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| Burst Gauge kayak A8 dan A9! | |
| 2009-08-08, 16:43 | Burst Gauge kayak A8 dan A9! |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
Awards:
| Burst Gauge Versi: 1.0 Tipe: Battle Add-on PengenalanAku suka banget burst gauge dari Atelier 8 (Atelier Iris 3) dan Atelier 9 (Mana Khemia 1). Coba kalo bisa di RGSS2... Aku coba buat dan inilah hasilnya. Fitur
- Atur sendiri gaugenya kayak bagaimana!
- EXP dan GOLD boost!
- HUD dengan gauge!
- Bisa ganti namanya (kamu tidak bisa merubah fakta bahwa ini adalah burst system punya Gust )
Screenshots- Spoiler:
Sebelum penuh Sesudah penuh.
DemoGak usah. Plug and play ditambah pengaturan. ScriptsSori, Bahasa inggris. Males terjemahin Tambah lagi, kayaknya scriptnya kagak muat di sini. Nih link scriptnya. CreditsThanks to:
- Gust, pembuat A8 dan A9.
- NIS America, penerjemah gamenya Gust.
Untuk game komersial, PM aku biar gamenya ada didalam listing game yang bisa kumainin gratis Sangat dianjurkan untuk menggunakan Tankentai. |
| | | 2009-08-08, 17:42 | Re: Burst Gauge kayak A8 dan A9! |
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bradhawk Admin
Posts : 637 Thanked : 8 Skill : Beginner
| wogh~sangar . . . makin banyak scripter berkualitas di RMID . . . g kae gw ~ err . . . kalo gauge udh penuh, bisa buat apaan ? ~ apa semacam soul rage ? tapi kok gaugenyah cuman atu~ . . . err . . . anak RRR yah ? kenal reijubv ?~ |
| | | 2009-08-08, 17:47 | Re: Burst Gauge kayak A8 dan A9! |
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yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| Scripter baru RMID Bagus banget Battle Systemnya... Bisanggak bikin script untuk XP? Battle Systemnya mirip kaya Atoa CBS di XPya... |
| | | 2009-08-08, 18:23 | Re: Burst Gauge kayak A8 dan A9! |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
Awards:
| @bradhawk: Ya, aku kenal reijubv kok. Nih gauge untuk menambah kekuatan skill pemain saat gaugenya penuh. Juga bisa beri bonus exp dan gold kalo mau. Bisa lihat di scriptnya kok. @RPG Maker House: Ini bukan battle system, tapi battle add-on. Terjemahin ke XP?! Males... Kalo pengen ya. Jadi bisa lain kali gak? |
| | | 2009-08-09, 07:06 | Re: Burst Gauge kayak A8 dan A9! |
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Masrinduz Pendekar Psycho
Posts : 1230 Thanked : 13 Engine : Multi-Engine User Skill : Skilled Type : Artist
Awards:
| Wah...apakah ada versi RMXPnya??? |
| | | 2009-08-09, 08:07 | Re: Burst Gauge kayak A8 dan A9! |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
Awards:
| @tammora 33 kucoba buat XPnya dan... ohok! (muntah darah). Apaan ini!? Gila, RGSS1 rumit banget! Sori, kagak biasa bergaul dengan RGSS1 jadinya kayak gini sori, gak bisa buat untuk XP, ini script untuk VX only. |
| | | 2009-08-09, 08:11 | Re: Burst Gauge kayak A8 dan A9! |
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Masrinduz Pendekar Psycho
Posts : 1230 Thanked : 13 Engine : Multi-Engine User Skill : Skilled Type : Artist
Awards:
| Oh...unfortunately....padahal aq nunggu versi XP-nya.. Keep up the Good Work, Walt!! |
| | | 2009-09-28, 13:57 | Re: Burst Gauge kayak A8 dan A9! |
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akiortagem Newbie
Posts : 61 Thanked : 0 Engine : RMVX
| kk apaan tu burst gauge? apa sama kayak limit break?(FF VII) |
| | | 2009-09-28, 14:02 | Re: Burst Gauge kayak A8 dan A9! |
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akmal010 Newbie
Posts : 34 Thanked : 0 Engine : RMVX
| atelier game mana tuh :?:. dan diconsol mana :?:. |
| | | 2009-09-28, 17:20 | Re: Burst Gauge kayak A8 dan A9! |
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yerry_great @> Moderator
Posts : 1251 Thanked : 15 Engine : Multi-Engine User Skill : Very Beginner Type : Jack of All Trades
| | | | 2009-09-28, 19:07 | Re: Burst Gauge kayak A8 dan A9! |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
Awards:
| @RPGMakerHouse: Hanya Atelier Iris 3 ama Mana Khemia 1. Lagipula udah dibilangin kan di post pertama? @akiortagem: Itu mah, secara 'internasional' dibilang overdrive. Ini script udah beda lagi. |
| | | 2010-01-28, 18:42 | Re: Burst Gauge kayak A8 dan A9! |
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Shinch Newbie
Posts : 5 Thanked : 0 Engine : RMVX
| Butuh script tankentai ga? gua kurang profesional d tankentai Pencerahan plssss |
| | | 2010-01-28, 18:48 | Re: Burst Gauge kayak A8 dan A9! |
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Tamu Tamu
| Ah anda Necropost... mohon jangan di ulangi |
| | | 2010-06-14, 21:21 | Re: Burst Gauge kayak A8 dan A9! |
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Enzan Newbie
Posts : 53 Thanked : 1 Engine : RMVX Skill : Beginner Type : Spriter
| hmm..maaf kalo kayaknya necroposting. tapi saya ada sedikit masalah ama script ini, dan gak tau musti lapor kemana [CB lagi ngelag bgt...] >__> Jadi, to the point aja: setelah saya pasang patch buat gauge-nya, ada pesan seperti ini di battle: dan IMAGE_BASED nya tidak bisa diset meskipun sudah dibuat true...apa ada masalah dengan script ini ato saya-nya yang bermasalah? |
