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| 2011-06-28, 21:43 | (Ask) SyntaxError |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| Para kakak-kakak scripter, saya ingin minta tolong... Saya me-remake alias meng-edit script buatan statesman88. Setelah beberapa saat, saya bingung dan menemukan beberapa jalan buntu... 1. Jika ingin memakai faceset yang sesuai dengan nama actor, stringnya apa? Saya sudah mencoba seperti : bitmap = RPG::Cache.picture(actor.id.to_s) bitmap = RPG::Cache.picture("#{actor.name}_face") Tetep aja gak ketemu solusinya... 2. Tolong periksa script saya..... http://www.media*fire.com/?fz4erte43ugo7y3 Setelah saya coba, keluar SyntaxError pada line terakhir script saya ini..... Mohon pencerahannya....... |
| | | 2011-06-28, 22:12 | Re: (Ask) SyntaxError |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Full Edit* Edit lagi* Ternyata ini untuk RGSS toh... momod atau mimin silahkan pindah... dan untuk yang no 2 kan bisa langsung di paste kesini... toh isi nya file .txt 1. Di XP ga ada Faceset nya... jadi di set dulu... misal Face_(Actor ID) ga baca tadi bitmap = RPG::Cache.picture(actor.name) face = Bitmap.new(bitmap) 2. ya pantes error... banyak bener Class yang ga ditutup pake "end" nih fix nya - Code:
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############################################################################### ############################################################################### # Actor Biography - Enchanced Version # Author : LowlingLife # Level : # Starting date : 26-6-2011 # Remake from : statesman88's Revised Character Biography Script @ RMRK.net # Original Author : Rune (statesman88 meng-revised scriptnya dari script Rune.) ############################################################################### ############################################################################### # PENGGUNAAN
# - Menqoute dari script statesman88 Revised Character Biography : # "This is a script that calls a window that displays different # aspects about a character... like their age, height, weight, # gender etc."
# - Script ini memungkinkan kamu menampilkan Scene_Biography.
# Di sana kamu bisa menampilkan biografi karakter kamu.
# INSTRUKSI
# - Untuk permulaan, copy semua faceset yang ada di folder picture demo # ke folder picture project kamu. Lalu namakan faceset sesuai nama aktor # dengan ditambah "_face" (tanpa tanda kutip) di belakang namanya. # (di configuration area, kamu bisa mengubah ekstensi nama)
# - Size dari faceset tersebut tidaklah fixed, jadi harus berukuran 96 x 96.
# - Taruh script ini di atas Main dan dibawah Scene_Debug
# - Aspek biografi terdiri dari : # @ bio_umur > Umur # @ bio_jeniskelamin > Jenis Kelamin
# FITUR
# - Menambah window jadi gak desak-desakkan. # - Manambah fitur Faceset. # - Menambah fitur Charset. # - Merapikan dan mentranslate ke Bahasa Indonesia.
# - CREDIT
# statesman88 - Revised Character Biography Script # Rune - Original Script of Revised Character Biography Script # saya / LowlingLife - Merapikan, mentranslate, meng-edit, dan memperbagus ############################################################################### ###############################################################################
################################################################################ #########################CONFIGURATION AREA START############################### ################################################################################ $charwindow_x = 200 $charwindow_y = 0 # Di sini kamu bisa mengganti x dan y (koordinat) dari Window_Char. # (lebih baik tinggalkan saja seperti ini. kecuali kalo kamu sudah tahu apa yang kamu perbuat.)
$infowindow_x = 320 $infowindow_y = 0 # Di sini kamu bisa mengganti x dan y (koordinat) dari Window_Info. # (lebih baik tinggalkan saja seperti ini. kecuali kalo kamu sudah tahu apa yang kamu perbuat.)
$historywindow_x = 0 $historywindow_y = 200 # Di sini kamu bisa mengganti x dan y (koordinat) dari Window_History. # (lebih baik tinggalkan saja seperti ini. kecuali kalo kamu sudah tahu apa yang kamu perbuat.)
