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Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
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| [ASK]Escape Meter pada Atoa ATB | |
| 2011-11-19, 10:55 | [ASK]Escape Meter pada Atoa ATB |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
Awards:
| saya ingin bertanya dan memohon pertolongan untuk menyelesaikan masalah pada Escape meter untuk Atoa ATB. ketika tombol untuk memproses escape ditekan, muncul pesan error sebagai berikut pada script, error tersebut merujuk pada line 929 yang berbunyi sebagai berikut - Code:
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escape_rate = Escape_Time * enemies_agi / (actors_agi * Speed)
dimana script Atoa ATB secara keseluruhan adalah sebagai berikut - Code:
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#============================================================================== # Atoa's Active Time Battle Version # By Atoa #============================================================================== # This Script adds a time bar system to the game # The configurations are explained below #==============================================================================
module Atoa # Do not remove or change these lines Cast_Time = {} Cast_Cancel = {} ATB_Freeze = {} ATB_Delay = {} # Do not remove or change these lines
# Waiting Mode Wait_Mode = 0 # 0 = On Hold Battle: the bar stops to select actions, skills and itens # 1 = Semi On Hold Battle: the bar stop to select itens and skills. # 2 = 100% Active Battle: the bar will never stop. # Pause the bar when a battler is executing an action? Wait_Act_End = true # Stop time bar during damage animation? Pause_if_Damaged = true # Show individual time bars for the battlers? Meters = true # Hide individual meters toghter with the status screen? Hide_Meters = false
# Show a single bar that indicates the battler's action order? Bars = false # Hide singe bar toghter with the status screen? Hide_Bars = false # Battle Speed Atb_Speed = 50.0 # Initial bar value modifier Atb_Initial_Value = 0 # Multiplication rate of the initial bar value Atb_Initial_Rate = 1.0 # ATB's maximum value, only change if you know what you doing. Max_Atb = 1000 # Agility Modifier, The higher this value, the lower is the diference between # battlers with different agility Atb_Agi_Modifier = 5 # Makes the bar gorws faster if no actor is active Faster_if_inactive = false # Definition of turn shifting. # This definition must be used for the duration of effects and # battle event conditions # This value does not count to enemies actions conditions Custom_Turn_Count = 0 # 0 = By number of fighters # 1 = By number of executed actions # 2 = By time (in frames) # If 'Custom_Turn_Count = 1', define how many actions are equal to 1 turn Action_Turn_Count = 10 # If 'Custom_Turn_Count = 2', define how much time (in frames) are equal to 1 turn Time_Turn_Count = 600 # 20 frames is about 1 second # Activate a timer for the casting of magical skills? Magic_Skill_Cast = true # Activate a timer for the casting of physical skills? Physical_Skill_Cast = false # Activate a timer for the casting of itens? Item_Cast = false # Set the escape style Escape_Type = 2 # 0 = Escape options is shown on the character's action menu # 1 = Keep pressed the key set in Escape_Input to escape # shows a message on the screen # 2 = Keep pressed the key set in Escape_Input to escape # shows an escape bar # Key that must be pressed to escape Escape_Input = Input::Y # Key that must be pressed to change the input battler Next_Input = Input::B # Key that must be pressed to end battler turn Cancel_Input = Input::A # Remember to not leave any equal input # Input::A = Keyborard:Z # Input::B = Keyborard:X # Input::C = Keyborard:C # Input::X = Keyborard:A # Input::Y = Keyborard:S # Input::Z = Keyborard:D # Input::L = Keyborard:Q # Input::R = Keyborard:W # Show the name for the escape option when Escape_Type = 0 Escape_Name = 'Escape' # Escape message when Escape_Type = 1 Escape_Message = 'Escaping...' Cant_Escape_Message = "Can't Escape!" # Time (in frames) needed to escape when Escape_Type > 0 # it is affected by the agility of characters and enemies Escape_Time = 6000 # Name of the graphic file when Escape_Type = 2 Escape_Skin = 'ESCAPEMeter' # Position of the Fleeing Bar Escape_Meter_Pos_Type = 0 # 0 = Above the characters # 1 = Upper-Mid of the screen # 2 = Custom position # Custom position of the Fleeing Bar when Escape_Meter_Pos_Type = 2 Escape_Meter_Position = [240,64] # Time Bar configurations Meter_Skin = 'ATBMeter' # Graphic file name that represents the bars # must be on the Graphic/Windowskins folder # Position of the character's Time Bars Meter_Pos_Style = 5 # 0 = Horizontal Pattern, not centralized # 1 = Horizontal Pattern, centralized # 2 = Vertical Bars # 3 = Under the characters # 5 = Custom # Readjust the Time Bar's position on the battle screen X_Meter = 10 # X position of the Bars Y_Meter = 440 # Y position of the Bars
# Custom Time Bar position, only valid when Meter_Pos_Style = 5 Meter_Position = [[380,440],[208,440],[32,440],[30,440]]
# Coordinate 'Z' (height) of the Meter image if Meter_Pos_Style = 5 Meter_Height = 420 # Position of the enemie's Time Bars Enemy_Meter = 0 # 0 = No time bars for the enemies # 1 = Under the enemy # 2 = Vertical list on the Side # Configuration of the Action Bars. Bar_Skin = 'ATBBar' # Name of the graphic file that represents the bar, must be # on the Graphics/Windowskins folder X_Bar = 128 # X position of the Bars Y_Bar = 80 # Y position of the Bars # Name of the default graphic Icon for characters Default_Party_Icon = '050-Skill07' # Individual character's Icons # Must be configured on the following way: 'Battler file name' => 'Icon file name' Party_Icon = { '%Noa' => 'Atoa-Icon', '%Alpin' => 'Atoa-Icon', 'Nanaly' => 'DarkLuar-Icon', 'Klarth' => 'Tunicoelp-Icon', 'Max' => 'Maranguape-Icon', } # Name of the default graphic Icon for enemies Default_Enemy_Icon = 'Shade' # Individual icons for enemies # must be configured on the following way: 'Battler file name' => 'Icon file name' Enemy_Icon = {} # Sound effect played when teh character's turn comes. nil for no sound Command_Up_SE = 'Incomingtransmission' #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ # CAST SETTINGS #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ # Chanting default pose, if nil, no pose is used. Chanting_Pose = nil
# To add an pose to an skill or item, add this effect to the setting of the # skill or the item. # 'Chanting/**' # ** must be the Pose ID. # To set an chanting pose for an specific graphic, add this to the graphic setting: # 'Chanting' => Pose ID. # Set here the cast time for each item and skill # By default all items have the cast speed = 0 (that means, no cast). # # Cast_Time[Action_Type] = {Action_ID => [Speed, status]} # Action_Type = 'Skill' for skills, 'Item' for items # Action_ID = ID of the skill or item # Speed = cast speed, higher value = faster cast # recomended values between 