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 [XP]Dekil CMS V 1.5

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[XP]Dekil CMS V 1.5 Empty
PostSubyek: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-25, 11:49

DEKIL CMS
Versi : 1.5
Tipe : CMS(Custom Menu System)
________________________________________________________________________
CMS yang saya bikin iseng-iseng sambil belajar RGSS. kebanyakan sih Nyomot dari script lain, dirubah dan di sesuaikan, soalnya saya males ngetik sendiri ........
Dan Skill saya bener-bener Newbie soal Scripting .....
________________________________________________________________________
Fitur :

Gak ada yang Spesial, coba aja dulu. :D
________________________________________________________________________
Instruksi

Cukup COPAS di atas main .....
Masukan Icon kedalam folder icon .....
dan pastikan nama Icon sama dengan nama Commandnya....

________________________________________________________________________
SCRIPT

CMS Script

Code:
#===============================================================================
# Dekil CMS By D'kizzakiller
# Version : 1.0
# Completed Date : 23 december 2011
# Release Date : 25 December 2011
#===============================================================================
#===============================================================================
# INSTRUCTION
#-------------------------------------------------------------------------------
# 1. Just Copy This script.
# 2. Paste  Below Scene_Menu and before Main
# 3. Place the Background on Graphic/Panoramas
# 3. Place the menu icon on Graphic/icons
# 4. Make sure that your icon has a same name with the command
#    ex. your Command is "Stuff" then your Icon must be named "Stuff"
# 5. Place Gold Icon on Graphic/icons
# 6. Don't Forget to Credit to me and Bradhawk for his enemy Bestiary
#===============================================================================

#===============================================================================
# ** A LITLE CONFIGURATION WE'll NEED
#-------------------------------------------------------------------------------

GAME_NAME = 'Game name'# Name of Your Game

BG_NAME = "BG"        # The Name of the Background
BG_OPACITY = 256      # transparency of the background
BG_SCROLL_X = 0        # X scroll speed of the Background, put 0 for no scrolling, positive values go left, negative values go right
BG_SCROLL_Y = -1      # Y scroll speed of the Background, put 0 for no scrolling, positive values go up, negative values go left

BG1_NAME = "001-Fog01" # Fog name
BG1_OPACITY = 70      # The transparency of the fog
BG1_SCROLL_X = 0      # X scroll speed of the fog, put 0 for no scrolling, positive values go left, negative values go right
BG1_SCROLL_Y = 6      # Y scroll speed of the fog, put 0 for no scrolling, positive values go up, negative values go left
BG1_HUE = 0

CURRENCY = 'Gold'      #The Currency that you use in the game
COIN_ICON = 'coin'    #The name of Gold Icon
#===============================================================================


#===============================================================================
# ** Scene_Menu
#-------------------------------------------------------------------------------
#  This class performs menu screen processing.
#===============================================================================
class Scene_Menu

  #-----------------------------------------------------------------------------
  # * Object Initialization
  #    menu_index : command cursor's initial position
  #-----------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
 
#===============================================================================
# ** Window_MenuCommand
#-------------------------------------------------------------------------------
#  This window displays Command on the menu screen.
#===============================================================================

class Window_MenuCommand < Window_Selectable
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 240)
    @row_max = 7
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = true
    self.index = -1
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = 7
    #===========================================================================
    #  ** This is The Part where you can Change The Menu Command
      draw_command( 10, 0, "Item")      #Item Command
      draw_command( 10, 31, "Skill")    #Skill Command
      draw_command( 10, 62, "Equip")    #Equip Command
      draw_command( 10, 93, "Status")    #Status Command
      draw_command( 10, 124, "Bestiary") #Bestiary
      draw_command( 10, 155, "Save Game")#Save Game Command
      draw_command( 10, 186, "Quit Game")#Quit Game Command
    #===========================================================================
  end
  def draw_command(x, y, command)
    self.contents.font.name = "Monotype Corsiva"
    self.contents.draw_text(x + 18 , y,100,32,command)
    bitmap = RPG::Cache.icon(command)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y, bitmap, src_rect)
  end
  #-----------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #-----------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 31, self.width - 32, 31)
    end
  end
end 
 