################################################################################ ###########################CONFIGURATION AREA END############################### ################################################################################
#------------------------------------------------------------------------------#
#============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This class is for all in-game windows. #==============================================================================
class Window_Base < Window
#-------------------------------------------------------------------------- # * Draw Muka Aktor # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_muka_aktor(actor, x, y) bitmap = RPG::Cache.picture(actor.id.to_s) # Saya pakai salah satunya... Gak tahu mana yang bener... self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height)) end
#-------------------------------------------------------------------------- # * Bio_Umur #-------------------------------------------------------------------------- def bio_umur case(@actor.id) when 1 self.contents.draw_text(58, 20, 320, 32, "19") when 2 self.contents.draw_text(58, 20, 320, 32, "21") when 3 self.contents.draw_text(58, 20, 320, 32, "30") when 4 self.contents.draw_text(58, 20, 320, 32, "20") when 5 self.contents.draw_text(58, 20, 320, 32, "17") when 6 self.contents.draw_text(58, 20, 320, 32, "25") when 7 self.contents.draw_text(58, 20, 320, 32, "19") when 8 self.contents.draw_text(58, 20, 320, 32, "22") end end #-------------------------------------------------------------------------- # * Bio_JenisKelamin #-------------------------------------------------------------------------- def bio_jeniskelamin case(@actor.id) when 1 self.contents.draw_text(132, 40, 320, 32, "Pria") when 2 self.contents.draw_text(132, 40, 320, 32, "Pria") when 3 self.contents.draw_text(132, 40, 320, 32, "Pria") when 4 self.contents.draw_text(132, 40, 320, 32, "Wanita") when 5 self.contents.draw_text(132, 40, 320, 32, "Wanita") when 6 self.contents.draw_text(132, 40, 320, 32, "Pria") when 7 self.contents.draw_text(132, 40, 320, 32, "Wanita") when 8 self.contents.draw_text(132, 40, 320, 32, "Wanita") end end #-------------------------------------------------------------------------- # * Bio_Ras #-------------------------------------------------------------------------- def bio_ras case(@actor.id) when 1 self.contents.draw_text(48, 60, 320, 32, "Manusia") when 2 self.contents.draw_text(48, 60, 320, 32, "Manusia") when 3 self.contents.draw_text(48, 60, 320, 32, "Manusia") when 4 self.contents.draw_text(48, 60, 320, 32, "Manusia") when 5 self.contents.draw_text(48, 60, 320, 32, "Elf") when 6 self.contents.draw_text(48, 60, 320, 32, "Manusia") when 7 self.contents.draw_text(48, 60, 320, 32, "Manusia") when 8 self.contents.draw_text(48, 60, 320, 32, "Manusia") end end #-------------------------------------------------------------------------- # * Bio_Pekerjaan #-------------------------------------------------------------------------- def bio_pekerjaan case(@actor.id) when 1 self.contents.draw_text(98, 80, 320, 32, "Fighter") when 2 self.contents.draw_text(98, 80, 320, 32, "Lancer") when 3 self.contents.draw_text(98, 80, 320, 32, "Warrior") when 4 self.contents.draw_text(98, 80, 320, 32, "Thief") when 5 self.contents.draw_text(98, 80, 320, 32, "Hunter") when 6 self.contents.draw_text(98, 80, 320, 32, "Gunner") when 7 self.contents.draw_text(98, 80, 320, 32, "Cleric") when 8 self.contents.draw_text(98, 80, 320, 32, "Mage") end end #-------------------------------------------------------------------------- # * Bio_KotaAsal #-------------------------------------------------------------------------- def bio_kotaasal case(@actor.id) when 1 self.contents.draw_text(98, 100, 320, 32, "Random