| [ask]atb kaduki config+Yanfly System scene | |
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2011-04-27, 09:58 | [ask]atb kaduki config+Yanfly System scene |
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agung Advance
Posts : 384 Thanked : 4 Engine : RMVX Skill : Intermediate Type : Artist
| kaka mau nanya nih gimana yah masukin menu atb configuration versi kaduki di yanfly system scane. ini script yanflynya - Spoiler:
- Code:
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#=============================================================================== # # Yanfly Engine Melody - System Game Options # Last Date Updated: 2010.06.12 # Level: Normal # # System Game Options replaces the "Game End" scene found in the default RPG # Maker VX with a system options menu. In this menu, the player can readjust # sound volumes, automatic dashing, and more. This changes one of the unused # game end scene into something a whole lot more useful. # #=============================================================================== # Updates # ----------------------------------------------------------------------------- # o 2010.06.12 - Bugfix for disposing the skins window. # o 2010.05.14 - Finished Script. # o 2010.05.12 - Started Script. #=============================================================================== # Instructions # ----------------------------------------------------------------------------- # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials but above ▼ Main. Remember to save. # # 1. Scroll down, adjust the various Switches and Variable values to something # empty or predetermined. # 2. Make a "Windows" folder in your project's "Graphics" folder. Insert the # window skins you want to use there and adjust the WINDOW_HASH accordingly. # #=============================================================================== # Compatibility # ----------------------------------------------------------------------------- # - Replaces ALL of Scene_End. Expect no functionality with any scripts that # will also replace Scene_End. # - This script is made to be specifically compatible with Battle Engine Melody. #===============================================================================
$imported = {} if $imported == nil $imported["SystemGameOptions"] = true
module YEM module SYSTEM # This replaces the Game End title with the following text. And although # script itself doesn't provide the icon, any script that may potentially # link towards the System menu will reveal the System icon below. TITLE = "System" ICON = 134 #=========================================================================== # Game System Commands # -------------------------------------------------------------------------- # The following adjusts the order at which you would like the menu system # commands to appear. Here is the reference table to their command ID's. # :blank - Blank Item. # :volume_bgm - Adjusts BGM volume. # :volume_bgs - Adjusts BGS volume. # :volume_sfx - Adjusts SFX volume. # :animations - Turns on/off battle animations. # :autocursor - Requires BEM. Memorized cursor position. # :skill_help - Requires BEM. Display skill help. # :next_actor - Requires BEM. Automatic Next Actor. # :atb_active - Requires BEM. Sets ATB type. # :atb_speed - Requires BEM. Sets ATB speed. # :auto_dash - Controls if need to hold down dash button to run. # :instant_text - Whether or not text appears instantly in messages. # :windowskin - Changes the windowskin. # :return_title - Return back to the title screen. # :return_menu - Return back to the menu screen. #=========================================================================== # This array modifies the order your system menu options appear in from # top to bottom. Rearrange them as you see fit or remove them if desired. COMMANDS =[ :windowskin, # Adjusts window skins. :skill_help, # Requires BEM. Shows skill help. :atb_active, # Requires BEM. Sets ATB type. :atb_speeds, # Requires BEM. Sets ATB speed. :animations, # Turns on/off battle animations. :autocursor, # Requires BEM. Memory cursor. :next_actor, # Requires BEM. Automatic Next Actor. :bgm_volume, # Adjusts BGM volume. :bgs_volume, # Adjusts BGS volume. :sfx_volume, # Adjusts SFX volume. :auto_dash, # Controls need to hold down dash button to run. :instant_text, # Makes text appear instantly. :atb_active, # Requires BEM. Sets ATB type. :atb_speed, #Requires BEM. Sets ATB speed. :event1, :blank, # A blank space. :return_title, # Return to the title screen. :return_menu, # Return back to the main menu. ] # Do not remove this. # The following hash determines what variables and switches are used to # adjust the system options menu. It's very important that you bind the # values to the proper variables and switches in