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Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.

 

 [XP]Dhoom Script Workshop

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+13
esamudra
Phoenix_Reborn
rezpect
BeYonD_BirThDay
Yaden
chymenk87
rexoholic
Kuro Ethernite
fachiru
hyperkudit
LiTTleDRAgo
nisamerica
DrDhoom
17 posters
Pilih halaman : Previous  1, 2, 3
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DrDhoom
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DrDhoom


Level 5
Posts : 629
Thanked : 22
Engine : Multi-Engine User
Skill : Intermediate
Type : Scripter

[XP]Dhoom Script Workshop - Page 3 Empty
PostSubyek: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-05-13, 22:08

First topic message reminder :

[XP]Dhoom Script Workshop - Page 3 Dhoom_ws
[XP]Dhoom Script Workshop - Page 3 Open

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 XD (copas dari yg VX :hammer:)

Ok, Request kubuka!

Template Request
Tipe/Nama Script:
Deskripsi Script:

[XP]Dhoom Script Workshop - Page 3 Accept_req

[XP]Dhoom Script Workshop - Page 3 Completed_req
Basic Attack Common Event for nisamerica
Code:
#===============================================================================
#---------------------=• 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:
#===============================================================================
#---------------------=• 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:
#===============================================================================
#---------------------=•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:
http://www.media*fire.com/?oj0jxrt88muu8mq
Note: hilangkan tanda *. Thanks untuk superkudit yang udah ngaplud ulang :sembah:
Screenshoot:
[XP]Dhoom Script Workshop - Page 3 Dhoom_10

Shortcut Scene V1.0 for rezpect & esamudra
Code:
#===============================================================================
#---------------------------= 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
[XP]Dhoom Script Workshop - Page 3 Credit


Terakhir diubah oleh DrDhoom tanggal 2011-12-29, 10:50, total 8 kali diubah
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[XP]Dhoom Script Workshop - Page 3 Empty
PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-06-28, 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

[XP]Dhoom Script Workshop - Page 3 Untitled

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:

#===============================================================================
#---------------------------=• 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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hyperkudit
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-07-02, 16:52

dok, aku bertemu dengan BUG untuk inferno CMS yg baru :ngacay:

masalah di potrait character

aslinya kan :
Code:
 
 Portrait[1] = ['portrait_test',255]
 Portrait[2] = ['portrait_test2',255]
 Portrait[3] = ['portrait_test3',255]
 Portrait[4] = ['portrait_test4',255]
 

nah kuganti jadi :

Code:
 
 Portrait[1] = ['portrait_noa',255]
 Portrait[2] = ['portrait_test2',255]
 Portrait[3] = ['portrait_holy',255]
 Portrait[4] = ['portrait_test4',255]
 

tapi pas karakter holy join party, di menu yg nongol malah portrait_test2, padahal actor id nya Holy itu 3 :swt:
mohon pencerahannya....
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-07-02, 20:54

yah mngkin gw luput masalah itu pas rombak scriptnya kmren :hammer:
ntar kuganti lgi... :sembah:
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-08-04, 16:13

:shocked: WoW om dhoom. . .Wow skali lagi buat om dhoom :shocked:

Btw, anyway, busway
ane boleh ikut rekues ndak om??

klo boleh ane mw rekues skrip yg bisa manggil kolom quest sendiri dengan memakai tombol
bukan dari memanggil sekrip thu lewat event. .

ngerti ndak om?? :-

terima kasih sebelum dan sesudahnya :sembah: :sembah:
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-08-07, 17:43

om boleh request script CMS gak ??

bikin kayak gini...
Screenshot:
[XP]Dhoom Script Workshop - Page 3 Untitl17
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-12-24, 13:08

@rezpect & fero: sorry, gw g tau klo ada request dari kalian, telat 4 bulan :hammer:
msih mau dibikinin ga? :hmm: tpi liat sikon sih :hammer:

btw, link Inferno CMS udh dead, dan ternyata file di hdd gw udh hilang gara" hdd gw keformat :hammer:
klo ada yg punya tolong uploadin dong :sembah:
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-12-24, 18:42

om aku mau request nih boleh gak?
kyk gini nie mungkin sedikit mirip dengan punya rezpect....tapi kalau dia'kan cuma untukmemanggil Quests dari Tombol...kalau aku:

aku inginnya bisa memanggil Scene pake tombol di keyboard ..dari map....jadi scenenya bisa dikonfigurasi dan tombolnya juga bisa diganti-ganti kalau bisa...gitu om :D

Spoiler:


~Thx~
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-12-27, 10:58

@esamudra&rezpect: done
Code:
#===============================================================================
#---------------------------= Shortcut Scene =----------------------------------
#-----------------------------= by: DrDhoom =-----------------------------------
# Version: 1.0
# 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. Don't forget to add ".new" after scene class.
    # You can add as many shortcut as you want.
   
