es wewew...
sebelumnya, ane mo bilang ini
- dikutip dari Mr. Bubble, translator SBS Tankentai wrote:
- TIPS FOR NEWBIES
- Always save your project before going into Battle Test. Any changes
you make to scripts will not take effect in Battle Test until you DO
save.
- READ, READ, READ the comments and directions in scripts that you use!
Many of the most common questions can be answered on your own if you
actually know what your script can do.
- If you are having problems, it won't hurt to read the FAQ. They are
called Frequently Asked Questions for a reason.
- When asking for help, be as detailed as possible. Do not expect other
people to automatically know what you're talking about with one or two
sentences.
- When you need help regarding any issue with your game, particularly
script issues, the FASTEST way to get help is to upload a small (I
repeat, SMALL) sized demo for people to download and look at. Making
a demo makes it MUCH easier for people to help you out and find a
solution because they won't waste time setting up a project.
oke?
sekarang langsung ke pokok masalah
cari blok konfigurasi musuh/enemy di SBS Battler Configuration... yang awalnya begini kira2
- Code:
-
#==============================================================================
# * Game_Enemy
#------------------------------------------------------------------------------
# Enemy Basic Action Settings
#------------------------------------------------------------------------------
# This section is used to define what Action Sequence enemies should use under
# specific conditions. Each enemy can have their own unique action
# sequence that you can define in the appropriate section.
terus, cari
Enemy Animated Battler Settingsblok kode disana (rada bawah dikit pasti nemu
"anime_on") gunanya untuk nentuin ID musuh (dari database) yang pake spritesheet dari folder "Character" ngegantiin battler statis yang ente setel di database Monster.
ini beberapa baris contoh dari apa yang ane jelasin.
- Code:
-
def anime_on
case @enemy_id
when 1
return false
end
# Default animation setting for all unassigned Enemy IDs.
return false
end
set ID musub lainnya dengan cara nambahin blok kek gini
- Code:
-
def anime_on
case @enemy_id
when 1
return false
#ini ane nambahin.. sisanya tambahin ndiri
when 2,4,5,6 #angka2 disini ID monster dari database
return true #set true kalo pengen animated battler monster
when 3
return false #set true kalo pengen animated battler monster
#sisanya
end #line ini kebawah jangan dihapus
# Default animation setting for all unassigned Enemy IDs.
return false
end
udah? sekarang bagian 2
simpen spritesheet monster di folder "Character"
formatnya samain dengan template apa yang ente pake (kalo ente pake template Kaduki, format spritesheet monsternya samain dengan spriteshhet aktor)
jangan lupa kasih $ di depan nama file-nya
terus bikin gambar (motong dari spritesheet-nya aja satu gambar), kasi nama yang sama tapi disimpennya di folder "Battler"
tambahan
kalo ente pake spritesheet aktor buat jadi musuh, mengingat spritesheet semuanya ngadeip ke kiri dan musuh ngadep ke kanan, cari line kek contoh
- Code:
-
def action_mirror
case @enemy_id
when 1
return false
end
# Default invert setting for all unassigned Enemy IDs.
return false
end
terus tambahin ID monster yang bersangkutan,
terus ganti "false" jadi "true"