiple Damages', 'SephirothSpawn', 1, '2007-02-12') SDK.check_requirements(2, [1])
#------------------------------------------------------------------------------ # * Begin SDK Enable Test #------------------------------------------------------------------------------ if SDK.enabled?('Multiple Damages')
#============================================================================== # ** RPG::Sprite #==============================================================================
class RPG::Sprite < ::Sprite #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- if @seph_multidamage_stack.nil? alias_method :seph_multidamage_rpgs_init, :initialize alias_method :seph_multidamage_rpgs_disp, :dispose alias_method :seph_multidamage_rpgs_dmge, :damage alias_method :seph_multidamage_rpgs_updt, :update @seph_multidamage_stack = true end #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(viewport = nil) # Original Initialization seph_multidamage_rpgs_init(viewport) # Create Damage Sprite Array @_multi_damage_sprites = [] @_multi_damage_duration = [] # Damage Delay Count @_damages_delay_count = 0 @_damages_pops_coming = [] end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose # Original Dispose seph_multidamage_rpgs_disp # Pass Through Multi-Damage Sprites for sprite in @_multi_damage_sprites sprite.dispose unless sprite.nil? end end #-------------------------------------------------------------------------- # * Damage #-------------------------------------------------------------------------- def damage(value, critical) # Adds Damage to Pop List unless value.nil? && critical.nil? @_damages_pops_coming << [value, critical] end # Return If Damage Delay return if @_damages_delay_count > 0 # Start Damage Count @_damages_delay_count = 8 # Gets Pops Coming value, critical = *@_damages_pops_coming.shift # Original Damage Method seph_multidamage_rpgs_dmge(value, critical) # Creates Sprite sprite = ::Sprite.new(self.viewport) sprite.bitmap = @_damage_sprite.bitmap range = (-16..16).to_a sprite.ox = @_damage_sprite.ox + range[rand(range.size)] sprite.oy = @_damage_sprite.oy + range[rand(range.size)] sprite.x = @_damage_sprite.x sprite.y = @_damage_sprite.y sprite.z = 3000 # Adds Duplicated Sprite to Damage Sprites Array @_multi_damage_sprites << sprite @_multi_damage_duration << 40 # Deletes Damage Sprite @_damage_sprite.dispose @_damage_sprite = nil @_damage_duration = 0 end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # If Damage Delaying if @_damages_delay_count > 0 @_damages_delay_count -= 1 # If Damage Not Delaying else # If Damages Waiting to Be Popped if @_damages_pops_coming.size > 0 # Create Damage Sprite damage(nil, nil) end end # Original Update seph_multidamage_rpgs_updt # Pass through Every Damage Sprite for i in 0...@_multi_damage_duration.size # Decrease Duration @_multi_damage_duration[i] -= 1 # Move Damage Sprite case @_multi_damage_duration[i] when 38..39 @_multi_damage_sprites[i].y -= 4 when 36..37 @_multi_damage_sprites[i].y -= 2 when 34..35 @_multi_damage_sprites[i].y += 2 when 28..33 @_multi_damage_sprites[i].y += 4 end # Adjust Opacity @_multi_damage_sprites[i].opacity = 256 - (12 - @_multi_damage_duration[i]) * 32 # If Damage Duration Complete if @_multi_damage_duration[i] == 0 # Delete All Remaining Damage Sprites for n in i...@_multi_damage_duration.size @_multi_damage_duration.delete_at(n) unless @_multi_damage_sprites[n].nil? @_multi_damage_sprites[n].dispose @_multi_damage_sprites[n] = nil @_multi_damage_sprites.delete_at(n) end end break end end end end
#------------------------------------------------------------------------------ # * End SDK Enable Test #------------------------------------------------------------------------------ end Sprite_Battler- Spoiler:
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=begin ============================================================================== ββ Multi-Attack ------------------------------------------------------------------------------ Trickster (tricksterguy@hotmail.com) Version 4.0 Date 4/13/07
Instructions: 1) Create your animation like usual 2) Determine how many hits you want the animation to do 3) What you will be doing now is adding blank SE/Timing Events That means a Timing that only has a frame nummber, no SE no Flash If you don't get what I mean there are examples 1) The Cross Cut Animation is one with a example of 2 attacks 2) The Octo Slash Animation is an example of one with 8 attacks 4) If only one hit determine where you want the damage to show note: if its at the last frame of the animation the script will automatically do this for you 5) If more than one hit determine where you want the damage to show note: if its at the last frame then you must put a blank at the end note: give a few frames (3-5) between damage 6) Give the skill/weapon/item/enemy the animation and you are done the script takes care of the rest ============================================================================== =end #-------------------------------------------------------------------------- # β Begin SDK Log #-------------------------------------------------------------------------- SDK.log('Multi-Attack', 'Trickster', 4.0, '4/13/07') #-------------------------------------------------------------------------- # Begin SDK Requirement Check #-------------------------------------------------------------------------- SDK.check_requirements(2.0, [1, 2], ['Multiple Damages']) #-------------------------------------------------------------------------- # β Begin SDK Enabled Check #-------------------------------------------------------------------------- if SDK.enabled?