500-100 # Status = The status that the cast speed is based # if nil, the cast will have fixed speed # the status can be: # 'hp', 'sp', 'level', 'str', 'dex', 'int', 'agi'
Cast_Time['Skill'] = {1 => [500,'int'], 2 => [400,'int'], 3 => [300,'int'], 7 => [500,'int'], 8 => [400,'int'], 9 => [300,'int'], 10 => [500,'int'], 11 => [400,'int'], 12 => [300,'int'], 13 => [500,'int'], 14 => [400,'int'], 15 => [300,'int'], 16 => [500,'int'], 17 => [400,'int'], 18 => [300,'int'], 19 => [500,'int'], 20 => [400,'int'], 21 => [300,'int'], 22 => [500,'int'], 23 => [400,'int'], 24 => [300,'int'], 25 => [500,'int'], 26 => [400,'int'], 27 => [300,'int'], 28 => [500,'int'], 29 => [400,'int'], 30 => [300,'int']} Cast_Time['Item'] = {1 => [500,'int'], 2 => [500,'int'], 3 => [500,'int'], 7 => [500,'int'], 8 => [500,'int'], 9 => [500,'int'], 10 => [500,'int'], 11 => [500,'int'], 12 => [500,'int']} #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ # SETTINGS OF ACTIONS THAT CHANGE THE ATB #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ # Actions that may cause changes on the target ATB # Chance that all actions have to cancel skill cast of the target. # This value is used for all actions that don't have individual definition. Base_Cast_Cancel = 0 # Set here the chance that each action have of canceling the cast of target # # Cast_Cancel[Action_Type] = {Action_ID => Rate} # Action_Type = 'Skill' for skills, 'Item' for items, 'Weapon' for weapons # Action_ID = ID of the skill, item or weapon # Rate = chance of calceling cast, increases with damage caused. # # Important: if tha action is an physical skill, the weapon cancel chance is # also applied (the values aren't added, each one are calculated separatedely) #-------------------------------------------------------------------------- # Pause on the ATB bar when recive damage # This value is used for all actions that don't have individual definition. # Time in frames that the ATB bar will be stoped, increases with damage caused. Base_ATB_Freeze = 0 # Set here the actions that will cause ATB pause # # Cast_Cancel[Action_Type] = {Action_ID => Pause} # Action_Type = 'Skill' for skills, 'Item' for items, 'Weapon' for weapons # Action_ID = ID of the skill, item or weapon # Pause = ATB pause time, increases with damage caused. # # Important: if tha action is an physical skill, the weapon pause is also calculated #-------------------------------------------------------------------------- # Delay on the ATB bar when recive damage # This value is used for all actions that don't have individual definition. Base_ATB_Delay = 0 # Set here the actions that will cause ATB delay # # Cast_Cancel[Action_Type] = {Action_ID => Delay} # Action_Type = 'Skill' for skills, 'Item' for items, 'Weapon' for weapons # Action_ID = ID of the skill, item or weapon # Delay = ATB delay value, increases with damage caused. # # Important: if tha action is an physical skill, the weapon delay is also calculated
end
#============================================================================== # ¦ Atoa Module #============================================================================== $atoa_script = {} if $atoa_script.nil? $atoa_script['Atoa ATB'] = true
#============================================================================== # ¦ RPG::Skill #============================================================================== class RPG::Skill #---------------------------------------------------------------------------- include Atoa #---------------------------------------------------------------------------- def cast_speed(battler) if Cast_Time != nil and Cast_Time['Skill'] != nil and Cast_Time['Skill'][@id] != nil cast1 = Cast_Time['Skill'][@id][0] if Cast_Time['Skill'][@id][1].nil? cast2 = 200 else if Cast_Time['Skill'][@id][1] == 'level' cast2 = (eval("battler.#{Cast_Time['Skill'][@id][1]}") * 2) + 100 elsif Cast_Time['Skill'][@id][1] == 'hp' or Cast_Time['Skill'][@id][1] == 'sp' cast2 = (eval("battler.#{Cast_Time['Skill'][@id][1]}") / 50) + 100 else cast2 = (eval("battler.#{Cast_Time['Skill'][@id][1]}") / 5) + 100 end end return (cast1 * cast2).to_i end return 0 end end
#============================================================================== # ¦ RPG::Item #============================================================================== class RPG::Item #---------------------------------------------------------------------------- include Atoa #---------------------------------------------------------------------------- def cast_speed(battler) if Cast_Time != nil and Cast_Time['Item'] != nil and Cast_Time['Item'][@id] != nil cast1 = Cast_Time['Item'][@id][0] if Cast_Time['Item'][@id][1].nil? cast2 = 200 else if Cast_Time['Item'][@id][1] == 'level' cast2 = (eval("battler.#{Cast_Time['Item'][@id][1]}") * 2) + 100 elsif Cast_Time['Item'][@id][1] == 'hp' or Cast_Time['Item'][@id][1] == 'sp' cast2 = (eval("battler.#{Cast_Time['Item'][@id][1]}") / 50) + 100 else cast2 = (eval("battler.#{Cast_Time['Item'][@id][1]}") / 5) + 100 end end return cast1 * cast2 end return 0 end end
#============================================================================== # ¦ Game_Temp #============================================================================== class Game_Temp #-------------------------------------------------------------------------- attr_accessor :max_escape_count attr_accessor :escape_count attr_accessor :hide_meters attr_accessor :no_active_battler #-------------------------------------------------------------------------- def escape_atb_linetype return 2 unless @battle_can_escape return 1 if @battle_can_escape end #-------------------------------------------------------------------------- def escape_atb_lineamount return 100 * @escape_count / @max_escape_count if @battle_can_escape return 100 unless @battle_can_escape end #-------------------------------------------------------------------------- def max_escape_count return @max_escape_count.nil? ? @max_escape_count = 0 : @max_escape_count end #-------------------------------------------------------------------------- def escape_count return @escape_count.nil? ? @escape_count = 0 : @escape_count end #-------------------------------------------------------------------------- def max_escape_count=(n) @max_escape_count = n end #-------------------------------------------------------------------------- def escape_count=(n) @escape_count = n end end
