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| [WIP] Timed Hit Battle System | |
| 2011-04-04, 07:43 | [WIP] Timed Hit Battle System |
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richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| Ini skrip sebenernya buat di ojek ane... tapi ngapain juga kalo testingnya ndiri... nantinya nggak ketemu bug yang malah muncul pas launching game-nya (amin.. ) Timed Hit Battle System Referensi Game: Super Mario RPG (SNES), Mario & Luigi Superstar Saga (GBA) Referensi Kode: Combo Hit (Rusted_71, wltr3565), Skill Activation (CrimsonSeas) Singkat kata, skrip ini adalah add-on Tankentai SBS. Skrip ini bikin player bisa mencet tombol buat ngegandain damage pas aktor nyerang musuh... dan ngurangin damage pas musuh nyerang aktor. buat ngaktifinnya, pas mo nabok/ditabok pencet tombol C (di game-nya, kalo di keyboard mah tombol Z) Sekali lagi, ini ADD-ON TANKENTAI SBS. Nggak bisa dipake di DBS atau CBS lainnya Skrip-nya - Spoiler:
- Code:
-
module N01 TIMED_SUCCESS_SE = RPG::SE.new("TimedHit", 80, 100) NEW_ACTION = { #============================================================================== # These are the weapon sequences for the animation in Tankentai style. # Write it in Tankentai based on weapon / skill seqs..
"NORMAL_ATTACK" => ["MOVE_TO_TARGET","TIME_WPN_SWING_V","DAMAGE_ANIM_WAIT", "Can Collapse","12","MOVE_RESET"],
# Failure Sequences # Dieksekusi kalo mencet tombolnya kecepetan / telat. # Pake "FAILURE_" di sequence key-nya sebagai kata kunci sequence jika # timing-nya tidak tepat. "FAILURE_NORMAL_ATTACK" => ["DAMAGE_ANIM_WAIT", "Can Collapse","12","MOVE_RESET","End"], # Ini default animation kalo ngga ada sequence yang didefinisikan. # "FAILURE_ACTION" =>["DAMAGE_ANIM","Can Collapse","24","MOVE_RESET","End"], } #============================================================================== ACTION.merge!(NEW_ACTION) # Don't touch ANIME.merge!("Cek Invert" => ["Cek Invert"]) # Don't touch, okay..!? NEW_ANIME = { # Once again, do not touch. "TIME_WPN_SWING_V"=> ["Timing","WPN_SWING_V"], } #============================================================================== ANIME.merge!(NEW_ANIME) # Don't touch. end
"==============================================================================" " BELOW IS TOO DANGEROUS TO READ WITHOUT PROPER SCRIPTING SKILLS. THEREFOR, " " EDIT AT YOUR OWN RISK! " "=============================================================================="
class Timer attr_accessor :time def initialize(time) @time = time @begin_time = time end def on_hit i = @time.to_f return i end def refresh i = @time.to_f end def dispose @time = 0 end def update refresh @time -= 0.5 end end
class Scene_Battle < Scene_Base $multiplier = 1 def playing_action loop do update_basic action = @active_battler.play next if action == 0 @active_battler.play = 0 if action[0] == "Individual" individual elsif action == "Timing" start_timing while $timing update_timing_window end elsif action == "Can Collapse" unimmortaling elsif action == "Cancel Action" break action_end elsif action == "End" break action_end elsif action[0] == "OBJ_ANIM" damage_action(action[1]) end end end def start_timing @timing_window = Timer.new(@active_battler.time_delay) $timing = true @skill_window.visible = false if @skill_window != nil @item_window.visible = false if @item_window != nil end def update_timing_window(basic = false) if !basic Graphics.update Input.update end @timing_window.update update_timing end def update_timing if @timing_window.time < 0 $failure = true $multiplier = 1 end_timing_process end if Input.trigger?(Input::C) && @timing_window != nil if @timing_window.on_hit N01::TIMED_SUCCESS_SE.play $multiplier = 2 else $failure = true $multiplier = 1 end end_timing_process end end def end_timing_process i = 0 loop do Graphics.update Input.update i += 1 break if i == 5 end $timing = false @timing_window.dispose @timing_window = nil @skill_window.visible = true if @skill_window != nil @item_window.visible = true if @item_window != nil end
def execute_action_attack if @active_battler.actor? if @active_battler.weapon_id == 0 action = @active_battler.non_weapon immortaling else action = $data_weapons[@active_battler.weapon_id].base_action if $data_weapons[@active_battler.weapon_id].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 end else if @active_battler.weapon == 0 action = @active_battler.base_action immortaling else action = $data_weapons[@active_battler.weapon].base_action if $data_weapons[@active_battler.weapon].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 end end $former_action = action # Save weapon's sequence name target_decision @spriteset.set_action(@active_battler.actor?, @active_battler.index, action) playing_action end end
class Sprite_Battler < Sprite_Base alias timed_hit_action action def action return if @active_action == nil action = @active_action[0] return cek_invert if action == "Cek Invert" return timing_cont if action == "Timing" timed_hit_action end def cek_invert if self.mirror self.mirror = false @weapon_R.mirroring if @anime_flug end end def next_action return @wait -= 1 if @wait > 0 return if @anime_end == false return @unloop_wait -= 1 if @unloop_wait > 0 if $failure and @battler.active if N01::ACTION.has_key?("FAILURE_" + $former_action.to_s) @action = N01::ACTION["FAILURE_" + $former_action.to_s].dup else @action = N01::ACTION["FAILURE_ACTION"].dup unless @battler.action.skill? or @battler.is_a?(Game_Enemy) end $failure = false $former_action = nil end active = @action.shift @active_action = N01::ANIME[active] @wait = active.to_i if @active_action == nil action end def timing_cont @battler.play = 0 @battler.play = "Timing" if @battler.active move_anime = N01::ANIME[@active_action[1]] if move_anime != nil delay = move_anime[3] @active_action = move_anime battler_anime @anime_end = true end @battler.time_delay = delay if @battler.active end end
