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 [VX] Weapon's Bullet

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[VX] Weapon's Bullet Empty2011-11-09, 10:11
Post[VX] Weapon's Bullet
#1
DrDhoom 
Doomed Zombie
DrDhoom

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

[VX] Weapon's Bullet Vide
Weapon's Bullet
Versi: 1. 0
Tipe: Misc


Pengenalan

Iseng-iseng kepikiran untuk bikin ini script


Fitur


  • Membuat senjata membutuhkan peluru untuk memakainya
  • Jumlah penggunaan dan damage dari peluru dapat diatur
  • easy to use



Screenshots

Tidak ada


Demo

For Default BS
Code:
http://www.media*fire.com/?cy9p2t4mbmr90n5

For Tankentai BS
Code:
http://www.media*fire.com/?q404h90rs68u4js


Scripts
For Default BS
Code:
#===============================================================================
#--------------------------=• Weapon's Bullet •=---------------------------------
#---------------------------=• by: DrDhoom •=-----------------------------------
# Version: 1.2
# Date Published: 11 - 11 - 2011
# RPGMakerID Community
#-------------------------------------------------------------------------------
# Introduction:
# With this script, Player must have an ammo of specified weapon to use it.
#-------------------------------------------------------------------------------
# Compatibility:
# Note: not tested in other battle system
#-------------------------------------------------------------------------------
# How to use:
#  - Insert this script above Main
#-------------------------------------------------------------------------------
# Changelog:
# 09/11/2011 : •Starting
#              •v1.0 publish base script
#              •v1.1 added skill ammunition
# 11/11/2011 : •v1.2 added ammunition usage and damage
#===============================================================================

module Dhoom
   module Bullet
      TEXT = "Run out of ammo." #The text that appear if the ammo is run out
      
      #Don't do anything with this------------------------------------------------
      BULLET = []
      BULLET_PROP = []
      #---------------------------------------------------------------------------
      
      #BULLET[Weapon ID] = [Item ID]
      BULLET[4] = [22]
    BULLET[11] = [21,22,23]
      
      #Define the bullet damage and usage. If bullet not defined, it will use
      #default value
      
      #DEFAULT_PROP = [Usage, Damage]
      DEFAULT_PROP = [1, 0]
      
      #BULLET_PROP[Item ID] = [Usage, Damage]
      BULLET_PROP[21] = [4, 20]
    BULLET_PROP[23] = [2, 5]
      
      #SKILL_NEED_AMMO = [skill ID]
      SKILL_NEED_AMMO = [83,84]
   end
end

class Scene_Battle
 
   include Dhoom::Bullet
   
   def check_ammo
      if BULLET[@active_battler.weapon_id] != nil
         @item = nil
         for i in 0..BULLET[@active_battler.weapon_id].size-1
            if $game_party.items.include?($data_items[BULLET[@active_battler.weapon_id][i]])
               if BULLET_PROP[BULLET[@active_battler.weapon_id][i]] != nil
                  if $game_party.item_number($data_items[BULLET[@active_battler.weapon_id][i]]) >= BULLET_PROP[BULLET[@active_battler.weapon_id][i]][0]
                     @item = $data_items[BULLET[@active_battler.weapon_id][i]]
                     break
                  end
               elsif $game_party.item_number($data_items[BULLET[@active_battler.weapon_id][i]]) >= DEFAULT_PROP[0]
                  @item = $data_items[BULLET[@active_battler.weapon_id][i]]
                  break
               end
            end
         end
         if @item != nil
            if BULLET_PROP[@item.id] != nil
               $game_party.lose_item(@item, BULLET_PROP[@item.id][0])
          @include_ammo = true
            else
               $game_party.lose_item(@item, DEFAULT_PROP[0])
          @include_ammo = true
            end
         else
            @include_ammo = false
         end
      end
   end
 
  def ammo_atk_plus
    if @include_ammo
      if BULLET_PROP[@item.id] != nil
        @active_battler.atk += BULLET_PROP[@item.id][1]
      else
        @active_battler.atk += DEFAULT_PROP[1]
      end
    end   
  end
 