order for your game to # run properly. In addition to adjusting the switches, you also apply # text descriptions of each of the items here, too. OPTIONS ={ # Option => Value :bgm_variable => 21, # Variable used to adjust BGM volume. :bgm_mute_sw => 21, # Switch used to mute/unmute the BGM. :bgm_volume => "BGM Volume", :bgm_des => "Adjusts BGM volume. Z to Mute and Unmute.", :bgs_variable => 22, # Variable used to adjust BGS volume. :bgs_mute_sw => 22, # Switch used to mute/unmute the BGS. :bgs_volume => "BGS Volume", :bgs_des => "Adjusts BGS volume. Z to Mute and Unmute.", :sfx_variable => 23, # Variable used to adjust SFX volume. :sfx_mute_sw => 23, # Switch used to mute/unmute the SFX. :sfx_volume => "SFX Volume", :sfx_des => "Adjusts SFX volume. Z to Mute and Unmute.", :mute => "Mute", :audio => "Audio %d%%", :atb_avariable => 24, # Variable used for ATB Active Type. :atb_aname => "ActiveType", :wait_0 => "Full", :wait_0_des => "ATB Gauge does not stop with battle menus open.", :wait_1 => "Semi", :wait_1_des => "ATB Gauge stops during target selection.", :wait_2 => "Stop", :wait_2_des => "ATB Gauge stops with battle menus open.", :wait_3 => "Wait", :wait_3_des => "ATB Gauge stops with any member ready for action.", :atb_svariable => 25, # Variable used for ATB Speeds. :atb_sname => "Turn Speed", :atb_s_des => "Adjusts battle speed. Higher values are faster.", :animation_sw => 24, # Switch used to display/hide animations. :animations => "Animations", :ani_des => "Enables/Disables battle animations.", :ani_show => "Show", :ani_hide => "Hide", :autocursor_sw => 25, # Switch used for autocursors. :autocursor => "AutoCursor", :curmem_des => "Enables/Disables cursor memory for actions.", :curmem_on => "Memory", :curmem_off => "Reset", :next_actor_sw => 26, # Switch used for automatic next actor. :next_actor => "Next Actor", :next_des => "Move to next actor after selecting commands", :next_on => "Auto", :next_off => "Manual", :skill_help_sw => 27, # Switch used to enable skill help. :skill_help => "Skill Help", :help_des => "Display skill descriptions during battle phase.", :help_on => "Enabled", :help_off => "Disable", :auto_dash_sw => 28, # Switch used to enable auto-dashing. :auto_dash => "Auto-Dash", :dash_des => "Automatically dash without holding the run button.", :dash_on => "Dash", :dash_off => "Walk", :inst_text_sw => 29, # Switch used to control instant text. :instant_text => "Instant Text", :inst_des => "Text appears all at once instead of one by one.", :inst_on => "Instant", :inst_off => "Normal", :return_title => "Return to Title", :retitle_des => "Return back to the title screen.", :return_menu => "Return to Main Menu", :remenu_des => "Return back to the main menu.", :window_var => 30, # Variable used to change windowskins. :windowskin => "Windowskin", :wind_des => "Changes the windowskin used for the game.", } # Do not remove this. # This sets the default fonts used for your windows. Note that in this # array, if a player doesn't have the font in front, it'll use the next one # onward until the player does have that font installed. DEFAULT = ["UmePlus Gothic", "Verdana", "Arial", "Courier New"] WRITING = ["Comic Sans MS", "Lucida Handwriting", "Arial"] # The following adjusts the window skins used for your game. Match the # Window skins with the names accordingly. Within the windowskin hash, # the following settings are adjusted as such: # Name - File Name # Opac - Back Opacity # Bold - Bold font? # Italic - Italic font? # Shadow - Use shadows? # Size - Font Size # Font - Font Set DEFAULT_SKIN_VALUE = 7 WINDOW_HASH ={ # Window ID => [ Name, Opac, Bold, Italic, Shadow, Size, Font], 1 => [ "Merah", 200, false, false, true, 20, DEFAULT], 2 => [ "Orange", 200, false, false, true, 20, DEFAULT], 3 => [ "Kuning", 255, false, false, false, 20, DEFAULT], 4 => ["Hijau Daun", 200, false, false, true, 20, DEFAULT], 5 => [ "Hijau", 200, false, false, true, 20, DEFAULT], 6 => [ "Biru Muda", 200, false, false, true, 20, DEFAULT], 7 => [ "Biru Laut", 200, false, false, true, 20, DEFAULT], 8 => [ "Biru", 200, false, false, true, 20, DEFAULT], 9 => [ "Nila", 200, false, false, true, 20, DEFAULT], 10 => [ "Ungu", 200, false, false, true, 20, DEFAULT], 11 => [ "Pink", 200, false, false, true, 20, DEFAULT], 12 => [ "Abu-abu", 200, false, false, true, 20, DEFAULT], 13 => [ "Hitam", 200, false, false, true, 20, DEFAULT], 14 => [ "Putih", 255, false, false, false, 20, DEFAULT], } # Do not remove this. end # SYSTEM end # YEM
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
#=============================================================================== # Vocab #===============================================================================
module Vocab