#============================================================================== # ¦ Game_Battler #============================================================================== class Game_Battler #-------------------------------------------------------------------------- include Atoa #-------------------------------------------------------------------------- attr_accessor :cast_action attr_accessor :casting attr_accessor :cast_target attr_accessor :turn_count attr_accessor :guarding attr_accessor :passed attr_accessor :atb_delay #-------------------------------------------------------------------------- alias atoa_initialize_atb initialize def initialize atoa_initialize_atb @cast_skill = @turn_count = @atb_delay = 0 @guarding = @passed = @casting = false end #-------------------------------------------------------------------------- def atb_linetype return 4 if self.cast_action != nil and self.atb_full? return 3 if self.cast_action != nil return 2 if self.atb_full? return 1 end #-------------------------------------------------------------------------- def atb_lineamount return 0 if self.dead? return 100 * self.atb / self.max_atb end #-------------------------------------------------------------------------- def casting return false if self.dead? return @casting end #-------------------------------------------------------------------------- def max_atb return Max_Atb end #-------------------------------------------------------------------------- def atb return @atb.nil? ? @atb = 0 : @atb end #-------------------------------------------------------------------------- def atb=(n) @atb = [[n.to_i, 0].max, self.max_atb].min end #-------------------------------------------------------------------------- def atb_preset percent = self.max_atb * Atb_Initial_Rate * (rand(64) + 16) * (self.agi + Atb_Agi_Modifier) / total_agi / 1000 self.atb = Atb_Initial_Value + percent end #-------------------------------------------------------------------------- def total_agi total = 0 for battler in $game_party.actors + $game_troop.enemies total += battler.agi end return total end #-------------------------------------------------------------------------- def atb_full? return @atb == self.max_atb end #-------------------------------------------------------------------------- def atb_update if self.cast_action.nil? self.atb += speed_adjust * 200 * (self.agi + Atb_Agi_Modifier) / total_agi / 100.0 else cast = cast_action.cast_speed(self) self.atb += speed_adjust * (cast + Atb_Agi_Modifier) / total_agi / 100.0 end end #-------------------------------------------------------------------------- def speed_adjust return $game_temp.no_active_battler ? Atb_Speed + 10.0 : Atb_Speed end #-------------------------------------------------------------------------- alias atoa_apply_damage_atb apply_damage def apply_damage(user, skill = nil) effective = atoa_apply_damage_atb(user, skill) action = user.now_action if action != nil and Cast_Cancel[action.type_name] != nil and Cast_Cancel[action.type_name][action.id] != nil cancel_cast(Cast_Cancel[action.type_name][action.id], skill) if action.type_name == 'Skill' and not action.magic? for weapon in weapons cancel_cast(Cast_Cancel['Weapon'][weapon.id], skill) end end else cancel_cast(Base_Cast_Cancel, skill) end if action != nil and ATB_Freeze[action.type_name] != nil and ATB_Freeze[action.type_name][action.id] != nil freeze_action(ATB_Freeze[action.type_name][action.id], skill) if action.type_name == 'Skill' and not action.magic? for weapon in weapons freeze_action(ATB_Freeze['Weapon'][weapon.id], skill) end end else freeze_action(Base_ATB_Freeze, skill) end if action != nil and ATB_Delay[action.type_name] != nil and ATB_Delay[action.type_name][action.id] != nil delay_action(ATB_Delay[action.type_name][action.id], skill) if action.type_name == 'Skill' and not action.magic? for weapon in weapons delay_action(ATB_Delay['Weapon'][weapon.id], skill) end end else delay_action(Base_ATB_Delay, skill) end return effective end #-------------------------------------------------------------------------- def cant_cancel(skill) return true if check_include(skill, "NODAMAGE") return true if not self.damage.is_a?(Numeric) return true if self.damage < 0 return false end #-------------------------------------------------------------------------- def cancel_cast(cast, skill) return if cant_cancel(skill) rate = cast + (cast * (self.damage * 50.0 / self.maxhp) / 100.0) if rate > rand(100) and self.cast_action != nil self.cast_action = nil self.atb = 0 end end #-------------------------------------------------------------------------- def delay_action(delay, skill) return if cant_cancel(skill) rate = delay + (delay * (self.damage * 50.0 / self.maxhp) / 100.0) self.atb -= rate.to_i end #-------------------------------------------------------------------------- def freeze_action(delay, skill) return if cant_cancel(skill) rate = delay + (delay * (self.damage * 50.0 / self.maxhp) / 100.0) self.atb_delay += rate.to_i end end
#============================================================================== # ¦ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- def inputable? return (self.atb_full? and super) end end
#============================================================================== # ¦ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- def movable? return (self.atb_full? and super) end #-------------------------------------------------------------------------- def make_action self.current_action.clear return unless self.movable? available_actions = [] rating_max = 0 for action in self.actions n = @turn_count a = action.condition_turn_a b = action.condition_turn_b next if (b == 0 and n != a) or (b > 0 and (n < 1 or n < a or n % b != a % b)) next if self.hp * 100.0 / self.maxhp > action.condition_hp next if $game_party.max_level < action.condition_level switch_id = action.condition_switch_id next if switch_id > 0 and $game_switches[switch_id] == false next if @sp < calc_sp_cost($data_skills[action.skill_id]) if action.kind == 1 available_actions << action rating_max = action.rating if action.rating > rating_max end ratings_total = 0 for action in available_actions ratings_total += action.rating - (rating_max - 3) if action.rating > rating_max - 3 end if ratings_total > 0 value = rand(ratings_total) for action in available_actions if action.rating > rating_max - 3 if value < action.rating - (rating_max - 3) self.current_action.kind = action.kind self.current_action.basic = action.basic self.current_action.skill_id = action.skill_id self.current_action.decide_random_target_for_enemy return else value -= action.rating - (rating_max - 3) end end end end end end
#============================================================================== # ¦ Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- include Atoa #-------------------------------------------------------------------------- attr_accessor :wait_mode attr_accessor :action_wait #-------------------------------------------------------------------------- alias atoa_initialize_atb initialize def initialize atoa_initialize_atb @wait_mode = Wait_Mode @action_wait = Wait_Act_End end end
