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| [XP]Dhoom Script Workshop | |
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+13esamudra Phoenix_Reborn rezpect BeYonD_BirThDay Yaden chymenk87 rexoholic Kuro Ethernite fachiru hyperkudit LiTTleDRAgo nisamerica DrDhoom 17 posters | |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: [XP]Dhoom Script Workshop 2011-05-13, 22:08 | |
| First topic message reminder :Ok... engg... (bingung mau nulis apaan). Karna aku sedang mendalami RGSS, tpi g punya ide mau bkin apaan, jadi aku bikin trid ini. Kalian bisa request script XP 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 (copas dari yg VX ) Ok, Request kubuka! Template RequestTipe/Nama Script: Deskripsi Script: Basic Attack Common Event for nisamerica - Code:
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#=============================================================================== #---------------------=• Basic Attack Common Event •=--------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 (For Default Battle System) # Date Published: 19 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Execute commont event when using basic attack #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #=============================================================================== ]module Dhoom module CEW COMMON_WEAPON = [] #<--- Don't Delete this line #COMMON_WEAPON[Weapon ID] = Common Event ID COMMON_WEAPON[1] = 4 COMMON_WEAPON[2] = 1 COMMON_WEAPON[3] = 2 ENEMY = [] #ENEMY[enemy id] = common event id ENEMY[1] = 1 #ENE_ACTIVE = [enemy id] ENE_ACTIVE = [1] #ACTIVE = [weapon id] ACTIVE = [1,2] end end
class Game_Enemy def enemy? return true end end
class Game_Actor def enemy? return false end end
class Scene_Battle alias dhoom_basic_action make_basic_action_result def make_basic_action_result dhoom_basic_action if @active_battler.current_action.basic == 0 if Dhoom::CEW::COMMON_WEAPON[@active_battler.weapon_id] != nil if Dhoom::CEW::ACTIVE.include?(@active_battler.weapon_id) common_event = $data_common_events[Dhoom::CEW::COMMON_WEAPON[@active_battler.weapon_id]] $game_system.battle_interpreter.setup(common_event.list, 0) else @common_event_id = Dhoom::CEW::COMMON_WEAPON[@active_battler.weapon_id] end elsif @active_battler.enemy? and Dhoom::CEW::ENEMY[@active_battler.id] != nil if Dhoom::CEW::ENE_ACTIVE.include?(@active_battler.id) common_event = $data_common_events[Dhoom::CEW::ENEMY[@active_battler.id]] $game_system.battle_interpreter.setup(common_event.list, 0) else @common_event_id = Dhoom::CEW::ENEMY[@active_battler.id] end end end end end - Code:
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#=============================================================================== #---------------------=• Basic Attack Common Event •=--------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 (For Atoa CBS) # Date Published: 19 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Execute commont event when using basic attack #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #=============================================================================== module Dhoom module CEW COMMON_WEAPON = [] #<--- Don't Delete this line #COMMON_WEAPON[Weapon ID] = Common Event ID COMMON_WEAPON[1] = 4 COMMON_WEAPON[2] = 1 COMMON_WEAPON[3] = 2 ENEMY = [] #ENEMY[enemy id] = common event id ENEMY[1] = 1 #ENE_ACTIVE = [enemy id] ENE_ACTIVE = [1] #ACTIVE = [weapon id] ACTIVE = [1,2] end end
class Game_Enemy def enemy? return true end end
class Game_Actor def enemy? return false end end
class Scene_Battle alias dhoom_basic_action make_basic_action_result def make_basic_action_result(battler) dhoom_basic_action(battler) if battler.current_action.basic == 0 if Dhoom::CEW::COMMON_WEAPON[battler.weapon_id] != nil if Dhoom::CEW::ACTIVE.include?(battler.weapon_id) common_event = $data_common_events[Dhoom::CEW::COMMON_WEAPON[battler.weapon_id]] $game_system.battle_interpreter.setup(common_event.list, 0) else @common_event_id = Dhoom::CEW::COMMON_WEAPON[battler.weapon_id] end elsif battler.enemy? and Dhoom::CEW::ENEMY[battler.id] != nil if Dhoom::CEW::ENE_ACTIVE.include?(battler.id) common_event = $data_common_events[Dhoom::CEW::ENEMY[battler.id]] $game_system.battle_interpreter.setup(common_event.list, 0) else @common_event_id = Dhoom::CEW::ENEMY[battler.id] end end end end end Common Event Before Skill for nisamerica - Code:
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#=============================================================================== #---------------------=•Common Event Before Skill •=--------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 18 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Execute commont event before using skill #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #=============================================================================== module Dhoom module CEBA COMMON_EVENT = [] #<--- Don't Delete this line #COMMON_EVENT[skill id] = common event id COMMON_EVENT[1] = 4 end end
class Scene_Battle alias dhoom_make_skill make_skill_action_result def make_skill_action_result dhoom_make_skill if Dhoom::CEBA::COMMON_EVENT[@skill.id] != nil common_event = $data_common_events[Dhoom::CEBA::COMMON_EVENT[@skill.id]] $game_system.battle_interpreter.setup(common_event.list, 0) end end end Inferno CMS V1.1 for superkudit - Code:
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http://www.media*fire.com/?oj0jxrt88muu8mq Note: hilangkan tanda *. Thanks untuk superkudit yang udah ngaplud ulang Screenshoot: Shortcut Scene V1.0 for rezpect & esamudra - Code:
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#=============================================================================== #---------------------------= Shortcut Scene =---------------------------------- #-----------------------------= by: DrDhoom =----------------------------------- # Version: 1.1 # Date Published: 27 - 12 - 2011 #------------------------------------------------------------------------------- # Introduction: # With this script, you can make a Shortcut for calling scene. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #------------------------------------------------------------------------------- #===============================================================================
module Dhoom module ShortcutScene #Shortcut = [[Button, Scene], [Button, Scene], ...]