Town") when 2 self.contents.draw_text(98, 100, 320, 32, "Random Castle") when 3 self.contents.draw_text(98, 100, 320, 32, "Random City") when 4 self.contents.draw_text(98, 100, 320, 32, "Random Village") when 5 self.contents.draw_text(98, 100, 320, 32, "Random Elf Village") when 6 self.contents.draw_text(98, 100, 320, 32, "Random City") when 7 self.contents.draw_text(98, 100, 320, 32, "Random Village") when 8 self.contents.draw_text(98, 100, 320, 32, "Random Town") end end #-------------------------------------------------------------------------- # * Bio_Berat #-------------------------------------------------------------------------- def bio_berat case(@actor.id) when 1 self.contents.draw_text(58, 120, 320, 32, "66 kg.") when 2 self.contents.draw_text(58, 120, 320, 32, "64 kg.") when 3 self.contents.draw_text(58, 120, 320, 32, "63 kg.") when 4 self.contents.draw_text(58, 120, 320, 32, "62 kg.") when 5 self.contents.draw_text(58, 120, 320, 32, "64 kg.") when 6 self.contents.draw_text(58, 120, 320, 32, "65 kg.") when 7 self.contents.draw_text(58, 120, 320, 32, "64 kg.") when 8 self.contents.draw_text(58, 120, 320, 32, "63 kg.") end end #-------------------------------------------------------------------------- # * Bio_Tinggi #-------------------------------------------------------------------------- def bio_tinggi case(@actor.id) when 1 self.contents.draw_text(64, 140, 320, 32, "172 cm.") when 2 self.contents.draw_text(64, 140, 320, 32, "170 cm.") when 3 self.contents.draw_text(64, 140, 320, 32, "168 cm.") when 4 self.contents.draw_text(64, 140, 320, 32, "167 cm.") when 5 self.contents.draw_text(64, 140, 320, 32, "165 cm.") when 6 self.contents.draw_text(64, 140, 320, 32, "166 cm.") when 7 self.contents.draw_text(64, 140, 320, 32, "172 cm.") when 8 self.contents.draw_text(64, 140, 320, 32, "170 cm.") end end #-------------------------------------------------------------------------- # * Bio_History #-------------------------------------------------------------------------- def bio_history case(@actor.id) when 1 self.contents.draw_text(0, 0, 640, 32, "Kalimat 1") self.contents.draw_text(0, 20, 640, 32, "Kalimat 2") self.contents.draw_text(0, 40, 640, 32, "Kalimat 3") self.contents.draw_text(0, 60, 640, 32, "Kalimat 4") self.contents.draw_text(0, 80, 640, 32, "Kalimat 5") self.contents.draw_text(0, 100, 640, 32, "Kalimat 6") self.contents.draw_text(0, 120, 640, 32, "Kalimat 7") self.contents.draw_text(0, 140, 640, 32, "Kalimat 8") self.contents.draw_text(0, 160, 640, 32, "Kalimat 9") self.contents.draw_text(0, 180, 640, 32, "Kalimat 10") self.contents.draw_text(0, 200, 640, 32, "Kalimat 11") self.contents.draw_text(0, 220, 640, 32, "Kalimat 12") when 2 self.contents.draw_text(0, 0, 640, 32, "Kalimat 1") self.contents.draw_text(0, 20, 640, 32, "Kalimat 2") self.contents.draw_text(0, 40, 640, 32, "Kalimat 3") self.contents.draw_text(0, 60, 640, 32, "Kalimat 4") self.contents.draw_text(0, 80, 640, 32, "Kalimat 5") self.contents.draw_text(0, 100, 640, 32, "Kalimat 6") self.contents.draw_text(0, 120, 640, 32, "Kalimat 7") self.contents.draw_text(0, 140, 640, 32, "Kalimat 8") self.contents.draw_text(0, 160, 640, 32, "Kalimat 9") self.contents.draw_text(0, 180, 640, 32, "Kalimat 10") self.contents.draw_text(0, 200, 640, 32, "Kalimat 11") self.contents.draw_text(0, 220, 640, 32, "Kalimat 12") when 3 self.contents.draw_text(0, 0, 640, 32, "Kalimat 1") self.contents.draw_text(0, 20, 640, 32, "Kalimat 2") self.contents.draw_text(0, 40, 640, 32, "Kalimat 3") self.contents.draw_text(0, 60, 640, 32, "Kalimat 4") self.contents.draw_text(0, 80, 640, 32, "Kalimat 5") self.contents.draw_text(0, 100, 640, 32, "Kalimat 6") self.contents.draw_text(0, 120, 640, 32, "Kalimat 7") self.contents.draw_text(0, 140, 640, 32, "Kalimat 8") self.contents.draw_text(0, 