#===============================================================================
# ** Window_Gname
#-------------------------------------------------------------------------------
#  This window displays name of your game
#===============================================================================
  class Window_Gname < Window_Base
    def initialize
      super( 0, 0, 320, 64)
      self.contents = Bitmap.new(width - 32, height - 32)
      refresh
    end
    def refresh
      self.contents.clear
      self.contents.font.name = "Monotype Corsiva"
      self.contents.font.size = 30
      self.contents.draw_text( 0, 0, 320, 32, GAME_NAME)
    end
  end
#===============================================================================
# ** Window_Gold
#-------------------------------------------------------------------------------
#  This window displays amount of gold.
#===============================================================================

class Window_Gold < Window_Base
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_coin
    self.contents.font.name = "Monotype Corsiva"
    self.contents.font.size = 14
    self.contents.draw_text(0,0,64,24,CURRENCY)
    self.contents.font.size = 24
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
  end
    def draw_coin
    bitmap = RPG::Cache.icon(COIN_ICON)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x , y + ch /2, bitmap, src_rect)
  end
end 
#===============================================================================
# ** Window_PlayTime&Stepcount
#-------------------------------------------------------------------------------
#  This window displays play time and Stepcount on the menu screen.
#===============================================================================

class Window_PlayTime < Window_Base
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 144)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.name = "Monotype Corsiva"
    self.contents.font.size = 24
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, text, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(4, 64, 120, 32, "Step Count")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 84, 80, 32, $game_party.steps.to_s, 2)
  end
  #-----------------------------------------------------------------------------
  # * Frame Update
  #-----------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#===============================================================================
# ** Window_MenuStatus
#-------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#===============================================================================

class Window_MenuStatus < Window_Selectable
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 116
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 40, y + 80)
      draw_actor_battler(actor, x+50, y + 165, 256)
      draw_actor_name(actor, x + 150, y)
      draw_actor_class(actor, x + 294, y)
      draw_actor_level(actor, x + 294, y + 32)
      draw_actor_state(actor, x + 150, y + 32)
      draw_actor_exp(actor, x + 150, y + 64)
      draw_actor_hp(actor, x + 386, y + 32)
      draw_actor_sp(actor, x + 386, y + 64)
      self.contents.draw_text(x-75,y + 84,640,24,'=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=',1)
    end
  end
  def draw_actor_battler(actor, x, y, opacity)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
  #-----------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #-----------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
end
  #=============================================================================
  # * Window Location
  #=============================================================================

$data_mapinfos = load_data('Data/MapInfos.rxdata')

class Window_Location < Window_Base
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.name = "Monotype Corsiva"
    self.contents.font.size = 24
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 80, 32, "Lokasi:")
    self.contents.font.color = normal_color
    name = $data_mapinfos[$game_map.map_id].name 
    self.contents.draw_text(0, 0, 160, 75, name, 1)
  end
end
  #=============================================================================
  #-----------------------------------------------------------------------------
  # * Main Processing
  #-----------------------------------------------------------------------------
  def main
    @bg = Plane.new
      @bg.bitmap = RPG::Cache.picture(BG_NAME)
      @bg.ox = BG_SCROLL_X
      @bg.oy = BG_SCROLL_Y
      @bg.opacity = BG_OPACITY
    @bg1 = Plane.new
      @bg1.bitmap = RPG::Cache.fog(BG1_NAME, BG1_HUE)
      @bg1.ox = BG1_SCROLL_X
      @bg1.oy = BG1_SCROLL_Y
      @bg1.opacity = BG1_OPACITY
    # Make command window
    @command_window = Window_MenuCommand.new
    @command_window.index = @menu_index
    @command_window.x = 480 # x position for command window
    @command_window.y = 0  # y position for command window
    @command_window.opacity = 160 #Command window Opacity

   
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    # Draw the game name window
    @gname_window = Window_Gname.new
    @gname_window.x = 0
    @gname_window.y = 0
    @gname_window.opacity = 160
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 480
    @playtime_window.y = 336
    @playtime_window.opacity = 160
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 320
    @gold_window.y = 0
    @gold_window.opacity = 160
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 0
    @status_window.y = 0
    @status_window.opacity = 100
    @status_window.contents_opacity = 44
    # make Location window
    @location_window = Window_Location.new
    @location_window.x = 480
    @location_window.y = 240
    @location_window.opacity = 160
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @gname_window.dispose
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @location_window.dispose
    @bg.dispose
    @bg1.dispose
  end
  #-----------------------------------------------------------------------------
  # * Frame Update
  #-----------------------------------------------------------------------------
  def update
    # Update windows
    @gname_window.update
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    @location_window.update
    @bg.ox += BG_SCROLL_X
      @bg.oy += BG_SCROLL_Y
    @bg1.ox += BG1_SCROLL_X
      @bg1.oy += BG1_SCROLL_Y 
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
   
