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| [VX]Shortcut Scene | |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: [VX]Shortcut Scene 2011-12-27, 10:58 | |
| Shortcut Scene Versi: 1.1 Tipe: Ga tau PengenalanWell, sebenarnya sih cuman buat ngelarin requestan script XP, tapi sudah terlanjur bikinnya di VX Fitur
- Bisa men-set Tombol untuk memanggil Scene pada Map
- Dapat membuat Shortcut berapapun yang kamu mau
ScreenshotsGa perlu DemoGa Perlu Scripts - Code:
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#=============================================================================== #---------------------------= Shortcut Scene =---------------------------------- #-----------------------------= by: DrDhoom =----------------------------------- # Version: 1.1 # Date Published: 27 - 12 - 2011 #------------------------------------------------------------------------------- # Introduction: # With this script, you can make a Shortcut for calling scene. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #------------------------------------------------------------------------------- #===============================================================================
module Dhoom module ShortcutScene #Shortcut = [[Button, Scene], [Button, Scene], ...]
# Button = Input button, look at Game Properties>Keyboard(F1 when playing) # for more keys. The format is "Input::Keys". # Scene = Scene class. # You can add as many shortcut as you want. Shortcut = [[Input::R, Omega_Quest],[Input::L, Scene_Skill]] end end
class Scene_Map < Scene_Base include Dhoom::ShortcutScene alias dhoom_map_shortcut_update update def update dhoom_map_shortcut_update unless $game_message.visible update_shortcut end end def update_shortcut return if $game_map.interpreter.running? return if $game_player.moving? for key in Shortcut if Input.trigger?(key[0]) $scene = key[1].new return end end end end Credits
Terakhir diubah oleh DrDhoom tanggal 2011-12-28, 15:53, total 2 kali diubah | |
| | | shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
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| Subyek: Re: [VX]Shortcut Scene 2011-12-27, 11:43 | |
| have this one... coba pake keyboard vampyr script biar bisa custom pemanggilannya dalam scene apapu tapi sepertinya ini bukan yang gw maksud sih haha | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Shortcut Scene 2011-12-27, 11:47 | |
| bisa sih pake vampyr keyboard, tnggal ganti aja Tapi vampyr keyboard conflict sama input button pada event | |
| | | Masrinduz Pendekar Psycho
Posts : 1230 Thanked : 13 Engine : Multi-Engine User Skill : Skilled Type : Artist
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Awards: | Subyek: Re: [VX]Shortcut Scene 2011-12-27, 12:07 | |
| Dhoom btw ditunggu versi RMXPnya yaa. Btw. ini tu sebenernya gimana sih makenya?? Wa bisanya eventing cuman yang basic2 doank ajjajajajajajjaa~ | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Shortcut Scene 2011-12-27, 12:29 | |
| | |
| | | esamudra Newbie
Posts : 75 Thanked : 0 Engine : RMVX Skill : Beginner Type : Artist
| Subyek: Re: [VX]Shortcut Scene 2011-12-27, 17:35 | |
| Whooa..dibikin untuk VX juga ternyata...keren nih ......ambil juga ah.. ~Thx~ MERGED Om...koq aku error ya waktu aku kasih Shortcut = [[InputA, Omega_Quest.new],[InputS, Scene_Skill.new]] gak compatible sama Omegas_7 Quests system ya? aku mau yang di compatible dengan Omega Quests om nih Script buatan om Dr Dhoom - Spoiler:
#=============================================================================== #---------------------------= Shortcut Scene =---------------------------------- #-----------------------------= by: DrDhoom =----------------------------------- # Version: 1.0 # Date Published: 27 - 12 - 2011 #------------------------------------------------------------------------------- # Introduction: # With this script, you can make a Shortcut for calling scene. #------------------------------------------------------------------------------- # How to use: # - Insert this script above Main #------------------------------------------------------------------------------- #===============================================================================
module Dhoom module ShortcutScene #Shortcut = [[Button, Scene], [Button, Scene], ...]
