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Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
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| 2011-12-05, 16:44 | (ask) status script |
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pram12345 Newbie
Posts : 59 Thanked : 1 Engine : RMVX Skill : Very Beginner Type : Databaser
| kak, may i ask u? can u help me please??? jadi gini, ada nggak script yang kayak status di game2 online gitu? MISAL si player naik 1 level, terus dia dapat 3 Status Point, tiap satu status point dapat dipake buat meningkatkan abilitynya... ada 4 ability, INT, STR, AGI, VIT, kalo misal dia ningkatin yang di INT brarti kapasitas manna nambah dan magic powernya juga nambah, begitu jg yg lainnya dengan fungsi ability yang berbeda beda mohon pencerahannya kakak dewa... pleaseee senior.. please kak T_T |
| | | 2011-12-05, 17:12 | Re: (ask) status script |
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TheoAllen ♫ RMID Rebel ♫
Posts : 4935 Thanked : 63
Awards:
| gw ga tau scriptnya. tapi u bisa bongkar2 game Legionwood RMVX |
| | | 2011-12-05, 17:53 | Re: (ask) status script |
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Deenos Advance
Posts : 487 Thanked : 7 Engine : RMVX Ace Skill : Skilled Type : Databaser
Awards:
| ini kk scriptnya.... - Spoiler:
- Code:
-
#==================================================================== # ** RMVX Drago del Fato - PointSpendSystem # - Type: Custom Material # - Author: Drago del Fato # - Version: 1.05 # - RPG Maker Version: VX # - Implementation: Put in Materials list. #------------------------------------------------------------------------------ # When you gain a new level in your RPG your character attributes will need to # be manually increased instead of automatically. You can set a specified number # of points user can spend on each level as well as how much each attribute will # be increased. If you use this script please give credits, thx ^^ #========================================================================= #-------------------------------------------------------------------------- # * Phase 1 - Language and Other Resources #-------------------------------------------------------------------------- #--- Main Text Resources PSS_TEXT = "You've got to a new level! Do you want to spend your points now?" PSS_ANSWERS = ["Yes","No"] PSS_ACTOR_TEXT = "[Lv +]" PSS_DESCRIPTION = "Left - Decrease, Right - Increase, C - Confirm, B - Cancel" PSS_B1 = "Reset Current Modifications" PSS_B2 = "Save Modifications" PSS_B3 = "Cancel" PSS_RES1 = "Special Points Left - " PSS_RES2 = "Are you sure with this?" PSS_SEP = " <> " PSS_NAME = "Name" #--- Other Resources $PSS_POINTS = 6 PSS_HP = 10 PSS_MP = 10 PSS_ATK = 1 PSS_DEF = 1 PSS_SPI = 1 PSS_AGI = 1 #--- Set to True if you want to be notified until that character has points left PSS_NOTIFY_POINTS = true #--- Global Resources (do not modify if you arent skilled in RGSS) $PSS_ACTOR_POINTS = [] $PSS_ACTOR_LVL_UP = [] $PSS_ACTOR_ATTR = [1,1,1,1,1,1] $PSS_ACTOR_ADD = [1,1,1,1,1,1] $PSS_RETURN_POINTS = 0 $PSS_POINTER = [PSS_HP, PSS_MP, PSS_ATK, PSS_DEF, PSS_SPI, PSS_AGI] #-------------------------------------------------------------------------- # * Phase 2 - Class Modifications #-------------------------------------------------------------------------- class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Change Experience # exp : New experience # show : Level up display flag #-------------------------------------------------------------------------- def change_exp(exp, show) last_level = @level last_skills = skills @exp = [[exp, 9999999].min, 0].max while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 level_up #-- Overwrite the new level parameters with past level one. if !