# Button = Input button, look at Game Properties>Keyboard(F1 when playing) # for more keys. The format is "Input::Keys". # Scene = Scene class. # You can add as many shortcut as you want. Shortcut = [[Input::R, Scene_Item],[Input::L, Scene_Skill]] end end
class Scene_Map include Dhoom::ShortcutScene alias dhoom_map_shortcut_update update def update dhoom_map_shortcut_update update_shortcut end def update_shortcut return if $game_system.map_interpreter.running? for key in Shortcut if Input.trigger?(key[0]) $game_player.straighten $scene = key[1].new return end end end end Semua script yang aku post di thread ini
Terakhir diubah oleh DrDhoom tanggal 2011-12-29, 10:50, total 8 kali diubah | |
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chymenk87 Newbie
Posts : 1
| Subyek: Re: [XP]Dhoom Script Workshop 2011-05-26, 14:40 | |
| Gan, mw request nih.. script bagian yg bwt ganti menu awal di mana ya..? cz ane mw ubah gmabr bckground n menu pilihannya gt.. tolong dbantu y gan.. plus crany..hehe.. thnx b 4.. bwt RM Xp gan.. | |
| | | rexoholic Advance
Posts : 330 Thanked : 2 Engine : Multi-Engine User Skill : Beginner Type : Jack of All Trades
| Subyek: Re: [XP]Dhoom Script Workshop 2011-05-26, 14:58 | |
| maap kurang jelas. jadi gini kk dhoom, anggap aja ada item nih, nah kita sama musuh lomba untuk ngambil item itu. caranya ngesprint tapi kayak make sistem drag race. jadi bisa nyampe top speed dengan cara mencet tombol z di waktu yang tepat. kayak di nfs underground. | |
| | | LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
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Awards: | Subyek: Re: [XP]Dhoom Script Workshop 2011-05-27, 09:40 | |
| - chymenk87 wrote:
- Gan, mw request nih..
script bagian yg bwt ganti menu awal di mana ya..? cz ane mw ubah gmabr bckground n menu pilihannya gt.. tolong dbantu y gan.. plus crany..hehe.. thnx b 4..
bwt RM Xp gan..