| | | 2010-06-14, 21:36 | Re: Burst Gauge kayak A8 dan A9! |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
Awards:
| ugh Coba teken ctrl+f dan ketik p, whole wordnya dicentang. Search, baris yang ada pnya dihapus. Wa lupa hapus lagi saat ngepublish Dan image based kalo mau harus dilepas patchnya. |
| | | 2011-06-30, 15:21 | Re: Burst Gauge kayak A8 dan A9! |
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shimmai Newbie
Posts : 26 Thanked : 0 Engine : RMVX Skill : Beginner Type : Event Designer
| maaf super necroposting ternyata setelah ngubek2 ttg script burst gauge akhirnya ane nyampe disini dan ternyata pembuatnya dari negeri sendiri mantap ok langsung aja ya, sbelumnya saya pakai versi burst gauge 1.8 dan keren bgt pas di satuin sama woratona neo gauge tp ga lama keluar bersi 1.9b, dan sayangnya udah ngak kompatible lagi add onnya buat disatuin dg neo gauge. jadi request saya , bisa ngak dibikin patchnya gitu supaya bisa nyambung lagi trus setting IMAGE_BASED nya kemana ya? di versi 1.9 udah ngak ada sekali lagi thanks berat atas scriptnya :D |
| | | 2011-06-30, 18:41 | Re: Burst Gauge kayak A8 dan A9! |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
Awards:
| Neo gauge? Udah gak inget apa yang kulakuin untuk nih script dulu dulu Tentang Neo Gauge dan image based kayak gitu udah kecabut karena cara penggambaran gaugenya yang dirombak. Dan lagi gak mood Kalo bisa beriin link neo gauge yang dimaksud, aku bisa buatin compatible, aku usahain. |
| | | 2011-06-30, 21:08 | Re: Burst Gauge kayak A8 dan A9! |
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shimmai Newbie
Posts : 26 Thanked : 0 Engine : RMVX Skill : Beginner Type : Event Designer
| tengkiu atas replynya bang :d ini script neo gaugenya (maaf ngak nemu linknya lagi ) - neogauge:
- Code:
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#============================================================================== # [VX] <+ [Neo Gauge] ENGINE -> by Woratana #------------------------------------------------------------------------------ # ◦ by Woratana [woratana@hotmail.com] # ◦ Released on: 25/12/2008 (D-M-Y) # ◦ Version: 2 #--------------------------------------------------------------------------- # ◦ Exclusive Script @ RPG RPG Revolution (http://www.rpgrevolution.com/) #--------------------------------------------------------------------------- #### [FEATURES] #### # - Support horizontal/vertical gradient bar # - Draw 3 colors gradient / user can choose spot to draw second color # - Easy to setting gauge style # - Support KGC Overdrive, DerVVulfman Limit Break, and Mog Basic Menu # - 2 New methods to help edit bitmap (for scripters) #------------------------------------------------------------------------------ #==============================================================================
class Window_Base < Window #========================================================================== # NEO GAUGE SETTING # # Color: Color.new(Red, Green, Blue) # Each number you can put integer 0-255 # * You can use this site to get RGB color: # http://web.njit.edu/~kevin/rgb.txt.html #========================================================================== GAUGE_GLOW_EFFECT = true # Use glow effect? GAUGE_GLOW_COLOR = Color.new(0,0,0) # Glow color GAUGE_OUTSIDE_BORDER = true # Use outside border? GAUGE_OUTSIDE_BORDER_COLOR = Color.new(255,255,255)#Color.new(0, 0, 0) GAUGE_OUTSIDE_BORDER_COLOR2 = Color.new(255,255,255)#Color.new(0, 0, 0) GAUGE_CLEAR_CORNER_OUTSIDE_BORDER = true GAUGE_INSIDE_BORDER = false # Use inside border? GAUGE_INSIDE_BORDER_COLOR = Color.new(255, 255, 255) GAUGE_INSIDE_BORDER_COLOR2 = Color.new(0, 0, 0) #==========================================================================
#============================================================= # NEO HP/MP/STATS GAUGE SETTING # #============================================================= HPMP_GAUGE_HEIGHT = 8 # gauge height (minumum: 6) # Recommend to use HPMP_GAUGE_HEIGHT at least 8, # if you're using GAUGE_INSIDE_BORDER in Neo-Gauge HPMP_GAUGE_X_PLUS = 0 # Move gauge horizontally (+,-) HPMP_GAUGE_Y_PLUS = ((-1)*(HPMP_GAUGE_HEIGHT - 6)) # (+,-) # Change '((-1)*(HPMP_GAUGE_HEIGHT - 6))' to number to move gauge vertically # BACK GAUGE COLORS BACK_GCOLOR_1 = Color.new(0, 0, 0) # Black [Color1] BACK_GCOLOR_2 = Color.new(100, 100, 100) # Dark Gray [Color2] BACK_GCOLOR_3 = Color.new(200, 200, 200) # Light Gray [Color3]
USE_HP_GAUGE = true # Use HP Gauge? (true/false) USE_MP_GAUGE = true # Use MP Gauge? # HP GAUGE COLORS HP_GCOLOR_1 = Color.new(139,0,0) # Dark Red HP_GCOLOR_2 = Color.new(255,0,0) # Pure Red HP_GCOLOR_3 = Color.new(255,255,0) # Pure Yellow
