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.
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| [Error] Script Spin Menu & Spin Command | |
| 2011-11-08, 08:43 | [Error] Script Spin Menu & Spin Command |
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Daniel_FS Newbie
Posts : 10 Thanked : 0 Engine : RMVX Skill : Beginner Type : Databaser
| Saya sudah mencoba untuk memasukkan Script yang saya peroleh dari wltr sini: https://rmid.forumotion.net/t395-script-spin-battle-system-versi-side-view-untuk-vx-ada-gakTepatnya Spin Menu by zifee disini: http://www.rpgrevolution.com/forums/index.php?showtopic=15954&hl=spin+battle+system Gambar Spin Menu sudah nampak, bisa diputar-putar juga dengan bagus, ketika memilih guard berjalan dengan baik, namun ketika memilih command yang lain terjadi error, baik itu command attack, skill, dan item... Contoh tulisan error yang muncul sebagai berikut (ketika melakukan attack): Script 'Spin Command' line 572: NoMethodError occured. undefined method 'width' for nil:NilClass Pertanyaan saya, apakah saya salah memasukkan Script? Misalnya, #============================================================================== # �� Window_Base #============================================================================== class Window_Base #-------------------------------------------------------------------------- # �� ���O���t�B�b�N���`�� �� # opacity : �s�����x #-------------------------------------------------------------------------- def draw_face(face_name, face_index, x, y, size = 96, opacity = 255) bitmap = Cache.face(face_name) rect = Rect.new(0, 0, 0, 0) rect.x = face_index % 4 * 96 + (96 - size) / 2 rect.y = face_index / 4 * 96 + (96 - size) / 2 rect.width = size rect.height = size self.contents.blt(x, y, bitmap, rect, opacity) bitmap.dispose end #-------------------------------------------------------------------------- # �� �A�N�^�[�����O���t�B�b�N�`�� �� # opacity : �s�����x #-------------------------------------------------------------------------- def draw_actor_face(actor, x, y, size = 96, opacity = 255) draw_face(actor.face_name, actor.face_index, x, y, size, opacity) end end Script diatas harus diletakkan satu dengan Script Spin Menu di atas Main Process ataukah diletakkan sendiri di Windows>Window_Base ? Ataukah ada konfigurasi lain yang harus diubah? Terima kasih untuk penjelasannya... Regard, Daniel Fs |
| | | 2011-11-08, 12:14 | Re: [Error] Script Spin Menu & Spin Command |
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WILR00T #E nalaJ hagneT id lipugN gnakuT
Posts : 461 Thanked : 11 Engine : Multi-Engine User Skill : Beginner Type : Developer
| Oh Saya Ngk Tau Soal Script Angkat Tangan GW |
| | | 2011-11-08, 22:41 | Re: [Error] Script Spin Menu & Spin Command |
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Daniel_FS Newbie
Posts : 10 Thanked : 0 Engine : RMVX Skill : Beginner Type : Databaser
| Ketemu sedikit cara memperbaikinya, Tinggal hapus Script Line 572-574, sehingga sekarang udah bisa attack, tapi belum bisa pakai Skill, Keluar tulisan, Script 'Window Skill' line 34: NoMethodError occured undefined method 'skill' for nil: NilClassCommand Item bisa masuk ke list item tapi ga bisa pakai item, error... Lalu keluar masalah baru, Spin Menu nya koq muncul disebelah kiri sendiri (hanya pertamanya) setelah command pertama tiba-tiba pindah ke kanan... so weird... Aduh duh duh... apalagi ini... >_< Regard, Daniel Fs
Terakhir diubah oleh Daniel_FS tanggal 2011-11-08, 22:56, total 1 kali diubah |
| | | 2011-11-08, 22:50 | Re: [Error] Script Spin Menu & Spin Command |
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ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
Awards:
| Zifee ya? Ashm punya baik2 saja. Mungkin compability nya. Coba pake script apa aja. |
| | | 2011-11-08, 22:57 | Re: [Error] Script Spin Menu & Spin Command |
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Daniel_FS Newbie
Posts : 10 Thanked : 0 Engine : RMVX Skill : Beginner Type : Databaser
| @ashm Masih pakai punya Zifee aja... Ada referensi lain untuk Spin Menu? Regard, Daniel Fs |
| | | 2011-11-08, 23:07 | Re: [Error] Script Spin Menu & Spin Command |
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bungatepijalan Moe Princess
Posts : 1487 Thanked : 30 Engine : Multi-Engine User Skill : Intermediate Type : Developer
Awards:
| | | | 2011-11-08, 23:13 | Re: [Error] Script Spin Menu & Spin Command |
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Daniel_FS Newbie
Posts : 10 Thanked : 0 Engine : RMVX Skill : Beginner Type : Databaser
| @bungatepijalan, Pakai Tankentai SBS 3.4e & ATB 1.2c (Kaduki Demo). Itu semua Script termasuk yang ada tulisan Window_Base tetap dimasukkan ke kolom Material kan? Regard, Daniel Fs |