# Button = Input button, look at Game Properties>Keyboard(F1 when playing) # for more keys. The format is "Input::Keys". # Scene = Scene class. Don't forget to add ".new" after scene class. # You can add as many shortcut as you want. Shortcut = [[InputA, Omega_Quest.new],[InputS, Scene_Skill.new]] end end
class Scene_Map < Scene_Base include Dhoom::ShortcutScene alias dhoom_map_shortcut_update update def update dhoom_map_shortcut_update unless $game_message.visible update_shortcut end end def update_shortcut return if $game_map.interpreter.running? return if $game_player.moving? for key in Shortcut if Input.trigger?(key[0]) $scene = key[1] return end end end end
nih Script Omegas_7 Quests system-ku - Spoiler:
# ============================================================================= # Omegas7's Ultimate Quest System Script. # ============================================================================= # Author: Omegas7. # Version: 3.0 (Final). # My Site: baseomega.forumer.com # ============================================================================= # This final version comes loaded with a better looking layout, # a more customizable configuration area, etc... # ============================================================================= # Features: # > Easy to create quests in the script. # > A quest works with a variable, no switches! # > Unlimited tasks for each quest! (Scroll Function) # > Incomplete and Complete icons. # > Set Background and HUD graphics for your own menu style! # > You can use pictures for each quest! # > Descriptions of each quest. # > Variable support! Display variables values for complex quests! # > Categories for ALL, COMPLETE, and INCOMPLETE quests. # > Automatically adds "Quest Completed" unlike older versions. # > Change Font sizes. # > Lots of customization options, check below. # ============================================================================= # Instructions: (First time? Better read them) # # Thanks for using this script. # It is quite an useful system, take your time reading the next: # # First of all, let's create a new quest for our game. # Below, in the configurations area, you will find the # [QUEST CREATION AREA]. To create your own quest, you will # need to add some code. Here is the basic template: # # QUESTS[ID] = ['Name',VAR,IconA,IconB,'Image'] # TASKS[ID] = ['Do this','And this','And this'] # DESCRIPTIONS[ID] = ['This is an awesome','quest for noobs'] # # ID will be your quest ID number. # So if you got 20 quests, your new quest ID would be 21. # 'Name' is... The name lol. Make sure it to be inside quotes ' '. # VAR is the variable ID which controls this quest. # IconA is the incomplete icon index number. # IconB ia the complete one. # 'Image' will be the picture displayed on top of your quest. # You can disable it by putting 'nil' (no quotes). # # TASKS will be the array containing all the To-Do stuff of the # quest. Each task is a string, inside quotes ' '. # Each task, is separated by a comma. # You can have unlimited tasks (the window will become scrollable). # You can put \v[id] for showing variables in your tasks! # # DESCRIPTIONS is like TASKS. Just that it will be the description # being shown in the main menu for the quest. # Each element is a text line. # # Look at the demo if you need help. # For further help, let me know. My site is: # baseomega.forumer.com # =============================================================================
module OMEGAS7 module QUEST # ========================================================================= # Configuration Options. # ========================================================================= # Exit returns to MAP or to MENU? EXIT_TO = "MENU" # If MENU, then, what slot will it appear on? (Counting from 0) MENU_RETURN_SLOT = 4 # Background and HUD graphics, both in system folder. BACKGROUND = 'QUEST BG' HUD = 'QUEST HUD' # Tasks prefix and icon spacing (spaces before the quest name for the icon). TASKS_PREFIX = "- " ICON_SPACING = "" # Main menu quests and task lines font sizes: QUESTS_FONT_SIZE = 20 TASKS_FONT_SIZE = 20 # Category Icon Indexes. # [All,Completed,Incompleted] CATEGORY_ICONS = [100,101,99] # ========================================================================= QUESTS = [] # Don't edit. TASKS = [] # Don't edit. DESCRIPTIONS = [] # Don't edit. STORY = [] # Addition # ========================================================================= QUESTS[0] = ['Tutorial',1,99,101,'elang'] TASKS[0] = ['Berbicara kepada Petugas Pemula', 'Bunuh 5 Slime.kamu telah membunuh \v[2] Slime', 'Lapor kepada Petugas Pemula', 'Berbicara kepada Masinis Pemula'] DESCRIPTIONS[0] = ['Selamat datang di dunia Samudra Online.', 'Selesaikan Tutorial Quests untuk menuju ke kota Pertama.'] STORY[0] = false QUESTS[1] = ['Membersihkan Hutan Mimic',3,99,101,'elang'] TASKS[1] = ['Membunuh 10 Baby Lizard yang tinggal di Hutan MIMIC', 'Lapor kepada Sentral Misi Pemula'] DESCRIPTIONS[1] = ['Hutan Mimic kini dipenuhi Monster..ayo basmi'] STORY[1] = false end end
class Omega_Quest < Scene_Base include OMEGAS7::QUEST def initialize @index = 0 @mode = 0 @empty_list = false create_background create_quest_list create_quest_commands create_quest_description create_category create_information end #-------------------------------------------------------------------------- # * Create Snapshot for Using as Background of Another Screen #-------------------------------------------------------------------------- def snapshot_for_background # $game_temp.background_bitmap.dispose # $game_temp.background_bitmap = Graphics.snap_to_bitmap # $game_temp.background_bitmap.blur end #------------------------------------------------------------------ def create_background @background = snapshot_for_background #Sprite_Base.new @background.bitmap = snapshot_for_background #Cache.system(BACKGROUND.to_s) @background.z = 50 @hud = Sprite_Base.new @hud.bitmap = snapshot_for_background #Cache.system(HUD.to_s) @hud.z = 60 end def create_quest_list @list = [] @list[0] = [] @list[1] = [] @list[2] = [] for i in 0...QUESTS.size if $game_variables[QUESTS[i][1].to_i].to_i > TASKS[i].size @list[0][i] = [QUESTS[i][0].to_s,true,i] @list[1][i] = [QUESTS[i][0].to_s,true,i] elsif $game_variables[QUESTS[i][1].to_i].to_i > 0 @list[0][i] = [QUESTS[i][0].to_s,false,i] @list[2][i] = [QUESTS[i][0].to_s,false,i] end end @list[0].compact! @list[1].compact! @list[2].compact! @list.compact! if @list[0].empty? @empty_list = true end end def create_quest_commands #Quest List create_quest_list @command_window = Window_Quest_Command.new(180,@list[@mode]) @command_window.height = 276 @command_window.y = 57 #90 @command_window.x = 0 #12 @command_window.opacity = 255 @index = @command_window.index end def create_quest_description #Description @window_description = Window_Base.new (180,0,364,416) @window_description.contents.font.size = QUESTS_FONT_SIZE @window_description.opacity = 255 refresh_description end def refresh_description #Also description @window_description.contents.clear if @list[@mode][@command_window.index][2] != nil for i in 0...DESCRIPTIONS[@list[@mode][@command_window.index][2]].size txt = DESCRIPTIONS[@list[@mode][@command_window.index][2]][i].to_s @window_description.contents.draw_text(0,18*i,340,18,txt.to_s) #(0,18*i,260,18,txt.to_s) end end end def update @command_window.update @category.update if @mode != @category.index @mode = @category.index @command_window.dispose create_quest_commands refresh_description end if @index != @command_window.index @index = @command_window.index refresh_description end if Input.trigger?(Input::C) && @list[@mode][@command_window.index][2] != nil # @background.dispose # @hud.dispose @command_window.dispose @window_description.dispose @category.dispose @information.dispose $scene = Omega_Quest_View.new(@list[@mode][@command_window.index][2]) elsif Input.trigger?(Input::C) && @list[@mode][@command_window.index][2] == nil Sound.play_buzzer end if Input.trigger?