#============================================================================== # ¦ Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- include Atoa #-------------------------------------------------------------------------- attr_accessor :no_active_battler #-------------------------------------------------------------------------- alias atoa_main_atb main def main turn_count_speed $game_temp.escape_count = 0 $game_temp.hide_meters = false $game_temp.no_active_battler = true @escape_type, @escape_name = Escape_Type, Escape_Name @input_battlers, @action_battlers = [], [] @input_battler, @action_battler = nil, nil @escaped = @update_turn_end = @action_phase = @freeze_atb = false atoa_main_atb end #-------------------------------------------------------------------------- alias atoa_start_atb start def start atoa_start_atb for battler in $game_party.actors + $game_troop.enemies battler.turn_count = 0 battler.atb = 0 battler.atb_preset battler.cast_action = nil battler.cast_target = nil battler.defense_pose = false end end #-------------------------------------------------------------------------- alias atoa_show_transition_atb show_transition def show_transition reset_bars atoa_show_transition_atb end #-------------------------------------------------------------------------- def reset_bars @status_window.reset_bars end #-------------------------------------------------------------------------- alias atoa_update_atb update def update if @phase == 1 $game_temp.battle_main_phase = true @actor_command_window.opacity = 0 @phase = 0 elsif @phase != 5 @phase = 0 end check_active_battler return $scene = Scene_Gameover.new if $game_temp.gameover atoa_update_atb return update_phase5 if @phase == 5 return if $game_system.battle_interpreter.running? and $game_temp.forcing_battler.nil? if @update_turn_end turn_ending @update_turn_end = false end update_escape return if @escaped atb_update input_battler_update action_battler_update end #-------------------------------------------------------------------------- def action_battler_update if @action_battlers[0] != nil @action_battlers.flatten! battler = @action_battlers[0] battler.atb = 0 if battler.dead? end update_phase4 unless @spriteset.effect? end #-------------------------------------------------------------------------- def check_active_battler no_active = (@action_battlers.empty? and @active_battlers.empty? and @input_battlers.empty?) $game_temp.no_active_battler = Faster_if_inactive ? no_active : false end #-------------------------------------------------------------------------- def input_battler_update for battler in $game_party.actors + $game_troop.enemies if (battler.atb_full? or $game_temp.forcing_battler == battler) and not @action_battlers.include?(battler) and not @active_battlers.include?(battler) and not @input_battlers.include?(battler) battler_turn(battler) end end if @input_battlers[0] != nil and @input_battler.nil? and !wait_on and (($game_system.wait_mode == 0 and @active_battlers.empty?) or $game_system.wait_mode > 0) @input_battlers.flatten! @input_battler = @input_battlers[0] if @input_battler.current_action.forcing or @input_battler.confused? if @input_battler.confused? @input_battler.current_action.kind = 0 @input_battler.current_action.basic = 0 end battler.defense_pose = false @action_battlers << @input_battlers.shift @action_battlers.compact! @input_battler = nil elsif @input_battler.inputable? @actor_index = $game_party.actors.index(@input_battler) @input_battler.current_action.clear else @input_battler.atb_update @input_battlers.shift @input_battler = nil end end if @input_battler != nil battler.defense_pose = false @input_battler.blink = true @active_battler = @input_battler if @actor_command_window.opacity == 0 Audio.se_play('Audio/SE/' + Command_Up_SE) if @active_battler.cast_action.nil? and Command_Up_SE != nil phase3_setup_command_window end update_phase3 end for battler in $game_party.actors + $game_troop.enemies next if battler.exist? @input_battlers.delete(battler) @action_battlers.delete(battler) end end #-------------------------------------------------------------------------- def update_escape if Input.press?(Escape_Input) and @escape_type > 0 if $game_temp.battle_can_escape $game_temp.max_escape_count = update_phase2_escape_rate $game_temp.escape_count += 2 unless wait_on @escaping = true if !@help_window.visible and @escape_type == 1 @help_window.set_text('') @help_window.set_text(Escape_Message, 1) end if @escape_type == 2 if @escape_atb_meters.nil? @escape_atb_meters = Escape_Meters.new @escape_meter_opacity = 0 @escape_atb_meters.visible = true else @escape_atb_meters != nil @escape_atb_meters.opacity = 15 * @escape_meter_opacity @escape_meter_opacity = [@escape_meter_opacity + 1, 17].min @escape_atb_meters.refresh end end if $game_temp.escape_count >= $game_temp.max_escape_count $game_temp.escape_count = 0 update_phase2_escape unless $game_party.all_dead? end else @help_window.set_text(Cant_Escape_Message, 1) if @escape_type == 1 if @escape_type == 2 if @escape_atb_meters.nil? @escape_atb_meters = Escape_Meters.new @escape_meter_opacity = 0 @escape_atb_meters.visible = true else @escape_atb_meters != nil @escape_atb_meters.opacity = 15 * @escape_meter_opacity @escape_meter_opacity = [@escape_meter_opacity + 1, 17].min @escape_atb_meters.refresh end end end elsif @escape_type > 0 if @escaping @escaping = false @help_window.visible = false end $game_temp.escape_count = [$game_temp.escape_count - 1, 0].max unless wait_on if @escape_atb_meters != nil and $game_temp.escape_count == 0 @escape_atb_meters.opacity = 15 * @escape_meter_opacity @escape_meter_opacity = [@escape_meter_opacity - 1, 0].max if @escape_meter_opacity == 0 @escape_atb_meters.dispose @escape_atb_meters = nil end end @escape_atb_meters.refresh if @escape_atb_meters != nil end end #-------------------------------------------------------------------------- def battler_turn(battler) battler.turn_count += 1 if battler.is_a?(Game_Actor) if battler.inputable? and battler.cast_action.nil? @input_battlers << battler @input_battlers.compact! else if battler.confused? battler.current_action.kind = 0 battler.current_action.basic = 0 end battler.defense_pose = false @action_battlers << battler @action_battlers.compact! end else if battler.current_action.forcing or $game_temp.forcing_battler battler.current_action.forcing = false $game_temp.forcing_battler = nil else battler.make_action end @action_battlers << battler @action_battlers.compact! end end #-------------------------------------------------------------------------- def atb_update update_meters return if wait_on @atb_turn_count += 1 if Custom_Turn_Count == 2 if @atb_turn_count >= @abt_turn_speed @update_turn_end = true if Slip_Damage_Pop_Time >= 2 for index in 0...$data_troops[@troop_id].pages.size page = $data_troops[@troop_id].pages[index] $game_temp.battle_event_flags[index] = false end $game_temp.battle_turn += 1 turn_count_speed for battler in $game_party.actors + $game_troop.enemies battler.remove_states_auto if battler.exist? end setup_battle_event end for battler in $game_party.actors + $game_troop.enemies unless battler.exist? battler.cast_action = nil battler.atb = 0 end next if (@escaping and battler.actor? and @escape_type > 0) next if battler.restriction == 4 or @active_battlers.include?