menu awal? Title screen? :???: menu pilihannya juga mau diganti apaan? | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [XP]Dhoom Script Workshop 2011-05-28, 20:21 | |
| @drago: dah jadi neh... tpi pke shop default doank, bkan punya mog - Code:
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#=============================================================================== #--------------------------=• Shop Variable •=---------------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 28 - 05 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Make Shop Screen that using variables, not gold. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #=============================================================================== module DHOOM module SPVR ITEMS = [] #<--- Don't delete this line #ITEMS[item id] = Variable price ITEMS[1] = 200 ITEMS[2] = 10 WEAPONS = [] #<--- Don't delete this line #WEAPONS[weapon id] = Variable price WEAPONS[1] = 10 ARMORS = [] #<--- Don't delete this line #ARMORS[armor id] = Variable price ARMORS[1] = 10 SHOP_CONTENTS = [] #<--- Don't delete this line #SHOP_CONTENTS[Shop id] = [[item type, item id]] #Item type, 1 => Item, 2 => Weapon, 3 => Armor SHOP_CONTENTS[1] = [[1,1],[2,1],[3,1]] #---HOW TO CALL VARIABLE SHOP SCREEN--- #To call Variable Shop Screen, put script in event command: # $scene = Scene_Shop_Var.new(type, shop content id, variable id)
# Type, 1 => Only Buy, 2 => Only Sell, 3 => Buy and Sell # Shop content id => the ID of SHOP_CONTENTS[] above # Variable Id = Variable id you want to replace Gold for Shop end end
module RPG class Item include DHOOM::SPVR def create_shop_var_cache if ITEMS[@id] != nil @var_price = ITEMS[@id] end end def var_price if @var_price.nil? create_shop_var_cache end return @var_price end end class Weapon include DHOOM::SPVR def create_shop_var_cache if WEAPONS[@id] != nil @var_price = WEAPONS[@id] end end def var_price if @var_price.nil? create_shop_var_cache end return @var_price end end class Armor include DHOOM::SPVR def create_shop_var_cache if ARMORS[@id] != nil @var_price = ARMORS[@id] end end def var_price if @var_price.nil? create_shop_var_cache end return @var_price end end end
class Window_ShopBuy_Var < Window_Selectable include DHOOM::SPVR def initialize(cont, var) super(0, 128, 368, 352) @cont = SHOP_CONTENTS[cont].clone @var = var refresh self.index = 0 end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] max = @cont.size - 1 for i in 0..max case @cont[i-1][0] when 1 item = $data_items[@cont[i-1][1]] when 2 item = $data_weapons[@cont[i-1][1]] when 3 item = $data_armors[@cont[i-1][1]] end if item != nil @data.push(item) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] # Get items in possession case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.var_price <= $game_variables[@var] and number < 99 self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 y = index * 32 rect = Rect.new(x, y, self.width - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 88, 32, item.var_price.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end
class Window_GoldVar < Window_Base def initialize(var) super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) @var = var refresh end def refresh self.contents.clear if $data_system.variables[@var] == nil $data_system.variables[@var] = "" end cx = contents.text_size($data_system.variables[@var]).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $game_variables[@var].to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32, $data_system.variables[@var], 2) end end
class Window_ShopCommandVar < Window_Selectable def initialize(type) super(0, 64, 480, 64) @type = type self.contents = Bitmap.new(width - 32, height - 32) @column_max = 3 case @type when 1 @item_max = 2 @commands = ["Buy", "Exit"] when 2 @item_max = 2 @commands = ["Sell", "Exit"] when 3 @item_max = 3 @commands = ["Buy", "Sell", "Exit"] end refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end def draw_item(index) x = 4 + index * 160 self.contents.draw_text(x, 0, 128, 32, @commands[index]) end end
class Scene_Shop_Var include DHOOM::SPVR def initialize(type, content, var) @type = type @var = var @content = content end def main @help_window = Window_Help.new @command_window = Window_ShopCommandVar.new(@type) @gold_window = Window_GoldVar.new(@var) @gold_window.x = 480 @gold_window.y = 64 @dummy_window = Window_Base.new(0, 128, 640, 352) if @type == 1 or @type == 3 @buy_window = Window_ShopBuy_Var.new(@content, @var) @buy_window.active = false @buy_window.visible = false @buy_window.help_window = @help_window end if @type == 2 or @type == 3 @sell_window = Window_ShopSell.new @sell_window.active = false @sell_window.visible = false @sell_window.help_window = @help_window end @number_window = Window_ShopNumber.new @number_window.active = false @number_window.visible = false @status_window = Window_ShopStatus.new @status_window.visible = false Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @command_window.dispose @gold_window.dispose @dummy_window.dispose if @type == 1 or @type == 3 @buy_window.dispose end if @type == 2 or @type == 3 @sell_window.dispose end @number_window.dispose @status_window.dispose end def update @help_window.update @command_window.update @gold_window.update @dummy_window.update if @type == 1 or @type == 3 @buy_window.update end if @type == 2 or @type == 3 @sell_window.update end @number_window.update @status_window.update if @command_window.active update_command return end if @buy_window != nil and @buy_window.active update_buy return end if @sell_window != nil and @sell_window.active update_sell return end if @number_window.active update_number return end end def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) case @command_window.index when 0 if @type == 1 or @type == 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @dummy_window.visible = false @buy_window.active = true @buy_window.visible = true @buy_window.refresh @status_window.visible = true elsif @type == 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @dummy_window.visible = false @sell_window.active = true @sell_window.visible = true @sell_window.refresh end when 1 if @type == 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @dummy_window.visible = false @sell_window.active = true @sell_window.visible = true @sell_window.refresh else $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end return end end def update_buy @status_window.item = @buy_window.item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = false @status_window.visible = false @status_window.item = nil @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @buy_window.item if @item == nil or @item.var_price > $game_variables[@var] $game_system.se_play($data_system.buzzer_se) return end case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end if number == 99 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) max = @item.var_price == 0 ? 