  def ammo_atk_minus
    if @include_ammo
      if BULLET_PROP[@item.id] != nil
        @active_battler.atk -= BULLET_PROP[@item.id][1]
      else
        @active_battler.atk -= DEFAULT_PROP[1]
      end
    end   
  end
   
   def execute_action_attack
      if @active_battler.actor?
         check_ammo
         if @include_ammo
        ammo_atk_plus
            text = sprintf(Vocab::DoAttack, @active_battler.name)
            @message_window.add_instant_text(text)
            targets = @active_battler.action.make_targets
            display_attack_animation(targets)
            wait(20)
            for target in targets
               target.attack_effect(@active_battler)
               display_action_effects(target)
            end
        ammo_atk_minus
            @include_ammo = false
         else
            @message_window.add_instant_text(TEXT)
            wait(40)
         end
      else
         text = sprintf(Vocab::DoAttack, @active_battler.name)
         @message_window.add_instant_text(text)
         targets = @active_battler.action.make_targets
         display_attack_animation(targets)
         wait(20)
         for target in targets
            target.attack_effect(@active_battler)
            display_action_effects(target)
         end
      end
   end
   
   def execute_action_skill
      if @active_battler.actor?
         if SKILL_NEED_AMMO.include?(@active_battler.action.skill.id)      
        check_ammo
        if @include_ammo
          ammo_atk_plus
          skill = @active_battler.action.skill
          text = @active_battler.name + skill.message1
          @message_window.add_instant_text(text)
          unless skill.message2.empty?
            wait(10)
            @message_window.add_instant_text(skill.message2)
          end
          targets = @active_battler.action.make_targets
          display_animation(targets, skill.animation_id)
          @active_battler.mp -= @active_battler.calc_mp_cost(skill)
          $game_temp.common_event_id = skill.common_event_id
          for target in targets
            target.skill_effect(@active_battler, skill)
            display_action_effects(target, skill)
          end
          ammo_atk_minus
          @include_ammo = false
        else
          @message_window.add_instant_text(TEXT)
          wait(40)
        end
         else       
            skill = @active_battler.action.skill
            text = @active_battler.name + skill.message1
            @message_window.add_instant_text(text)
            unless skill.message2.empty?
               wait(10)
               @message_window.add_instant_text(skill.message2)
            end
            targets = @active_battler.action.make_targets
            display_animation(targets, skill.animation_id)
            @active_battler.mp -= @active_battler.calc_mp_cost(skill)
            $game_temp.common_event_id = skill.common_event_id
            for target in targets
               target.skill_effect(@active_battler, skill)
               display_action_effects(target, skill)
            end
         end
      else
         skill = @active_battler.action.skill
         text = @active_battler.name + skill.message1
         @message_window.add_instant_text(text)
         unless skill.message2.empty?
            wait(10)
            @message_window.add_instant_text(skill.message2)
         end
         targets = @active_battler.action.make_targets
         display_animation(targets, skill.animation_id)
         @active_battler.mp -= @active_battler.calc_mp_cost(skill)
         $game_temp.common_event_id = skill.common_event_id
         for target in targets
            target.skill_effect(@active_battler, skill)
            display_action_effects(target, skill)
         end
      end
   end
end

#===============================================================================
# End
#===============================================================================

For Tankentai SBS
Code:
#===============================================================================
#-------------------=• Weapon's Bullet for Tankentai •=-------------------------
#---------------------------=• by: DrDhoom •=-----------------------------------
# Version: 1.2
# Date Published: 11 - 11 - 2011
# RPGMakerID Community
#-------------------------------------------------------------------------------
# Introduction:
# With this script, Player must have an ammo of specified weapon to use it.
#-------------------------------------------------------------------------------
# Compatibility:
# Note: not tested in other battle system
#-------------------------------------------------------------------------------
# How to use:
#  - Insert this script above Main
#-------------------------------------------------------------------------------
# Changelog:
# 09/11/2011 : •Starting
#              •v1.0 publish base script
#              •v1.1 added skill ammunition
# 11/11/2011 : •v1.2 added ammunition usage and damage
#===============================================================================

module Dhoom
   module Bullet
      TEXT = "Run out of ammo." #The text that appear if the ammo is run out
      