| | | 2011-11-08, 23:21 | Re: [Error] Script Spin Menu & Spin Command |
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Daniel_FS Newbie
Posts : 10 Thanked : 0 Engine : RMVX Skill : Beginner Type : Databaser
| Wah menumpuk masalahnya, 1) Spin Menu awal muncul di kiri numpuk dengan Face Character, kemudian turn kedua bisa loncat sendiri ke kanan (ini yang diinginkan di kanan sejak awal). 2) Command Item bisa masuk sampai pilih-pilih item namun ketika digunakan error... 3) Command Skill error total... >_< Ini Script Zifee yang saya pakai: - Spoiler:
# ★ change BATORUREIAUTO # SUTETOAIKON material, the use of animation, recommended
#================================================= ============================= # ■ Ziifee #================================================= =============================
module Zii # ▼ icon (� 16 + vertical side - 1) FIGHT = 132 # fight ESCAPE = 143 # escape ATTACK = 1 # attack (basic) GUARD = 52 # defense SKILL = 137 # skills ITEM = 144 # Item # ▼ rotation (a "positive" or "reverse" Cart) TURN = "positive" # ▼ face graphics (using "use" / if you do not use "") STATUS_FACE = "" # ▼ display settings ( "name" to "" to hide the name) STATUS_LINE = "name" # ▼ △ size (VX standard size is 20) LINE_SIZE = 14 #------------------------------------------------- ------------------------- # ● normal rotation of judgement #------------------------------------------------- ------------------------- def self.turn_normal? return false if TURN == "reverse" return true if TURN == "positive" return true end #------------------------------------------------- ------------------------- # ● Battle option face Graphics judgement #------------------------------------------------- ------------------------- def self.battle_face? return true if STATUS_FACE == "" return false end #------------------------------------------------- ------------------------- # ● In the Name of judge #------------------------------------------------- ------------------------- def self.line_name? return true if STATUS_LINE == "name" return false end end
#============================================================================== # �� Window_Base #==============================================================================
class Window_Base #-------------------------------------------------------------------------- # �� ���O���t�B�b�N���`�� �� # opacity : �s�����x #-------------------------------------------------------------------------- def draw_face(face_name, face_index, x, y, size = 96, opacity = 255) bitmap = Cache.face(face_name) rect = Rect.new(0, 0, 0, 0) rect.x = face_index % 4 * 96 + (96 - size) / 2 rect.y = face_index / 4 * 96 + (96 - size) / 2 rect.width = size rect.height = size self.contents.blt(x, y, bitmap, rect, opacity) bitmap.dispose end #-------------------------------------------------------------------------- # �� �A�N�^�[�����O���t�B�b�N�`�� �� # opacity : �s�����x #-------------------------------------------------------------------------- def draw_actor_face(actor, x, y, size = 96, opacity = 255) draw_face(actor.face_name, actor.face_index, x, y, size, opacity) end end
#============================================================================== # �� Window_SpinCommand #------------------------------------------------------------------------------ # �@���]�p�R�}���h�I�����s���E�B���h�E�����B #==============================================================================
class Window_SpinCommand < Window_Base #-------------------------------------------------------------------------- # �� ���J�C���X�^���X���� #-------------------------------------------------------------------------- attr_reader :index # �J�[�\�����u attr_reader :help_window # �w���v�E�B���h�E #-------------------------------------------------------------------------- # �� �I�u�W�F�N�g������ # cx / cy : ���S�� X���W / Y���W # commands : �R�}���h�z�� (���e �� [name, kind, pull, enabled?]) # setting : �����n�b�V�� ("R"=>���a "S"=>���� "G"=>�w�i "L"=>����) #-------------------------------------------------------------------------- def initialize(cx, cy, commands, setting = {}) @radius = setting.has_key?("R") ? setting["R"] : 40 # �`�����a @speed = setting.has_key?("S") ? setting["S"] : 36 # ���]���� @spin_back = setting.has_key?("G") ? setting["G"] : "" # �w�i���� @spin_line = setting.has_key?