    Shortcut = [[Input::R, Scene_Item.new],[Input::L, Scene_Skill.new]]
  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]
        return
      end
    end
  end
end
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-12-27, 17:32

Whoaaa....cepetnya.....terima kasih.... XD
terus berkarya.. :D ...sebelumnya Terima Kasih ya





~Thx~

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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-12-28, 16:13

@DrDhoom : Aku reques script buy only sell only yang digabung sama MOG Shop... XD XD XD
Bisa nggak? :|
Terimakasih sebelumnya XD
XD XD XD
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-12-29, 09:25

ada script mog shop nya? :hmm:
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2011-12-31, 19:39

Seperti ini
Spoiler:
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Mikaghi
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-01-31, 14:03

dok, nih rekues ane, ini script buat pas attack jadi kaya legend of dragoon, jadi ada kotak2 gitu yg mesti di pencet biar kombo lanjut terus, bisa pak dokter modif ga jadi yg keluar bkn attack, tapi skill2, alias kombo skill :genit:

script ini addon dari tankentai

ini demonya
http://www.media*fire.com/?ozz00gwmotd

semoga pak dokter bisa membantu
:sembah: :sembah:
XD

Scriptnya Rusted:
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-01-31, 15:49

masih buka yah workshopnya?
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-01-31, 15:51

@drago
tadi sih ane abis ngomong2 ama pak dokter di CB, katanya ya uda coba post aja, tapi ga jamin selesai katanya, ya udah ane post deh disini :peace:
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-09-09, 07:48

Dr ane mau request om ....
Name : Attack pake kaki ... TANKENTAI ADD ON
Description kan waktu mau nge attack trus attack nya tuh pake kaki ....
kyk gitu ,,,
maaf klo kurang ngerti
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-09-09, 09:15

@Ryuzaki
Itu maunya ada pilihan attack pake kaki atau semua attack pake kaki?
Kalo semua attack pake kaki, ya tinggal sprite battler nya diganti jadi yang buat attack pake kaki :-
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-09-09, 11:11

@ryuzaki: Attack pake kaki? Kek gimana tuh? :pokerface:
Ga ngerti gw maksudnya apaan :swt:
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-09-09, 13:48

@DrDhoom maaf ... salah nge post .. harusnya di VX Workshop ... ente ...
itu buat VX ... nih scrreen shot nya ...
attack pake kaki kaki nya ke atas baru attack ....
[XP]Dhoom Script Workshop - Page 3 Asdsad10
semoga bisa ....
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-09-09, 14:46

kalo yang kek gitu tinggal ganti sprite nya aja, tinggal atur di sequence attack. :hammer:
ada kan itu sequence nya :hmm:
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-09-09, 15:00

ywdh ...
ane req Title Screen ... Animated ,,, gimana ?
VX and XP ...
Resouce nya ada di GWA ..
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-09-09, 15:12

VX dan XP? Gw kalo yg pake graphic masalahnya males di resolusi :hammer:
liat desainnya dulu deh :v
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-09-09, 15:17

desain ? maksud nya ? Grapich nya ? ato tempat tempat nya ?
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-09-09, 15:24

Graphic + Letak - letaknya mau nya kek gimana... :hmm:
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PostSubyek: Re: [XP]Dhoom Script Workshop   [XP]Dhoom Script Workshop - Page 3 Empty2012-09-09, 15:43

kek gini ... letak nya :
kakyak di page 6 phoenix reborn
[XP]Dhoom Script Workshop - Page 3 R10
Gk pake Quest ..
Klo masukin Grapich kyk gini keywordnya ... : Grapich_Grapichname.png
Grapich ini........
Equip:
[XP]Dhoom Script Workshop - Page 3 Grapic10
Exit:
[XP]Dhoom Script Workshop - Page 3 Grapic11
Item:
[XP]Dhoom Script Workshop - Page 3 Grapic12
Save:
[XP]Dhoom Script Workshop - Page 3 Grapic13
Skill:
[XP]Dhoom Script Workshop - Page 3 Grapic14
Status:
[XP]Dhoom Script Workshop - Page 3 Grapic15
thanks....
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