('Multi-Attack') class Sprite_Battler #--------------------------------------------------------------------------- # β Sprite Animation #--------------------------------------------------------------------------- SDK.log_overwrite(:Sprite_Battler, :sprite_animation) def sprite_animation # If Animation Is Defined if $data_animations[@battler.animation_id.to_i] != nil # Set Animaton @animation = $data_animations[@battler.animation_id] # Show Animation animation(@animation, @battler) # Set Animation id to 0 @battler.animation_id = 0 # Reset Damage Pop Flag @battler.damage_pop = false else # Reset Animation @animation = nil end end #--------------------------------------------------------------------------- # β Sprite Damage #--------------------------------------------------------------------------- alias_method :trick_multiattack_battler_sprite_damage, :sprite_damage def sprite_damage # Return if Animation or animation is not nil return if @battler.animation_id != 0 or not @animation.nil? # The Usual trick_multiattack_battler_sprite_damage end #--------------------------------------------------------------------------- # β Sprite Collaspe #--------------------------------------------------------------------------- alias_method :trick_multiattack_battler_sprite_collapse, :sprite_collapse def sprite_collapse # Return unless animation is nil return unless @animation.nil? # Run Collapse Effect trick_multiattack_battler_sprite_collapse end end
class Scene_Battle #--------------------------------------------------------------------------- # β Public Instance Variables #--------------------------------------------------------------------------- attr_reader :phase4_step end
class RPG::Sprite #--------------------------------------------------------------------------- # β Animation #--------------------------------------------------------------------------- def animation(animation, hit) # Dispose Old Animation dispose_animation # Set Animation @_animation = animation # Return if animation is nil return if @_animation == nil # Flag for Damage Popping @damage_pop = false # If battler is defined if @battler.is_a?(Game_Battler) # Save Battler @_animation_battler = @battler # Get Animation Hit @_animation_hit = @_animation_battler.animation_hit # Get all of the Damage and Critical Hits @_animation_damage = @_animation_battler.damage_hits.to_a @_animation_critical = @_animation_battler.critical_hits.to_a # Recreate Animation Hit @_animation_hit = [] # Run Through Each Damage @_animation_damage.each {|damage| @_animation_hit << (damage != "Miss")} else # Set Hit @_animation_hit = hit end # No Damage Pop if After Second Animation Id Phase @damage_pop = true if ($game_temp.in_battle and [5,9].include?($scene.phase4_step)) # Setup Animation Like usual @_animation_duration = @_animation.frame_max # Get Animation name and hue animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue # Get Animation Bitmap bitmap = RPG::Cache.animation(animation_name, animation_hue) # If Number of References include bitmap if @@_reference_count.include?(bitmap) # Increase refenece count @@_reference_count[bitmap] += 1 else # Set Reference count to 1 @@_reference_count[bitmap] = 1 end # Setup Animation Sprite Array @_animation_sprites = [] # If Position is not full screen and animations doesn't include animation if @_animation.position != 3 or not @@_animations.include?(@_animation) # Do 16 times 16.times do # Create Sprite sprite = ::Sprite.new(viewport) # Set Bitmap sprite.bitmap = bitmap # Set to invisible sprite.visible = false # Add to Sprites @_animation_sprites << sprite end # Push Animation unless already there @@_animations << @_animation unless @@_animations.include?