99 : $game_variables[@var] / @item.var_price max = [max, 99 - number].min @buy_window.active = false @buy_window.visible = false @number_window.set(@item, max, @item.var_price) @number_window.active = true @number_window.visible = true end end def update_sell if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @dummy_window.visible = true @sell_window.active = false @sell_window.visible = false @status_window.item = nil @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @sell_window.item @status_window.item = @item if @item == nil or @item.var_price == 0 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end max = number @sell_window.active = false @sell_window.visible = false @number_window.set(@item, max, @item.var_price / 2) @number_window.active = true @number_window.visible = true @status_window.visible = true end end def update_number if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @number_window.active = false @number_window.visible = false case @command_window.index when 0 if @type == 1 or @type == 3 @buy_window.active = true @buy_window.visible = true else @sell_window.active = true @sell_window.visible = true @status_window.visible = false end when 1 @sell_window.active = true @sell_window.visible = true @status_window.visible = false end return end if Input.trigger?(Input::C) $game_system.se_play($data_system.shop_se) @number_window.active = false @number_window.visible = false case @command_window.index when 0 if @type == 1 or @type == 3 $game_variables[@var] -= (@number_window.number * @item.var_price) case @item when RPG::Item $game_party.gain_item(@item.id, @number_window.number) when RPG::Weapon $game_party.gain_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.gain_armor(@item.id, @number_window.number) end @gold_window.refresh @status_window.refresh @buy_window.refresh @buy_window.active = true @buy_window.visible = true else $game_variables[@var] += (@number_window.number * (@item.var_price / 2)) case @item when RPG::Item $game_party.lose_item(@item.id, @number_window.number) when RPG::Weapon $game_party.lose_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.lose_armor(@item.id, @number_window.number) end @gold_window.refresh @sell_window.refresh @status_window.refresh @sell_window.active = true @sell_window.visible = true @status_window.visible = false end when 1 $game_variables[@var] += (@number_window.number * (@item.var_price / 2)) case @item when RPG::Item $game_party.lose_item(@item.id, @number_window.number) when RPG::Weapon $game_party.lose_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.lose_armor(@item.id, @number_window.number) end @gold_window.refresh @sell_window.refresh @status_window.refresh @sell_window.active = true @sell_window.visible = true @status_window.visible = false end return end end end
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| | | LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
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Awards: | Subyek: Re: [XP]Dhoom Script Workshop 2011-05-30, 08:20 | |
| sip dah kk gpp deh ntar gw oprek lg ^^ new request yah ^^ bikinin skill leveling system donk kalo skillnya serig dipake lama2 skillnya bakalan level up terus diganti ke skill yg baru cth = Fire dipake terus2an lama2 berubah jd Greater Fire, terus Fire yg pertama hilang systemnya default battle system aja, kalo bisa sih compatible ama XAS | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [XP]Dhoom Script Workshop 2011-05-30, 19:32 | |
| wah XAS... blum prnah nyoba tpi gw coba dulu... g prlu pke hud kan | |
| | | LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
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Awards: | Subyek: Re: [XP]Dhoom Script Workshop 2011-05-31, 15:06 | |
| hud sih ga perlu tp kalo bisa di scene skill nya ada exp bar (bukan bar tp kyk semacam angka)
kyk Fire 8/10 SP 4
ntar kalo jadi 10/10 langsung ganti skillnya jd
Greater Fire 0/16 SP 15
--Tambahan-- Terus kalo bisa ada konfig biar 1 skill kalo level up bisa munculin skill2 lain lebih dari satu
Misal : klo Heal uda level up ntar dapet Heal Wall sama Cure bersamaan | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-04, 19:52 | |
| ini CMS pesenan nya si kudit... tpi baru Scene Menu doank... - Code:
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http://www.media*fire.com/?u157dl381ol1jn8 | |
| | | nisamerica Living Skeleton
Posts : 1668 Thanked : 25 Engine : RMVX Skill : Very Beginner Type : Artist
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| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-04, 20:22 | |
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| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-04, 20:53 | |
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| | | hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
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| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-05, 14:15 | |
| aaaasssstaaagaaaa!!!! udah jadi.... sep... makasih dok.. aku tau aku bisa mengandalkanmu.. cendol sent.. dan btw.. minta nama asli mu donk, PM aja.. gk enak nyantumin nama dr.dhoom di ojek.. ntar dikiranya di bantu sama musuhnya fantastic 4 | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-05, 14:21 | |
| haha thanks nama asli? Muhammad Sufyan Noor... klo musuhnya F4 kan epic jadinya | |
| | | hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
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| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-05, 14:25 | |
| @dok : woke sepp.... @nisa : thx udah nampilin... jadi pake barengan kan? yang penting ntar gui nya beda | |
| | | hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
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| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-07, 06:04 | |
| Bump.. Udh 24 jam kan??