   
  end
  #-----------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #-----------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
        @status_window.opacity = 160
        @gname_window.visible = false
        @gold_window.visible = false
        @playtime_window.visible = false
        @command_window.visible = false
        @location_window.visible = false
        @status_window.contents_opacity = 256
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
        @status_window.opacity = 160
        @gname_window.visible = false
        @gold_window.visible = false
        @playtime_window.visible = false
        @command_window.visible = false
        @location_window.visible = false
        @status_window.contents_opacity = 256
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
        @status_window.opacity = 160
        @gname_window.visible = false
        @gold_window.visible = false
        @playtime_window.visible = false
        @command_window.visible = false
        @location_window.visible = false
        @status_window.contents_opacity = 256
      when 4
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Bestiary.new
      when 5  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 6  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #-----------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #-----------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      @status_window.opacity = 100
      @gname_window.visible = true
      @gold_window.visible = true
      @playtime_window.visible = true
      @command_window.visible = true
      @location_window.visible = true
      @status_window.contents_opacity = 44
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

CMS Script V 1.5
Code:
#===============================================================================
# Dekil CMS By D'kizzakiller
# Version : 1.5
# Completed Date : 16 April 2011
# Release Date : 18 April 2011
#===============================================================================
=begin
===============================================================================
 INSTRUCTION
-------------------------------------------------------------------------------
 1. Just Copy This script.
 2. Paste  Below Scene_Menu and before Main
 3. Place the Background on Graphic/Pictures
 3. Place the menu icon on Graphic/icons
 4. Make sure that your icon has a same name with the command
    ex. your Command is "Stuff" then your Icon must be named "Stuff"
 5. Place Gold Icon on Graphic/icons
 6. Place Your Bar frame on Graphic/Pictures also with the HP bar and SP bar
 7. Don't Forget to Credit to me, Bradhawk for his enemy Bestiary, and Fantasist for his Moving Windows Script
===============================================================================
================================================================================
 CHANGE LOG
--------------------------------------------------------------------------------
 V 1.0 - first Realease
 -------------------------------------------------------------------------------
 V 1.5 - Add HP and SP Bar to Menu Status
      - Add Moving Windows Script
      - Change the draw_actor_battler method to make it looked better
================================================================================
=end
#===============================================================================
# ** A LITLE CONFIGURATION WE'll NEED
#-------------------------------------------------------------------------------

GAME_NAME = 'Game name'# Name of Your Game

BG_NAME = "BG"        # The Name of the Background
BG_OPACITY = 256      # transparency of the background
BG_SCROLL_X = 0        # X scroll speed of the Background, put 0 for no scrolling, positive values go left, negative values go right
BG_SCROLL_Y = -1      # Y scroll speed of the Background, put 0 for no scrolling, positive values go up, negative values go left

BG1_NAME = "001-Fog01" # Fog name
BG1_OPACITY = 70      # The transparency of the fog
BG1_SCROLL_X = 0      # X scroll speed of the fog, put 0 for no scrolling, positive values go left, negative values go right
BG1_SCROLL_Y = 6      # Y scroll speed of the fog, put 0 for no scrolling, positive values go up, negative values go left
BG1_HUE = 0

CURRENCY = 'Gold'      #The Currency that you use in the game
COIN_ICON = 'coin'    #The name of Gold Icon
#===============================================================================

#==============================================================================
# Moving windows (Alpha 2)
# by Fantasist
#------------------------------------------------------------------------------
#  This adds the 'move' function to windows. Syntax is
#    @window.move(dest_x, dest_y)
#  where
#      @window :The window you want to move
#      dest_x    :Destination x coordinate
#      dest_y    :Destination y coordinate
#==============================================================================
class Window_Base < Window
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 alias moving_win_base_init initialize
 def initialize(x, y, w, h)
  moving_win_base_init(x, y, w, h)
  @dest_x, @dest_y = x, y
  @tot_x = @tot_y = 0
  end
  #--------------------------------------------------------------------------
  # * moving? - checks if the window needs moving
  #--------------------------------------------------------------------------
  def moving?
    return self.x != @dest_x || self.y != @dest_y
  end
  #--------------------------------------------------------------------------
  # * Move - prepares variables and sets off the moving process
  #-------------------------------------------------------------------------- 
  def move(dest_x, dest_y)
    @dest_x = dest_x
    @dest_y = dest_y
    @tot_x = (dest_x - self.x).abs
    @tot_y = (dest_y - self.y).abs
  end
  #--------------------------------------------------------------------------
  # Move Windows - the actual processing of movement
  #-------------------------------------------------------------------------- 
  def move_wins
    x = self.x
    y = self.y
    dist_x = [((@dest_x-x).abs/3.0).ceil, (@tot_x/3.0).ceil].min
    dist_y = [((@dest_y-y).abs/3.0).ceil, (@tot_y/3.0).ceil].min
    @dest_x > x ? self.x += dist_x : self.x -= dist_x
    @dest_y > y ? self.y += dist_y : self.y -= dist_y
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias upd_win_base_move update
  def update
    upd_win_base_move
    move_wins if moving?
  end
end
#===============================================================================