("L") ? setting["L"] : nil # �������u x, y = cx - @radius - 28, cy - @radius - 28 width = height = @radius * 2 + 56 super(x, y, width, height) self.opacity = 0 @index = 0 @commands = commands # �R�}���h @spin_right = true @spin_count = 0 update_cursor end #-------------------------------------------------------------------------- # �� �X�s���������`������ (�`�����e �����p) # i : �C���f�b�N�X # cx : �\�� ���S���u X���W # cy : �\�� ���S���u Y���W #-------------------------------------------------------------------------- def draw_spin_graphic(i, cx, cy) case command_kind(i) when "icon" draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i)) end end #-------------------------------------------------------------------------- # �� ���t���b�V�� �o�O�����p #-------------------------------------------------------------------------- def refresh set_spin end #-------------------------------------------------------------------------- # �� �������`�� �o�O�����p #-------------------------------------------------------------------------- def draw_item(index, enabled = true) @commands[index][3] = enabled set_spin end #-------------------------------------------------------------------------- # �� �������R�}���h������������ #-------------------------------------------------------------------------- def command_name(index = @index) return "" if index < 0 name = @commands[index][0] return name != nil ? name : "" end #-------------------------------------------------------------------------- # �� �R�}���h������������ #-------------------------------------------------------------------------- def command_kind(index) result = @commands[index][1] return result != nil ? result : "" end #-------------------------------------------------------------------------- # �� �R�}���h������ ������ #-------------------------------------------------------------------------- def command_pull(index) result = @commands[index][2] return result != nil ? result : "" end #-------------------------------------------------------------------------- # �� �R�}���h���L���t���O������ #-------------------------------------------------------------------------- def command_enabled?(index) result = @commands[index][3] return result != nil ? result : true end #-------------------------------------------------------------------------- # �� ���O�����u�� index ���������� #-------------------------------------------------------------------------- def set_index(name) n = -1 for i in 0...@commands.size n = i if @commands[i][0] == name end @index = n if n >= 0 update_cursor call_update_help set_spin end #-------------------------------------------------------------------------- # �� �J�[�\�����u������ # index : �V�����J�[�\�����u #-------------------------------------------------------------------------- def index=(index) @index = index update_cursor call_update_help set_spin end #-------------------------------------------------------------------------- # �� ���S��X���W������ #-------------------------------------------------------------------------- def center_x return contents.width / 2 end #-------------------------------------------------------------------------- # �� ���S��Y���W������ #-------------------------------------------------------------------------- def center_y return contents.height / 2 end #-------------------------------------------------------------------------- # �� ������������ #-------------------------------------------------------------------------- def item_max return @commands.size end #-------------------------------------------------------------------------- # �� �w�i������ (�����` ����) #-------------------------------------------------------------------------- def set_background return if @spin_back == "" bitmap = Cache.system(@spin_back) rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(12, 12, bitmap, rect) end #-------------------------------------------------------------------------- # �� ���������� (�����` ����) #-------------------------------------------------------------------------- def set_text return if @spin_line == nil y = center_y - WLH / 2 + @spin_line self.contents.draw_text(center_x - 48, y, 96, WLH, command_name, 1) end #-------------------------------------------------------------------------- # �� �X�s���A�C�R�����p�x�������������� #-------------------------------------------------------------------------- def angle_size return (Math::PI * 2 / item_max) end #-------------------------------------------------------------------------- # �� �X�s���A�C�R�����]�����J�E���g ���������� #-------------------------------------------------------------------------- def set_spin_count @spin_count = angle_size * 360 / @speed set_spin(true) end #-------------------------------------------------------------------------- # �� �X�s������ �����s # spin : ���]�t���O (true �������]��) #-------------------------------------------------------------------------- def set_spin(spin = false) self.contents.clear set_background angle = spin ? @speed * @spin_count / 360 : 0 angle = @spin_right ? angle : -angle for i in 0...item_max n = (i - @index) * angle_size + angle cx = @radius * Math.sin(n) + center_x cy = - @radius * Math.cos(n) + center_y draw_spin_graphic(i, cx, cy) end set_text end #-------------------------------------------------------------------------- # �� �t���[���X�V #-------------------------------------------------------------------------- def update super update_cursor if @spin_count > 0 @spin_count -= 1 set_spin(@spin_count >= 1) return end update_command end #-------------------------------------------------------------------------- # �� �R�}���h���������\���� #-------------------------------------------------------------------------- def command_movable? return false if @spin_count > 0 return false if (not visible or not active) return false if (index < 0 or index > item_max or item_max == 0) return false if (@opening or @closing) return true end #-------------------------------------------------------------------------- # �� �R�}���h���E������ #-------------------------------------------------------------------------- def command_right @index = (@index + 1) % item_max @spin_right = true set_spin_count end #-------------------------------------------------------------------------- # �� �R�}���h���������� #-------------------------------------------------------------------------- def command_left @index = (@index - 1 + item_max) % item_max @spin_right = false set_spin_count end #-------------------------------------------------------------------------- # �� �R�}���h�I�����X�V #-------------------------------------------------------------------------- def update_command if command_movable? if Input.press?(Input::RIGHT) Sound.play_cursor Zii.turn_normal? ? command_right : command_left end if Input.press?(Input::LEFT) Sound.play_cursor Zii.turn_normal? ? command_left : command_right end end call_update_help end #-------------------------------------------------------------------------- # �� �J�[�\�����X�V #-------------------------------------------------------------------------- def update_cursor if @index < 0 self.cursor_rect.empty else rect = Rect.new(0, 0, 24, 24) rect.x = center_x - rect.width / 2 rect.y = center_y - rect.height / 2 - @radius self.cursor_rect = rect end end #-------------------------------------------------------------------------- # �� �w���v�E�B���h�E������ # help_window : �V�����w���v�E�B���h�E #-------------------------------------------------------------------------- def help_window=(help_window) @help_window = help_window call_update_help end #-------------------------------------------------------------------------- # �� �w���v�E�B���h�E�X�V���\�b�h�������o�� #-------------------------------------------------------------------------- def call_update_help if self.active and @help_window != nil update_help end end #-------------------------------------------------------------------------- # �� �w���v�E�B���h�E���X�V (���e���p���������`����) #-------------------------------------------------------------------------- def update_help end end
#============================================================================== # �� Window_LineHelp #------------------------------------------------------------------------------ # �@�X�L�����A�C�e���������A�A�N�^�[���X�e�[�^�X�������\�������E�B���h�E�����B #==============================================================================
class Window_LineHelp < Window_Base #-------------------------------------------------------------------------- # �� �I�u�W�F�N�g������ #-------------------------------------------------------------------------- def initialize super(-16, 0, 576, WLH + 32) self.opacity = 0 end #-------------------------------------------------------------------------- # �� �e�L�X�g���� # text : �E�B���h�E���\������������ # align : �A���C�������g (0..�������A1..���������A2..�E����) #-------------------------------------------------------------------------- def set_text(text, align = 0) if text != @text or align != @align self.contents.clear back_color = Color.new(0, 0, 0, 80) self.contents.fill_rect(0, y = 12, contents.width, WLH - y, back_color) self.contents.font.color = normal_color self.contents.draw_text(20, 0, self.width - 72, WLH, text, align) @text = text @align = align end end end
#============================================================================== # �� Window_PartyCommand #==============================================================================