(@_animation) end # Update Animation update_animation end #--------------------------------------------------------------------------- # β Update Animation #--------------------------------------------------------------------------- def update_animation # If Duration is greater than 0 if @_animation_duration > 0 # Get Frame index frame_index = @_animation.frame_max - @_animation_duration # Get Cell Data cell_data = @_animation.frames[frame_index].cell_data # Get Position position = @_animation.position # Set Sprites animation_set_sprites(@_animation_sprites, cell_data, position) # If in battle if $game_temp.in_battle # Copy Damage Frames damage_frames = @_animation.damage_frames.dup # Set Union Add 0 and Max damage_frames = damage_frames | [0, @_animation.frame_max] # Sort Frames (Restore order) damage_frames.sort! # Declare Local Variable index index = nil # Run Through with next element damage_frames.each_with_next_and_index do |start, finish, i| # Set Index if no frames index = i if (start..finish) === frame_index end end # Run Through all Timings @_animation.timings.each do |timing| # Skip if not at a timing effect next if timing.frame != frame_index or timing.damage? # If In Battle if $game_temp.in_battle # Send Animation Hit at Index animation_process_timing(timing, @_animation_hit[index]) else # Do Things Like normal animation_process_timing(timing, @_animation_hit) end end # If in Battle if $game_temp.in_battle and @damage_pop # Run Through All Damage Frames if @_animation.damage_frames.include?(frame_index) # Display Damage damage(@_animation_damage.shift, @_animation_critical.shift) end end else # If Damage Pop and In Battle if @damage_pop and $game_temp.in_battle # Reset Damage and Critical Flag @_animation_battler.damage = nil @_animation_battler.critical = false # Collapse Effects? trick_multiattack_battler_sprite_collapse end # Dispose Animation dispose_animation end end end #-------------------------------------------------------------------------- # End SDK Enabled Check #-------------------------------------------------------------------------- end Detect Blank Timing- Spoiler:
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#-------------------------------------------------------------------------- # β Begin SDK Enabled Check #-------------------------------------------------------------------------- if SDK.enabled?('Multi-Attack') class RPG::Animation #------------------------------------------------------------------------- # β Damage Popping Frames #------------------------------------------------------------------------- def damage_frames # Set Damage Frames if not set set_damage_frames if @damage_frames.nil? # Return Damage Frames return @damage_frames end #------------------------------------------------------------------------- # β Set Damage Frames #------------------------------------------------------------------------- def set_damage_frames # Setup Array damage_frames = [] # Run Through Each Timing @timings.each do |timing| # Skip if not a damage frame next if not timing.damage? # Add Frame damage_frames << timing.frame end # Push Last if empty damage_frames << (self.frame_max-1) if damage_frames.empty? # Sort Frames @damage_frames = damage_frames.sort end #--------------------------------------------------------------------------- # β Animation Number of Hits #--------------------------------------------------------------------------- def hits # Set Damage Frames if damage frames is undefined set_damage_frames if @damage_frames.nil? # Return number of damage frames return @damage_frames.size end end class RPG::Animation::Timing #------------------------------------------------------------------------- # β Damage Pop Check #------------------------------------------------------------------------- def damage? return (self.se.name.empty? and self.flash_scope == 0 and self.flash_duration == 5 and self.condition == 0) end end #-------------------------------------------------------------------------- # β End SDK Enabled Check #-------------------------------------------------------------------------- end
RPG::Weapon/Skill/Item- Spoiler:
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#-------------------------------------------------------------------------- # β Begin SDK Enabled Check #-------------------------------------------------------------------------- if SDK.enabled?('Multi-Attack') module RPG class Weapon #--------------------------------------------------------------------------- # β Number of Hits #--------------------------------------------------------------------------- def hits # Get Animation animation = $data_animations[animation2_id] # If Animation is nil return 1 else return number of hits return animation.nil? ? 1 : animation.hits end end class Skill #--------------------------------------------------------------------------- # β Number of Hits #--------------------------------------------------------------------------- def hits # Get Animation animation = $data_animations[animation2_id] # If Animation is nil return 1 else return number of hits return animation.nil? ? 1 : animation.hits end end class Item #--------------------------------------------------------------------------- # β Number of Hits #--------------------------------------------------------------------------- def hits # Get Animation animation = $data_animations[animation2_id] # If Animation is nil return 1 else return number of hits return animation.nil? ? 1 : animation.hits end end end class Game_Battler #--------------------------------------------------------------------------- # β Number of Hits #--------------------------------------------------------------------------- def hits # Get Animation animation = $data_animations[animation2_id] # If Animation is nil return 1 else return number of hits return animation.nil? ? 1 : animation.hits end end #-------------------------------------------------------------------------- # β End SDK Enabled Check #-------------------------------------------------------------------------- end Multi Attack/Skill/Item- Spoiler:
