mbahnoname Senior
Posts : 670 Thanked : 0 Engine : RMVX Skill : Very Beginner Type : Mapper
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| Subyek: Cara menghilangkan status dan equipment di Menu Pliss Help !! >.< 2009-08-16, 14:29 | |
| Rakyat Rmid pliss help mbah !!! >.< Gimana seh cara ngilangin status dan equipment dari menu ??? mbah gak butuh kedua itu >.< Somebody Help Me | |
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bradhawk Admin
Posts : 637 Thanked : 8 Skill : Beginner
| Subyek: Re: Cara menghilangkan status dan equipment di Menu Pliss Help !! >.< 2009-08-16, 17:35 | |
| neeh . . . setelah beberapa menit utak atik RGSS2 jadilah . . . replace Scene_Menu dengan Ini ! dan replace Scene_End dengan Ini ! semoga membantu ^^ | |
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solsepatu Advance
Posts : 422 Thanked : 3 Engine : RMVX
| Subyek: Re: Cara menghilangkan status dan equipment di Menu Pliss Help !! >.< 2009-08-16, 18:06 | |
| Yay Bradhawak emang Hebat Bener-bener Benjolan Eh...Jempolan | |
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mbahnoname Senior
Posts : 670 Thanked : 0 Engine : RMVX Skill : Very Beginner Type : Mapper
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| Subyek: Re: Cara menghilangkan status dan equipment di Menu Pliss Help !! >.< 2009-08-16, 18:27 | |
| Thanx kk brad tapi kayaknya gak berfungsi ama cms ya ..... ? ya ntar coba ku utak atik deh | |
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bradhawk Admin
Posts : 637 Thanked : 8 Skill : Beginner
| Subyek: Re: Cara menghilangkan status dan equipment di Menu Pliss Help !! >.< 2009-08-16, 19:09 | |
| haa ? CMS orang lain ? ya beda lah! coba kasi ke gw Script CMSnyah . . . | |
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mbahnoname Senior
Posts : 670 Thanked : 0 Engine : RMVX Skill : Very Beginner Type : Mapper
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| Subyek: Re: Cara menghilangkan status dan equipment di Menu Pliss Help !! >.< 2009-08-16, 19:37 | |
| Ku kasih link aku dapetnya aja ya Nih http://www.rpgmakervx.net/index.php?showtopic=4439 Tolong ya om brad | |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
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| Subyek: Re: Cara menghilangkan status dan equipment di Menu Pliss Help !! >.< 2009-08-16, 20:19 | |
| Mbah, gile, Originalwij banyak banget nge-overrid! Amper mati! BTW, nih: - Spoiler:
- Code:
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class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # Start (with adjustments) #-------------------------------------------------------------------------- alias hud_scene_menu_start start def start hud_scene_menu_start # adjust command window position @command_window.x = -160 # adjust status window visibility @status_window.visible = false # adjust gold window position @gold_window.x = -19 @gold_window.y = 370 # create location window @hud_location_window = Hud_Location_Window.new # create dummy windows @hud_money_window = Hud_Money_Window.new @hud_dummy_location_window = Hud_Dummy_Location_Window.new # adjust gold window transparency @gold_window.opacity = 0 end #-------------------------------------------------------------------------- # Create Mini Command Windows (new) #-------------------------------------------------------------------------- def create_mini_windows @mini_command_window = [] for i in 0..4 @mini_command_window[i] = Hud_Command_Window.new(i * 24 + 80) end if $game_party.members.size == 0 @mini_command_window[0].contents.font.color.alpha = 128 @mini_command_window[1].contents.font.color.alpha = 128 @mini_command_window[2].contents.font.color.alpha = 128 @mini_command_window[3].contents.font.color.alpha = 128 end @mini_command_window[0].contents.draw_text(-15, 0, 160, 24, Vocab::item, 1) @mini_command_window[1].contents.draw_text(-15, 0, 160, 24, Vocab::skill, 1) if $game_system.save_disabled @mini_command_window[2].contents.font.color.alpha = 128 end @mini_command_window[2].contents.draw_text(-15, 0, 160, 24, Vocab::save, 1) @mini_command_window[3].contents.draw_text(-15, 0, 160, 24, HUD::HUD_LOAD_NAME, 1) @mini_command_window[4].contents.draw_text(-15, 0, 160, 24, Vocab::game_end, 1) end #-------------------------------------------------------------------------- # * Termination Processing (add mini, location, & dummy windows) #-------------------------------------------------------------------------- alias hud_scene_menu_terminate terminate def terminate hud_scene_menu_terminate @hud_money_window.dispose @hud_dummy_location_window.dispose @hud_location_window.dispose for i in 0..4 @mini_command_window[i].dispose end end #-------------------------------------------------------------------------- # Create Command Window With Invisiblity and Load Command (Rewrite) #-------------------------------------------------------------------------- def create_command_window create_mini_windows # new: call mini window creation s1 = "" s2 = "" s3 = "" s4 = "" s5 = "" s6 = "" s7 = "" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5]) @command_window.index = @menu_index for i in 1..10 @mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8 Graphics.wait(1) end end #-------------------------------------------------------------------------- # Update Command Selection With Arrow Check, Load, and Location (Rewrite) #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) #original Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) #original if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Items $scene = Scene_Item.new when 1 # Skills, Equip, Status @status_window.visible = true start_actor_selection when 2 # Save $scene = Scene_File.new(true, false, false) when 3 # :changed to Load $scene = Scene_File.new(false, false, false) when 4 # End Game :changed from 5 to 6 $scene = Scene_End.new end # :new - move mini windows elsif Input.repeat?(Input::UP) # :new @offset = @command_window.index + 1 @offset = 0 if @offset > 4 for i in 1..10 @mini_command_window[@offset].x -= 16 if @mini_command_window[@offset].x > -168 @mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8 Graphics.wait(1) end elsif Input.repeat?(Input::DOWN) # :new @offset = @command_window.index - 1 @offset = 4 if @offset < 0 for i in 1..10 @mini_command_window[@offset].x -= 16 if @mini_command_window[@offset].x > -168 @mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8 Graphics.wait(1) end end end #-------------------------------------------------------------------------- # * End Actor Selection (Mod #-------------------------------------------------------------------------- alias hud_end_actor_selection end_actor_selection def end_actor_selection hud_end_actor_selection @status_window.visible = false end end