# MP GAUGE COLORS MP_GCOLOR_1 = Color.new(0,0,128) # Dark Blue MP_GCOLOR_2 = Color.new(0,191,255) # Blue MP_GCOLOR_3 = Color.new(152,251,152) # Light Green #--------------------------------------------------------- ADSA_GAUGE_MAX_MODE = 0 # Mode for Attack/Defense/Spirit/Agility Gauge Max: # 0: use stats at level 99 for gauge's max # 1 or more: use that number for gauge's max USE_ADSA_GAUGE = true # Use Attack/Defense/Spirit/Agility Gauge? # ATTACK GAUGE COLORS ATK_GCOLOR_1 = Color.new(0,0,128) ATK_GCOLOR_2 = Color.new(0,191,255) ATK_GCOLOR_3 = Color.new(152,251,152) # DEFENSE GAUGE COLORS DEF_GCOLOR_1 = Color.new(0,0,128) DEF_GCOLOR_2 = Color.new(0,191,255) DEF_GCOLOR_3 = Color.new(152,251,152) # SPIRIT GAUGE COLORS SPI_GCOLOR_1 = Color.new(0,0,128) SPI_GCOLOR_2 = Color.new(0,191,255) SPI_GCOLOR_3 = Color.new(152,251,152)
# AGILITY GAUGE COLORS AGI_GCOLOR_1 = Color.new(0,0,128) AGI_GCOLOR_2 = Color.new(0,191,255) AGI_GCOLOR_3 = Color.new(152,251,152) #---------------------------------------------- USE_KGC_OVERDRIVE = false # Use KGC Overdrive Gauge? USE_DVV_LIMITBREAK = false # Use DerVVulfman Limit Break Gauge? USE_MOG_BASIC_MENU = false # Use Mog Basic Menu (EXP) Gauge? # KGC_OVERDRIVE NORMAL GAUGE COLORS KGC_GCOLOR_1 = Color.new(238, 238, 0) KGC_GCOLOR_2= Color.new(218, 165, 32) KGC_GCOLOR_3 = Color.new(238, 238, 0) # KGC_OVERDRIVE MAX GAUGE COLORS KGC_MAX_GCOLOR_1 = Color.new(255, 127, 0) KGC_MAX_GCOLOR_2 = Color.new(255, 255, 36) KGC_MAX_GCOLOR_3 = Color.new(255, 127, 0)
# DerVVulfman Limit Break NORMAL GAUGE COLORS DLB_GCOLOR_1 = Color.new(238, 238, 0) DLB_GCOLOR_2 = Color.new(218, 165, 32) DLB_GCOLOR_3 = Color.new(238, 238, 0) # DerVVulfman Limit Break MAX GAUGE COLORS DLB_MAX_GCOLOR_1 = Color.new(255, 127, 0) DLB_MAX_GCOLOR_2 = Color.new(255, 255, 36) DLB_MAX_GCOLOR_3 = Color.new(255, 127, 0) # Mog Basic Menu EXP GAUGE COLORS MOG_EXP_GCOLOR_1 = Color.new(0,100,0) MOG_EXP_GCOLOR_2 = Color.new(0, 255, 0) MOG_EXP_GCOLOR_3 = Color.new(173,255,47) #=================================================================== #------------------------------------------------------------------- # [END] NEO GAUGE FINAL SETUP #===================================================================
#------------------------------------------------------------ # * Neo Gauge Back Color: Return back colors #------------------------------------------------------------ def neo_gauge_back_color return BACK_GCOLOR_1, BACK_GCOLOR_2, BACK_GCOLOR_3 end #-------------------------------------------------------------------------- # [Rewrite] * Draw HP gauge #-------------------------------------------------------------------------- if USE_HP_GAUGE def draw_actor_hp_gauge(actor, x, y, width = 120) gwidth = width * actor.hp / actor.maxhp cg = neo_gauge_back_color c1, c2, c3 = cg[0], cg[1], cg[2] draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3) (1..3).each {|i| eval("c#{i} = HP_GCOLOR_#{i}") } draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gwidth, HPMP_GAUGE_HEIGHT, c1, c2, c3, false, false, width, 30) end end #-------------------------------------------------------------------------- # [Rewrite] * Draw MP Gauge #-------------------------------------------------------------------------- if USE_MP_GAUGE def draw_actor_mp_gauge(actor, x, y, width = 120) gwidth = width * actor.mp / [actor.maxmp, 1].max cg = neo_gauge_back_color c1, c2, c3 = cg[0], cg[1], cg[2] draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3) (1..3).each {|i| eval("c#{i} = MP_GCOLOR_#{i}") } draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gwidth, HPMP_GAUGE_HEIGHT, c1, c2, c3, false, false, width, 40) end end
#-------------------------------------------------------------------------- # [Rewrite] * Draw Parameters #-------------------------------------------------------------------------- if USE_ADSA_GAUGE def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = Vocab::atk parameter_value = actor.atk parameter_value_max = actor.maxatk (1..3).each {|i| eval("@c#{i} = ATK_GCOLOR_#{i}") } when 1 parameter_name = Vocab::def parameter_value = actor.def parameter_value_max = actor.maxdef (1..3).each {|i| eval("@c#{i} = DEF_GCOLOR_#{i}") } when 2 parameter_name = Vocab::spi parameter_value = actor.spi parameter_value_max = actor.maxspi (1..3).each {|i| eval("@c#{i} = SPI_GCOLOR_#{i}") } when 3 parameter_name = Vocab::agi parameter_value = actor.agi parameter_value_max = actor.maxagi (1..3).each {|i| eval("@c#{i} = AGI_GCOLOR_#{i}") } end # Draw parameter gauge parameter_value_max = ADSA_GAUGE_MAX_MODE if ADSA_GAUGE_MAX_MODE > 0 width = 156 gwidth = width * parameter_value / [parameter_value_max, 1].max cg = neo_gauge_back_color draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, cg[0], cg[1], cg[2]) draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gwidth, HPMP_GAUGE_HEIGHT, @c1, @c2, @c3, false, false, width, 40) self.contents.font.color = system_color self.contents.draw_text(x, y, 120, WLH, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, WLH, parameter_value, 2) end end
#-------------------------------------------------------------------------- # [Rewrite] * KGC_OVERDRIVE Gauge #-------------------------------------------------------------------------- if USE_KGC_OVERDRIVE def draw_actor_od_gauge(actor, x, y, width = 120) return unless actor.od_gauge_visible? gw = width * actor.overdrive / actor.max_overdrive cg = neo_gauge_back_color c1, c2, c3 = cg[0], cg[1], cg[2] draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3) if gw == width # Max? (1..3).each {|i| eval("@c#{i} = KGC_MAX_GCOLOR_#{i}") } else # Not Max~ (1..3).each {|i| eval("@c#{i} = KGC_GCOLOR_#{i}") } end draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gw, HPMP_GAUGE_HEIGHT, @c1, @c2, @c3, false, false, width, 50) end end
