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2011-11-09, 10:11 | [VX] Weapon's Bullet |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| First topic message reminder :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:
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http://www.media*fire.com/?cy9p2t4mbmr90n5 For Tankentai BS - Code:
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http://www.media*fire.com/?q404h90rs68u4js ScriptsFor Default BS - Code:
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#=============================================================================== #--------------------------=• 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:
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#=============================================================================== #-------------------=• 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 |
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2011-11-11, 17:12 | Re: [VX] Weapon's Bullet |
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DrDhoom Doomed Zombie
Posts : 629
| @mai: terima kasih kembali btw, Script UPDATED. sekarang sudah ditambahkan jumlah peluru yang diperlukan dan damage dari peluru. dan juga sudah ada demonya. |
| | | 2011-12-19, 17:36 | Re: [VX] Weapon's Bullet |
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ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
Awards:
| Moga2 gak necro, amin. Begini pak dokter 1. Tadinya saya ragu dgn damage system nya, maka saya (di konfigurasi tentunya) membuat sebuah ammo dgn damage 999, nah ammo itu adl requirement tiap nembak pake pedang (yeah... Just dummy). Tapi damage output nya masih normal. Dan ammo nya berkurang tetep. 2. Dok, saya kurang paham skill_need ammo karena hanya bisa di isi skill ID. Dimana kuantitas, jenis ammo, dan tambahan damage nya. 3. Ama yg terakhir, bisa gak di enchant gak cuma item aja. Tapi gold juga. Maklum jadi inget coin shot. Maap ngerepotin |
| | | 2011-12-19, 23:29 | Re: [VX] Weapon's Bullet |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| kucoba jawab satu" 1. Mngkin krna batas maks Attack power untuk vx yg cuman 999 ntar kulihat lagi 2. Skill need ammo, artinya kalau ammo untuk senjata yang sedang dipakai ga ada, maka skill nya ga bisa diaktifin. Jenis ammo sesuai dengan senjata 3. Menarik... nanti aku coba tmbhin |
| | | 2011-12-20, 04:14 | Re: [VX] Weapon's Bullet |
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Oscar Senior
Posts : 830 Thanked : 13 Engine : RMVX Skill : Beginner Type : Writer
| Dhoom, coba digabung dengan scriopt notetag , kalo bisa ditankentai update 6 bulan yang lalu ada itu scriptnya |
| | | 2011-12-20, 10:35 | Re: [VX] Weapon's Bullet |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| kucoba dulu deh, mslhnya aku ga gitu ngerti ama notetag ini |
| | | | Re: [VX] Weapon's Bullet |
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