160, 640, 32, "Kalimat 9") self.contents.draw_text(0, 180, 640, 32, "Kalimat 10") self.contents.draw_text(0, 200, 640, 32, "Kalimat 11") self.contents.draw_text(0, 220, 640, 32, "Kalimat 12") when 4 self.contents.draw_text(0, 0, 640, 32, "Kalimat 1") self.contents.draw_text(0, 20, 640, 32, "Kalimat 2") self.contents.draw_text(0, 40, 640, 32, "Kalimat 3") self.contents.draw_text(0, 60, 640, 32, "Kalimat 4") self.contents.draw_text(0, 80, 640, 32, "Kalimat 5") self.contents.draw_text(0, 100, 640, 32, "Kalimat 6") self.contents.draw_text(0, 120, 640, 32, "Kalimat 7") self.contents.draw_text(0, 140, 640, 32, "Kalimat 8") self.contents.draw_text(0, 160, 640, 32, "Kalimat 9") self.contents.draw_text(0, 180, 640, 32, "Kalimat 10") self.contents.draw_text(0, 200, 640, 32, "Kalimat 11") self.contents.draw_text(0, 220, 640, 32, "Kalimat 12") when 5 self.contents.draw_text(0, 0, 640, 32, "Kalimat 1") self.contents.draw_text(0, 20, 640, 32, "Kalimat 2") self.contents.draw_text(0, 40, 640, 32, "Kalimat 3") self.contents.draw_text(0, 60, 640, 32, "Kalimat 4") self.contents.draw_text(0, 80, 640, 32, "Kalimat 5") self.contents.draw_text(0, 100, 640, 32, "Kalimat 6") self.contents.draw_text(0, 120, 640, 32, "Kalimat 7") self.contents.draw_text(0, 140, 640, 32, "Kalimat 8") self.contents.draw_text(0, 160, 640, 32, "Kalimat 9") self.contents.draw_text(0, 180, 640, 32, "Kalimat 10") self.contents.draw_text(0, 200, 640, 32, "Kalimat 11") self.contents.draw_text(0, 220, 640, 32, "Kalimat 12") when 6 self.contents.draw_text(0, 0, 640, 32, "Kalimat 1") self.contents.draw_text(0, 20, 640, 32, "Kalimat 2") self.contents.draw_text(0, 40, 640, 32, "Kalimat 3") self.contents.draw_text(0, 60, 640, 32, "Kalimat 4") self.contents.draw_text(0, 80, 640, 32, "Kalimat 5") self.contents.draw_text(0, 100, 640, 32, "Kalimat 6") self.contents.draw_text(0, 120, 640, 32, "Kalimat 7") self.contents.draw_text(0, 140, 640, 32, "Kalimat 8") self.contents.draw_text(0, 160, 640, 32, "Kalimat 9") self.contents.draw_text(0, 180, 640, 32, "Kalimat 10") self.contents.draw_text(0, 200, 640, 32, "Kalimat 11") self.contents.draw_text(0, 220, 640, 32, "Kalimat 12") when 7 self.contents.draw_text(0, 0, 640, 32, "Kalimat 1") self.contents.draw_text(0, 20, 640, 32, "Kalimat 2") self.contents.draw_text(0, 40, 640, 32, "Kalimat 3") self.contents.draw_text(0, 60, 640, 32, "Kalimat 4") self.contents.draw_text(0, 80, 640, 32, "Kalimat 5") self.contents.draw_text(0, 100, 640, 32, "Kalimat 6") self.contents.draw_text(0, 120, 640, 32, "Kalimat 7") self.contents.draw_text(0, 140, 640, 32, "Kalimat 8") self.contents.draw_text(0, 160, 640, 32, "Kalimat 9") self.contents.draw_text(0, 180, 640, 32, "Kalimat 10") self.contents.draw_text(0, 200, 640, 32, "Kalimat 11") self.contents.draw_text(0, 220, 640, 32, "Kalimat 12") when 8 self.contents.draw_text(0, 0, 640, 32, "Kalimat 1") self.contents.draw_text(0, 20, 640, 32, "Kalimat 2") self.contents.draw_text(0, 40, 640, 32, "Kalimat 3") self.contents.draw_text(0, 60, 640, 32, "Kalimat 4") self.contents.draw_text(0, 80, 640, 32, "Kalimat 5") self.contents.draw_text(0, 100, 640, 32, "Kalimat 6") self.contents.draw_text(0, 120, 640, 32, "Kalimat 7") self.contents.draw_text(0, 140, 640, 32, "Kalimat 8") self.contents.draw_text(0, 160, 640, 32, "Kalimat 9") self.contents.draw_text(0, 180, 640, 32, "Kalimat 10") self.contents.draw_text(0, 200, 640, 32, "Kalimat 11") self.contents.draw_text(0, 220, 640, 32, "Kalimat 12") end end end #============================================================================== # ** Window_Face #------------------------------------------------------------------------------ # This class shows faceset of the actor in Scene_Biography. #(sok inggris!!! hehehehe...... iseng doang..) #==============================================================================
