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| [Solved] Auto Battle Command | |
| 2012-03-01, 18:24 | [Solved] Auto Battle Command |
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barlieuy Novice
Posts : 139 Thanked : 1 Engine : RMVX Ace Skill : Beginner Type : Jack of All Trades
| kk scripter yang handal, mau nanya dong script buat nambahin perintah auto pas battle. kaya di suikoden, semua party jadi langsung attack secara otomatis tanpa menggunakan skill / spell. ini pakenya frontview battle system (masih default). gambarnya : - Spoiler:
ini baru nambahin tulisan auto doang, belum bisa di klik. makasih
Terakhir diubah oleh barlieuy tanggal 2012-03-01, 19:31, total 1 kali diubah |
| | | 2012-03-01, 18:39 | Re: [Solved] Auto Battle Command |
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TegarDarmawan Novice
Posts : 115 Thanked : 1 Engine : RMVX Skill : Beginner Type : Developer
| pake script gan,,tp ane lupa scriptnya apa,,mngkin yg di bawah ane tau |
| | | 2012-03-01, 19:39 | Re: [Solved] Auto Battle Command |
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barlieuy Novice
Posts : 139 Thanked : 1 Engine : RMVX Ace Skill : Beginner Type : Jack of All Trades
| udah nyari-nyari tp g nemu. ada juga script yang auto battle tp kalo user lagi AFK / idle. ini linknya : http://www.omega-dev.net/forums/showthread.php?tid=1555 kirain saya bisa ngedit biar auto jalan kalo trigger nya diselect di window, dan hasilnya = ga ngerti tulung |
| | | 2012-03-01, 21:14 | Re: [Solved] Auto Battle Command |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| Coba aja : http://www.rpgmakervx.net/index.php?showtopic=7430 <- Credit to BigEd781 Om gak ngerti bagian mana? |
| | | 2012-03-01, 21:35 | Re: [Solved] Auto Battle Command |
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barlieuy Novice
Posts : 139 Thanked : 1 Engine : RMVX Ace Skill : Beginner Type : Jack of All Trades
| wah work kk tp masih ada yang kurang. pas auto di sana semua party emang nyerang, tp pake skill / spell jg. kalo saya pengennya nyerang doang (command attack aja) g pake skill / spell gitu. si penulis script itu kan manggil auto_battle yang udah di set dari sononya. kaya yang di : - Code:
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class Game_Actor alias :eds_pre_auto_initialize :initialize def initialize(id) eds_pre_auto_initialize(id) @default_autobattle = actor.auto_battle end def default_autobattle? return @default_autobattle end def auto_battle=(value) actor.auto_battle = value end end
bisa di edit ga ya? saya udah nyoba-nyoba ngulik ternyata cuma sama di bagian class Window_PartyCommand aja. kalo class Scene_Battle sama Actor udah saya masukin + ulik-ulik jg tp ada error gitu. yang saya blm ngerti tu fungsi alias sama update buat apa ya?
Terakhir diubah oleh barlieuy tanggal 2012-03-01, 22:18, total 2 kali diubah (Reason for editing : nambahin kode) |
| | | 2012-03-01, 22:36 | Re: [Solved] Auto Battle Command |
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TegarDarmawan Novice
Posts : 115 Thanked : 1 Engine : RMVX Skill : Beginner Type : Developer
| script.nya auto battle with default system attack,,,bisa cm attack bisa,bisa jugad ada yg pake skill CMIIW cm liat tulisan biru di atas :p |
| | | 2012-03-02, 17:22 | Re: [Solved] Auto Battle Command |
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privateer Novice
Posts : 253 Thanked : 1 Engine : RMXP Skill : Advanced Type : Scripter
| Wah, ini mulai ruwet deh... Meningan TS pakai script Shanghai punya yang lebih ringan Script credit goes to Shanghai : - Code:
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#=============================================================================== # # Shanghai Simple Script - Auto-Attack # Last Date Updated: 2010.05.20 # Level: Easy # # Press A in battle to trigger auto-attacking. When auto-attacking is enabled, # all actors will select attack and pound away at enemies until disabled. # Animations will also be halted to speed up the battle. #=============================================================================== # Instructions # ----------------------------------------------------------------------------- # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials but above ▼ Main. Remember to save. #===============================================================================
$imported = {} if $imported == nil $imported["Auto-Attack"] = true
module SSS # Window used for auto-attack. AUTO_ATTACK_MESSAGE = "A - Auto Attack" end
#============================================================================== # ** Game_Temp #==============================================================================
class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :auto_attack end
#============================================================================== # ** Game_BattleAction #==============================================================================
class Game_BattleAction #-------------------------------------------------------------------------- # * Action Value Evaluation (for automatic battle) # @value and @target_index are automatically set. #-------------------------------------------------------------------------- alias evaluate_sss_auto_attack evaluate unless $@ def evaluate if $game_temp.auto_attack and battler.actor? if attack? evaluate_attack else @value = 0 end else evaluate_sss_auto_attack end end end
#============================================================================== # ** Game_Actor #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get [Automatic Battle] Option #-------------------------------------------------------------------------- alias auto_battle_sss_auto_attack auto_battle unless $@ def auto_battle return true if $game_temp.auto_attack return auto_battle_sss_auto_attack end end