$BTEST actor.parameters[0, @level] = actor.parameters[0, @level - 1] actor.parameters[1, @level] = actor.parameters[1, @level - 1] actor.parameters[2, @level] = actor.parameters[2, @level - 1] actor.parameters[3, @level] = actor.parameters[3, @level - 1] actor.parameters[4, @level] = actor.parameters[4, @level - 1] actor.parameters[5, @level] = actor.parameters[5, @level - 1] end #-- Add Points to an actor when he levels up. $PSS_ACTOR_LVL_UP[@actor_id] = true $PSS_ACTOR_POINTS[@actor_id] += $PSS_POINTS end #-- Level down is deleted. @hp = [@hp, maxhp].min @mp = [@mp, maxmp].min if show and @level > last_level display_level_up(skills - last_skills) end end def pss_change_actor_params(param_id, new_value) actor.parameters[param_id, @level] = new_value end end class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Create Game Objects #-------------------------------------------------------------------------- def create_game_objects $game_temp = Game_Temp.new $game_message = Game_Message.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new for i in 0..$data_actors.size - 2 $PSS_ACTOR_POINTS.push(0) $PSS_ACTOR_LVL_UP.push(false) end end end #-- Draw Level Up when a character goes to a new level, delete this class if #-- you don't like this class Window_Base < Window def draw_actor_name(actor, x, y) self.contents.font.color = hp_color(actor) if $PSS_ACTOR_POINTS[actor.id] == 0 self.contents.draw_text(x, y, 108, WLH, actor.name) else ts = self.contents.text_size(actor.name + PSS_ACTOR_TEXT) self.contents.draw_text(x, y, ts.width, ts.height, actor.name + PSS_ACTOR_TEXT) end end end #-- End of Level Up Character Name class Scene_Status < Scene_Base def start #-- Original Status commands super create_menu_background @actor = $game_party.members[@actor_index] @status_window = Window_Status.new(@actor) #-- End if $PSS_ACTOR_LVL_UP[@actor_index + 1] @pss_help = Window_PSS_Help.new @pss_help.z = 9998 @pss_help.refresh_3 @status_window.opacity = 100 @status_window.contents_opacity = 100 @pss_confirm = Window_Command.new(300, [PSS_ANSWERS[0], PSS_ANSWERS[1]]) @pss_confirm.x = 245 @pss_confirm.y = 255 @pss_confirm.active = true end end def update if @pss_confirm != nil and @pss_confirm.active @pss_confirm.update if Input.trigger?(Input::C) case @pss_confirm.index when 0 @pss_confirm.visible = false @pss_help.visible = false $scene = Scene_PSS.new(@actor_index + 1) when 1 @pss_confirm.visible = false @pss_help.visible = false @status_window.opacity = 160 @status_window.contents_opacity = 255 end elsif Input.trigger?(Input::B) @pss_confirm.visible = false @pss_help.visible = false @status_window.opacity = 160 @status_window.contents_opacity = 255 end end #-- Original Status commands update_menu_background @status_window.update if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor end super #-- End end def terminate #-- Original Status Commands super dispose_menu_background @status_window.dispose #-- End @pss_confirm.dispose if @pss_confirm != nil @pss_help.dispose if @pss_help != nil end end #-------------------------------------------------------------------------- # * Phase 3 - PointSpendSystem Scene #-------------------------------------------------------------------------- class Window_PSS_Help < Window_Base def initialize super(0,352,544,64) refresh end def refresh self.contents.clear ts = self.contents.text_size(PSS_DESCRIPTION) self.contents.draw_text(0,0,ts.width,ts.height, PSS_DESCRIPTION) end def refresh_2 self.contents.clear ts = self.contents.text_size(PSS_RES2) self.contents.draw_text(0,0,ts.width,ts.height, PSS_RES2) end def refresh_3 self.contents.clear ts = self.contents.text_size(PSS_TEXT) self.contents.draw_text(0,0,ts.width,ts.height, PSS_TEXT) end end class Window_PSS_Main < Window_Selectable def initialize(actor) super(0, 0, 544, 352) @actor = actor refresh self.index = 0 end def refresh self.contents.clear #-- Draw Text Data ts = self.contents.text_size(PSS_NAME) self.contents.draw_text(160,32,ts.width,ts.height, PSS_NAME) ts_a = self.contents.text_size(@actor.name) self.contents.draw_text(170 + ts.width,32,ts_a.width,ts_a.height, @actor.name) ts = self.contents.text_size(Vocab.level_a) self.contents.draw_text(160,50,ts.width,ts.height,Vocab.level_a) ts_a = self.contents.text_size(@actor.level) self.contents.draw_text(170 + ts.width,50,ts_a.width,ts_a.height, @actor.level) ts = self.contents.text_size(Vocab.atk) self.contents.draw_text(160,96,ts.width,ts.height,Vocab.atk) ts_a = self.contents.text_size(@actor.base_atk) self.contents.draw_text(170 + ts.width,96,ts_a.width,ts_a.height, @actor.base_atk) ts = self.contents.text_size(Vocab.def) self.contents.draw_text(160,128,ts.width,ts.height,Vocab.def) ts_a = self.contents.text_size(@actor.base_def) self.contents.draw_text(170 + ts.width,128,ts_a.width,ts_a.height, @actor.base_def) ts = self.contents.text_size(Vocab.spi) self.contents.draw_text(160,160,ts.width,ts.height,Vocab.spi) ts_a = self.contents.text_size(@actor.base_spi) self.contents.draw_text(170 + ts.width,160,ts_a.width,ts_a.height, @actor.base_spi) ts = self.contents.text_size(Vocab.agi) self.contents.draw_text(160,192,ts.width,ts.height,Vocab.agi) ts_a = self.contents.text_size(@actor.base_agi) self.contents.draw_text(170 + ts.width,192,ts_a.width,ts_a.height, @actor.base_agi) ts = self.contents.text_size(Vocab.hp) self.contents.draw_text(160,224,ts.width,ts.height,Vocab.hp) ts_a = self.contents.text_size(@actor.base_maxhp) self.contents.draw_text(170 + ts.width,224,ts_a.width,ts_a.height, @actor.base_maxhp) ts = self.contents.text_size(Vocab.mp) self.contents.draw_text(160,256,ts.width,ts.height,Vocab.mp) ts_a = self.contents.text_size(@actor.base_maxmp) self.contents.draw_text(170 + ts.width,256,ts_a.width,ts_a.height, @actor.base_maxmp) p_text = PSS_RES1 + $PSS_ACTOR_POINTS[@actor.id].to_s ts_a = self.contents.text_size(p_text) self.contents.draw_text(170 + ts.width,290,ts_a.width,ts_a.height, p_text) #-- Draw Face draw_actor_face(@actor, 8, 32) draw_actor_graphic(@actor, 64, 180) s1 = Vocab.hp + " " + $PSS_ACTOR_ATTR[0].to_s + PSS_SEP + $PSS_ACTOR_ADD[0].to_s s2 = Vocab.mp + " " + $PSS_ACTOR_ATTR[1].to_s + PSS_SEP + $PSS_ACTOR_ADD[1].to_s s3 = Vocab.atk + " " + $PSS_ACTOR_ATTR[2].to_s + PSS_SEP + $PSS_ACTOR_ADD[2].to_s s4 = Vocab.def + " " + $PSS_ACTOR_ATTR[3].to_s + PSS_SEP + $PSS_ACTOR_ADD[3].to_s s5 = Vocab.spi + " " + $PSS_ACTOR_ATTR[4].to_s + PSS_SEP + $PSS_ACTOR_ADD[4].to_s s6 = Vocab.agi + " " + $PSS_ACTOR_ATTR[5].to_s + PSS_SEP + $PSS_ACTOR_ADD[5].to_s @commands = [s1,s2,s3,s4,s5,s6] for i in 0...6 draw_item(i) end @item_max = 6 @column_max = 1 end def item_rect(index) rect = Rect.new(0, 0, 0, 0) rect.width = 200 rect.height = WLH rect.x = 280 + (index % @column_max * (rect.width + @spacing)) rect.y = 96 + (index / @column_max * WLH) return rect end def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 30 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index]) end