#-------------------------------------------------------------------------- # [Rewrite] * DerVVulfman Limit Break Gauge #-------------------------------------------------------------------------- if USE_DVV_LIMITBREAK def draw_actor_lb(actor, x, y, width = 120) return unless actor.lb_gauge_visible? gw = width * actor.limitbreak / LB_MAX cg = neo_gauge_back_color c1, c2, c3 = cg[0], cg[1], cg[2] draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3) if gw == width # Max? (1..3).each {|i| eval("@c#{i} = DLB_MAX_GCOLOR_#{i}") } else # Not Max~ (1..3).each {|i| eval("@c#{i} = DLB_GCOLOR_#{i}") } end draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gw, HPMP_GAUGE_HEIGHT, @c1, @c2, @c3, false, false, width, 50) end end
#-------------------------------------------------------------------------- # [Rewrite] * Mog Basic Menu Plus EXP Gauge #-------------------------------------------------------------------------- if USE_MOG_BASIC_MENU def draw_actor_exp_meter(actor, x, y, width = 100) if actor.next_exp != 0 exp = actor.now_exp else exp = 1 end gw = width * exp / [actor.next_exp, 1].max cg = neo_gauge_back_color c1, c2, c3 = cg[0], cg[1], cg[2] draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3) (1..3).each {|i| eval("c#{i} = MOG_EXP_GCOLOR_#{i}") } draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gw, HPMP_GAUGE_HEIGHT, c1, c2, c3, false, false, width, 50) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, "Exp") self.contents.font.color = normal_color xr = x + width self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2) end end #-------------------------------------------------------------------------- # * Draw Neo Gauge: Draw Gauge with 3 Colors & Outline # x : draw spot x-coordinate # y : draw spot y-coordinate # width : gauge width # height : gauge height # color1 : first color (left side) # color2 : second color (center) # color3 : last color (right side) # vertical : vertical gauge? (true: vertical | false: horizontal) # outline : draw glow & outline? (true: draw | false: draw only gradient) # max_width : max_width that gradient will draw before cut to width # (max_width will becomes max_height in vertical gauge) # color2_spot = spot to draw color 2 [1:Left <- (default)50:Center -> 100:Right] #------------------------------------------------------------------------- def draw_neo_gauge(x, y, width, height, color1, color2, color3, vertical = false, outline = true, max_width = nil, color2_spot = 50) if max_width == nil max_width = vertical ? height : width end glow = GAUGE_GLOW_EFFECT # Set glow effect dx = x; dy = y # Store draw spot X/Y x = y = 0 # Change x, y for temp. bitmap bitmap = Bitmap.new(max_width, height) # Create temp. bitmap to draw gauge if glow # If GLOW if outline # If drawing outline # Create Glow rect if vertical; rect = Rect.new(x, y, width, max_width) else; rect = Rect.new(x, y, max_width, height) end bitmap.fill_rect(rect, GAUGE_GLOW_COLOR) # Draw Glow bitmap.neo_clear_corner(rect.x, rect.y, rect.width, rect.height) # Clear Corner else # Not drawing outline height -= 2; width -= 2; x += 1; y += 1 if GAUGE_INSIDE_BORDER height -= 2; width -= 2; x += 1; y += 1 end; end; end # End Draw Glow0 # Set Position/Size for Gradient if vertical # If drawing vertical bar if glow; gx = gx2 = x + 1; gy = y + 1 # If GLOW else; gx = gx2 = x; gy = y # If NOT GLOW end gy2 = gy - 1 + ((color2_spot*max_width)/100) gw = gw2 = width - 2; gh = ((color2_spot*max_width)/100) gh2 = max_width - gh - 2 # Draw Vertical Gradient Bar bitmap.gradient_fill_rect(gx, gy, gw, gh, color1, color2, true) bitmap.gradient_fill_rect(gx2, gy2, gw2, gh2, color2, color3, true) gh = (gh + gh2) # Change gauge height for draw border else # Drawing horizontal bar if glow; gx = x; gy = gy2 = y # If GLOW gx = x + 1; gy = gy2 = y + 1; else; gx = x; gy = gy2 = y # If NOT GLOW end gx2 = gx - 1 + ((color2_spot*max_width)/100) gw = ((color2_spot*max_width)/100); gh = gh2 = (height - 2) gw2 = max_width - gw - 2 # Draw Horizontal Gradient Bar bitmap.gradient_fill_rect(gx, gy, gw, gh, color1, color2) bitmap.gradient_fill_rect(gx2, gy2, gw2, gh2, color2, color3) gw = (gw + gw2) # Change gauge width for draw border end if outline # If user want outline, draw borders if GAUGE_OUTSIDE_BORDER # Draw outside border bitmap.draw_neo_border(gx, gy, gw, gh, GAUGE_OUTSIDE_BORDER_COLOR, GAUGE_OUTSIDE_BORDER_COLOR2) bitmap.neo_clear_corner(gx, gy, gw, gh) if GAUGE_CLEAR_CORNER_OUTSIDE_BORDER end if GAUGE_INSIDE_BORDER # Draw inside border gx += 1; gy += 1; gw -= 2; gh -= 2 bitmap.draw_neo_border(gx, gy, gw, gh, GAUGE_INSIDE_BORDER_COLOR, GAUGE_INSIDE_BORDER_COLOR2) end end # Cut gauge's width from 'max_width' to 'width' rect = Rect.new(0, 0, width, bitmap.height) self.contents.blt(dx, dy, bitmap, rect) bitmap.dispose # Delete bitmap end end