      #Don't do anything with this------------------------------------------------
      BULLET = []
      BULLET_PROP = []
      #---------------------------------------------------------------------------
      
      #BULLET[Weapon ID] = [Item ID]
      BULLET[4] = [22]
    BULLET[11] = [21,22,23]
      
      #Define the bullet damage and usage. If bullet not defined, it will use
      #default value
      
      #DEFAULT_PROP = [Usage, Damage]
      DEFAULT_PROP = [1, 0]
      
      #BULLET_PROP[Item ID] = [Usage, Damage]
      BULLET_PROP[21] = [4, 20]
    BULLET_PROP[23] = [2, 5]
      
      #SKILL_NEED_AMMO = [skill ID]
      SKILL_NEED_AMMO = [83,84]
   end
end

class Scene_Battle
 
   include Dhoom::Bullet
   
   def check_ammo
      if BULLET[@active_battler.weapon_id] != nil
         @item = nil
         for i in 0..BULLET[@active_battler.weapon_id].size-1
            if $game_party.items.include?($data_items[BULLET[@active_battler.weapon_id][i]])
               if BULLET_PROP[BULLET[@active_battler.weapon_id][i]] != nil
                  if $game_party.item_number($data_items[BULLET[@active_battler.weapon_id][i]]) >= BULLET_PROP[BULLET[@active_battler.weapon_id][i]][0]
                     @item = $data_items[BULLET[@active_battler.weapon_id][i]]
                     break
                  end
               elsif $game_party.item_number($data_items[BULLET[@active_battler.weapon_id][i]]) >= DEFAULT_PROP[0]
                  @item = $data_items[BULLET[@active_battler.weapon_id][i]]
                  break
               end
            end
         end
         if @item != nil
            if BULLET_PROP[@item.id] != nil
               $game_party.lose_item(@item, BULLET_PROP[@item.id][0])
          @include_ammo = true
            else
               $game_party.lose_item(@item, DEFAULT_PROP[0])
          @include_ammo = true
            end
         else
            @include_ammo = false
         end
      end
   end
 
  def ammo_atk_plus
    if @include_ammo
      if BULLET_PROP[@item.id] != nil
        @active_battler.atk += BULLET_PROP[@item.id][1]
      else
        @active_battler.atk += DEFAULT_PROP[1]
      end
    end   
  end
 
  def ammo_atk_minus
    if @include_ammo
      if BULLET_PROP[@item.id] != nil
        @active_battler.atk -= BULLET_PROP[@item.id][1]
      else
        @active_battler.atk -= DEFAULT_PROP[1]
      end
    end   
  end
   
   def execute_action_attack
      if @active_battler.actor?
         check_ammo
         if @include_ammo
        ammo_atk_plus
            if @active_battler.weapon_id == 0
          action = @active_battler.non_weapon
          immortaling
        else 
          action = $data_weapons[@active_battler.weapon_id].base_action
          if $data_weapons[@active_battler.weapon_id].state_set.include?(1)
            for member in $game_party.members + $game_troop.members
              next if member.immortal
              next if member.dead?
            member.dying = true
            end
          else
            immortaling
          end
        end
        ammo_atk_minus
            @include_ammo = false
         else
            @help_window.set_text(TEXT, 1)
        @help_window.visible = true
        @active_battler.active = false
        wait(45)
        @help_window.visible = false
        immortaling
        return
         end
      else
         if @active_battler.weapon == 0
        action = @active_battler.base_action
        immortaling
      else
        action = $data_weapons[@active_battler.weapon].base_action
        if $data_weapons[@active_battler.weapon].state_set.include?(1)
          for member in $game_party.members + $game_troop.members
            next if member.immortal
            next if member.dead?
            member.dying = true
          end
        else
          immortaling
        end
      end 
    end
    target_decision
    @spriteset.set_action(@active_battler.actor?, @active_battler.index, action)
    playing_action
   end
   