def update super end end class Scene_PSS < Scene_Base def initialize(actor_id) @actor = $game_actors[actor_id] end def start get_attributes @pss_main = Window_PSS_Main.new(@actor) @pss_help = Window_PSS_Help.new @pss_confirm = Window_Command.new(300, [PSS_B1, PSS_B2, PSS_B3]) @pss_confirm.x = 245 @pss_confirm.y = 245 @pss_confirm.visible = false end def set_attributes @actor.pss_change_actor_params(0,$PSS_ACTOR_ADD[0]) @actor.pss_change_actor_params(1,$PSS_ACTOR_ADD[1]) @actor.pss_change_actor_params(2,$PSS_ACTOR_ADD[2]) @actor.pss_change_actor_params(3,$PSS_ACTOR_ADD[3]) @actor.pss_change_actor_params(4,$PSS_ACTOR_ADD[4]) @actor.pss_change_actor_params(5,$PSS_ACTOR_ADD[5]) end def get_attributes $PSS_ACTOR_ATTR[0] = @actor.maxhp $PSS_ACTOR_ATTR[1] = @actor.maxmp $PSS_ACTOR_ATTR[2] = @actor.base_atk $PSS_ACTOR_ATTR[3] = @actor.base_def $PSS_ACTOR_ATTR[4] = @actor.base_spi $PSS_ACTOR_ATTR[5] = @actor.base_agi for i in 0..$PSS_ACTOR_ADD.size - 1 $PSS_ACTOR_ADD[i] = $PSS_ACTOR_ATTR[i] end $PSS_RETURN_POINTS = $PSS_ACTOR_POINTS[@actor.id] end def subtract_points $PSS_ACTOR_ADD[@pss_main.index] -= $PSS_POINTER[@pss_main.index] #-- When subtracted, add points back $PSS_ACTOR_POINTS[@actor.id] += 1 #-- No subtraction if values is less than original if $PSS_ACTOR_ADD[@pss_main.index] < $PSS_ACTOR_ATTR[@pss_main.index] $PSS_ACTOR_ADD[@pss_main.index] = $PSS_ACTOR_ATTR[@pss_main.index] $PSS_ACTOR_POINTS[@actor.id] -= 1 end end def add_points if $PSS_ACTOR_POINTS[@actor.id] > 0 $PSS_ACTOR_ADD[@pss_main.index] += $PSS_POINTER[@pss_main.index] $PSS_ACTOR_POINTS[@actor.id] -= 1 end end def update @pss_main.update if @pss_main.active @pss_confirm.update if @pss_confirm.active if Input.trigger?(Input::LEFT) if @pss_main.active subtract_points @pss_main.refresh end elsif Input.trigger?(Input::RIGHT) if @pss_main.active add_points @pss_main.refresh end elsif Input.trigger?(Input::C) if @pss_main.active @pss_main.opacity = 100 @pss_main.contents_opacity = 100 @pss_help.refresh_2 @pss_confirm.visible = true @pss_confirm.active = true @pss_main.active = false elsif @pss_confirm.active case @pss_confirm.index when 0 for i in 0..$PSS_ACTOR_ADD.size - 1 $PSS_ACTOR_ADD[i] = $PSS_ACTOR_ATTR[i] end $PSS_ACTOR_POINTS[@actor.id] = $PSS_RETURN_POINTS @pss_main.refresh pss_return_back when 1 set_attributes $PSS_ACTOR_LVL_UP[@actor.id] = false if PSS_NOTIFY_POINTS $PSS_ACTOR_LVL_UP[@actor.id] = true if $PSS_ACTOR_POINTS[@actor.id] > 0 end $scene = Scene_Map.new when 2 pss_return_back end end elsif Input.trigger?(Input::B) if @pss_main.active $scene = Scene_Map.new elsif @pss_confirm.active pss_return_back end end end def pss_return_back @pss_main.opacity = 255 @pss_main.contents_opacity = 255 @pss_help.refresh @pss_confirm.visible = false @pss_confirm.active = false @pss_main.active = true end def pre_terminate @pss_main.dispose @pss_help.dispose @pss_confirm.dispose end end
coba'in kk semoga membantu credits : lupa hehehee..... |
| | | 2011-12-05, 17:59 | Re: (ask) status script |
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shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| - Quote :
- Author : Drago del Fato
itu ada tulisannya jadi creditnya ke dia. |
| | | 2011-12-05, 18:06 | Re: (ask) status script |
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Deenos Advance
Posts : 487 Thanked : 7 Engine : RMVX Ace Skill : Skilled Type : Databaser
Awards:
| @ shikami : thanx...gak keliatan oleh saya.... |
| | | | Re: (ask) status script |
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