(battler) next unless battler.exist? next if Pause_if_Damaged and battler.damaged if battler.atb_delay > 0 battler.atb_delay -= 1 next end battler.atb_update end end #-------------------------------------------------------------------------- def wait_on return true if $game_system.wait_mode == 1 and (@skill_window != nil or @item_window != nil) return true if $game_system.wait_mode == 0 and @input_battler != nil return true if ($game_system.action_wait or @freeze_atb) and not allow_next_action return true if @battle_start or @battle_ending or @phase == 5 return false end #-------------------------------------------------------------------------- def start_phase2 end #-------------------------------------------------------------------------- def update_meters @status_window.active_time_update end #-------------------------------------------------------------------------- def turn_count_speed @atb_turn_count = @abt_turn_speed = 0 case Custom_Turn_Count when 0 for battler in $game_party.actors + $game_troop.enemies @abt_turn_speed += 1 if battler.exist? end when 1 @abt_turn_speed = Action_Turn_Count when 2 @abt_turn_speed = Time_Tunr_Count end end #-------------------------------------------------------------------------- def update_phase2_escape windows_dispose update_phase2_escape_type1 if @escape_type == 0 update_phase2_escape_type2 if @escape_type > 0 end #-------------------------------------------------------------------------- def update_phase2_escape_type1 if rand(100) < set_escape_rate command_input_cancel @battle_ending = true $game_system.se_play($data_system.escape_se) $game_system.bgm_play($game_temp.map_bgm) battle_end(1) else @escape_ratio += 3 phase3_next_actor end end #-------------------------------------------------------------------------- def update_phase2_escape_type2 @escaped = true command_input_cancel @battle_ending = true $game_system.se_play($data_system.escape_se) $game_system.bgm_play($game_temp.map_bgm) if @escape_atb_meters != nil @escape_atb_meters.dispose @escape_atb_meters = nil end battle_end(1) end #-------------------------------------------------------------------------- def update_phase2_escape_rate enemies_agi = enemies_number = 0 for enemy in $game_troop.enemies if enemy.exist? enemies_agi += enemy.agi enemies_number += 1 end end enemies_agi /= [enemies_number, 1].max actors_agi = actors_number = 0 for actor in $game_party.actors if actor.exist? actors_agi += actor.agi actors_number += 1 end end actors_agi /= [actors_number, 1].max escape_rate = Escape_Time * enemies_agi / (actors_agi * Speed) return escape_rate end #-------------------------------------------------------------------------- alias atoa_set_guard_action_atb set_guard_action def set_guard_action(battler) atoa_set_guard_action_atb(battler) battler.atb = 0 end #-------------------------------------------------------------------------- alias atoa_set_escape_action_atb set_escape_action def set_escape_action(battler) atoa_set_escape_action_atb(battler) battler.atb = 0 end #-------------------------------------------------------------------------- alias atoa_set_action_none_atb set_action_none def set_action_none(battler) atoa_set_action_none_atb(battler) battler.atb = 0 battler.current_phase = 'Phase 6-1' end #-------------------------------------------------------------------------- alias atoa_start_phase5_atb start_phase5 def start_phase5 @help_window.visible = false if @help_window != nil @input_battler.blink = false if @input_battler != nil windows_dispose @battle_ending = true update_meters atoa_start_phase5_atb end #-------------------------------------------------------------------------- alias atoa_update_phase5_atb update_phase5 def update_phase5 windows_dispose atoa_update_phase5_atb end #-------------------------------------------------------------------------- alias atoa_phase3_setup_command_window phase3_setup_command_window def phase3_setup_command_window return if @escaped if @active_battler != nil && @active_battler.cast_action != nil @active_battler.blink = false return end @party_command_window.active = false @party_command_window.visible = false @actor_command_window.dispose if @actor_command_window != nil s1 = $data_system.words.attack s2 = $data_system.words.skill s3 = $data_system.words.item s4 = $data_system.words.guard s5 = @escape_name if @escape_type == 0 @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, s5]) else @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4]) end command_window_position @actor_command_window.back_opacity = Base_Opacity @actor_command_window.back_opacity = Base_Opacity @actor_command_window.z = 4500 @active_battler_window.refresh(@active_battler) @active_battler_window.visible = Battle_Name_Window @active_battler_window.x = Command_Window_Custom_Position[0] @active_battler_window.y = Command_Window_Custom_Position[1] - 64 @active_battler_window.z = 4500 end #-------------------------------------------------------------------------- def phase3_next_actor action_battler = @input_battlers.shift @action_battlers << action_battler @action_battlers.compact! command_input_cancel @input_battler = nil @actor_index = nil @active_battler = nil end #-------------------------------------------------------------------------- def phase3_switch_actor @input_battler.current_action.clear @input_battler.atb = 0 unless @input_battler.passed @input_battler.passed = false @input_battlers.delete(@input_battler) @action_battlers.delete(@input_battler) command_input_cancel @input_battler = nil @actor_index = nil end #-------------------------------------------------------------------------- alias atoa_update_phase3_atb update_phase3 def update_phase3 if cancel_command? if can_act? if [2, 3].include?(@input_battler.restriction) @input_battler.current_action.kind = 0 @input_battler.current_action.basic = 0 end @action_battlers << @input_battler @action_battlers.compact! end command_input_cancel return end atoa_update_phase3_atb end #-------------------------------------------------------------------------- def cancel_command? return false if @input_battler.nil? return true if @input_battler.current_action.forcing return true if @input_battler.confused? return true if @input_battler.restriction == 4 return true if not $game_party.actors.include?(@input_battler) return false end #-------------------------------------------------------------------------- def can_act? return true if @input_battler.current_action.forcing return true if @input_battler.confused? return false end #-------------------------------------------------------------------------- alias atoa_update_phase3_basic_command_atb update_phase3_basic_command def update_phase3_basic_command if Input.trigger?(Input::C) case @actor_command_window.commands[@actor_command_window.index] when @escape_name if $game_temp.battle_can_escape == false $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) update_phase2_escape return end end if Input.trigger?(Input::UP) and @input_action $game_system.se_play($data_system.cursor_se) @actor_command_window.index -= 1 if @actor_command_window.index <= -1 @actor_command_window.index = @actor_command_window.commands_size - 1 end return end if Input.trigger?