class Window_PartyCommand < Window_SpinCommand #-------------------------------------------------------------------------- # �� �I�u�W�F�N�g������ #-------------------------------------------------------------------------- def initialize s1 = [Vocab::fight, "icon", Zii::FIGHT, true] s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape] setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12} super(72, 356, [s1, s2], setting) self.active = false set_spin end end
#============================================================================== # �� Window_ActorCommand #==============================================================================
class Window_ActorCommand < Window_SpinCommand #-------------------------------------------------------------------------- # �� �I�u�W�F�N�g������ #-------------------------------------------------------------------------- def initialize s1 = [Vocab::attack, "icon", Zii::ATTACK, true] s2 = [Vocab::skill, "icon", Zii::SKILL, true] s3 = [Vocab::guard, "icon", Zii::GUARD, true] s4 = [Vocab::item, "icon", Zii::ITEM, true] setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12} super(72, 356, [s1, s2, s3, s4], setting) self.active = false set_spin end #-------------------------------------------------------------------------- # �� �Z�b�g�A�b�v # actor : �A�N�^�[ #-------------------------------------------------------------------------- def setup(actor) @commands[0][2] = Zii::ATTACK @commands[1][0] = Vocab::skill if actor.weapons[0] != nil n = actor.weapons[0].icon_index @commands[0][2] = n if n > 0 end @commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid self.index = 0 set_spin end end
#============================================================================== # �� Window_BattleStatus #==============================================================================
class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # �� �I�u�W�F�N�g������ �� #-------------------------------------------------------------------------- def initialize super(128, 288, 416, 128) @column_max = 4 refresh self.active = false self.opacity = 0 end #-------------------------------------------------------------------------- # �� �X�e�[�g���X�V �����n�`�� #-------------------------------------------------------------------------- def draw_neomemo7_back @neomemo7_clear = false for index in 0...@item_max x = index * 96 self.contents.clear_rect(x + 72, WLH * 3, 24, 24) next unless Zii.battle_face? actor = $game_party.members[index] next if actor.hp <= 0 bitmap = Cache.face(actor.face_name) rect = Rect.new(0, 0, 22, 22) rect.x = actor.face_index % 4 * 96 + 72 rect.y = actor.face_index / 4 * 96 + 72 self.contents.blt(x + 72, WLH * 3, bitmap, rect, 192) end end #-------------------------------------------------------------------------- # �� �������`�� �� #-------------------------------------------------------------------------- def draw_item(index) x = index * 96 rect = Rect.new(x, 0, 96, 96) self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_face(actor, x + 2, 2, 92, 192) if actor.hp > 0 and Zii.battle_face? draw_actor_state(actor, x + 72, WLH * 3) if Zii.line_name? self.contents.font.color = hp_color(actor) size = Zii::LINE_SIZE self.contents.font.size = size self.contents.draw_text(x, WLH * 1 + 20 - size, 80, WLH, actor.name) self.contents.font.size = 20 end draw_actor_hp(actor, x, WLH * 2, 80) draw_actor_mp(actor, x, WLH * 3, 70) end #-------------------------------------------------------------------------- # �� �J�[�\�����X�V #-------------------------------------------------------------------------- def update_cursor if @index < 0 # �J�[�\�����u�� 0 ���������� self.cursor_rect.empty # �J�[�\�������������� else # �J�[�\�����u�� 0 ���������� rect = Rect.new(index * 96, 0, 96, 96) self.cursor_rect = rect # �J�[�\�������`���X�V end end end
#============================================================================== # �� Scene_Battle #------------------------------------------------------------------------------ # �@�o�g���������������s���N���X�����B #==============================================================================
class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # �� �����\���r���[�|�[�g������ #-------------------------------------------------------------------------- alias :neomemo13_create_info_viewport :create_info_viewport def create_info_viewport neomemo13_create_info_viewport @info_viewport.rect.set(0, 0, 544, 416) @status_window.x = 128 @actor_command_window.x = 4 end #-------------------------------------------------------------------------- # �� �����\���r���[�|�[�g���X�V #-------------------------------------------------------------------------- alias :neomemo13_update_info_viewport :update_info_viewport def update_info_viewport ox = @info_viewport.ox neomemo13_update_info_viewport @info_viewport.ox = ox end #-------------------------------------------------------------------------- # �� �p�[�e�B�R�}���h�I�����J�n #-------------------------------------------------------------------------- alias :neomemo13_start_party_command_selection :start_party_command_selection def start_party_command_selection if $game_temp.in_battle @party_command_window.visible = true @actor_command_window.visible = false end neomemo13_start_party_command_selection end #-------------------------------------------------------------------------- # �� �p�[�e�B�R�}���h�I�����X�V #-------------------------------------------------------------------------- alias :neomemo13_update_party_command_selection :update_party_command_selection def update_party_command_selection return unless @party_command_window.command_movable? neomemo13_update_party_command_selection end #-------------------------------------------------------------------------- # �� �A�N�^�[�R�}���h�I�����J�n #-------------------------------------------------------------------------- alias :neomemo13_start_actor_command_selection :start_actor_command_selection def start_actor_command_selection neomemo13_start_actor_command_selection @party_command_window.visible = false @actor_command_window.visible = true end #-------------------------------------------------------------------------- # �� �A�N�^�[�R�}���h�I�����X�V #-------------------------------------------------------------------------- alias :neomemo13_update_actor_command_selection :update_actor_command_selection def update_actor_command_selection return unless @actor_command_window.command_movable? neomemo13_update_actor_command_selection end #-------------------------------------------------------------------------- # �� �����G�L�����I�����J�n #-------------------------------------------------------------------------- alias :neomemo13_start_target_enemy_selection :start_target_enemy_selection def start_target_enemy_selection x = @info_viewport.rect.x ox = @info_viewport.ox neomemo13_start_target_enemy_selection @info_viewport.rect.x = x @info_viewport.ox = ox @target_enemy_window.x = 544 - @target_enemy_window.width @target_enemy_window.y = 288 @info_viewport.rect.width -= @target_enemy_window.width end #-------------------------------------------------------------------------- # �� �����G�L�����I�����I�� #-------------------------------------------------------------------------- alias :neomemo13_end_target_enemy_selection :end_target_enemy_selection def end_target_enemy_selection x = @info_viewport.rect.x ox = @info_viewport.ox @info_viewport.rect.width += @target_enemy_window.width neomemo13_end_target_enemy_selection @info_viewport.rect.x = x @info_viewport.ox = ox end #-------------------------------------------------------------------------- # �� �����A�N�^�[�����I�����J�n #-------------------------------------------------------------------------- alias :neomemo13_start_target_actor_selection :start_target_actor_selection def start_target_actor_selection x = @info_viewport.rect.x ox = @info_viewport.ox neomemo13_start_target_actor_selection @target_actor_window.y = 288 @info_viewport.rect.x = x @info_viewport.ox = ox @info_viewport.rect.width -= @target_actor_window.width end #-------------------------------------------------------------------------- # �� �����A�N�^�[�I�����I�� #-------------------------------------------------------------------------- alias :neomemo13_end_target_actor_selection :end_target_actor_selection def end_target_actor_selection x = @info_viewport.rect.x ox = @info_viewport.ox @info_viewport.rect.width += @target_actor_window.width neomemo13_end_target_actor_selection
@info_viewport.rect.x = x @info_viewport.ox = ox end #-------------------------------------------------------------------------- # �� �X�L���I�����J�n #-------------------------------------------------------------------------- alias :neomemo13_start_skill_selection :start_skill_selection def start_skill_selection neomemo13_start_skill_selection @skill_window.dispose if @skill_window != nil @help_window.dispose if @help_window != nil @help_window = Window_LineHelp.new @skill_window = Window_Skill.new(8, 64, 528, 216, @active_battler) @skill_window.help_window = @help_window end #-------------------------------------------------------------------------- # �� �A�C�e���I�����J�n #-------------------------------------------------------------------------- alias :neomemo13_start_item_selection :start_item_selection def start_item_selection neomemo13_start_item_selection @item_window.dispose if @item_window != nil @help_window.dispose if @help_window != nil @help_window = Window_LineHelp.new @item_window = Window_Item.new(8, 64, 528, 216) @item_window.help_window = @help_window end end