#===============================================================================
# ** Scene_Menu
#-------------------------------------------------------------------------------
#  This class performs menu screen processing.
#===============================================================================
class Scene_Menu

  #-----------------------------------------------------------------------------
  # * Object Initialization
  #    menu_index : command cursor's initial position
  #-----------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
 
#===============================================================================
# ** Window_MenuCommand
#-------------------------------------------------------------------------------
#  This window displays Command on the menu screen.
#===============================================================================

class Window_MenuCommand < Window_Selectable
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 240)
    @row_max = 7
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = true
    self.index = -1
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = 7
    #===========================================================================
    #  ** This is The Part where you can Change The Menu Command
      draw_command( 10, 0, "Item")      #Item Command
      draw_command( 10, 31, "Skill")    #Skill Command
      draw_command( 10, 62, "Equip")    #Equip Command
      draw_command( 10, 93, "Status")    #Status Command
      draw_command( 10, 124, "Bestiary") #Bestiary
      draw_command( 10, 155, "Save Game")#Save Game Command
      draw_command( 10, 186, "Quit Game")#Quit Game Command
    #===========================================================================
  end
  def draw_command(x, y, command)
    self.contents.font.name = "Monotype Corsiva"
    self.contents.draw_text(x + 18 , y,100,32,command)
    bitmap = RPG::Cache.icon(command)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y, bitmap, src_rect)
  end
  #-----------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #-----------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 31, self.width - 32, 31)
    end
  end
end
 
#===============================================================================
# ** Window_Gname
#-------------------------------------------------------------------------------
#  This window displays name of your game
#===============================================================================
  class Window_Gname < Window_Base
    def initialize
      super( 0, 0, 320, 64)
      self.contents = Bitmap.new(width - 32, height - 32)
      refresh
    end
    def refresh
      self.contents.clear
      self.contents.font.name = "Monotype Corsiva"
      self.contents.font.size = 30
      self.contents.draw_text( 0, 0, 320, 32, GAME_NAME)
    end
  end
#===============================================================================
# ** Window_Gold
#-------------------------------------------------------------------------------
#  This window displays amount of gold.
#===============================================================================

class Window_Gold < Window_Base
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_coin
    self.contents.font.name = "Monotype Corsiva"
    self.contents.font.size = 14
    self.contents.draw_text(0,0,64,24,CURRENCY)
    self.contents.font.size = 24
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
  end
  def draw_coin
    bitmap = RPG::Cache.icon(COIN_ICON)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x , y + ch /2, bitmap, src_rect)
  end
end
#===============================================================================
# ** Window_PlayTime&Stepcount
#-------------------------------------------------------------------------------
#  This window displays play time and Stepcount on the menu screen.
#===============================================================================

class Window_PlayTime < Window_Base
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 144)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.name = "Monotype Corsiva"
    self.contents.font.size = 24
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, text, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(4, 64, 120, 32, "Step Count")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 84, 80, 32, $game_party.steps.to_s, 2)
  end
  #-----------------------------------------------------------------------------
  # * Frame Update
  #-----------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#===============================================================================
# ** Window_MenuStatus
#-------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#===============================================================================