#============================================================================== # [Bitmap: 2 New Methods] by Woratana # => Draw Neo Border: Draw border around specific area # => Neo Clear Corner: Clear 4 corners of specific area #------------------------------------------------------------------------------ class Bitmap #-------------------------------------------------------------------------- # * Draw Neo Border: Draw gradient border around specific area # x : area x-coordinate # y : area y-coordinate # width : area width # height : area height # color : border color (left side) # color2 : border color (right side) # size : border size (default is 1) #-------------------------------------------------------------------------- def draw_neo_border(x, y, width, height, color, color2 = color, size = 1) gradient_fill_rect(x, y, width, size, color, color2) # Top fill_rect(x, y, size, height, color) # Left fill_rect(x + width - size, y, size, height, color2) # Right gradient_fill_rect(x, y + height - size, width, size, color, color2) # Down end
#-------------------------------------------------------------------------- # * Neo Clear Corner: Clear 4 corners of specific area # x : area x-coordinate # y : area y-coordinate # width : area width # height : area height # size : area (size * size) that will be clear from corners #-------------------------------------------------------------------------- def neo_clear_corner(x, y, width, height, size = 1) clear_rect(x, y, size, size) clear_rect(x + width - size, y, size, size) clear_rect(x, y + height - size, size, size) clear_rect(x + width - size, y + height - size, size, size) end end
#============================================================================== # [Game_Batter: 4 New Methods] by Woratana # Add method to find maximum stats #------------------------------------------------------------------------------ class Game_Battler def maxatk n = atk n = n - actor.parameters[2, @level] + actor.parameters[2, 99] if self.is_a?(Game_Actor) return n end def maxdef n = atk n = n - actor.parameters[3, @level] + actor.parameters[3, 99] if self.is_a?(Game_Actor) return n end def maxspi n = atk n = n - actor.parameters[4, @level] + actor.parameters[4, 99] if self.is_a?(Game_Actor) return n end def maxagi n = atk n = n - actor.parameters[5, @level] + actor.parameters[5, 99] if self.is_a?(Game_Actor) return n end end
ini patch yang dibuat mr.bubble versi dulu dapat dari rpgmakervx.net TKPnya ditempat kk post juga : http://www.rpgmakervx.net/index.php?showtopic=18376&view=findpost&p=159609 - neo gauge burst:
- Code:
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# Neo Burst Gauge. # Requires Neo Gauge Final by woratana and Burst Gauge by wltr3565.
module WLTR module BURST_GAUGE_SETUP TEXT_X = 10 #Text's X coordinate. Positive numbers will make the text move to #right. Negative numbers will make the text move to left. Counted by #pixels. TEXT_Y = 0 #Text's Y coordinate. Positive numbers will make the text move to #bottom. Negative numbers will make the text move to top. Counted by #pixels.
NEW_WLH = 24 #Just in case that the "Burst" text didn't shown properly. It's #because the needed room, line height, doesn't enough to show the #entire text. Enter it to your liking, but don't enter it 16 or #under, else it won't show anything. end end
class Window_base < Window
# Burst Gauge gradient colors (Red, Green, Blue) BURST_GCOLOR_1 = Color.new(163, 151, 219) BURST_GCOLOR_2 = Color.new(163, 151, 255) BURST_GCOLOR_3 = Color.new(236, 0, 140)
# Maximum Burst Gauge gradient colors (Red, Green, Blue) BURST_MAX_GCOLOR_1 = Color.new(236, 0, 140) BURST_MAX_GCOLOR_2 = Color.new(199, 203, 255) BURST_MAX_GCOLOR_3 = Color.new(236, 0, 140)
def draw_burst_gauge(x = 0, y = 295, width = 366) self.contents.clear gw = width * $game_party.Burst_Gauge / $game_party.total_burst cg = neo_gauge_back_color c1, c2, c3 = cg[0], cg[1], cg[2] draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3) if gw == width # Max? (1..3).each {|i| eval("@c#{i} = BURST_MAX_GCOLOR_#{i}") } else # Not Max~ (1..3).each {|i| eval("@c#{i} = BURST_GCOLOR_#{i}") } end draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gw, HPMP_GAUGE_HEIGHT, @c1, @c2, @c3, false, false, width, 50) text = sprintf(WLTR::BURST_GAUGE_SETUP::BURST_NAME) self.contents.draw_text(WLTR::BURST_GAUGE_SETUP::TEXT_X, WLTR::BURST_GAUGE_SETUP::TEXT_Y,200,WLTR::BURST_GAUGE_SETUP::NEW_WLH, text) end end
nah kalau pakai patch neo burst itu, gauge nya bisa berubah kaya gini kk: nah bisa ga kk tolong butin kompabilitinya soalnya itu add on nya cuma bisa dipakai di versi 1.8 aja, tp di 1.8 pas gw pakai malah bnyk yg aneh, misalnya tombol aktivasi kalau di pencet malah ngak ada apa2 gitu,.. oh ya, saya nemu bug lagi di versi 1.9b kadang2 kalau habis menang battle battle dan kembali ke map, BGM map yang harusnya keputar malah jadi BGM battle yang diputar lagi trus kalau bagian KEEP_GAUGE nya = true, nanti kan valuenya bakal tetap kebawa pas next battle, nah kalau valuenya kebawa pas battle tapi valuenya itu penuh, pas aktifasi burst nya ga ada effect apa2 di battle, gambarnya berubah, tapi efect nga jalan thanks ya kk i love this script so much, krn mirip dg limit break tales of symphonia |