(Input::B) finish end end def create_category #Category selection @category = Window_Categories_Command.new(180) @category.opacity = 255 @category.x = 0 #-6 @category.y = 0 #40 end def create_information #Mission counter @information = Window_Base.new(0,333,180,84) #(pos.x, pos.y, width, height) (544-180,416-100,180,100) @information.opacity = 255 @information.contents.font.size = 16 if @empty_list == true @information.contents.draw_text(0,0,250,24,"Current Missions: 0") else @information.contents.draw_text(0,0,250,24,"Current Missions: " + @list[0].size.to_s) end @information.contents.font.color = Color.new(255,167,0) @information.contents.draw_text(0,16,250,24,"Complete Missions: " + @list[1].size.to_s) @information.contents.font.color = Color.new(160,0,0) @information.contents.draw_text(0,32,250,24,"Incomplete Missions: " + @list[2].size.to_s) end def finish # @background.dispose # @hud.dispose @command_window.dispose @window_description.dispose @category.dispose @information.dispose case EXIT_TO when "MENU" $scene = Scene_Menu.new(MENU_RETURN_SLOT) when "MAP" $scene = Scene_Map.new end end end
#=========Task List============== class Omega_Quest_View < Scene_Base include OMEGAS7::QUEST def initialize(id) @font_size = 20 @line_height = 25 @id = id @limit_y = 0 draw_picture if QUESTS[@id][4] != nil set_tasks create_window refresh_window end def draw_picture @picture = Sprite_Base.new @picture.bitmap = Cache.system(QUESTS[@id][4].to_s) @picture.x = (544/2) - (@picture.width/2) @picture.z = 250 end def set_tasks @tasks = [] for i in 0...TASKS[@id].size if $game_variables[QUESTS[@id][1]].to_i >= i + 1 @tasks[i] = TASKS[@id][i].to_s end end if $game_variables[QUESTS[@id][1]].to_i > TASKS[@id].size @tasks.push('Mission Complete') #Quest Completed! end end def create_window height = @line_height * @tasks.size + 32 y = 0 if @picture != nil y += @picture.height @limit_y = @picture.height end @window = Window_Base.new(0,y,544,height) end def refresh_window @window.contents.clear @window.contents.font.size = @font_size @display = [] for i in 0...@tasks.size @display[i] = @tasks[i].clone @display[i].to_s.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] } @display[i].to_s.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] } @window.contents.draw_text(0,i * @line_height,500,@line_height,TASKS_PREFIX.to_s + @display[i].to_s) end end def update if Input.press?(Input::DOWN) && ((@window.y + @window.height) > 416) @window.y -= 3 elsif Input.press?(Input::UP) && (@window.y < @limit_y) @window.y += 3 end if Input.trigger?(Input::B) @picture.dispose if @picture != nil @window.dispose $scene = Omega_Quest.new end end end
#=============Selectable============
class Window_Quest_Command < Window_Selectable include OMEGAS7::QUEST
attr_reader :commands
def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32) @commands = commands @empty = false if @commands.empty? @commands[0] = ["No Missions",false] @empty = true end if row_max == 0 row_max = (@commands.size + column_max - 1) / column_max end super(0, 0, width, row_max * WLH + 32, spacing) @item_max = commands.size @column_max = column_max self.contents.font.size = TASKS_FONT_SIZE refresh self.index = 0 end
def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end
def draw_item(index, enabled = true) spacing = ICON_SPACING.to_s rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = Color.new(255,0,0) self.contents.font.color.alpha = enabled ? 255 : 128 if @empty == false if @commands[index][1] == true #quest complete self.contents.font.color = Color.new(255,167,0) # draw_icon(QUESTS[@commands[index][2]][3].to_i,rect.x,rect.y) else self.contents.font.color = Color.new(255,255,255) #quest incomplete # draw_icon(QUESTS[@commands[index][2]][2].to_i,rect.x,rect.y) end elsif @empty == true spacing = "" end self.contents.draw_text(rect, spacing + @commands[index][0].to_s) end end
class Window_Categories_Command < Window_Selectable include OMEGAS7::QUEST
attr_reader :commands
def initialize(width, column_max = 3, row_max = 1, spacing = 32) super(0, 0, width, row_max * WLH + 32, spacing) @commands = ['','',''] @item_max = commands.size @column_max = column_max @icons = CATEGORY_ICONS refresh self.index = 0 end
def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end
def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) draw_icon(@icons[index],rect.x,rect.y) end end