class Window_MenuStatus < Window_Selectable
  #-----------------------------------------------------------------------------
  # * Object Initialization
  #-----------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  #-----------------------------------------------------------------------------
  # * Refresh
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 116
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 40, y + 80)
      draw_actor_battler(actor, x+50, y + 95, 256)
      draw_actor_name(actor, x + 145, y -5)
      draw_actor_class(actor, x + 289, y -5)
      draw_actor_level(actor, x + 289, y + 27)
      draw_actor_state(actor, x + 145, y + 27)
      draw_actor_exp(actor, x + 85, y + 64)
      draw_bar(x+405,y+90)
      draw_hpbar(actor, x+ 292, y+53)
      draw_spbar(actor, x + 292, y + 75)
      draw_actor_hp(actor, x + 346, y + 44)
      self.contents.draw_text(x-75,y + 79,640,24,'=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=',1)
    end
  end
  def draw_actor_battler(actor, x, y, opacity)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = 100
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
  def draw_bar(x,y)
    bitmap = RPG::Cache.picture('BAR')
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
  def draw_hpbar(actor,x,y)
    bitmap = RPG::Cache.picture('HP_Bar')
    actor_hp = actor.hp * 100 / actor.maxhp
    hp = actor_hp*2.4
    cw = hp
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x, y, bitmap, src_rect)
  end
  def draw_spbar(actor,x,y)
    bitmap = RPG::Cache.picture('MP_Bar')
    actor_sp = actor.sp * 100 / actor.maxsp
    cw = actor_sp * 1.6
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x, y, bitmap, src_rect)
  end
  #-----------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #-----------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
end
  #=============================================================================
  # * Window Location
  #=============================================================================

$data_mapinfos = load_data('Data/MapInfos.rxdata')

class Window_Location < Window_Base
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.name = "Monotype Corsiva"
    self.contents.font.size = 24
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 80, 32, "Lokasi:")
    self.contents.font.color = normal_color
    name = $data_mapinfos[$game_map.map_id].name
    self.contents.draw_text(0, 0, 160, 75, name, 1)
  end
end
  #=============================================================================
  #-----------------------------------------------------------------------------
  # * Main Processing
  #-----------------------------------------------------------------------------
  def main
    @bg = Plane.new
      @bg.bitmap = RPG::Cache.picture(BG_NAME)
      @bg.ox = BG_SCROLL_X
      @bg.oy = BG_SCROLL_Y
      @bg.opacity = BG_OPACITY
    @bg1 = Plane.new
      @bg1.bitmap = RPG::Cache.fog(BG1_NAME, BG1_HUE)
      @bg1.ox = BG1_SCROLL_X
      @bg1.oy = BG1_SCROLL_Y
      @bg1.opacity = BG1_OPACITY
    # Make command window
    @command_window = Window_MenuCommand.new
    @command_window.index = @menu_index
    @command_window.move(480, 0)
    @command_window.opacity = 160 #Command window Opacity

 
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    # Draw the game name window
    @gname_window = Window_Gname.new
    @gname_window.move(0,0)
    @gname_window.opacity = 160
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.move(480,336)
    @playtime_window.opacity = 160
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.move(320,0)
    @gold_window.opacity = 160
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 0
    @status_window.y = 0
    @status_window.opacity = 100
    @status_window.contents_opacity = 44
    # make Location window
    @location_window = Window_Location.new
    @location_window.move(480,240)
    @location_window.opacity = 160
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @gname_window.dispose
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @location_window.dispose
    @bg.dispose
    @bg1.dispose
  end
  #-----------------------------------------------------------------------------
  # * Frame Update
  #-----------------------------------------------------------------------------
  def update
    # Update windows
    @gname_window.update
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    @location_window.update
    @bg.ox += BG_SCROLL_X
      @bg.oy += BG_SCROLL_Y
    @bg1.ox += BG1_SCROLL_X
      @bg1.oy += BG1_SCROLL_Y
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
 
 
  end
  #-----------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #-----------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
        @status_window.opacity = 160
        @gname_window.move(-160,-64)
        @command_window.move(660, -240)
        @playtime_window.move(660,480)
        @gold_window.move(@gold_window.x, - 64)
        @location_window.move(660,@location_window.y)
        @status_window.contents_opacity = 255
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
        @status_window.opacity = 160
        @gname_window.move(-160,-64)
        @command_window.move(660, -240)
        @playtime_window.move(660,480)
        @gold_window.move(@gold_window.x, - 64)
        @location_window.move(660,@location_window.y)
        @status_window.contents_opacity = 255
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
        @status_window.opacity = 160
        @gname_window.move(-160,-64)
        @command_window.move(660, -240)
        @playtime_window.move(660,480)
        @gold_window.move(@gold_window.x, - 64)
        @location_window.move(660,@location_window.y)
        @status_window.contents_opacity = 255
      when 4
        $game_system.se_play($data_system.decision_se)
        @gname_window.move(-160,-64)
        @command_window.move(660, -240)
        @playtime_window.move(660,480)
        @gold_window.move(@gold_window.x, - 64)
        @location_window.move(660,@location_window.y)
        $scene = Scene_Bestiary.new
      when 5  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        @gname_window.move(-160,-64)
        @command_window.move(660, -240)
        @playtime_window.move(660,480)
        @gold_window.move(@gold_window.x, - 64)
        @location_window.move(660,@location_window.y)
        # Switch to save screen
        $scene = Scene_Save.new
      when 6  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        @gname_window.move(-160,-64)
        @command_window.move(660, -240)
        @playtime_window.move(660,480)
        @gold_window.move(@gold_window.x, - 64)
        @location_window.move(660,@location_window.y)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #-----------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #-----------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      @status_window.opacity = 100
        $game_system.se_play($data_system.decision_se)
        @gname_window.move(0,0)
        @command_window.move(480, 0)
        @playtime_window.move(480,336)
        @gold_window.move(@gold_window.x,0)
        @location_window.move(480,@location_window.y)
      @status_window.contents_opacity = 44
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