| | | 2011-07-02, 00:09 | Re: Burst Gauge kayak A8 dan A9! |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
Awards:
| - Code:
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class Game_Party < Game_Unit def change_bgm_after_burst return if !$game_temp.in_battle $memorized_bgm.play unless $memorized_bgm == nil end end
Patch untuk BGM. Taruh aja di bawah burstnya. Untuk KEEP_GAUGE itu, yakin gak aktif efeknya? Soalnya pelipatan damage hanya berlaku untuk skill. - Code:
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=begin ================================================================================ The patch for Burst Gauge to make the gauge drawn by script. Some people does still love the old one... This one is already mixed with Mr. Bubbles' patch for using wora's neo gauge. Remember, if you wish to use neo gauge, be sure you have woratana's neo gauge first. ================================================================================ =end module WLTR module BURST_GAUGE_SETUP #=============================================================================== # Gauge's height. The bigger the number, the taller the gauge. #=============================================================================== GAUGE_HEIGHT = 10 COLOR = [] # Don't touch. #=============================================================================== # COLOR[0] and COLOR[1] is for the normal gauge's gradient, and COLOR[2] + # COLOR[3] is for the bursting gauge's gradient. COLOR[4] is for the skin's # color. The color used is based on text color. #=============================================================================== COLOR[0] = 1 COLOR[1] = 2 COLOR[2] = 3 COLOR[3] = 4 COLOR[4] = 7 NEO_MODE = true # Set this to true if you use neo gauge. Otherwise, false. end end
"==============================================================================" " BELOW IS TOO DANGEROUS TO READ WITHOUT PROPER SCRIPTING SKILLS. THEREFOR, " " EDIT AT YOUR OWN RISK! " "=============================================================================="
class Window_Burst < Sprite WLH = 24 # Burst Gauge gradient colors (Red, Green, Blue) BURST_GCOLOR_1 = Color.new(163, 151, 219) BURST_GCOLOR_2 = Color.new(163, 151, 255) BURST_GCOLOR_3 = Color.new(236, 0, 140)
# Maximum Burst Gauge gradient colors (Red, Green, Blue) BURST_MAX_GCOLOR_1 = Color.new(236, 0, 140) BURST_MAX_GCOLOR_2 = Color.new(199, 203, 255) BURST_MAX_GCOLOR_3 = Color.new(236, 0, 140) BACK_GCOLOR_1 = Color.new(0, 0, 0) # Black [Color1] BACK_GCOLOR_2 = Color.new(100, 100, 100) # Dark Gray [Color2] BACK_GCOLOR_3 = Color.new(200, 200, 200) # Light Gray [Color3] HPMP_GAUGE_HEIGHT = 8 # gauge height (minumum: 6) # Recommend to use HPMP_GAUGE_HEIGHT at least 8, # if you're using GAUGE_INSIDE_BORDER in Neo-Gauge HPMP_GAUGE_X_PLUS = 0 # Move gauge horizontally (+,-) HPMP_GAUGE_Y_PLUS = ((-1)*(HPMP_GAUGE_HEIGHT - 6)) # (+,-) GAUGE_GLOW_EFFECT = true # Use glow effect? GAUGE_GLOW_COLOR = Color.new(0,0,0) # Glow color GAUGE_OUTSIDE_BORDER = true # Use outside border? GAUGE_OUTSIDE_BORDER_COLOR = Color.new(255,255,255)#Color.new(0, 0, 0) GAUGE_OUTSIDE_BORDER_COLOR2 = Color.new(255,255,255)#Color.new(0, 0, 0) GAUGE_CLEAR_CORNER_OUTSIDE_BORDER = true GAUGE_INSIDE_BORDER = false # Use inside border? GAUGE_INSIDE_BORDER_COLOR = Color.new(255, 255, 255) GAUGE_INSIDE_BORDER_COLOR2 = Color.new(0, 0, 0) def text_color(n) x = 64 + (n % 8) * 8 y = 96 + (n / 8) * 8 return @windowskin.get_pixel(x, y) end def initialize @windowskin = Cache.system("Window") super(Viewport.new(0, 0, 544, 416)) width = 366 if WLTR::BURST_GAUGE_SETUP::NEO_MODE make_neo else make_old end @bursttext.z = 300 @gauge_color.z = 200 @gauge_skin.z = 100 @mode_check = 0 end def draw_neo_gauge(x, y, width, height, color1, color2, color3, vertical = false, outline = true, max_width = nil, color2_spot = 50) if max_width == nil max_width = vertical ? height : width end glow = GAUGE_GLOW_EFFECT # Set glow effect dx = x; dy = y # Store draw spot X/Y x = y = 0 # Change x, y for temp. bitmap bitmap = Bitmap.new(max_width, height) # Create temp. bitmap to draw gauge if glow # If GLOW if outline # If drawing outline # Create Glow rect if vertical; rect = Rect.new(x, y, width, max_width) else; rect = Rect.new(x, y, max_width, height) end bitmap.fill_rect(rect, GAUGE_GLOW_COLOR) # Draw Glow bitmap.neo_clear_corner(rect.x, rect.y, rect.width, rect.height) # Clear Corner else # Not drawing outline height -= 2; width -= 2; x += 1; y += 1 if GAUGE_INSIDE_BORDER height -= 2; width -= 2; x += 1; y += 1 end; end; end # End Draw Glow0 # Set Position/Size for Gradient if vertical # If drawing vertical bar if glow; gx = gx2 = x + 1; gy = y + 1 # If GLOW else; gx = gx2 = x; gy = y # If NOT GLOW end gy2 = gy - 1 + ((color2_spot*max_width)/100) gw = gw2 = width - 2; gh = ((color2_spot*max_width)/100) gh2 = max_width - gh - 2 # Draw Vertical Gradient Bar