   def execute_action_skill
      if @active_battler.actor?
         if SKILL_NEED_AMMO.include?(@active_battler.action.skill.id)      
        check_ammo
        if @include_ammo
          ammo_atk_plus
          skill = @active_battler.action.skill
          return unless @active_battler.action.valid?
          if skill.plus_state_set.include?(1)
            for member in $game_party.members + $game_troop.members
              next if member.immortal
              next if member.dead?
              member.dying = true
            end
          else
            immortaling
          end
          target_decision(skill)
          @spriteset.set_action(@active_battler.actor?, @active_battler.index, skill.base_action)
          pop_help(skill)
          playing_action
          @active_battler.mp -= @active_battler.calc_mp_cost(skill)
          @status_window.refresh
          $game_temp.common_event_id = skill.common_event_id
          ammo_atk_minus
          @include_ammo = false
        else
          @help_window.set_text(TEXT, 1)
          @help_window.visible = true
          @active_battler.active = false
          wait(45)
          @help_window.visible = false
          immortaling
          return
        end
         else       
            skill = @active_battler.action.skill
        return unless @active_battler.action.valid?
        if skill.plus_state_set.include?(1)
          for member in $game_party.members + $game_troop.members
            next if member.immortal
            next if member.dead?
            member.dying = true
          end
        else
          immortaling
        end
        target_decision(skill)
        @spriteset.set_action(@active_battler.actor?, @active_battler.index, skill.base_action)
        pop_help(skill)
        playing_action
        @active_battler.mp -= @active_battler.calc_mp_cost(skill)
        @status_window.refresh
        $game_temp.common_event_id = skill.common_event_id
         end
      else
         skill = @active_battler.action.skill
      return unless @active_battler.action.valid?
      if skill.plus_state_set.include?(1)
        for member in $game_party.members + $game_troop.members
          next if member.immortal
          next if member.dead?
          member.dying = true
        end
      else
        immortaling
      end
      target_decision(skill)
      @spriteset.set_action(@active_battler.actor?, @active_battler.index, skill.base_action)
      pop_help(skill)
      playing_action
      @active_battler.mp -= @active_battler.calc_mp_cost(skill)
      @status_window.refresh
      $game_temp.common_event_id = skill.common_event_id
      end
   end
end

#===============================================================================
# End
#===============================================================================


Credits


  • DrDhoom


Terakhir diubah oleh DrDhoom tanggal 2011-11-11, 17:10, total 4 kali diubah
[VX] Weapon's Bullet Empty2011-11-09, 10:20
PostRe: [VX] Weapon's Bullet
#2
shikami 
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avatar

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Posts : 3744
Thanked : 31
Engine : Multi-Engine User
Skill : Beginner
Type : Developer
Awards:


[VX] Weapon's Bullet Vide
wah,manteb... ini yang gw butuhkan fufu..
cendoled..
mm kalo bisa buat skill sekalian yg butuh bullet :senyum:
[VX] Weapon's Bullet Empty2011-11-09, 10:47
PostRe: [VX] Weapon's Bullet
#3
nisamerica 
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nisamerica

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[VX] Weapon's Bullet Vide
Kalo skill kayanya bisa pake event :hammer:
[VX] Weapon's Bullet Empty2011-11-09, 10:51
PostRe: [VX] Weapon's Bullet
#4
DrDhoom 
Doomed Zombie
DrDhoom

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[VX] Weapon's Bullet Vide
@shik: done... apakah sprti yg kau harapkan? :hmm:

EDIT:
UPDATED AGAIN...
[VX] Weapon's Bullet Empty2011-11-09, 11:53
PostRe: [VX] Weapon's Bullet
#5
bungatepijalan 
Moe Princess
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[VX] Weapon's Bullet Vide
lebih tepatnya disebut Ammo System :v
wah, ini seperti yang ada di FF 3 :D
[VX] Weapon's Bullet Empty2011-11-09, 12:27
PostRe: [VX] Weapon's Bullet
#6
DrDhoom 
Doomed Zombie
DrDhoom