Bradhawk's Enemy bestiary

Code:
class Scene_Map
  alias bestiary_battle call_battle
  def call_battle
    troop = $data_troops[$game_temp.battle_troop_id].members
    for i in 0...troop.size
      unless $pernah_ketemu.include?(troop[i].enemy_id)
        $pernah_ketemu.push(troop[i].enemy_id)
      end
    end
    bestiary_battle
  end
end
class Scene_Title
  alias bestiary_main main
  def main
    $pernah_ketemu = []
    bestiary_main
  end
end
class Window_Bestiary < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 640, 416)
    @column_max = 2
    self.index = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def enemy
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @ga = []
    @data = []
    # Add item
    for i in 1...$data_enemies.size
      @data.push($data_enemies[i])
    end
    # If item count is not 0, make a bit map and draw all items
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #    index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    enemy = @data[index]
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    width = self.contents.text_size("88888").width
    if $pernah_ketemu.include?(enemy.id)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 28, y, 212, 32, enemy.name, 0)
      self.contents.draw_text(x + 225, y, width, 32, enemy.maxhp.to_s, 2)
    else
      @ga.push(enemy.id)
      self.contents.font.color = disabled_color
      self.contents.draw_text(x + 28, y, 212, 32, "????", 0)
      self.contents.draw_text(x + 225, y, width, 32, "????", 2)
    end
    bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
    opacity = self.contents.font.color == normal_color ? 255 : 25
    src_rect = bitmap.rect
    dest_rect = Rect.new(x, y + 3, 24, 24)
    self.contents.stretch_blt(dest_rect, bitmap, src_rect, opacity)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(@ga.include?(self.enemy.id) ?  "???????" : self.enemy.name)
  end
end