@dokter : maaf klo banyak maunya.. Tp ini merujuk ke mockup saya.. Opsi menunya yg status dan equip di merger aja... Jadi nanti di menu adanya opsi -item -skill -equip -end Itu aja... biar gk mubazir ntar pake menu banyak2..
mohon maaf kalo merepotkan | |
| | | nisamerica Living Skeleton
Posts : 1668 Thanked : 25 Engine : RMVX Skill : Very Beginner Type : Artist
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| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-07, 11:27 | |
| @Kudit Ga tau mo make ato ngga, ntar gwa lait dulu mana yang lebih cocok buat gwa ntar Btw kalo kata gwa.... Mending ga di merge sih Tapi terserah si pencetus ide | |
| | | hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
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| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-07, 12:30 | |
| @nisa : soalnya di request kedua itu equip udh isi parameter char, potrait, lv, hp/mp dll yg ada di window status + sama deskripsi.. kalo ada window status jg, jd mubazir, dan malah nambah size aja ntar kyknya... Dan player juga ntar mencet tombol panah lebih banyak di menu.. oot dikit : btw ava mu cocok sama ava ku @dok : kalo parameter yg bentuk polygon ndak bisa, bentuk standar juga gpp kok.. Tp alangkah lebih baik kalo bisa kyk mockup | |
| | | nisamerica Living Skeleton
Posts : 1668 Thanked : 25 Engine : RMVX Skill : Very Beginner Type : Artist
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| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-07, 13:21 | |
| Oh iya ding, tadinya gwa mo ngomong kalo menu status mo dikhususin buat deskripsi char, tapi karena udah ada di mockup menu equip ya udah Tapi kalo gwa sih mending nama menunya " STATUS" aja deh, soalnya Status juga bisa mencakup perlengkapan, sedangkan kalo Equip lebih mengarah hanya ke perlengkapan, bukan char itu sendiri, menurut gwa doang sih hehe OOT: Avamu nyebelin | |
| | | LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
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Awards: | Subyek: Re: [XP]Dhoom Script Workshop 2011-06-07, 17:08 | |
| skrip request ku belum jadi2 juga yah? apa terlalu susah? :???: | |
| | | Yaden Legendary
Posts : 2056 Thanked : 17 Engine : RMVX Skill : Very Beginner Type : Artist
| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-07, 18:33 | |
| eh CMS yang Inferno bisa diconvert ke VX gak?? kayaknya bagus tuh, jadi ingin coba | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-08, 15:09 | |
| @kudit&nisa: oke bos @drago: blum mulai malah akhir" ini lagi doyan main game @yaden: tergntung sikon ntar | |
| | | BeYonD_BirThDay Newbie
Posts : 46 Thanked : 0 Engine : RMVX Skill : Beginner Type : Artist
| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-08, 16:14 | |
| iya tuh padahal keren kalo yang Inferno diconvert ke VX.. eh BTW kk Dhoom kasih masing2 SSnya dong tiap script | |
| | | LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
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Awards: | Subyek: Re: [XP]Dhoom Script Workshop 2011-06-09, 07:35 | |
| @kk dhoom, btw boleh nambah request tapi ga ngecancel request yang lama ga? @kk beyondbirthday, lah kan plug and play gitu kyknya ga usa SS dah, ntar malah ngerepotin kk dhoom | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-09, 16:06 | |
| @beyond: sbnrnya tinggal gnti bbrpa code doank sih... tpi nyesuain resolusi nya males bener @drago: bleh aja btw, update Inferno CMS - Code:
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http://www.media*fire.com/?j4zh2eivrhc0hye #------------------------------------------------------------------------------- # Changelog: # 09-06-2011 - V1.1: Modify the script for easier to change command number, # add disable and actor select to command, # add more comments, and add portrait style. #------------------------------------------------------------------------------ | |
| | | hyperkudit Pahlawan Super
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| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-09, 16:08 | |
| wogh thx sudah memenuhi yg menu saya donlod dulu.. dan cendol terkirim | |
| | | LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
