Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
|
|
| |
2011-11-09, 10:11 | [VX] Weapon's Bullet |
---|
DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Weapon's Bullet Versi: 1. 0 Tipe: Misc PengenalanIseng-iseng kepikiran untuk bikin ini script Fitur
- Membuat senjata membutuhkan peluru untuk memakainya
- Jumlah penggunaan dan damage dari peluru dapat diatur
- easy to use
ScreenshotsTidak ada DemoFor Default BS - Code:
-
http://www.media*fire.com/?cy9p2t4mbmr90n5 For Tankentai BS - Code:
-
http://www.media*fire.com/?q404h90rs68u4js ScriptsFor 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
Terakhir diubah oleh DrDhoom tanggal 2011-11-11, 17:10, total 4 kali diubah |
| | | 2011-11-09, 10:20 | Re: [VX] Weapon's Bullet |
---|
shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| wah,manteb... ini yang gw butuhkan fufu.. cendoled.. mm kalo bisa buat skill sekalian yg butuh bullet |
| | | 2011-11-09, 10:47 | Re: [VX] Weapon's Bullet |
---|
nisamerica Living Skeleton
Posts : 1668 Thanked : 25 Engine : RMVX Skill : Very Beginner Type : Artist
Awards:
| Kalo skill kayanya bisa pake event |
| | | 2011-11-09, 10:51 | Re: [VX] Weapon's Bullet |
---|
DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| @shik: done... apakah sprti yg kau harapkan? EDIT: UPDATED AGAIN... |
| | | 2011-11-09, 11:53 | Re: [VX] Weapon's Bullet |
---|
bungatepijalan Moe Princess
Posts : 1487 Thanked : 30 Engine : Multi-Engine User Skill : Intermediate Type : Developer
Awards:
| lebih tepatnya disebut Ammo System wah, ini seperti yang ada di FF 3 |
| | | 2011-11-09, 12:27 | Re: [VX] Weapon's Bullet |
---|
DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| @btj: biarin dah... udh terlanjur wah baru tau ada di FF 3 |
| | | 2011-11-09, 13:05 | Re: [VX] Weapon's Bullet |
---|
ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
Awards:
| Wah maap kalo oot, gimana kompabilitas dgn battle2 system yg terkenal? Soale takut ada overwritten method ato apalah gitu. |
| | | 2011-11-09, 15:01 | Re: [VX] Weapon's Bullet |
---|
DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| @ashm: blum di coba... tpi kmngkinan besar tidak kompatibel... klo mau untuk BS lain mngkin nanti aku bkinin |
| | | 2011-11-09, 15:53 | Re: [VX] Weapon's Bullet |
---|
Bcyborg21 Novice
Posts : 204 Thanked : 1 Engine : RMVX Skill : Advanced Type : Artist
| , kaya punya karakter cewe di EG ya ??,, wahh, baguz' . . . . .. |
| | | 2011-11-09, 16:53 | Re: [VX] Weapon's Bullet |
---|
maihime Senior
Posts : 677 Thanked : 143 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
| Wooohh...! Mantap-mantap~ Sayangnya mai menggunakan battle system side view tankentai... Jadinya belum bisa menggunakan script ini... Tapi nice work~ |
| | | 2011-11-09, 17:02 | Re: [VX] Weapon's Bullet |
---|
ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
Awards:
| Kalo bisa bikin biar kompatible ma tankentai + atb donk. Since tankentai were the most used custom bs. Eh ia gak sih? |
| | | 2011-11-09, 17:08 | Re: [VX] Weapon's Bullet |
---|
maihime Senior
Posts : 677 Thanked : 143 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
| Ngngng... Setuju sama Ashm... Tapi mai tidak mau merepotkan... Jadi mai netral saja... Kalau DrDhoom mau buat supaya compatible dengan tankentai, itu akan menolong banyak orang... *ngasal dan mai akan bilang terima kasih banyak~ |
| | | 2011-11-09, 17:20 | Re: [VX] Weapon's Bullet |
---|
DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| okay... i can take it... just wait |
| | | 2011-11-09, 18:11 | Re: [VX] Weapon's Bullet |
---|
Kuru Senior
Posts : 985 Thanked : 9 Engine : RMVX Skill : Beginner Type : Writer
Awards:
| Sekalian dibikin demonya ya |
| | | 2011-11-09, 18:31 | Re: [VX] Weapon's Bullet |
---|
DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| @kuru: segitu susahnya kah sehingga perlu demo? UPDATE : Sekarang udah ada Tankentai Version Jika ada bug silahkan di report dimari |
| | | 2011-11-09, 18:35 | Re: [VX] Weapon's Bullet |
---|
maihime Senior
Posts : 677 Thanked : 143 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
| Wah, kilat betul jadinya... Sip~ sip~ Mai lihat dulu scriptnya... Terima kasih sudah membuat versi tankentai-nya ya~ edit: ng wait... Mai lupa nanya... Ini compatible sama tankentai yang mana? pakai atb atau tidak? |
| | | 2011-11-09, 18:41 | Re: [VX] Weapon's Bullet |
---|
DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| @mai: haha sama", smoga membantu kubkin pake Tankentai Atb... ku blum coba yg tnpa atb tpi kmngkinan besar bisa Edit: sudah kucoba dan BISA! |
| | | 2011-11-09, 19:05 | Re: [VX] Weapon's Bullet |
---|
maihime Senior
Posts : 677 Thanked : 143 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
| Sip~ Sip~ Sudah bisa dan sukses? Kebetulan mai belum coba... <<lagi sibuk daritadi, blum sempat nyobain.. Nice work and script~ Oh ya, mai mau tanya.. Ini jika game komersial bagaimana? Bisa pakai atau tidak? Kalau iya, syaratnya apa? credit dengan nama apa? Sekian... Mai cuma mau tanya saja.. *maaf jika cerewet... |
| | | 2011-11-09, 19:15 | Re: [VX] Weapon's Bullet |
---|
DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| credit me its fine... DrDhoom or M. Sufyan Noor |
| | | 2011-11-10, 20:35 | Re: [VX] Weapon's Bullet |
---|
maihime Senior
Posts : 677 Thanked : 143 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
| Hah? Lho? masa hanya nulis nama di credit? syarat lainnya? *sekedar info: mai hanya bertanya... |
| | | 2011-11-11, 07:43 | Re: [VX] Weapon's Bullet |
---|
Kuru Senior
Posts : 985 Thanked : 9 Engine : RMVX Skill : Beginner Type : Writer
Awards:
| @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 . 'Duh mulia banget jawabanku' |
| | | 2011-11-11, 10:43 | Re: [VX] Weapon's Bullet |
---|
fredy Senior
Posts : 612 Thanked : 4 Engine : RMVX
| 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 |
| | | 2011-11-11, 11:18 | Re: [VX] Weapon's Bullet |
---|
DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| @mai: just that is okay @kur: ok nanti aku bikin deh demonya @fredy: Masih belum ada, tpi akan kutambahkan, juga fitur" lainnya |
| | | 2011-11-11, 17:06 | Re: [VX] Weapon's Bullet |
---|
maihime Senior
Posts : 677 Thanked : 143 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
| Sip~ sip~ Mantap betul... Terima kasih atas jawabannya... Maaf merepotkan... Ditunggu karya lainnya... |
| | | 2011-11-11, 17:12 | Re: [VX] Weapon's Bullet |
---|
DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| @mai: terima kasih kembali btw, Script UPDATED. sekarang sudah ditambahkan jumlah peluru yang diperlukan dan damage dari peluru. dan juga sudah ada demonya. |
| | | | Re: [VX] Weapon's Bullet |
---|
Sponsored content
| | | | Similar topics | |
|
Similar topics | |
| |
Halaman 1 dari 2 | Pilih halaman : 1, 2 | |
| Permissions in this forum: | Anda tidak dapat menjawab topik
| |
| |
Latest 10 Topics | [Web Novel] Gloria Infidelis 2016-11-17, 21:27 by LightNightKnight
[Announcement] Forum baru untuk RMID 2016-08-25, 16:39 by TheoAllen
Where I'm Wrong ? 2016-07-24, 16:10 by ReydVires
flakeheartnet's Resources part III 2016-07-08, 14:30 by flakeheartnet
Keira's Art Warehouse 2016-06-28, 19:27 by KeiraBlaze
Theo Core Time System + Bingung 2016-06-27, 16:24 by Lockin
Error Script, Maybe ? 2016-06-27, 16:20 by Lockin
Nusaimoe @ RMID Lounge 2016-06-21, 05:02 by Jihad Bagas
Call Random Battle 2016-06-15, 17:04 by Lockin
Flakeheartnet Resources Part II [come back gift] 2016-06-07, 15:51 by flakeheartnet
|
Statistics
|
Members: [ 4947 ]
Topics: [ 8258 ]
Posts: [ 112606 ]
Newest member: [ https://rmid.forumotion.net/u4968 ]
|
|
|
|
|
|