class Window_EnemyStatus < Window_Base
  def initialize
    super(0, 64, 640, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  def set(enemy)
    @enemy = enemy
    refresh
  end
  def refresh
    self.contents.clear
    bitmap = RPG::Cache.battler(@enemy.battler_name, @enemy.battler_hue)
    src_rect = bitmap.rect
    dest_rect = Rect.new(160-(180/2), 240-(224/2), 180, 224)
    self.contents.stretch_blt(dest_rect, bitmap, src_rect, 255)
    width = self.contents.text_size("88888").width
    gold = @enemy.gold.to_s + " " + $data_system.words.gold
    self.contents.font.color = system_color
    self.contents.draw_text(32, 48, width, 32, $data_system.words.hp, 0)
    self.contents.draw_text(32, 80, width, 32, $data_system.words.sp, 0)
    self.contents.draw_text(150, 48, width, 32, "EXP", 0)
    self.contents.draw_text(150, 80, width + 16, 32, "Fund", 0)
    self.contents.draw_text(320, 16, width + 100, 32, "Attributes", 0)
    self.contents.draw_text(320, 48, width, 32, $data_system.words.str, 0)
    self.contents.draw_text(320, 80, width, 32, $data_system.words.dex, 0)
    self.contents.draw_text(320, 112, width, 32, $data_system.words.agi, 0)
    self.contents.draw_text(320, 144, width, 32, $data_system.words.int, 0)
    self.contents.draw_text(450, 48, width + 32, 32, $data_system.words.pdef, 0)
    self.contents.draw_text(450, 80, width + 32, 32, $data_system.words.mdef, 0)
    self.contents.draw_text(320, 188, width + 100, 32, "Element", 0)
    self.contents.draw_text(320, 224, width + 100, 32, "Fire", 0)
    self.contents.draw_text(320, 256, width + 100, 32, "Thunder", 0)
    self.contents.draw_text(320, 288, width + 100, 32, "Earth", 0)
    self.contents.draw_text(320, 320, width + 100, 32, "Darkness", 0)
    self.contents.draw_text(485, 224, width + 100, 32, "Ice", 0)
    self.contents.draw_text(485, 256, width + 100, 32, "Water", 0)
    self.contents.draw_text(485, 288, width + 100, 32, "Wind", 0)
    self.contents.draw_text(485, 320, width + 100, 32, "Light", 0)
    self.contents.font.color = normal_color
    self.contents.draw_text(16, 16, 260, 32, @enemy.name.upcase, 1)
    self.contents.draw_text(80, 48, width, 32, @enemy.maxhp.to_s, 0)
    self.contents.draw_text(80, 80, width, 32, @enemy.maxsp.to_s, 0)
    self.contents.draw_text(220, 48, width, 32, @enemy.exp.to_s, 0)
    self.contents.draw_text(380, 48, width, 32, @enemy.str.to_s, 0)
    self.contents.draw_text(380, 80, width, 32, @enemy.dex.to_s, 0)
    self.contents.draw_text(380, 112, width, 32, @enemy.agi.to_s, 0)
    self.contents.draw_text(380, 144, width, 32, @enemy.int.to_s, 0)
    self.contents.draw_text(520, 48, width, 32, @enemy.pdef.to_s, 0)
    self.contents.draw_text(520, 80, width, 32, @enemy.mdef.to_s, 0)
    self.contents.draw_text(220, 80, width, 32, gold, 0)
    for i in 1...9
      case @enemy.element_ranks[i]
      when 1
        besar = "Double"
        color = text_color(2)
      when 2
        besar = "Weak"
        color = text_color(6)
      when 3
        besar = "Normal"
        color = text_color(7)
      when 4
        besar = "Half"
        color = text_color(3)
      when 5
        besar = "Immune"
        color = text_color(4)
      when 6
        besar = "Absorb"
        color = text_color(1)
      end
      case i
      when 1
        fire = besar
        fire_color = color
      when 2
        ice = besar
        ice_color = color
      when 3
        thunder = besar
        thunder_color = color
      when 4
        water = besar
        water_color = color
      when 5
        earth = besar
        earth_color = color
      when 6
        wind = besar
        wind_color = color
      when 7
        light = besar
        light_color = color
      when 8
        darkness = besar
        darkness_color = color
      end
    end
    self.contents.font.color = fire_color
    self.contents.draw_text(410, 224, width + 100, 32, fire, 0)
    self.contents.font.color = thunder_color
    self.contents.draw_text(410, 256, width + 100, 32, thunder, 0)
    self.contents.font.color = earth_color
    self.contents.draw_text(410, 288, width + 100, 32, earth, 0)
    self.contents.font.color = darkness_color
    self.contents.draw_text(410, 320, width + 100, 32, darkness, 0)
    self.contents.font.color = ice_color
    self.contents.draw_text(545, 224, width + 100, 32, ice, 0)
    self.contents.font.color = water_color
    self.contents.draw_text(545, 256, width + 100, 32, water, 0)
    self.contents.font.color = wind_color
    self.contents.draw_text(545, 288, width + 100, 32, wind, 0)
    self.contents.font.color = light_color
    self.contents.draw_text(545, 320, width + 100, 32, light, 0)
  end
end
class Scene_Bestiary
  def main
    make_window
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    dispose_window
  end
  def make_window
    @enemy_window = Window_Bestiary.new
    @status_window = Window_EnemyStatus.new
    @status_window.visible = false
    @status_window.active = false
    @help_window = Window_Help.new
    @enemy_window.help_window = @help_window
  end
  def dispose_window
    @help_window.dispose
    @enemy_window.dispose
    @status_window.dispose
  end
  def update
    @help_window.update
    @enemy_window.update
    @status_window.update
    # If item window is active: call update_item
    if @enemy_window.active
      update_enemy
      return
    end
    # If target window is active: call update_target
    if @status_window.active
      update_status
      return
    end
  end
  def update_enemy
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(5)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If equipment is fixed
      enemy = @enemy_window.enemy
      if $pernah_ketemu.include?(enemy.id)
        $game_system.se_play($data_system.decision_se)
        @enemy_window.active = false
        @enemy_window.visible = false
        @status_window.set(enemy)
        @status_window.active = true
        @status_window.visible = true
      else
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
    def update_status
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        @enemy_window.active = true
        @enemy_window.visible = true
        @status_window.active = false
        @status_window.visible = false
        return
      end
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.cancel_se)
        @enemy_window.active = true
        @enemy_window.visible = true
        @status_window.active = false
        @status_window.visible = false
        return
      end
    end
  end
end
________________________________________________________________________
ScreenShots