#-------------------------------------------------------------------------- # overwrite method: self.game_end #-------------------------------------------------------------------------- def self.game_end return YEM::SYSTEM::TITLE end end # Vocab
#=============================================================================== # module Icon #===============================================================================
module Icon #-------------------------------------------------------------------------- # new method: self.system #-------------------------------------------------------------------------- def self.system return YEM::SYSTEM::ICON end end # Icon
#=============================================================================== # module Cache #===============================================================================
module Cache #-------------------------------------------------------------------------- # new method: self.windows #-------------------------------------------------------------------------- def self.windows(filename); load_bitmap("Graphics/Windows/", filename); end end # Cache YEM::SYSTEM::WINDOWSKIN_VARIABLE = YEM::SYSTEM::OPTIONS[:window_var] #=============================================================================== # RPG::BGM #=============================================================================== unless $imported["BattleEngineMelody"] module RPG class BGM < AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play if @name.empty? Audio.bgm_stop @@last = BGM.new else vol = @volume if $game_variables != nil options = YEM::SYSTEM::OPTIONS vol = vol * $game_variables[options[:bgm_variable]] / 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[options[:bgm_mute_sw]] end Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch) @@last = self end end end # BGM class ME < AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play if @name.empty? Audio.me_stop else vol = @volume if $game_variables != nil options = YEM::SYSTEM::OPTIONS vol = vol * $game_variables[options[:bgm_variable]] / 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[options[:bgm_mute_sw]] end Audio.me_play("Audio/ME/" + @name, vol, @pitch) end end end # ME class BGS < AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play if @name.empty? Audio.bgs_stop @@last = BGS.new else vol = @volume if $game_variables != nil options = YEM::SYSTEM::OPTIONS vol = vol * $game_variables[options[:bgs_variable]] / 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[options[:bgs_mute_sw]] end Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch) @@last = self end end end # BGS class SE < AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play unless @name.empty? vol = @volume if $game_variables != nil options = YEM::SYSTEM::OPTIONS vol = vol * $game_variables[options[:sfx_variable]] / 100 vol = [[vol, 0].max, 100].min vol = 0 if $game_switches[options[:sfx_mute_sw]] end Audio.se_play("Audio/SE/" + @name, vol, @pitch) end end end # SE end # RPG end # $imported["BattleEngineMelody"] #=============================================================================== # Game_System #===============================================================================
class Game_System #-------------------------------------------------------------------------- # new method: create_system_options #-------------------------------------------------------------------------- def create_system_options return if @created_system_options @created_system_options = true options = YEM::SYSTEM::OPTIONS $game_variables[options[:bgm_variable]] = 100 $game_variables[options[:bgs_variable]] = 100 $game_variables[options[:sfx_variable]] = 100 $game_switches[options[:bgm_mute_sw]] = false $game_switches[options[:bgs_mute_sw]] = false $game_switches[options[:sfx_mute_sw]] = false $game_switches[options[:animation_sw]] = true $game_switches[options[:autocursor_sw]] = true $game_switches[options[:next_actor_sw]] = true $game_switches[options[:skill_help_sw]] = false $game_switches[options[:auto_dash_sw]] = false $game_switches[options[:inst_text_sw]] = false $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] = YEM::SYSTEM::DEFAULT_SKIN_VALUE end end # Game_System
#=============================================================================== # Game_Player #===============================================================================
class Game_Player < Game_Character #-------------------------------------------------------------------------- # alias method: dash? #-------------------------------------------------------------------------- alias dash_sgo dash? unless $@ def dash? if $game_switches[YEM::SYSTEM::OPTIONS[:auto_dash_sw]] return false if @move_route_forcing return false if $game_map.disable_dash? return false if in_vehicle? return false if Input.press?(Input::A) return true else return dash_sgo end end end # Game_Player