class Game_Battler attr_accessor :time_delay alias timing_initialize initialize def initialize timing_initialize @time_delay = 0 end #-------------------------------------------------------------------------- # * Calculation of Damage Caused by Normal Attack #-------------------------------------------------------------------------- alias make_attack_damage_value_multiplied make_attack_damage_value def make_attack_damage_value(attacker) make_attack_damage_value_multiplied(attacker) if $multiplier != 1 if attacker.is_a?(Game_Actor) @hp_damage *= $multiplier if $game_temp.in_battle else @hp_damage /= $multiplier if $game_temp.in_battle end @hp_damage = @hp_damage.to_i end $multiplier = 1 end #-------------------------------------------------------------------------- # * Calculation of Damage Caused by Skill or Item #-------------------------------------------------------------------------- alias make_obj_damage_value_multiplied make_obj_damage_value def make_obj_damage_value(user, obj) make_obj_damage_value_multiplied(user, obj) if @hp_damage != 0 && obj.is_a?(RPG::Skill) if @hp_damage > 0 && obj.physical_attack @critical = (rand(100) < user.cri) @critical = false if prevent_critical @hp_damage *= 2 if @critical end @hp_damage *= $multiplier if $game_temp.in_battle @hp_damage = @hp_damage.to_i elsif @mp_damage != 0 && obj.is_a?(RPG::Skill) @mp_damage *= $multiplier if $game_temp.in_battle @mp_damage = @mp_damage.to_i end $multiplier = 1 end end
#=============================================================================== # # END OF SCRIPT # #===============================================================================
kalo ada bug atau usulan, reply aja.. sekali lagi da penghuni RMID pada dewa semua next: Custom Skill System (ngebug kalo dipake di Tankentai SBS pas make fungsi derivation / link skill Tankentai... ) btw... - Spoiler:
- Code:
-
http://www.media*fire.com/?z2lk8dnogg4yart
Nih demo-nya... sama yang Custom Skill System[/url] inget yang Custom Skill masih bug kalo pake Derivating Skill alias Link Skill. Sori kalo demo-nya blepotan Oh iya kalo misalnya skripnya kepake walau WIP, credit Rusted_71, wltr3565, CrimsonSeas...... dan ane
Terakhir diubah oleh richter_h tanggal 2011-04-04, 21:15, total 2 kali diubah (Reason for editing : ada demo-nya) |
| | | 2011-04-04, 11:29 | Re: [WIP] Timed Hit Battle System |
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bungatepijalan Moe Princess
Posts : 1487 Thanked : 30 Engine : Multi-Engine User Skill : Intermediate Type : Developer
Awards:
| | | | 2011-04-04, 13:17 | Re: [WIP] Timed Hit Battle System |
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richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| - bungatepijalan wrote:
- Hmph, kalo timed hit, berarti ini adalah/ky ATB (active time battle) donk
Yang ky battle system di 2k3 ama Behemoth CBS (cari di rpgmakervx.net) khan Sori, nanti ane coba klo sempet bukan, ganteng tapi ini sama aja kek SBS defaultnya... jadi gini, pas si aktor mo nabok musuh, pada saat senjata diangkat/ancang-ancang mo nabok ente pencet tombol Z... dan damage-nya digandakan gitu juga pas musuh mau nabok aktor, pencet Z pas si musuh mau nabok pisan nanti damage-nya dibagi 2 |
| | | 2011-04-04, 14:22 | Re: [WIP] Timed Hit Battle System |
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bungatepijalan Moe Princess
Posts : 1487 Thanked : 30 Engine : Multi-Engine User Skill : Intermediate Type : Developer
Awards:
| | | | 2011-04-04, 14:39 | Re: [WIP] Timed Hit Battle System |
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KID_VX Senior
Posts : 959 Thanked : 24 Engine : Multi-Engine User Skill : Very Beginner Type : Developer
| Nice , baru kepikiran bikin ginian bagus , bisa menambah kan fitur dalam battle OOT : BTJ itu cewe katanya , cantik lho Enjoy |
| | | 2011-04-04, 16:30 | Re: [WIP] Timed Hit Battle System |
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richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| | | | 2011-04-04, 21:22 | Re: [WIP] Timed Hit Battle System |
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richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| bump! sekarang ada demo-nya!! |
| | | 2011-04-04, 22:14 | Re: [WIP] Timed Hit Battle System |
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Kuro Ethernite The Creator
Posts : 1631 Thanked : 24 Engine : RMVX Ace Skill : Masterful Type : Jack of All Trades
Awards:
| for some reason, q ga bisa donlot demo ny n for some other reason, nie kompie error klo mlakukan copy-paste in other words..... q ga bisa mncoba |
| | | 2011-04-05, 12:19 | Re: [WIP] Timed Hit Battle System |
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enryou Newbie
Posts : 31 Thanked : 1 Engine : RM2k3 Skill : Beginner Type : Artist
| - Kuro Creator wrote:
- for some reason, q ga bisa donlot demo ny
Iya.... aku jg ga bisa donlot...... |
| | | | Re: [WIP] Timed Hit Battle System |
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