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#-------------------------------------------------------------------------- # β Begin SDK Enabled Check #-------------------------------------------------------------------------- if SDK.enabled?('Multi-Attack') class Game_Battler #--------------------------------------------------------------------------- # β Public Instance Variables #--------------------------------------------------------------------------- attr_reader :damage_hits attr_reader :critical_hits #--------------------------------------------------------------------------- # β Object Initialization #--------------------------------------------------------------------------- alias_method :trick_multiattack_battler_initialize, :initialize def initialize # The Usual trick_multiattack_battler_initialize # Setup Instance Variables @damage_hits = [] @critical_hits = [] end #--------------------------------------------------------------------------- # β Attack Effect #--------------------------------------------------------------------------- alias_method :trick_multiattack_battler_attack_effect, :attack_effect def attack_effect(attacker) # Clear Damage Info Arrays @damage_hits.clear @critical_hits.clear # Initialize Total Damage total_damage = 0 # Do Attacker Hits Times attacker.hits.times do # The Usual trick_multiattack_battler_attack_effect(attacker) # Push Damage Done @damage_hits << self.damage # Add to Total Damage if a number total_damage += self.damage if self.damage.is_a?(Numeric) # Push Critical Flag @critical_hits << self.critical end # Set Damage self.damage = total_damage # Flatten Arrays @damage_hits.flatten! @critical_hits.flatten! # Return True return true end #--------------------------------------------------------------------------- # β Skill Effect #--------------------------------------------------------------------------- alias_method :trick_multiattack_battler_skill_effect, :skill_effect def skill_effect(user, skill) # Clear Damage Info Arrays @damage_hits.clear @critical_hits.clear # Setup Effective Array effective = [] # Initialize Total Damage total_damage = 0 # Do Skill Hits Times skill.hits.times do # The Usual effective << trick_multiattack_battler_skill_effect(user, skill) # Push Damage Done @damage_hits << self.damage # Add to Total Damage if a number total_damage += self.damage if self.damage.is_a?(Numeric) # Push Critical Flag @critical_hits << self.critical end # Set Damage self.damage = total_damage # Flatten Arrays @damage_hits.flatten! @critical_hits.flatten! # Return Any Skill Was effective return effective.include?(true) end #--------------------------------------------------------------------------- # β Item Effect #--------------------------------------------------------------------------- alias_method :trick_multiattack_battler_item_effect, :item_effect def item_effect(item) # Clear Damage Info Arrays @damage_hits.clear @critical_hits.clear # Setup Effective Array effective = [] # Initialize Total Damage total_damage = 0 # Do Item Hits Times item.hits.times do # The Usual effective << trick_multiattack_battler_item_effect(item) # Push Damage Done @damage_hits << self.damage # Add to Total Damage if a number total_damage += self.damage if self.damage.is_a?(Numeric) # Push Critical Flag @critical_hits << self.critical end # Set Damage self.damage = total_damage # Flatten Arrays @damage_hits.flatten! @critical_hits.flatten! # Return Any Skill Was effective return effective.include?(true) end end #-------------------------------------------------------------------------- # β End SDK Enabled Check #-------------------------------------------------------------------------- end
Mohon bantuan & Solusinya kk... 9Ini pake SDK, nampaknya ini bikin multi damage berbasis animation. tapi saya kurang tahu) |
| | | 2011-04-08, 13:03 | Re: [Help] Butuh bantuan pecahin masalah! |
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bungatepijalan Moe Princess
Posts : 1487 Thanked : 30 Engine : Multi-Engine User Skill : Intermediate Type : Developer
Awards:
| | | | 2011-04-08, 13:20 | Re: [Help] Butuh bantuan pecahin masalah! |
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weirzkreuz Newbie
Posts : 34 Thanked : 0 Engine : RMVX Skill : Beginner Type : Event Designer
| Umh, kalau ini seperti Limit break na Sq*al di F*VIII, dia mencet2 tombol saat nge-hit. Kalo ini kayag BOF IV, kayag bre*th dragon keluar hitnya banyak dalam 1 serangan... Tapi coba saya lihat lebih lanjut... |
| | | | Re: [Help] Butuh bantuan pecahin masalah! |
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