#=============================================================================== # Window #===============================================================================
class Window #-------------------------------------------------------------------------- # update windowskin #-------------------------------------------------------------------------- def update_windowskin return if $game_variables == nil variable = YEM::SYSTEM::WINDOWSKIN_VARIABLE if $game_variables[variable] == 0 $game_variables[variable] = YEM::SYSTEM::DEFAULT_SKIN_VALUE elsif !YEM::SYSTEM::WINDOW_HASH.include?($game_variables[variable]) $game_variables[variable] = YEM::SYSTEM::DEFAULT_SKIN_VALUE end skin = YEM::SYSTEM::WINDOW_HASH[$game_variables[variable]] change_settings(skin) end #-------------------------------------------------------------------------- # change_settings #-------------------------------------------------------------------------- def change_settings(skin) self.windowskin = Cache.windows(skin[0]) self.back_opacity = skin[1] self.contents.font.bold = Font.default_bold = skin[2] self.contents.font.italic = Font.default_italic = skin[3] self.contents.font.shadow = Font.default_shadow = skin[4] self.contents.font.size = Font.default_size = skin[5] self.contents.font.name = Font.default_name = skin[6] self.contents.font.color = normal_color end end # Window
#=============================================================================== # Window_Base #===============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias initialize_window_sgo initialize unless $@ def initialize(x, y, width, height) initialize_window_sgo(x, y, width, height) self.update_windowskin end #-------------------------------------------------------------------------- # alias method: create_contents #-------------------------------------------------------------------------- alias create_contents_base_sgo create_contents unless $@ def create_contents create_contents_base_sgo self.contents.font.color = normal_color end end # Window_Base
#=============================================================================== # Window_Selectable #===============================================================================
class Window_Selectable < Window_Base #-------------------------------------------------------------------------- # alias method: create_contents #-------------------------------------------------------------------------- alias create_contents_selectable_sgo create_contents unless $@ def create_contents create_contents_selectable_sgo self.contents.font.color = normal_color end end # Window_Selectable
#=============================================================================== # Window_SaveFile #===============================================================================
class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # alias method: refresh #-------------------------------------------------------------------------- alias refresh_savefile_mso refresh unless $@ def refresh if @file_exist n = @game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] if n == 0 or !YEM::SYSTEM::WINDOW_HASH.include?(n) n = YEM::SYSTEM::DEFAULT_SKIN_VALUE end skin = YEM::SYSTEM::WINDOW_HASH[n] change_settings(skin) end refresh_savefile_mso end end # Window_SaveFile
#=============================================================================== # Window_Message #===============================================================================
class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # alias method: update_show_fast #-------------------------------------------------------------------------- alias update_show_fast_sgo update_show_fast unless $@ def update_show_fast if $game_switches[YEM::SYSTEM::OPTIONS[:inst_text_sw]] if self.pause or self.openness < 255 @show_fast = false else @show_fast = true end if @show_fast and @wait_count > 0 @wait_count -= 1 end else update_show_fast_sgo end end #-------------------------------------------------------------------------- # alias method: new_page #-------------------------------------------------------------------------- alias new_page_sgo new_page unless $@ def new_page self.update_windowskin new_page_sgo end end # Window_Message
#=============================================================================== # Window_SystemOptions #===============================================================================