#============================================================================== # Scene_Item Overwrite #------------------------------------------------------------------------------ # Adjusted for only 1 character #==============================================================================
class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # Show Target Window (adjusted viewport) #-------------------------------------------------------------------------- def show_target_window(right) @item_window.active = false width_remain = 544 - @target_window.width @target_window.x = right ? width_remain : 0 @target_window.visible = true @target_window.active = true @viewport.rect.set(0, 0, 544, 416) @viewport.ox = 0 end end
#============================================================================== # ** Scene_Skill #------------------------------------------------------------------------------ # This class performs the skill screen processing. #==============================================================================
class Scene_Skill < Scene_Base #-------------------------------------------------------------------------- # * Show Target Window # right : Right justification flag (if false, left justification) #-------------------------------------------------------------------------- def show_target_window(right) @skill_window.active = false width_remain = 544 - @target_window.width @target_window.x = right ? width_remain : 0 @target_window.visible = true @target_window.active = true @viewport.rect.set(0, 0, 544, 416) @viewport.ox = 0 end end #============================================================================== # Scene_File Overwrite #------------------------------------------------------------------------------ # Add return for Load command and adjust number of files #==============================================================================
class Scene_File < Scene_Base #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene if @from_title $scene = Scene_Title.new elsif @from_event $scene = Scene_Map.new else if @saving $scene = Scene_Menu.new(2) else $scene = Scene_Menu.new(3) end end end #-------------------------------------------------------------------------- # * Create Save File Window #-------------------------------------------------------------------------- def create_savefile_windows @savefile_windows = [] for i in 0..11 @savefile_windows.push(Window_SaveFile.new(i, make_filename(i))) end @item_max = 12 end #-------------------------------------------------------------------------- # * Update Save File Selection #-------------------------------------------------------------------------- alias hud_update_savefile_selection update_savefile_selection def update_savefile_selection hud_update_savefile_selection if Input.trigger?(Input::RIGHT) if @index < 6 Sound.play_cursor @savefile_windows[@index].selected = false @index += 6 @savefile_windows[@index].selected = true end elsif Input.trigger?(Input::LEFT) if @index > 5 Sound.play_cursor @savefile_windows[@index].selected = false @index -= 6 @savefile_windows[@index].selected = true end end end end
#============================================================================== # Scene_End Overwrite #------------------------------------------------------------------------------ # Adjusts return for Quit because of adding Load & centers menu #==============================================================================
class Scene_End < Scene_Base #-------------------------------------------------------------------------- # * Create Command Window (centered) #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::to_title s2 = Vocab::shutdown s3 = Vocab::cancel @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = (416 - @command_window.height) / 2 @command_window.openness = 0 @command_window.draw_item(0, true, 1) @command_window.draw_item(1, true, 1) @command_window.draw_item(2, true, 1) end #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new(4) end end
Taroh di bawah yang lama. Bilang kalo ada bug. | |
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mbahnoname Senior
Posts : 670 Thanked : 0 Engine : RMVX Skill : Very Beginner Type : Mapper
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| Subyek: Re: Cara menghilangkan status dan equipment di Menu Pliss Help !! >.< 2009-08-18, 21:36 | |
| oho sory baru bales sekarang baru engeh dah di jawab Eror kk level stack too depp | |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
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| Subyek: Re: Cara menghilangkan status dan equipment di Menu Pliss Help !! >.< 2009-08-18, 23:05 | |
| Males dah... Masalahnya ngepost. Bisa cariin tempat untuk ngepost text panjang gak? Nih forum kagak muat untuk beriin. download aja kesini dulu. bentar doang. Gantiin yang lama dengan yang baru ya. | |
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reijubv Kai Runes
Posts : 1476 Thanked : 33 Engine : RMVX
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| Subyek: Re: Cara menghilangkan status dan equipment di Menu Pliss Help !! >.< 2009-08-18, 23:14 | |
| Emank bikin CMS banyak nge re-write class kan. . . kecuali buat scripter yang nge disable menu, trus ngedit Scene Map di update_scene disitu kita set tombol mana yang mau ke CMS custom kita, sehingga kita bisa bikin CMS yang ga usah nge-rewrite banyak hal (atau malah ga rewrite apapun). . . | |
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