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Awards: | Subyek: Re: [XP]Dhoom Script Workshop 2011-06-16, 12:19 | |
| ini kk requestku selanjutnya kalo bisa choicenya bisa lebih dari 4, positionnya dah pasti center di screen, jd ga usa config2 position x sama y nya | |
| | | hyperkudit Pahlawan Super
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| Subyek: Re: [XP]Dhoom Script Workshop 2011-06-28, 17:38 | |
| dok... cms nya setelah ku edit error... aku apus menu status, dan edit2 semua udah bisa sih.. tapi pas end game, trus ku klik "cancel" muncul pesan gini yang laen2 udah bisa sih... cuma kalo di cancel ato mencet tombol esc pas scene end game aja kyk gitu.. ini script hasil rombakannya >>> - Code:
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#=============================================================================== #---------------------------=• Inferno CMS •=----------------------------------- #---------------------------=• by: DrDhoom •=----------------------------------- # Version: 1.0 # Date Published: 04 - 06 - 2011 # RPGMakerID Community #------------------------------------------------------------------------------- # Introduction: # Custom menu system. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #===============================================================================
module Dhoom module CMS CMS_Folder = 'CMS' #All image folder for menu Background_Menu = 'background' #Background Image Background_Anim1 = 'bg_anim' #leave empty if you don't want to use this Background_Anim2 = 'bg_anim' Background_Anim1_Blend = 2 #(0: normal, 1: addition, 2: subtraction) Background_Anim2_Blend = 2 Background_Anim1_Opacity = 90 Background_Anim2_Opacity = 90 Background_Anim1_SpeedX = 4 Background_Anim1_SpeedY = 4 Background_Anim2_SpeedX = -4 Background_Anim2_SpeedY = 4 Portrait = [] #<--- Don't delete this line #Portrait[actor ID] = ['portrait image',opacity] Portrait[1] = ['portrait_test',255] Portrait[2] = ['portrait_test2',255] Portrait[3] = ['portrait_test3',255] Portrait[4] = ['portrait_test4',255] Portrait_Anim_Speed = 50 #Begining animation Portrait_Select_Speed = 7 #Animation up/down when portrait selected Portrait_Fading_Speed = 4 Portrait_Tone = [60,60,60,0] Playtime_Back = 'gold_play_bg' #Playtime Background image, #leave empty if you don't want to use image Playtime_Color = Color.new(0,0,0) Playtime_X = 58 Playtime_Y = 380 Gold_Back = 'gold_play_bg' #Gold Background image, #leave empty if you don't want to use image Gold_Color = Color.new(0,0,0) #Gold amount color Gold_Color2 = Color.new(255,0,0) #Gold currency color Gold_X = 340 Gold_Y = 380 Arrow_Img = 'arrow' #Arrow image. Arrow_X = 24 Arrow_Y = 244 Arrow_Speed = 3 HP_Bar = 'hp_bar' SP_Bar = 'sp_bar' Menu_Img = {} #<--- Don't delete this line #Menu_Img[Command name] = ["image name",x,y,angle] #angel must be can divide by Arrow_Speed Menu_Img['Item'] = ['item',71,88,36] Menu_Img['Skill'] = ['skill',118,165,70] Menu_Img['Equip'] = ['equip',118,255,120] Menu_Img['End'] = ['end',71,315,141] Menu_Img_Tone = [90,90,90,0] Menu_Img_Disable_Tone = [-20,-20,-20,255] #Cache class Cache def self.load_bitmap(folder_name, filename, hue = 0) @cache = {} if @cache == nil path = folder_name + filename if not @cache.include?(path) or @cache[path].disposed? if filename.empty? @cache[path] = Bitmap.new(32, 32) else @cache[path] = Bitmap.new(path) end end if hue == 0 return @cache[path] else key = [path, hue] if not @cache.include?(key) or @cache[key].disposed? @cache[key] = @cache[path].clone @cache[key].hue_change(hue) end return @cache[key] end end def self.cms(filename) load_bitmap("Graphics/"+CMS_Folder+"/", filename) end end end end
class Window_Gold2 < Window_Base include Dhoom::CMS def initialize(width) super(0, 0, width, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = Gold_Color self.contents.draw_text(4, 0, 160-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = Gold_Color2 self.contents.draw_text(164-cx, 0, cx, 32, $data_system.words.gold, 2) end end
class Window_PlayTime2 < Window_Base include Dhoom::CMS def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = Playtime_Color self.contents.draw_text(4, 16, 120, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