class Window_Face < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 160, 200) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_muka_aktor(@actor, 0, 0) end end #============================================================================== # ** Window_Char #------------------------------------------------------------------------------ # This class shows the actor charset in Scene_Biography. #==============================================================================
class Window_Char < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor) super($charwindow_X, $charwindow_y, 160, 200) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_graphic(@actor, 0, 0) end end #============================================================================== # ** Window_Info #------------------------------------------------------------------------------ # This class shows actor information in Scene_Biography #==============================================================================
class Window_Info < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor) super($infowindow_x, $infowindow_y, 320, 200) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0, 0, 320, 32, "Nama :") draw_actor_name(@actor, 64, 0) self.contents.draw_text(0, 20, 320, 32, "Umur :") bio_umur self.contents.draw_text(0, 40, 320, 32, "Jenis Kelamin :") bio_jeniskelamin self.contents.draw_text(0, 60, 320, 32, "Ras :") bio_ras self.contents.draw_text(0, 80, 320, 32, "Pekerjaan :") bio_pekerjaan self.contents.draw_text(0, 100, 320, 32, "Kota Asal :") bio_kotaasal self.contents.draw_text(0, 120, 320, 32, "Berat :") bio_berat self.contents.draw_text(0, 140, 320, 32, "Tinggi :") bio_tinggi end end
#============================================================================== # ** Window_History #------------------------------------------------------------------------------ # This class shows history in Scene_Biography #============================================================================== class Window_History < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor) super($historywindow_x, $historywindow_x, 640, 280) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear bio_history end end
#============================================================================== # ** Scene_Biography #------------------------------------------------------------------------------ # This class performs Scene_Biography #==============================================================================
class Scene_Biography
#-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @actor = $game_party.actors[@actor_index] @face_window = Window_Face.new(@actor) @char_window = Window_Char.new(@actor) @info_window = Window_Info.new(@actor) @history_window = Window_History.new(@actor) Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @face_window.dispose @char_window.dispose @info_window.dispose @history_window.dispose end def update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(4) return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size $scene = Scene_Biography.new(@actor_index) return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size $scene = Scene_Biography.new(@actor_index) return end end end |
| | | 2011-06-29, 08:30 | Re: (Ask) SyntaxError |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| Hehehe...... Ternyata salahnya kecil tapi fatal..... Saya juga tadinya post scriptnya di sini, tapi males dan akhirnya upload ke media*fire..... Wah, maklum lah... Saya newbie scripter... Baru belajar.... Makasih banget kakak DrDhoom. Entar saya kasih kakak credit deh!!!! THX banget ya!!! Buat mod dan admin, bisa di lock thread ini! |
| | | | Re: (Ask) SyntaxError |
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