class Window_SystemOptions < Window_Selectable #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(help_window) dy = help_window.height dh = Graphics.height - dy super(0, dy, Graphics.width, dh) self.index = 0 refresh @help_window = help_window update_help end #-------------------------------------------------------------------------- # item #-------------------------------------------------------------------------- def item; return @data[self.index]; end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh @data = [] for command in YEM::SYSTEM::COMMANDS case command when :windowskin, :animations, :bgm_volume, :sfx_volume, :bgs_volume, :auto_dash, :instant_text, :blank, :event1, :atb2, :return_title, :return_menu when :skill_help, :atb_active, :atb_speeds, :autocursor, :next_actor next unless $imported["BattleEngineMelody"] if [:atb_active, :atb_speeds].include?(command) type = $game_variables[YEM::BATTLE_ENGINE::BATTLE_TYPE_VARIABLE] next unless type == 2 end else; next end @data.push(command) end @item_max = @data.size create_contents for i in 0...@item_max; draw_item(i); end end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) obj = @data[index] return if obj == nil case obj when :windowskin draw_window_item(obj, rect.clone) when :bgm_volume, :sfx_volume, :bgs_volume draw_volume_item(obj, rect.clone) when :animations, :autocursor, :next_actor, :skill_help, :auto_dash, :instant_text draw_switch_item(obj, rect.clone) when :atb_active, :atb_speeds draw_atb_item(obj, rect.clone) when :return_title, :return_menu draw_solo_item(obj, rect.clone) end end #-------------------------------------------------------------------------- # draw_window_item #-------------------------------------------------------------------------- def draw_window_item(obj, rect) title = YEM::SYSTEM::OPTIONS[:windowskin] self.contents.font.color = normal_color self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1) dx = rect.x + rect.width/2 skin_id = $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] skin_name = YEM::SYSTEM::WINDOW_HASH[skin_id][0] dx = rect.x + rect.width/2 self.contents.draw_text(dx, rect.y, rect.width/2, WLH, skin_name, 1) end #-------------------------------------------------------------------------- # draw_volume_item #-------------------------------------------------------------------------- def draw_volume_item(obj, rect) options = YEM::SYSTEM::OPTIONS case obj when :bgm_volume title = options[:bgm_volume] value = $game_variables[options[:bgm_variable]] mute = $game_switches[options[:bgm_mute_sw]] when :bgs_volume title = options[:bgs_volume] value = $game_variables[options[:bgs_variable]] mute = $game_switches[options[:bgs_mute_sw]] when :sfx_volume title = options[:sfx_volume] value = $game_variables[options[:sfx_variable]] mute = $game_switches[options[:sfx_mute_sw]] else; return end value = sprintf(options[:audio], value) self.contents.font.color = normal_color self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1) self.contents.font.color.alpha = mute ? 128 : 255 dx = rect.x + rect.width/2 self.contents.draw_text(dx, rect.y, rect.width/4, WLH, value, 1) self.contents.font.color.alpha = mute ? 255 : 128 dx = rect.x + rect.width*3/4 self.contents.draw_text(dx, rect.y, rect.width/4, WLH, options[:mute], 1) end #-------------------------------------------------------------------------- # draw_switch_item #-------------------------------------------------------------------------- def draw_switch_item(obj, rect) options = YEM::SYSTEM::OPTIONS title = options[obj] case obj when :animations name1 = options[:ani_show] name2 = options[:ani_hide] toggle = $game_switches[options[:animation_sw]] when :autocursor name1 = options[:curmem_on] name2 = options[:curmem_off] toggle = $game_switches[options[:autocursor_sw]] when :next_actor name1 = options[:next_on] name2 = options[:next_off] toggle = $game_switches[options[:next_actor_sw]] when :skill_help name1 = options[:help_on] name2 = options[:help_off] toggle = $game_switches[options[:skill_help_sw]] when :cinematics name1 = options[:cinem_on] name2 = options[:cinem_off] toggle = $game_switches[options[:cinematics_sw]] when :auto_dash name1 = options[:dash_on] name2 = options[:dash_off] toggle = $game_switches[options[:auto_dash_sw]] when :instant_text name1 = options[:inst_on] name2 = options[:inst_off] toggle = $game_switches[options[:inst_text_sw]] else; return end self.contents.font.color = normal_color self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1) self.contents.font.color.alpha = toggle ? 255 : 128 dx = rect.x + rect.width/2 self.contents.draw_text(dx, rect.y, rect.width/4, WLH, name1, 1) self.contents.font.color.alpha = toggle ? 128 : 255 dx = rect.x + rect.width*3/4 self.contents.draw_text(dx, rect.y, rect.width/4, WLH, name2, 1) end #-------------------------------------------------------------------------- # draw_atb_item #-------------------------------------------------------------------------- def draw_atb_item(obj, rect) options = YEM::SYSTEM::OPTIONS case obj when :atb_active title = options[:atb_aname] value = $game_variables[options[:atb_avariable]] #--- self.contents.font.color = normal_color name1 = options[:wait_0] dx = rect.x + rect.width/2 self.contents.font.color.alpha = (value == 0) ? 