#============================================================================== # ** Overwrite Scene_Menu #==============================================================================
class Scene_Menu include Dhoom::CMS def initialize(menu_index = 0) @menu_index = menu_index if @menu_index > 4 @menu_index = 4 end end def main @return_p = false @port_select = false @port_index = 0 @max_actor = $game_party.actors.size - 1 @temp_command = ["Item","Skill","Equip","End"] @background = Plane.new @background.bitmap = Cache.cms(Background_Menu) @bg_anim1 = Plane.new @bg_anim1.bitmap = Cache.cms(Background_Anim1) if !Background_Anim1.empty? @bg_anim1.opacity = Background_Anim1_Opacity @bg_anim1.blend_type = Background_Anim1_Blend @bg_anim2 = Plane.new @bg_anim2.bitmap = Cache.cms(Background_Anim2) if !Background_Anim2.empty? @bg_anim2.opacity = Background_Anim2_Opacity @bg_anim2.blend_type = Background_Anim2_Blend @arrow = Sprite.new @arrow.bitmap = Cache.cms(Arrow_Img) @arrow.ox = @arrow.bitmap.width / 2 @arrow.oy = @arrow.bitmap.height / 2 @arrow.x = Arrow_X @arrow.y = Arrow_Y @arrow.angle = - Menu_Img[@temp_command[@menu_index]][3] create_actor_portrait create_command if $game_party.actors.size == 0 @disable_item = true @disable_skill = true @disable_equip = true end @playtime_bg = Sprite.new @playtime_bg.bitmap = Cache.cms(Playtime_Back) if !Playtime_Back.empty? @playtime_bg.x = Playtime_X - 32 @playtime_bg.y = Playtime_Y + 9 @playtime_window = Window_PlayTime2.new @playtime_window.x = Playtime_X @playtime_window.y = Playtime_Y @playtime_window.opacity = 0 @gold_bg = Sprite.new @gold_bg.bitmap = Cache.cms(Gold_Back) if !Gold_Back.empty? @gold_bg.x = Gold_X - 16 @gold_bg.y = Gold_Y + 9 @gold_window = Window_Gold2.new(@gold_bg.bitmap.width - 16) @gold_window.x = Gold_X @gold_window.y = Gold_Y + 16 @gold_window.opacity = 0 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze terminate end def terminate @bg_anim1.dispose @bg_anim2.dispose @playtime_window.dispose @gold_window.dispose @background.dispose @arrow.dispose @gold_bg.dispose @playtime_bg.dispose for i in 0..@command.size @command[i].dispose if @command[i] != nil end for i in 0..@portrait.size @portrait[i].dispose if @portrait[i] != nil end end def update @playtime_window.update @gold_window.update @bg_anim1.ox += Background_Anim1_SpeedX @bg_anim1.oy += Background_Anim1_SpeedY @bg_anim2.ox += Background_Anim2_SpeedX @bg_anim2.oy += Background_Anim2_SpeedY animated_portrait if @animate_port if @port_select update_status update_portrait_tone else return_port_tone if @return_p update_arrow update_command update_command_tone end end def create_command @command = [] for i in 0..@temp_command.size if Menu_Img[@temp_command[i]] != nil @command[i] = Sprite.new @command[i].bitmap = Cache.cms(Menu_Img[@temp_command[i]][0]) @command[i].x = Menu_Img[@temp_command[i]][1] @command[i].y = Menu_Img[@temp_command[i]][2] @command[i].tone = Tone.new(0,0,0) end end end def create_actor_portrait @portrait = [] for i in 1..$game_party.actors.size @portrait[i] = Sprite.new @portrait[i].bitmap = Cache.cms(Portrait[i][0]) @portrait[i].x = 640 + 32 * i @portrait[i].y = 144 @portrait[i].tone = Tone.new(0,0,0) @portrait[i].opacity = 0 end @animate_port = true end def animated_portrait for i in 1..$game_party.actors.size if @portrait[i].x > 48 + 120 * i @portrait[i].x -= Portrait_Anim_Speed - i if @portrait[i].x < 48 + 120 * i @portrait[i].x = 48 + 120 * i end end if @portrait[i].opacity < Portrait[i][1] @portrait[i].opacity += Portrait_Fading_Speed if @portrait[i].opacity > Portrait[i][1] @portrait[i].opacity = Portrait[i][1] end end end end def update_portrait_tone a = @port_index + 1 case a when 1 if @portrait[a].y > 120 @portrait[a].y -= Portrait_Select_Speed end @portrait[1].tone.set(Portrait_Tone[0],Portrait_Tone[1],Portrait_Tone[2], Portrait_Tone[3]) if !@portrait[1].nil? for i in 2..4 if !@portrait[i].nil? @portrait[i].tone.set(0,0,0) if @portrait[i].y < 144 @portrait[i].y += Portrait_Select_Speed end end end when 2 if @portrait[a].y > 120 @portrait[a].y -= Portrait_Select_Speed end @portrait[2].tone.set(Portrait_Tone[0],Portrait_Tone[1],Portrait_Tone[2], Portrait_Tone[3]) @portrait[1].tone.set(0,0,0) if @portrait[1].y < 144 @portrait[1].y += Portrait_Select_Speed end for i in 3..4 if !