#============================================================================== # ** Window_Auto_Attack #==============================================================================
class Window_Auto_Attack < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, Graphics.height-172, Graphics.width/2, 56) self.back_opacity = 0 self.opacity = 0 refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear contents.font.size = 16 if $game_temp.auto_attack contents.font.color = crisis_color else contents.font.color = normal_color end contents.draw_text(2, 0, Graphics.width/2-4, WLH, SSS::AUTO_ATTACK_MESSAGE) end end
#============================================================================== # ** Scene_Battle #==============================================================================
class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- alias start_sss_auto_attack start unless $@ def start $game_temp.auto_attack = false @allow_auto_attack_trigger = false @auto_attack_window = Window_Auto_Attack.new start_sss_auto_attack end #-------------------------------------------------------------------------- # * Battle Start Processing #-------------------------------------------------------------------------- alias process_battle_start_sss_auto_attack process_battle_start unless $@ def process_battle_start @allow_auto_attack_trigger = true process_battle_start_sss_auto_attack end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- alias terminate_sss_auto_attack terminate unless $@ def terminate @auto_attack_window.dispose terminate_sss_auto_attack end #-------------------------------------------------------------------------- # * Basic Update Processing #-------------------------------------------------------------------------- alias update_basic_sss_auto_attack update_basic unless $@ def update_basic(main = false) update_basic_sss_auto_attack(main) update_auto_attack_trigger end #-------------------------------------------------------------------------- # * Wait a set amount of time #-------------------------------------------------------------------------- alias wait_sss_auto_attack wait unless $@ def wait(duration, no_fast = false) if $game_temp.auto_attack and not no_fast duration /= 2 no_fast = true end wait_sss_auto_attack(duration, no_fast) end #-------------------------------------------------------------------------- # * Auto Attack Trigger Updating #-------------------------------------------------------------------------- def update_auto_attack_trigger return unless @allow_auto_attack_trigger if Input.trigger?(Input::X) and $game_temp.auto_attack Sound.play_cursor $game_temp.auto_attack = false @auto_attack_window.refresh if $imported["BattleEngineMelody"] and (atb? or ctb?) for member in $game_party.members member.action.clear end @actor_command_window.refresh if atb? end elsif Input.trigger?(Input::X) and !$game_temp.auto_attack Sound.play_cursor $game_temp.auto_attack = true @auto_attack_window.refresh if @actor_command_window.active if $imported["BattleEngineMelody"] if dtb? for actor in $game_party.existing_members actor.make_action end start_main elsif ptb? close_input_windows ptb_party_berserk elsif atb? for actor in $game_party.existing_members actor.make_action end @status_window.refresh @actor_command_window.refresh elsif ctb? actor = @selected_battler actor.make_action confirm_action end else actor = @active_battler actor.make_action next_actor end end end end #-------------------------------------------------------------------------- # * Show Normal Animation #-------------------------------------------------------------------------- alias display_normal_animation_auto_attack display_normal_animation unless $@ def display_normal_animation(targets, animation_id, mirror = false) return if $game_temp.auto_attack display_normal_animation_auto_attack(targets, animation_id, mirror) end #-------------------------------------------------------------------------- # * Show Animation? #-------------------------------------------------------------------------- if $imported["BattleEngineMelody"] alias show_animation_sss_auto_attack show_animation? unless $@ def show_animation? return false if $game_temp.auto_attack return show_animation_sss_auto_attack end alias atb_speed_sss_atb_speed atb_speed unless $@ def atb_speed return 1 if $game_temp.auto_attack return atb_speed_sss_atb_speed end end end
#=============================================================================== # # END OF FILE # #===============================================================================
Tapi, untuk auto-attack versi shanghai, player harus memencet tombol shortcut jika ingin memilih auto-attack. CMIIW deh jika TS tak puas.... |
| | | 2012-03-08, 03:08 | Re: [Solved] Auto Battle Command |
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barlieuy Novice
Posts : 139 Thanked : 1 Engine : RMVX Ace Skill : Beginner Type : Jack of All Trades
| @ kk privateer : haha gpp deh pake shortcut juga siapa tau bisa di modip2 dikit. sekalian belajar juga sih. btw, klo mau sekalian jawab pertanyannku juga boleh tentang fungsi alias dan update ? sama dispose juga. hehe makasih . |
| | | 2012-05-22, 20:50 | Re: [Solved] Auto Battle Command |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| Berhubung udah solved dan saya lihat sepertinya tidak ada yang ingin ditambahkan lagi, maka saya akan me-lock thread ini. Kalau TS atau member lain ingin menambahkan, harap hubungi admin atau moderator setempat. Terima kasih. ~Locked Since Solved~ |
| | | | Re: [Solved] Auto Battle Command |
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