255 : 128 self.contents.draw_text(dx, rect.y, rect.width/8, WLH, name1, 1) name2 = options[:wait_1] dx = rect.x + rect.width*5/8 self.contents.font.color.alpha = (value == 1) ? 255 : 128 self.contents.draw_text(dx, rect.y, rect.width/8, WLH, name2, 1) name3 = options[:wait_2] dx = rect.x + rect.width*6/8 self.contents.font.color.alpha = (value == 2) ? 255 : 128 self.contents.draw_text(dx, rect.y, rect.width/8, WLH, name3, 1) name4 = options[:wait_3] dx = rect.x + rect.width*7/8 self.contents.font.color.alpha = (value == 3) ? 255 : 128 self.contents.draw_text(dx, rect.y, rect.width/8, WLH, name4, 1) #--- when :atb_speeds title = options[:atb_sname] value = $game_variables[options[:atb_svariable]] - 1 #--- for i in 0...10 self.contents.font.color = normal_color name = (i + 1).to_s dx = rect.x + rect.width * (10 + i)/20 self.contents.font.color.alpha = (value == i) ? 255 : 128 self.contents.draw_text(dx, rect.y, rect.width/20, WLH, name, 1) end #--- else; return end self.contents.font.color = normal_color self.contents.draw_text(rect.x, rect.y, rect.width/2, WLH, title, 1) end #-------------------------------------------------------------------------- # draw_solo_item #-------------------------------------------------------------------------- def draw_solo_item(obj, rect) options = YEM::SYSTEM::OPTIONS case obj when :return_title, :return_menu text = options[obj] else; return end self.contents.font.color = normal_color self.contents.draw_text(rect.x, rect.y, rect.width, WLH, text, 1) end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super if Input.trigger?(Input::C) input_case_c elsif Input.repeat?(Input::LEFT) input_case_left elsif Input.repeat?(Input::RIGHT) input_case_right end end #-------------------------------------------------------------------------- # input_case_c #-------------------------------------------------------------------------- def input_case_c options = YEM::SYSTEM::OPTIONS case item when :windowskin Sound.play_decision $scene.open_skins_window return when :bgm_volume; switch = options[:bgm_mute_sw] when :bgs_volume; switch = options[:bgs_mute_sw] when :sfx_volume; switch = options[:sfx_mute_sw] when :animations; switch = options[:animation_sw] when :autocursor; switch = options[:autocursor_sw] when :next_actor; switch = options[:next_actor_sw] when :skill_help; switch = options[:skill_help_sw] when :cinematics; switch = options[:cinematics_sw] when :auto_dash; switch = options[:auto_dash_sw] when :instant_text; switch = options[:inst_text_sw] when :return_title $scene.command_to_title return when :return_menu Sound.play_decision $scene.return_scene return else; return end $game_switches[switch] = !$game_switches[switch] Sound.play_decision RPG::BGM::last.play if item == :bgm_volume RPG::BGS::last.play if item == :bgs_volume draw_item(self.index) end #-------------------------------------------------------------------------- # input_case_left #-------------------------------------------------------------------------- def input_case_left options = YEM::SYSTEM::OPTIONS ignore = false case item when :bgm_volume, :bgs_volume, :sfx_volume value = Input.press?(Input::SHIFT) ? 10 : 1 case item when :bgm_volume; variable = options[:bgm_variable] when :bgs_volume; variable = options[:bgs_variable] when :sfx_volume; variable = options[:sfx_variable] end return if $game_variables[variable] == 0 $game_variables[variable] -= value $game_variables[variable] = [$game_variables[variable], 0].max ignore = true when :atb_active variable = options[:atb_avariable] return if $game_variables[variable] == 0 $game_variables[variable] -= 1 $game_variables[variable] = [$game_variables[variable], 0].max ignore = true when :atb_speeds variable = options[:atb_svariable] return if $game_variables[variable] == 1 $game_variables[variable] -= 1 $game_variables[variable] = [$game_variables[variable], 1].max ignore = true when :animations; switch = options[:animation_sw] when :autocursor; switch = options[:autocursor_sw] when :next_actor; switch = options[:next_actor_sw] when :skill_help; switch = options[:skill_help_sw] when :cinematics; switch = options[:cinematics_sw] when :auto_dash; switch = options[:auto_dash_sw] when :instant_text; switch = options[:inst_text_sw] else; return end unless ignore return if $game_switches[switch] $game_switches[switch] = true end Sound.play_cursor RPG::BGM::last.play if item == :bgm_volume RPG::BGS::last.play if item == :bgs_volume draw_item(self.index) end #-------------------------------------------------------------------------- # input_case_right #-------------------------------------------------------------------------- def input_case_right options = YEM::SYSTEM::OPTIONS ignore = false case item when :bgm_volume, :bgs_volume, :sfx_volume value = Input.press?