@portrait[i].nil? @portrait[i].tone.set(0,0,0) if @portrait[i].y < 144 @portrait[i].y += Portrait_Select_Speed end end end when 3 if @portrait[a].y > 120 @portrait[a].y -= Portrait_Select_Speed end @portrait[3].tone.set(Portrait_Tone[0],Portrait_Tone[1],Portrait_Tone[2], Portrait_Tone[3]) for i in 1..2 if !@portrait[i].nil? @portrait[i].tone.set(0,0,0) if @portrait[i].y < 144 @portrait[i].y += Portrait_Select_Speed end end end if !@portrait[4].nil? if @portrait[4].y < 144 @portrait[4].y += Portrait_Select_Speed end @portrait[4].tone.set(0,0,0) end when 4 if @portrait[a].y > 120 @portrait[a].y -= Portrait_Select_Speed end @portrait[4].tone.set(Portrait_Tone[0],Portrait_Tone[1],Portrait_Tone[2], Portrait_Tone[3]) if !@portrait[4].nil? for i in 1..3 if !@portrait[i].nil? @portrait[i].tone.set(0,0,0) if @portrait[i].y < 144 @portrait[i].y += Portrait_Select_Speed end end end end end def return_port_tone for i in 0..@portrait.size @portrait[i].tone.set(0,0,0) if !@portrait[i].nil? end @return_p = false end
def update_command_tone case @menu_index when 0 if @disable_item @command[0].tone.set(Menu_Img_Disable_Tone[0],Menu_Img_Disable_Tone[1], Menu_Img_Disable_Tone[2],Menu_Img_Disable_Tone[3]) else @command[0].tone.set(Menu_Img_Tone[0],Menu_Img_Tone[1],Menu_Img_Tone[2], Menu_Img_Tone[3]) end for i in 1..3 @command[i].tone.set(0,0,0) end when 1 if @disable_skill @command[1].tone.set(Menu_Img_Disable_Tone[0],Menu_Img_Disable_Tone[1], Menu_Img_Disable_Tone[2],Menu_Img_Disable_Tone[3]) else @command[1].tone.set(Menu_Img_Tone[0],Menu_Img_Tone[1],Menu_Img_Tone[2], Menu_Img_Tone[3]) end @command[0].tone.set(0,0,0) for i in 2..3 @command[i].tone.set(0,0,0) end when 2 if @disable_equip @command[2].tone.set(Menu_Img_Disable_Tone[0],Menu_Img_Disable_Tone[1], Menu_Img_Disable_Tone[2],Menu_Img_Disable_Tone[3]) else @command[2].tone.set(Menu_Img_Tone[0],Menu_Img_Tone[1],Menu_Img_Tone[2], Menu_Img_Tone[3]) end for i in 0..1 @command[i].tone.set(0,0,0) end for i in 3..3 @command[i].tone.set(0,0,0) end for i in 0..2 @command[i].tone.set(0,0,0) end @command[3].tone.set(0,0,0) when 3 @command[3].tone.set(Menu_Img_Tone[0],Menu_Img_Tone[1],Menu_Img_Tone[2], Menu_Img_Tone[3]) for i in 0..3 @command[i].tone.set(0,0,0) end end end def update_command if Input.trigger?(Input::DOWN) if @menu_index < @temp_command.size - 1 $game_system.se_play($data_system.cursor_se) @menu_index += 1 end return end if Input.trigger?(Input::UP) if @menu_index > 0 $game_system.se_play($data_system.cursor_se) @menu_index -= 1 end return end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @menu_index < 4 $game_system.se_play($data_system.buzzer_se) return end case @menu_index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 $game_system.se_play($data_system.decision_se) @port_select = true return when 2 $game_system.se_play($data_system.decision_se) @port_select = true return when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new return end return end end def update_arrow if - Menu_Img[@temp_command[@menu_index]][3] > @arrow.angle @arrow.angle += Arrow_Speed elsif - Menu_Img[@temp_command[@menu_index]][3] < @arrow.angle @arrow.angle -= Arrow_Speed end end def update_status if Input.trigger?(Input::RIGHT) if @port_index < @max_actor $game_system.se_play($data_system.cursor_se) @port_index += 1 end return end if Input.trigger?(Input::LEFT) if @port_index > 0 $game_system.se_play($data_system.cursor_se) @port_index -= 1 end return end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @port_select = false @return_p = true return end if Input.trigger?(Input::C) case @menu_index when 1 if $game_party.actors[@port_index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@port_index) when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@port_index) when 3 $game_system.se_play $scene = Scene_End.new end return end end end
ini file nya klo pengen donlod http://www.media*fire.com/?3pm71tc11pbigwi | |
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