(Input::DOWN) and @input_action $game_system.se_play($data_system.cursor_se) @actor_command_window.index += 1 if @actor_command_window.index >= @actor_command_window.commands_size - 1 @actor_command_window.index = 0 end return end if Input.trigger?(Next_Input) $game_system.se_play($data_system.decision_se) @input_battler.passed = true phase3_switch_actor return end if Input.trigger?(Cancel_Input) $game_system.se_play($data_system.decision_se) phase3_switch_actor return end return if Input.trigger?(Next_Input) or Input.trigger?(Cancel_Input) atoa_update_phase3_basic_command_atb end #-------------------------------------------------------------------------- def command_input_cancel windows_dispose @input_battler.blink = false @input_battlers.delete(@input_battler) @input_battler = nil end #-------------------------------------------------------------------------- def windows_dispose @help_window.visible = false if !@escaping if @enemy_arrow != nil @enemy_arrow.dispose @enemy_arrow = nil end if @actor_arrow != nil @actor_arrow.dispose @actor_arrow = nil end if @actor_arrow != nil @actor_arrow.dispose @actor_arrow = nil end if @skill_window != nil @skill_window.dispose @skill_window = nil end if @item_window != nil @item_window.dispose @item_window = nil end if @enemy_arrow_all != nil @enemy_arrow_all.dispose_multi_arrow @enemy_arrow_all = nil end if @actor_arrow_all != nil @actor_arrow_all.dispose_multi_arrow @actor_arrow_all = nil end if @battler_arrow_all != nil @battler_arrow_all.dispose_multi_arrow @battler_arrow_all = nil end if @actor_command_window != nil @actor_command_window.active = false @actor_command_window.visible = false @active_battler_window.visible = false @actor_command_window.opacity = 0 end @status_window.visible = true end #-------------------------------------------------------------------------- alias atoa_step2_part1_atb step2_part1 def step2_part1(battler) battler.defense_pose = false if battler.cast_action != nil active_cast = battler.cast_action if active_cast.scope == 1 or active_cast.scope == 3 or active_cast.scope == 5 battler.current_action.target_index = battler.cast_target end if active_cast.is_a?(RPG::Skill) battler.current_action.kind = 1 battler.current_action.skill_id = battler.cast_action.id elsif active_cast.is_a?(RPG::Item) battler.current_action.kind = 2 battler.current_action.item_id = battler.cast_action.id end end atoa_step2_part1_atb(battler) if (battler.now_action.is_a?(RPG::Skill) or battler.now_action.is_a?(RPG::Item)) and battler.cast_action.nil? battler.cast_action = battler.now_action battler.cast_target = battler.current_action.target_index cast_speed = battler.now_action.cast_speed(battler) battler.cast_action = nil if cast_speed == 0 unless cast_speed == 0 battler.movement = false battler.current_phase = 'Phase 6-1' end end if cant_use_action(battler) and battler.cast_action != nil battler.cast_action = nil battler.moviment = false battler.current_phase = 'Phase 6-1' end battler.atb = 0 unless battler.passed battler.passed = false end #-------------------------------------------------------------------------- alias atoa_step3_part1_atb step3_part1 def step3_part1(battler) atoa_step3_part1_atb(battler) battler.cast_action = nil @freeze_atb = check_include(battler_action(battler), 'FREEZEATB') end #-------------------------------------------------------------------------- alias atoa_step6_part5_atb step6_part5 def step6_part5(battler) atoa_step6_part5_atb(battler) @atb_turn_count += 1 unless Custom_Turn_Count == 2 @input_battlers.delete(battler) @action_battlers.delete(battler) @action_battler = nil @freeze_atb = false update_meters judge end end
#============================================================================== # ¦ Sprite_Battler #============================================================================== class Sprite_Battler < RPG::Sprite #-------------------------------------------------------------------------- alias atoa_set_pose_atb set_pose def set_pose pose = atoa_set_pose_atb unless pose == Dead_Pose or pose == Victory_Pose if battler.cast_action != nil action = @battler.cast_action cast_pose = set_pose_id('Chanting') ext = check_extension(action, 'CHANTING/') if ext != nil ext.slice!('CHANTING/') cast_pose = ext.to_i end end end return cast_pose.nil? ? pose : cast_pose end end
#============================================================================== # ¦ Window_Command #============================================================================== class Window_Command < Window_Selectable #-------------------------------------------------------------------------- attr_accessor :commands #-------------------------------------------------------------------------- def commands_size return @item_max end end
#============================================================================== # Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- include Atoa #-------------------------------------------------------------------------- alias atb_battle_status_initialize initialize def initialize @atb_meters = ATB_Meters.new if Meters @enm_meters = Enemy_Meters.new if Enemy_Meter > 0 @atb_bars = ATB_Bars.new if Bars @alive_enemies = enemies_alive @old_party = $game_party.actors atb_battle_status_initialize end #-------------------------------------------------------------------------- alias atb_battle_status_refresh refresh def refresh atb_battle_status_refresh active_time_update end #-------------------------------------------------------------------------- alias face_anim_visible visible= def visible=(n) face_anim_visible(n) need_reset @atb_meters.visible = n if Hide_Meters and @atb_meters != nil @enm_meters.visible = n if Hide_Meters and @enm_meters != nil @atb_bars.visible = n if Hide_Bars and @atb_bars != nil end #-------------------------------------------------------------------------- alias atb_battle_status_dispose dispose def dispose atb_battle_status_dispose @atb_meters.dispose if @atb_meters != nil @enm_meters.dispose if @enm_meters != nil @atb_bars.dispose if @atb_bars != nil end #-------------------------------------------------------------------------- def active_time_update need_reset @atb_meters.refresh if @atb_meters != nil @enm_meters.refresh if @enm_meters != nil @atb_bars.refresh if @atb_bars != nil end #-------------------------------------------------------------------------- def need_reset if (@alive_enemies != enemies_alive) or (@old_party != $game_party.actors) @alive_enemies = enemies_alive @old_party = $game_party.actors reset_bars end end #-------------------------------------------------------------------------- def enemies_alive alive = 0 for i in 0...$game_troop.enemies.size alive += 1 unless $game_troop.enemies[i].dead? end return alive end #-------------------------------------------------------------------------- def reset_bars @atb_meters.dispose if @atb_meters != nil @enm_meters.dispose if @enm_meters != nil @atb_bars.dispose if @atb_bars != nil @atb_meters = ATB_Meters.new if Meters @enm_meters = Enemy_Meters.new if Enemy_Meter > 0 @atb_bars = ATB_Bars.new if Bars end end