bitmap.gradient_fill_rect(gx, gy, gw, gh, color1, color2, true) bitmap.gradient_fill_rect(gx2, gy2, gw2, gh2, color2, color3, true) gh = (gh + gh2) # Change gauge height for draw border else # Drawing horizontal bar if glow; gx = x; gy = gy2 = y # If GLOW gx = x + 1; gy = gy2 = y + 1; else; gx = x; gy = gy2 = y # If NOT GLOW end gx2 = gx - 1 + ((color2_spot*max_width)/100) gw = ((color2_spot*max_width)/100); gh = gh2 = (height - 2) gw2 = max_width - gw - 2 # Draw Horizontal Gradient Bar bitmap.gradient_fill_rect(gx, gy, gw, gh, color1, color2) bitmap.gradient_fill_rect(gx2, gy2, gw2, gh2, color2, color3) gw = (gw + gw2) # Change gauge width for draw border end if outline # If user want outline, draw borders if GAUGE_OUTSIDE_BORDER # Draw outside border bitmap.draw_neo_border(gx, gy, gw, gh, GAUGE_OUTSIDE_BORDER_COLOR, GAUGE_OUTSIDE_BORDER_COLOR2) bitmap.neo_clear_corner(gx, gy, gw, gh) if GAUGE_CLEAR_CORNER_OUTSIDE_BORDER end if GAUGE_INSIDE_BORDER # Draw inside border gx += 1; gy += 1; gw -= 2; gh -= 2 bitmap.draw_neo_border(gx, gy, gw, gh, GAUGE_INSIDE_BORDER_COLOR, GAUGE_INSIDE_BORDER_COLOR2) end end return bitmap end def neo_gauge_back_color return BACK_GCOLOR_1, BACK_GCOLOR_2, BACK_GCOLOR_3 end def make_neo width = 366 cg = neo_gauge_back_color c1, c2, c3 = cg[0], cg[1], cg[2] if $game_party.burst_activate? (1..3).each {|i| eval("@c#{i} = BURST_MAX_GCOLOR_#{i}") } else # Not Max~ (1..3).each {|i| eval("@c#{i} = BURST_GCOLOR_#{i}") } end @gauge_skin = Sprite.new @gauge_skin.bitmap = draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3) @gauge_skin.viewport = Viewport.new(WLTR::BURST_GAUGE_SETUP::GAUGE_X,WLTR::BURST_GAUGE_SETUP::GAUGE_Y, 544, 416) @gauge_color = Sprite.new @gauge_color.bitmap = draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, @c1, @c2, @c3, false, false, width, 50) @gauge_color.viewport = Viewport.new(WLTR::BURST_GAUGE_SETUP::GAUGE_X,WLTR::BURST_GAUGE_SETUP::GAUGE_Y, 544, 416) gauge_width = @gauge_color.bitmap.width * $game_party.Burst_Gauge / $game_party.total_burst @gauge_color.src_rect.width = gauge_width @bursttext = Sprite.new @bursttext.bitmap = Bitmap.new(544, 416) @bursttext.bitmap.font.color.set(255, 255, 255) @bursttext.bitmap.draw_text(0, 0, 544, 416, WLTR::BURST_GAUGE_SETUP::BURST_NAME) @bursttext.viewport = Viewport.new(0, 0, 544, 416) @bursttext.x = WLTR::BURST_GAUGE_SETUP::TEXT_X @bursttext.y = WLTR::BURST_GAUGE_SETUP::TEXT_Y - 200 end
def make_old width = 366 if $game_party.burst_activate? gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[0]) gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[1]) else gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[2]) gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[3]) end @gauge_skin = Sprite.new @gauge_skin.bitmap = Bitmap.new(width, WLTR::BURST_GAUGE_SETUP::GAUGE_HEIGHT) @gauge_skin.viewport = Viewport.new(WLTR::BURST_GAUGE_SETUP::GAUGE_X,WLTR::BURST_GAUGE_SETUP::GAUGE_Y, 544, 416) @gauge_skin.bitmap.fill_rect(0, 0, width, WLTR::BURST_GAUGE_SETUP::GAUGE_HEIGHT , text_color(WLTR::BURST_GAUGE_SETUP::COLOR[4])) @gauge_color = Sprite.new @gauge_color.bitmap = Bitmap.new(width, WLTR::BURST_GAUGE_SETUP::GAUGE_HEIGHT) @gauge_color.bitmap.gradient_fill_rect(0,0, width, WLTR::BURST_GAUGE_SETUP::GAUGE_HEIGHT , gc1, gc2) @gauge_color.viewport = Viewport.new(WLTR::BURST_GAUGE_SETUP::GAUGE_X,WLTR::BURST_GAUGE_SETUP::GAUGE_Y, 544, 416) gauge_width = @gauge_color.bitmap.width * $game_party.Burst_Gauge / $game_party.total_burst @gauge_color.src_rect.width = gauge_width @bursttext = Sprite.new @bursttext.bitmap = Bitmap.new(544, 416) @bursttext.bitmap.font.color.set(255, 255, 255) @bursttext.bitmap.draw_text(0, 0, 544, 416, WLTR::BURST_GAUGE_SETUP::BURST_NAME) @bursttext.viewport = Viewport.new(0, 0, 544, 416) @bursttext.x = WLTR::BURST_GAUGE_SETUP::TEXT_X @bursttext.y = WLTR::BURST_GAUGE_SETUP::TEXT_Y - 200 end def check_activation(width) if !WLTR::BURST_GAUGE_SETUP::NEO_MODE if $game_party.burst_activate? gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[0]) gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[1]) @gauge_color.bitmap.clear @gauge_color.bitmap.gradient_fill_rect(0,0, width, WLTR::BURST_GAUGE_SETUP::GAUGE_HEIGHT , gc1, gc2) else gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[2]) gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[3]) @gauge_color.bitmap.clear @gauge_color.bitmap.gradient_fill_rect(0,0, width, WLTR::BURST_GAUGE_SETUP::GAUGE_HEIGHT , gc1, gc2) end else width = 366 if $game_party.burst_activate? and @mode_check != 1 @mode_check = 1 (1..3).each {|i| eval("@c#{i} = BURST_MAX_GCOLOR_#{i}") } @gauge_color.bitmap.clear @gauge_color.bitmap = draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, @c1, @c2, @c3, false, false, width, 50) elsif !$game_party.burst_activate? and @mode_check != 0 @mode_check = 0 (1..3).each {|i| eval("@c#{i} = BURST_GCOLOR_#{i}") } @gauge_color.bitmap.clear @gauge_color.bitmap = draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, @c1, @c2, @c3, false, false, width, 50) end end end