sebelumnya mohon maaf karena ngerepotin...dan terima kasih ~Thx~ | |
| | | shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
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| Subyek: Re: [VX]Shortcut Scene 2011-12-27, 18:06 | |
| sepertinya emang ga kompatible, gw liat ga ada pemanggilan scenenya di script. kalo didemo cara manggilnya gmna ? not scripter, don't know so much | |
| | | esamudra Newbie
Posts : 75 Thanked : 0 Engine : RMVX Skill : Beginner Type : Artist
| Subyek: Re: [VX]Shortcut Scene 2011-12-27, 18:08 | |
| kalo di demo bisa dipanggil di Menu padahal udah aku ganti jadi - Spoiler:
Shortcut = [[Input::X, Omega_Quest.new],[Input::Y, Scene_Skill.new]]
| |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Shortcut Scene 2011-12-27, 18:41 | |
| coba ganti jadi : Omega_Quest_View.new btw, error nya gmn? | |
| | | shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
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| Subyek: Re: [VX]Shortcut Scene 2011-12-27, 18:49 | |
| coba pasang CMS yang bisa masukin scene lain seperti KGC Extension menu taruh dibawah script ini.. mungkin bisa | |
| | | Blackcat Novice
Posts : 194 Thanked : 6 Engine : Other
| Subyek: Re: [VX]Shortcut Scene 2011-12-27, 19:31 | |
| - Code:
-
Shortcut = [[InputA, Omega_Quest.new],[InputS, Scene_Skill.new]] coba di ubah gini... - Code:
-
Shortcut = [[Input::R, Omega_Quest.new],[Input::L, Scene_Skill.new]] kalo input bawaan gak ada event keyboard, jadi musti per button... contoh : Input <<< Key Input::A <<< keyboard Shift dan keyboard C dan tombol Joystick 1 (triangle) Input::B <<< keyboard Escape dan keyboard X dan tombol Joystick 2 (circle) Input::C <<< keyboard Space dan keyboard Z dan tombol Joystick 3 (cross) Input::X <<< keyboard A dan tombol Joystick 4 (square) Input::Y <<< keyboard S dan tombol Joystick 5 (L Top) Input::Z <<< keyboard D dan tombol Joystick 6 (R Top) Input::L <<< keyboard Q dan tombol Joystick 7 (L Bottom) Input::R <<< keyboard W dan tombol Joystick 8 (R Bottom) CMIIW, udah gak pernah nyentuh RM, seingatku ini bentuknya... lain lagi kalo pake script Vampire_Keyboard... kalo pake script itu bakal berubah tiap input hanya mencakup satu key... edit : sepertinya situ pengen kalo keyboard A dan keyboard S yang di isi scene? ya begini... Input::X <<< keyboard A dan tombol Joystick 4 (square) Input::Y <<< keyboard S dan tombol Joystick 5 (L Top) jadinya - Code:
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Shortcut = [[Input::X, Omega_Quest.new],[Input::Y, Scene_Skill.new]] di coba lagi deh... | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Shortcut Scene 2011-12-28, 10:12 | |
| oh yeah... aku ga liat bagian itu udah bisa bang esamudra? | |
| | | esamudra Newbie
Posts : 75 Thanked : 0 Engine : RMVX Skill : Beginner Type : Artist
| Subyek: Re: [VX]Shortcut Scene 2011-12-28, 13:39 | |
| Aku udah ngikutin langkahnya om Black cat tapi tetep g bisa... nih errornya semoga para Scripter handal disini bisa bantu ~Thx~ | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Shortcut Scene 2011-12-28, 13:58 | |
| baris ini yang error:
@background = snapshot_for_background #Sprite_Base.new @background.bitmap = snapshot_for_background #Cache.system(BACKGROUND.to_s)
coba ganti jadi gini:
@background = Sprite_Base.new @background.bitmap = Cache.system(BACKGROUND.to_s) | |
| | | esamudra Newbie
Posts : 75 Thanked : 0 Engine : RMVX Skill : Beginner Type : Artist
| Subyek: Re: [VX]Shortcut Scene 2011-12-28, 14:21 | |
| dah kuganti seperti yang disarankan om Dhoom tapi masih tetep error kayak gini | |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: [VX]Shortcut Scene 2011-12-28, 14:54 | |
| UPDATE! ukh trnyata ksalahan pada scriptku script omega nya ga masalah coba copas scriptnya lagi | |
| | | esamudra Newbie
Posts : 75 Thanked : 0 Engine : RMVX Skill : Beginner Type : Artist
| Subyek: Re: [VX]Shortcut Scene 2011-12-28, 16:57 | |
| Yeahhhh..udah bisa om...terima kasih baget yaaaaaa...... bener-bener Scripter handal.....
~Thx~ | |
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