(Input::SHIFT) ? 10 : 1 case item when :bgm_volume; variable = options[:bgm_variable] when :bgs_volume; variable = options[:bgs_variable] when :sfx_volume; variable = options[:sfx_variable] end return if $game_variables[variable] == 100 $game_variables[variable] += value $game_variables[variable] = [$game_variables[variable], 100].min ignore = true when :atb_active variable = options[:atb_avariable] return if $game_variables[variable] == 3 $game_variables[variable] += 1 $game_variables[variable] = [$game_variables[variable], 3].min ignore = true when :atb_speeds variable = options[:atb_svariable] return if $game_variables[variable] == 10 $game_variables[variable] += 1 $game_variables[variable] = [$game_variables[variable], 10].min ignore = true when :animations; switch = options[:animation_sw] when :autocursor; switch = options[:autocursor_sw] when :next_actor; switch = options[:next_actor_sw] when :skill_help; switch = options[:skill_help_sw] when :cinematics; switch = options[:cinematics_sw] when :auto_dash; switch = options[:auto_dash_sw] when :instant_text; switch = options[:inst_text_sw] else; return end unless ignore return if !$game_switches[switch] $game_switches[switch] = false end Sound.play_cursor RPG::BGM::last.play if item == :bgm_volume RPG::BGS::last.play if item == :bgs_volume draw_item(self.index) end #-------------------------------------------------------------------------- # update_help #-------------------------------------------------------------------------- def update_help case item when :bgm_volume; type = :bgm_des when :bgs_volume; type = :bgs_des when :sfx_volume; type = :sfx_des when :animations; type = :ani_des when :autocursor; type = :curmem_des when :next_actor; type = :next_des when :skill_help; type = :help_des when :cinematics; type = :cinem_des when :windowskin; type = :wind_des when :auto_dash; type = :dash_des when :instant_text; type = :inst_des when :return_title; type = :retitle_des when :return_menu; type = :remenu_des when :atb_active case $game_variables[YEM::SYSTEM::OPTIONS[:atb_avariable]] when 0; type = :wait_0_des when 1; type = :wait_1_des when 2; type = :wait_2_des when 3: type = :wait_3_des end when :atb_speeds; type = :atb_s_des else; type = nil end text = YEM::SYSTEM::OPTIONS[type].to_s @help_window.set_text(text, 1) end end # Window_SystemOptions
#=============================================================================== # Window_Skins #===============================================================================
class Window_Skins < Window_Selectable #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize dx = Graphics.width/4 dw = Graphics.width/2 dh = Graphics.height - 112 super(dx, 56, dw, dh) @column_max = 1 self.index = 0 self.back_opacity = 255 self.openness = 0 self.active = false refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh @data = [] variable = $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] hash = YEM::SYSTEM::WINDOW_HASH.sort{ |a,b| a[0] <=> b[0] } for key in hash @data.push(key[0]) self.index = key[0] - 1 if key[0] == $game_variables[variable] end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) rect.width -= 4 text = YEM::SYSTEM::WINDOW_HASH[@data[index]][0] self.contents.draw_text(rect, text, 1) end end # Window_Skins
#=============================================================================== # Scene_Title #===============================================================================
class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # alias method: create_game_objects #-------------------------------------------------------------------------- alias create_game_objects_sgo create_game_objects unless $@ def create_game_objects create_game_objects_sgo $game_system.create_system_options end end # Scene_Title
#=============================================================================== # Scene_Map #===============================================================================
class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias start_sgo start unless $@ def start $game_system.create_system_options start_sgo end end # Scene_Map
#=============================================================================== # Scene_Battle #===============================================================================
class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # alias method: display_normal_animation #-------------------------------------------------------------------------- unless $imported["BattleEngineMelody"] alias display_normal_animation_sgo display_normal_animation unless $@ def display_normal_animation(targets, animation_id, mirror = false) return if $game_switches[YEM::SYSTEM::OPTIONS[:animation_sw]] display_normal_animation_sgo(targets, animation_id, mirror) end end # $imported["BattleEngineMelody"] end # Scene_Battle