def update gauge_width = @gauge_color.bitmap.width * $game_party.Burst_Gauge / $game_party.total_burst gauge_width.round if @gauge_color.width < gauge_width boost = WLTR::BURST_GAUGE_SETUP::GAUGE_ALTER_SPEED @gauge_color.src_rect.width += boost @gauge_color.src_rect.width = gauge_width.round if @gauge_color.src_rect.width > gauge_width.round elsif @gauge_color.width > gauge_width boost = WLTR::BURST_GAUGE_SETUP::GAUGE_ALTER_SPEED @gauge_color.src_rect.width -= boost @gauge_color.src_rect.width = gauge_width.round if @gauge_color.src_rect.width < gauge_width.round end check_activation(gauge_width) end end #=============================================================================== # # END OF SCRIPT # #===============================================================================
Itu patch untuk bisa gunain gauge lama lagi. Jangan lupa, kalo mau gunain neo gaugenya perlu neo gaugenya wora. Tuh dua patch kalo perlu kamu sebar silahkan, aku males sebar sendiri, jujur |
| | | 2011-07-02, 18:53 | Re: Burst Gauge kayak A8 dan A9! |
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shimmai Newbie
Posts : 26 Thanked : 0 Engine : RMVX Skill : Beginner Type : Event Designer
| wow, makasih kk, saya test dulu.,nanti lapor lagi kalau ada masalah untuk KEEP_GAUGE nya yakin bgt, krn kalau di set true dan penuh di habis battle, nanti next battlenya ga bisa ngapa2in, memang gaugenya penuh, tp pas dipencet ga ada efek makanya saya makenyanya KEEP_GAUGE = false aja, kalau begini ga ada masalah |
| | | 2011-07-02, 19:06 | Re: Burst Gauge kayak A8 dan A9! |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
Awards:
| ... Aku coba cek deh KEEP_GAUGE, kebetulan salah satu project milikku gunain script ini kok. |
| | | 2011-07-02, 19:34 | Re: Burst Gauge kayak A8 dan A9! |
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shimmai Newbie
Posts : 26 Thanked : 0 Engine : RMVX Skill : Beginner Type : Event Designer
| lapor2 , nga sabar mau ngelapor saya untuk patch neo gaugenya udah mantap kk, udah ga ada masalah sama sekali, untuk BGMnya jg udah mantap juga BGM battle udah ga ke play pas selesai battle kalau boleh kk, saya request kecil lagi biar script kk makin keren - request:
bisa ga kalau misalnya pas mulai battle, barnya belum digambar/dipanggil, dan habis battle bar nya ikutan dihilangkan gitu jadinya kan biar keren gitu kk
----------------------------------------------------------------------------- waduh, kk keep_gaugenya ga error ya, tp ditempatku untuk yg KEEP_GUAGE tadi memang masih bermasalah kk, barusan saya coba lagi, masalah nya masih sama, ketika bar nya penuh dan battle selesai, nanti next battlenya ga bisa ngapa2in. dg kondisi kayak gini: masuk battle > gauge penuh > burstnya dipakai > battlenya finish dg barnya masih penuh tapi kalau gini ngak error kk: masuk battle > gauge penuh > burstnya NGAK dipakai/dipanggil > battle finish intinya kalau burst penuh dan sudah dipanggil/dipakai, tapi pas selesai battle isi bar nya ngak habis, maka di next battlenya bakal jadi aneh. itu barnya saya bikin penuhnya cepet, max nya 1000 increasenya 100, apa itu maslahnya kali ya? ---- thanks berat kk |
| | | 2011-07-02, 22:56 | Re: Burst Gauge kayak A8 dan A9! |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
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| Bukan, maksudku KEEP_GAUGE aku belum tes penuh lho. Aku mau tes gituan sekalian saat testing gameku. Jadi gaugenya ngefade in dan out gitu? Kalo ada waktu kubuatin patchnya |
| | | 2011-07-03, 11:14 | Re: Burst Gauge kayak A8 dan A9! |
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shimmai Newbie
Posts : 26 Thanked : 0 Engine : RMVX Skill : Beginner Type : Event Designer
| - wltr3565 wrote:
- Bukan, maksudku KEEP_GAUGE aku belum tes penuh lho. Aku mau tes gituan sekalian saat testing gameku.
Jadi gaugenya ngefade in dan out gitu? Kalo ada waktu kubuatin patchnya oh kk belum test KEEP_GAUGE nya secara penuh toh, maaf salah nangkap um, kalau gaugenya fade in dan fade out saya kurang gitu nangkap maksudnya kk, tp yg jelas gaugenya bakal error kalau stepnya kaya gini: === KEEP_GAUGE = true masuk battle > penuhin gaugenya > pakai > menangin battlenya dg kondisi gauge penuh (jadi misalnya last hit bikin penuh gaugenya gitu) > masuk battle baru lagi (nah disini kan gaugenya udah otomatis penuh krn di battle sebelumnya sudah penuh jg) > panggil > no effect, hanya gambarnya aja yg berubah dari gambar penuh ke gambar dlm kondisi burst, tp effectnya ngak kepanggil. nah dalam keadaan kaya gitu yg no effect, mau ga mau kitanya harus nungguin barnya habis sendiri per turn, pas barnya udah habis, baru gaugenya kembali normal lagi. === nanti kk testnya coba dg BURST_INCREASE nya di gedein aja, biar gampang penuhnya ====== ok kk, kalau ada waktu mungkin bisa di polish lagi dg senang hati saya test lagi makasih bnyk kk |
| | | 2013-01-25, 04:48 | Re: Burst Gauge kayak A8 dan A9! |
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Eissenvale Newbie
Posts : 4 Thanked : 0 Engine : RMVX Ace Skill : Beginner Type : Developer
| | | | | Re: Burst Gauge kayak A8 dan A9! |
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