Line 572-574 diatas kemudian saya hapus sehingga sekarang sudah bisa attack... Regard, Daniel Fs |
| | | 2011-11-08, 23:41 | Re: [Error] Script Spin Menu & Spin Command |
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Daniel_FS Newbie
Posts : 10 Thanked : 0 Engine : RMVX Skill : Beginner Type : Databaser
| Teratasi lagi untuk Command Item dengan menghapus line 596 dan 599... Wah lama-lama kehapus semua dunk... >_< Tinggal sisanya, ada yang bisa bantuin? 1) Spin Menu yg tidak pada tempatnya. 2) Error pada Skil Command, muncul: Script 'Window_Skill' line 34: NoMethodError occured undefined method 'skill' for nil: NilClassRegard, Daniel Fs |
| | | 2011-11-09, 08:15 | Re: [Error] Script Spin Menu & Spin Command |
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shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| setau gw ada script zilfee spin menu yang khusus untuk tankentai,modifikasinya beda sama yang ini ini kaeknya anda make zilfee spin menu yang buat default, jelas aja ga kompatible |
| | | 2011-11-09, 12:20 | Re: [Error] Script Spin Menu & Spin Command |
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Daniel_FS Newbie
Posts : 10 Thanked : 0 Engine : RMVX Skill : Beginner Type : Databaser
| @shikami Sudah teratasi dengan Script yang lain disini: http://www.rpgmakervx.net/index.php?showtopic=14386 Semua command berjalan dengan sempurna, letak Spin Menu juga sudah pada tempatnya, namun Face Character di Battle koq hilang... cara munculin lagi Face Characternya gimana? >_< Regard, Daniel Fs |
| | | 2011-11-09, 13:00 | Re: [Error] Script Spin Menu & Spin Command |
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ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
Awards:
| Punya ashm face nya juga baik2 aja. Ashm saranin jangan menghapus satu ato dua line, karena biasanya kalo script terkenal coding nya bersih, udah efisien dll. Ya kecuali kalo anda scripter. Apa perlu ashm upload in script.rvdata projek ashm? |
| | | 2011-11-09, 13:14 | Re: [Error] Script Spin Menu & Spin Command |
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Daniel_FS Newbie
Posts : 10 Thanked : 0 Engine : RMVX Skill : Beginner Type : Databaser
| @ashm Boleh tuh... sangat berterima kasih kalau mau bagi Scriptnya... Side View, Face Charater, Spin Command kan? Thanks before... Regard, Daniel Fs |
| | | 2011-11-09, 17:26 | Re: [Error] Script Spin Menu & Spin Command |
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ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
Awards:
| http://www.media*fire.com/?1c2lg14p92542ib Coba buka project baru, dan replace script.rvdata pake file ini |
| | | 2011-11-09, 22:33 | Re: [Error] Script Spin Menu & Spin Command |
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Daniel_FS Newbie
Posts : 10 Thanked : 0 Engine : RMVX Skill : Beginner Type : Databaser
| @ashm Lho bro... Scriptnya: 1) Tidak Side View Battle... 2) Tidak menggunakan Spin Command... 3) Tidak menggunakan Face Character dalam Battle... Lengkap "tidak" nya... >_< by the way, thanks yach udah mau share... mau bikin kek model Resident Evil ya itu? Script Face Character di Battle udah aku add on dari sini: http://rmrk.net/index.php/topic,42360.0.html Semua beres, tinggal satu masalah lagi... (koq adaaaa teruuusss masalahnya...) Ketika memilih pada Spin Menu maka cursor pada Face Character di Battle juga bergerak-gerak... meskipun tidak terlalu mempengaruhi sistem namun kurang sedap dipandang bagi mereka yang perfeksionis... >_< Mungkin ada yang bisa memperbaiki melalui Script mana yang harus diubah? Regard, Daniel Fs |
| | | 2011-11-10, 12:07 | Re: [Error] Script Spin Menu & Spin Command |
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ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
Awards:
| Alamak, jangan2 salah upload. Bentar2. Itu pasti itu yg the survivor. Ntar ku upload ulang. Edit : http://www.media*fire.com/download.php?2fzb9l9k4te4647 Ternyata salah link, bukan upload. Hehe sorry2 |
| | | 2011-11-10, 15:45 | Re: [Error] Script Spin Menu & Spin Command |
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Daniel_FS Newbie
Posts : 10 Thanked : 0 Engine : RMVX Skill : Beginner Type : Databaser
| Ugh... tambah error... HP & MP ilang... ada garis-garis hitam... Scriptku udah beres koq (barusan aja), termasuk mengatasi agar Spin Command dan Face tidak saling gerak, cukup mengubah line 248 dan 252 mejadi seperti ini: 248. if Input.press?(Input::UP) 252. if Input.press?(Input::DOWN) Jadi kontrol pemilihan Spin Commandnya memakai atas dan bawah. ^_^ Regard, Daniel Fs |
| | | | Re: [Error] Script Spin Menu & Spin Command |
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