#============================================================================== # ¦ ATB_Meters #============================================================================== class ATB_Meters #-------------------------------------------------------------------------- attr_accessor :meters #-------------------------------------------------------------------------- include Atoa #-------------------------------------------------------------------------- def initialize @meters = [] @skin = RPG::Cache.windowskin(Meter_Skin) i = 0 for actor in $game_party.actors @meter = MeterSprite.new(@skin, 5) refresh_meter(i) i += 1 end refresh end #-------------------------------------------------------------------------- def refresh i = 0 for actor in $game_party.actors @meters[i].line = actor.atb_linetype @meters[i].amount = actor.atb_lineamount @meters[i].atb_visible = true i += 1 end end #-------------------------------------------------------------------------- def refresh_meter(i) actor = $game_party.actors[i] case Meter_Pos_Style when 0 @meter.x = i * (624 / Max_Party) + 4 + X_Meter @meter.y = Y_Meter @meter.z = 1000 when 1 @meter.x = X_Meter + ((624 / Max_Party) * ((4 - $game_party.actors.size)/2.0 + i)).floor @meter.y = Y_Meter @meter.z = 1000 when 2 @meter.x = X_Meter @meter.y = i * 32 + Y_Meter @meter.z = 1000 when 3 @meter.x = actor.base_x - @skin.width / 2 @meter.y = actor.base_y - @skin.height / 5 @meter.z = @meter.y when 4 @meter.x = actor.base_x - @skin.width / 2 @meter.y = actor.base_y - @skin.height / 5 - 64 @meter.z = 2500 when 5 base = Meter_Position[i] @meter.x = base[0] @meter.y = base[1] @meter.z = 2500 end @meters[i] = @meter end #-------------------------------------------------------------------------- def visible=(b) @meters.each{|sprite| sprite.visible = b } end #-------------------------------------------------------------------------- def opacity=(b) @meters.each{|sprite| sprite.opacity = b } end #-------------------------------------------------------------------------- def dispose @meters.each{|sprite| sprite.dispose } end end
#============================================================================== # ¦ Enemy_Meters #============================================================================== class Enemy_Meters #-------------------------------------------------------------------------- attr_accessor :meters #-------------------------------------------------------------------------- include Atoa #-------------------------------------------------------------------------- def initialize @meters = {} @skin = RPG::Cache.windowskin(Meter_Skin) for enemy in $game_troop.enemies next if enemy.dead? @meter = MeterSprite.new(@skin, 5) refresh_meter(enemy) end refresh end #-------------------------------------------------------------------------- def refresh for enemy in $game_troop.enemies next if enemy.dead? @meters[enemy].line = enemy.atb_linetype @meters[enemy].amount = enemy.atb_lineamount @meters[enemy].atb_visible = true end end #-------------------------------------------------------------------------- def refresh_meter(enemy) case Enemy_Meter when 1 @meter.x = enemy.base_x - @skin.width / 2 @meter.y = enemy.base_y - @skin.height / 5 @meter.z = @meter.y when 2 @meter.x = enemy.base_x - @skin.width / 2 @meter.y = enemy.base_y - @skin.height / 5 - 64 @meter.z = 1000 when 3 @meter.x = 32 @meter.y = 80 + enemy.index * 32 @meter.z = 3000 end @meters[enemy] = @meter end #-------------------------------------------------------------------------- def visible=(b) @meters.keys.each{|sprite| @meters[sprite].visible = b } end #-------------------------------------------------------------------------- def opacity=(b) @meters.keys.each{|sprite| @meters[sprite].opacity = b } end #-------------------------------------------------------------------------- def dispose @meters.keys.each{|sprite| @meters[sprite].dispose } end end
#============================================================================== # ¦ ATB_Bars #============================================================================== class ATB_Bars #-------------------------------------------------------------------------- include Atoa #-------------------------------------------------------------------------- def initialize @base = Sprite.new @base.bitmap = RPG::Cache.windowskin(Bar_Skin).dup @base.x = X_Bar @base.y = Y_Bar @base.z = 3000 @width = @base.bitmap.width @height = @base.bitmap.height @iconset = [] @base.opacity = self.opacity = 255 refresh end #-------------------------------------------------------------------------- def refresh return @base.opacity = self.opacity = 0 unless Bars need_refresh = [] for battler in $game_party.actors + $game_troop.enemies exist = false for set in @iconset exist |= (set[1] == battler) end need_refresh << battler unless exist end for battler in need_refresh iconname = nil if battler.is_a?(Game_Actor) iconname = Party_Icon[battler.battler_name] else iconname = Enemy_Icon[battler.battler_name] end if iconname.nil? if battler.is_a?(Game_Actor) iconname = Default_Party_Icon else iconname = Default_Enemy_Icon end end icon = Sprite.new icon.bitmap = RPG::Cache.icon(iconname).dup icon.y = Y_Bar + @height / 2 - 12 @iconset << [icon, battler] unless @iconset.include?([icon, battler]) end for icon in @iconset icon[0].x = X_Bar + @width * icon[1].atb / icon[1].max_atb - 12 icon[0].z = 3001 icon[0].visible = icon[1].exist? icon[0].opacity = icon[1].exist? ? 255 : 0 end self.visible = $game_temp.hide_windows ? false : true end #-------------------------------------------------------------------------- def visible=(n) @base.visible = n for icon in @iconset icon[0].visible = n end end #-------------------------------------------------------------------------- def opacity=(n) @base.opacity = n for icon in @iconset icon[0].opacity = n end end #-------------------------------------------------------------------------- def dispose @base.dispose for icon in @iconset icon[0].dispose end end end
#============================================================================== # ¦ Escape_Meters #============================================================================== class Escape_Meters #-------------------------------------------------------------------------- attr_accessor :meters attr_reader :meters attr_accessor :enemy_meters attr_reader :enemy_meters #-------------------------------------------------------------------------- include Atoa #-------------------------------------------------------------------------- def initialize @skin = RPG::Cache.windowskin(Escape_Skin) @escape_meter = MeterSprite.new(@skin, 3) refresh_meter refresh end #-------------------------------------------------------------------------- def refresh @escape_meter.line = $game_temp.escape_atb_linetype @escape_meter.amount = $game_temp.escape_atb_lineamount @escape_meter.z = 5000 end #-------------------------------------------------------------------------- def refresh_meter case Escape_Meter_Pos_Type when 0 @escape_meter.x = 608 - @skin.width @escape_meter.y = 80 when 1 @escape_meter.x = 320 - skin.width @escape_meter.y = 64 when 2 @escape_meter.x = Escape_Meter_Position[0] @escape_meter.y = Escape_Meter_Position[1] end @escape_meter.z = 5000 end #-------------------------------------------------------------------------- def visible=(n) @escape_meter.visible = n end #-------------------------------------------------------------------------- def opacity=(n) @escape_meter.opacity = n end #-------------------------------------------------------------------------- def dispose @escape_meter.dispose end end