V1.0
Saat command window aktif
https://i.servimg.com/u/f49/16/49/90/14/sscms10.jpg
Spoiler:

Saat Status window aktif
https://i.servimg.com/u/f49/16/49/90/14/sscms210.jpg
Spoiler:

V1.5
Saat command window aktif
https://i.servimg.com/u/f49/16/49/90/14/ss_dek11.jpg
Spoiler:

Saat Status Window Aktif
https://i.servimg.com/u/f49/16/49/90/14/ss_dek12.jpg
Spoiler:

________________________________________________________________________
DEMO

File buat yang Versi 1.0 nya ilang :v

V 1.5
http://www.media*fire.com/?7t7c5u1jiktv411

* note : Hapus tanda Bintang (*)
________________________________________________________________________
CREDIT

CMS Script by D'kizzakiller
Enemy Bestiary Script by Bradhawk
beberapa potong script kecil oleh Rune
Moving windows by Fantasist
________________________________________________________________________


Terakhir diubah oleh d'kizzakiller tanggal 2012-04-17, 10:51, total 2 kali diubah
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McPherson
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-25, 11:55

wow.. wow!
stelah absen dr rmid berapa lama..
trnyata sdang merambah dunia scripting..

Nice share, bos Kizza! headbang
dliad dr SSnya, kereenn.. ;)
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LowlingLife
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PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-25, 11:59

Wow!!! Keren!!!! Mantep nih!!! Gak nyangka sekarang banyak Scripter!!!
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Nefusa 7
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-25, 12:00

wah dari screenshotnya kok keliatan bagus :D
ijin DL dulu ya . . :D
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Bcyborg21
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-25, 12:03

, hmmmmm,, :hmm: ,, kayaknya bagus nih . . . :thumbup: ,, Ijin donlot Ya . . . :D . . . . . . ,,

menuju TKP :kabur:
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Ikeringer
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-25, 12:27

@Pherson ...
ane bukan lagi merambah dunia Scripting.,
ini sebenernya udah dibikin lama, cuman baru aja bisa di selesaikan dan di Share ...

@Lowlinglife
saya bukan scripter... hanya seseorang yang mengerti script sedikit :v

@Nufus & Bcyborg
Silahkan Di download dan termakasih ..... :thumbup:
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Garry Laly
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-25, 13:14

Hebat :clap:

Jadi ngiri :grr:

Harus belajar juga nih :D

Ng....
Bagus bos :3
Tapi sayang buat XP :P
Yang VX dong :v


Bisa buat tempat request juga nih :-
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privateer
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-27, 09:56

@ om d'kizzakiller : bagus banget om ! Gak nyangka om juga jadi scripter !
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-27, 09:59

tampilan window di SS yg pertama kok keliatannya rame banget ya
IMO terlalu penuh :ngacay2:
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-27, 10:05

@Gar....
Belajar sana gih .... :v :twisted:

tapi jangan Request ama saya ..... kerjanya mood2an .... kadang baru 1/2 jam dikerjain
pindah lagi belajar spriting .... :v
kalo Request bisa2 2 bulan baru jadi ... :ngacay:

@Privateer
Makasih ..... :malu:

dan ... saya ulangi lagi .....

saya bukan scripter... hanya seseorang yang mengerti script sedikit :v

@Aegis ...
Sama ... IMO juga terlalu penuh ... makanya lagi pengen buat Updatean-nya .... :thumbup:
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-27, 10:07

@ om d'kizza : Wah, copas kata-kata saya!!!

Saya sih udah coba CMSnya, wah keren! Bagus, jadi CMSnya ini pake animated windows... Pokoknya :thumbup:!
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2011-12-27, 10:45

Wah bentar yo :v

Request deh :-


Ini lagi belajar :3
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[XP]Dekil CMS V 1.5 Empty
PostSubyek: Re: [XP]Dekil CMS V 1.5   [XP]Dekil CMS V 1.5 Empty2012-04-17, 08:21

Up :manjat:
Update

Versi 1.5 rilis, silahkan Liat di First Post. :D
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