#=============================================================================== # Scene_End #===============================================================================
class Scene_End < Scene_Base #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :window_var #-------------------------------------------------------------------------- # overwrite method: start #-------------------------------------------------------------------------- def start super create_menu_background @window_var = YEM::SYSTEM::WINDOWSKIN_VARIABLE @help_window = Window_Help.new @options_window = Window_SystemOptions.new(@help_window) @skins_window = Window_Skins.new end #-------------------------------------------------------------------------- # overwrite method: post_start #-------------------------------------------------------------------------- def post_start; super; end #-------------------------------------------------------------------------- # overwrite method: pre_terminate #-------------------------------------------------------------------------- def pre_terminate; super; end #-------------------------------------------------------------------------- # overwrite method: close_command_window #-------------------------------------------------------------------------- def close_command_window; end #-------------------------------------------------------------------------- # overwrite method: terminate #-------------------------------------------------------------------------- def terminate super @help_window.dispose @options_window.dispose @skins_window.dispose dispose_menu_background end #-------------------------------------------------------------------------- # overwrite method: update #-------------------------------------------------------------------------- def update super @help_window.update @skins_window.update update_menu_background if @options_window.active update_options_window elsif @skins_window.active update_skins_window end end #-------------------------------------------------------------------------- # new method: update_options_window #-------------------------------------------------------------------------- def update_options_window @options_window.update if Input.trigger?(Input::B) Sound.play_cancel return_scene end end #-------------------------------------------------------------------------- # new method: open_skins_window #-------------------------------------------------------------------------- def open_skins_window @skins_window.open @skins_window.index = $game_variables[YEM::SYSTEM::WINDOWSKIN_VARIABLE] - 1 @skins_window.active = true @options_window.active = false end #-------------------------------------------------------------------------- # new method: update_skins_window #-------------------------------------------------------------------------- def update_skins_window if @last_index != @skins_window.index @last_index = @skins_window.index update_skins end if Input.trigger?(Input::B) Sound.play_cancel @skins_window.close @skins_window.active = false @options_window.active = true elsif Input.trigger?(Input::C) Sound.play_decision @skins_window.close @skins_window.active = false @options_window.active = true end end #-------------------------------------------------------------------------- # new method: update_skins #-------------------------------------------------------------------------- def update_skins $game_variables[@window_var] = @skins_window.index + 1 @options_window.update_windowskin @options_window.refresh @help_window.update_windowskin @help_window.set_text("") @options_window.update_help @skins_window.update_windowskin @skins_window.back_opacity = 255 @skins_window.refresh @options_window.draw_item(@options_window.index) end end # Scene_End
#=============================================================================== # # END OF FILE # #===============================================================================
untuk manggil atb confignya pake - Code:
-
$scene = Scene_ATB.new mohon bantuan dewa-dewa scripting... |
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2011-04-28, 07:51 | Re: [ask]atb kaduki config+Yanfly System scene |
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shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| sepertinya Yanfly System yg anda pake adalah untuk Melody Battle System... yang sudah dkhususkan untuk opsi ATB pada Melody BS mendinga pake dari Yanfly Reduc ato Yanfly Zealous :hmmm: sorry i'm not scripter.. can't help |
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| [ask]atb kaduki config+Yanfly System scene | |
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