#============================================================================== # ¦ MeterSprite #============================================================================== class MeterSprite < Sprite #-------------------------------------------------------------------------- include Atoa #-------------------------------------------------------------------------- def initialize(skin, line_height) @line_height = line_height @skin = skin @width = @skin.width @height = @skin.height / @line_height @line = 1 @amount = 0 @atb_visible = false @base_sprite.dispose if @base_sprite != nil viewport = [3,4].include?(Meter_Pos_Style) ? $game_temp.battlers_viweport : nil @base_sprite = Sprite.new(viewport) @base_sprite.bitmap = @skin @base_sprite.src_rect.set(0, 0, @width, @height) super(viewport) self.bitmap = @skin self.line = 1 self.opacity = 0 if @line_height == 3 end #-------------------------------------------------------------------------- def line=(n) @line = n refresh end #-------------------------------------------------------------------------- def amount=(n) @amount = n refresh end #-------------------------------------------------------------------------- def visible=(n) @base_sprite.visible = n super end #-------------------------------------------------------------------------- def opacity=(n) @base_sprite.opacity = n super end #-------------------------------------------------------------------------- def atb_visible=(n) @atb_visible = n refresh end #-------------------------------------------------------------------------- def refresh self.src_rect.set(0, @line * @height, @width * @amount / 100, @height) end #-------------------------------------------------------------------------- def x=(n) super @base_sprite.x = n end #-------------------------------------------------------------------------- def y=(n) super @base_sprite.y = n end #-------------------------------------------------------------------------- def z=(n) super @base_sprite.z = z - 1 end #-------------------------------------------------------------------------- def dispose @base_sprite.dispose super end end
pertanyaan : 1. apakah kiranya yang membuat script tersebut error? (nilai 40) 2. apakah yang harus dilakukan untuk membuat script berjalan dengan lancar, dan bagian mana sajakah yang harus ditambah atau di ubah? (nilai 60) |
| | | 2011-11-19, 11:05 | Re: [ASK]Escape Meter pada Atoa ATB |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| 1. Kemungkinan Constant Speed tidak termasuk/terhapus didalam module Atoa. 2. Buat Constant Speed dan isi dengan integer Cara diatas belum dicoba/diuji, kerusakan atau hal lainnya ditanggung masing-masing |
| | | 2011-11-19, 11:07 | Re: [ASK]Escape Meter pada Atoa ATB |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
Awards:
| caranya? |
| | | 2011-11-19, 11:10 | Re: [ASK]Escape Meter pada Atoa ATB |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| pada module Atoa, tambahkan - Code:
-
Speed = 5 #Integer value, coba" aja berapa |
| | | 2011-11-19, 14:43 | Re: [ASK]Escape Meter pada Atoa ATB |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| @ om kudit : Seperti kata om Dhoom.. Memang sepertinya masalahnya seperti itu... |
| | | 2011-12-27, 13:20 | Re: [ASK]Escape Meter pada Atoa ATB |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
Awards:
| @dok dan loli yg itu udah bisa, tapi muncul masalah baru munculnya gini saya sudah coba ngasal kyk cara yg speed tadi, tapi tetep gk bisa harus diapain nih?? |
| | | 2011-12-27, 13:32 | Re: [ASK]Escape Meter pada Atoa ATB |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| ada variable yang belum terdefinisi tuh dan variable nya yang sebelum command "blink=" kalo yg ini musti ditelusuri dulu tuh apa yg seharusnya ada pada variable tersebut |
| | | 2011-12-27, 13:44 | Re: [ASK]Escape Meter pada Atoa ATB |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
Awards:
| @dok : merujuknya ke line 1100 sih... isinya : - Code:
-
@input_battler.blink = false tadi konsultasi sama hart katanya ada bagian @input_battlernya belom ada value.. udah ngikutin saran2 dari beliau tapi masih error di line yg sama kalo punya solusi mohon bantuannya |
| | | 2011-12-27, 13:52 | Re: [ASK]Escape Meter pada Atoa ATB |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| kayaknya nya @input_battler bakal diisi sama Game_Battler ga tau jga sih, aku blum prnah pke script ini... Tpi coba aja di isi ke @active_battler |
| | | 2011-12-27, 13:58 | Re: [ASK]Escape Meter pada Atoa ATB |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
Awards:
| diisi @active_battler dimananya? banyak ini bukannya itu juga diisi sama @input_battler? - Code:
-
@active_battler = @input_battler tadi ada yg kuubah nill nya jadi nilai 100, cuma error juga.. sotoy level up arrrgghhh!!!!! |
| | | 2011-12-27, 14:49 | Re: [ASK]Escape Meter pada Atoa ATB |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| wah, kalo gitu seharusnya @input_battler nya ga bakalan nil coba tambahin dibaris yang error nya jadi - Code:
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@input_battler.blink=false if @input_battler != nil |
| | | 2011-12-27, 16:34 | Re: [ASK]Escape Meter pada Atoa ATB |
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nisamerica Living Skeleton
Posts : 1668 Thanked : 25 Engine : RMVX Skill : Very Beginner Type : Artist
Awards:
| Kayanya dulu udah pernah dibahas deh beginian Kasusanya sama persis, perasaan gwa udah ngasih tau ke si Atoa dan di update-an berikutnya bakal di fix kok. Atau ngga, dulu perasaan gwa pernah delete bagian "* speed", dan sisanya berjalan lancar, cobain aja dulu Btw ATOA MO PINDAH VXAAAAAAAAAAAAAAAA |
| | | 2011-12-27, 18:08 | Re: [ASK]Escape Meter pada Atoa ATB |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
Awards:
| @dok : oke dicoba dulu @nis: wtha o pindah VX??? damn!! btw.. masa dah pernah? dulu apus yg speed malah muncul error baru |
| | | 2011-12-27, 18:21 | Re: [ASK]Escape Meter pada Atoa ATB |
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nisamerica Living Skeleton
Posts : 1668 Thanked : 25 Engine : RMVX Skill : Very Beginner Type : Artist
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| tanda asterix (*) juga diapus, biar formulanya cuma speed lawan dibagi speed kita Tapi ga tau juga ding, gwa dulu gitu kaloga salah Coba aja post error barunya kalo dah dicoba |
| | | | Re: [ASK]Escape Meter pada Atoa ATB |
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