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[VX] Weapon's Bullet Vide
@btj: biarin dah... udh terlanjur :D
wah baru tau ada di FF 3 :hmm:
[VX] Weapon's Bullet Empty2011-11-09, 13:05
PostRe: [VX] Weapon's Bullet
#7
ashm 
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[VX] Weapon's Bullet Vide
Wah maap kalo oot, gimana kompabilitas dgn battle2 system yg terkenal?
Soale takut ada overwritten method ato apalah gitu.
[VX] Weapon's Bullet Empty2011-11-09, 15:01
PostRe: [VX] Weapon's Bullet
#8
DrDhoom 
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[VX] Weapon's Bullet Vide
@ashm: blum di coba... tpi kmngkinan besar tidak kompatibel...
klo mau untuk BS lain mngkin nanti aku bkinin :hmm:
[VX] Weapon's Bullet Empty2011-11-09, 15:53
PostRe: [VX] Weapon's Bullet
#9
Bcyborg21 
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[VX] Weapon's Bullet Vide
, kaya punya karakter cewe di EG ya ??,, wahh, baguz' . . . . ..
[VX] Weapon's Bullet Empty2011-11-09, 16:53
PostRe: [VX] Weapon's Bullet
maihime 
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[VX] Weapon's Bullet Vide
Wooohh...! Mantap-mantap~ :thumbup:
Sayangnya mai menggunakan battle system side view tankentai... :(
Jadinya belum bisa menggunakan script ini... :D
Tapi nice work~ =w=b
[VX] Weapon's Bullet Empty2011-11-09, 17:02
PostRe: [VX] Weapon's Bullet
ashm 
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[VX] Weapon's Bullet Vide
Kalo bisa bikin biar kompatible ma tankentai + atb donk.
Since tankentai were the most used custom bs.
Eh ia gak sih?
[VX] Weapon's Bullet Empty2011-11-09, 17:08
PostRe: [VX] Weapon's Bullet
maihime 
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[VX] Weapon's Bullet Vide
Ngngng... :3
Setuju sama Ashm... :)
Tapi mai tidak mau merepotkan... :|
Jadi mai netral saja... :3
Kalau DrDhoom mau buat supaya compatible dengan tankentai,
itu akan menolong banyak orang... :D *ngasal
dan mai akan bilang terima kasih banyak~ XD
[VX] Weapon's Bullet Empty2011-11-09, 17:20
PostRe: [VX] Weapon's Bullet
DrDhoom 
Doomed Zombie
DrDhoom

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[VX] Weapon's Bullet Vide
okay... i can take it... just wait :3
[VX] Weapon's Bullet Empty2011-11-09, 18:11
PostRe: [VX] Weapon's Bullet
Kuru 
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Kuru

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[VX] Weapon's Bullet Vide
Sekalian dibikin demonya ya :D
[VX] Weapon's Bullet Empty2011-11-09, 18:31
PostRe: [VX] Weapon's Bullet
DrDhoom 
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[VX] Weapon's Bullet Vide
@kuru: segitu susahnya kah sehingga perlu demo? :hmm:

UPDATE : Sekarang udah ada Tankentai Version
Jika ada bug silahkan di report dimari :D
[VX] Weapon's Bullet Empty2011-11-09, 18:35
PostRe: [VX] Weapon's Bullet
maihime 
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[VX] Weapon's Bullet Vide
Wah, kilat betul jadinya... :o
Sip~ sip~ :thumbup:
Mai lihat dulu scriptnya... :D
Terima kasih sudah membuat versi tankentai-nya ya~ XD

edit: ng wait... :| Mai lupa nanya... :3
Ini compatible sama tankentai yang mana?
pakai atb atau tidak? :D
[VX] Weapon's Bullet Empty2011-11-09, 18:41
PostRe: [VX] Weapon's Bullet
DrDhoom 
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DrDhoom

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[VX] Weapon's Bullet Vide
@mai: haha sama", smoga membantu :D
kubkin pake Tankentai Atb... ku blum coba yg tnpa atb tpi kmngkinan besar bisa :hmm:

Edit: sudah kucoba dan BISA! :D
[VX] Weapon's Bullet Empty2011-11-09, 19:05
PostRe: [VX] Weapon's Bullet
maihime 
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maihime

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[VX] Weapon's Bullet Vide
Sip~ Sip~ XD Sudah bisa dan sukses? :D
Kebetulan mai belum coba... XD <<lagi sibuk daritadi, blum sempat nyobain.. XD
Nice work and script~ =w=b

Oh ya, mai mau tanya.. :D
Ini jika game komersial bagaimana? :3
Bisa pakai atau tidak? :3 Kalau iya, syaratnya apa? :D credit dengan nama apa? :D
Sekian... Mai cuma mau tanya saja.. :D *maaf jika cerewet... XD
[VX] Weapon's Bullet Empty2011-11-09, 19:15
PostRe: [VX] Weapon's Bullet
DrDhoom 
Doomed Zombie
DrDhoom

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[VX] Weapon's Bullet Vide
credit me its fine...
DrDhoom or M. Sufyan Noor
[VX] Weapon's Bullet Empty2011-11-10, 20:35
PostRe: [VX] Weapon's Bullet
maihime 
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maihime

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[VX] Weapon's Bullet Vide
Hah? Lho? :swt:
masa hanya nulis nama di credit? :swt:
syarat lainnya? :3

*sekedar info: mai hanya bertanya... XD
[VX] Weapon's Bullet Empty2011-11-11, 07:43
PostRe: [VX] Weapon's Bullet
Kuru 
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Kuru

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[VX] Weapon's Bullet Vide
@DrDhoom : Aku koleksi Demo-demo script RPG Maker kalau demo sekalian-kan lebih ringkas bisa langsung tahu penggunaannya, jadi bila ada teman-teman yang membutuhkan bantuan tinggal aku kasih demonya saja :D .
'Duh mulia banget jawabanku' :oops:
:kabur: :kabur: :kabur:
[VX] Weapon's Bullet Empty2011-11-11, 10:43
PostRe: [VX] Weapon's Bullet
fredy 
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[VX] Weapon's Bullet Vide
Just what i need
Pas banget lagi nyari ketemu
Langsung kompatibel dengan tankentai lagi
Maaf mau bertanya

1. Apakah jumlah bullet yang di consume jumlanhnya bisa ditentukan per-weapon / skillnya
2. Apakah Multi-hit attack sequence menghabiskan multiple bullet pula?

Sekali lagi saya minta maaf bila tak berkenan


Terakhir diubah oleh fredy tanggal 2011-11-11, 13:26, total 1 kali diubah
[VX] Weapon's Bullet Empty2011-11-11, 11:18
PostRe: [VX] Weapon's Bullet
DrDhoom 
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[VX] Weapon's Bullet Vide
@mai: just that is okay :3
@kur: ok nanti aku bikin deh demonya :D
@fredy: Masih belum ada, tpi akan kutambahkan, juga fitur" lainnya :D
[VX] Weapon's Bullet Empty2011-11-11, 17:06
PostRe: [VX] Weapon's Bullet
maihime 
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maihime

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[VX] Weapon's Bullet Vide
Sip~ sip~ XD Mantap betul... :D
Terima kasih atas jawabannya... :D
Maaf merepotkan... XD
Ditunggu karya lainnya... :)
[VX] Weapon's Bullet Empty2011-11-11, 17:12
PostRe: [VX] Weapon's Bullet
DrDhoom 
Doomed Zombie
DrDhoom

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[VX] Weapon's Bullet Vide
@mai: terima kasih kembali :D
btw, Script UPDATED. sekarang sudah ditambahkan jumlah peluru yang diperlukan dan damage dari peluru. dan juga sudah ada demonya. ;)
[VX] Weapon's Bullet Empty
PostRe: [VX] Weapon's Bullet
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