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| [solvd] add pictures on stats scren window | |
| 2012-03-21, 12:23 | [solvd] add pictures on stats scren window |
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barlieuy Novice
Posts : 139 Thanked : 1 Engine : RMVX Ace Skill : Beginner Type : Jack of All Trades
| langsung aja. mau request script buat nambahin picture ke window. jadi, pas status screen ada gambar actornya gitu. sama mau nambahin storyboard / latarbelakang para actor nya. makasih
Terakhir diubah oleh barlieuy tanggal 2012-03-22, 22:33, total 1 kali diubah |
| | | 2012-03-21, 12:49 | Re: [solvd] add pictures on stats scren window |
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McPherson Senior
Posts : 777 Thanked : 7 Engine : Multi-Engine User Skill : Intermediate Type : Mapper
Awards:
| coba yanfly script biography.. kalo gk salah sih, coba aja cek d google.. |
| | | 2012-03-22, 08:18 | Re: [solvd] add pictures on stats scren window |
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Fathan Novice
Posts : 143 Thanked : 0 Engine : RMVX Skill : Advanced Type : Developer
Awards:
| mungkin script ini yang kamu cari - Spoiler:
- Code:
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#=============================================================================== # # Cozziekuns' Status Screen # Last Date Updated: 11/28/2010 # # A status screen. A nice looking one at that. # #=============================================================================== # Updates # ----------------------------------------------------------------------------- # o 11/28/10 - Started Script. #=============================================================================== # What's to come? # ----------------------------------------------------------------------------- # o I dunno. You tell me! #=============================================================================== # 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. You can # edit the modules as you wish. # # The background images should be of size 544 * 416. When importing a background # image, import it to the folder Graphics/Pictures. The name of the actor should # be on the name of the file, followed by _bg. # # Example: Raven_bg #===============================================================================
module COZZIEKUNS BACKGROUND_OPACITY = 100 HP_ICON = 99 MP_ICON = 100 EXP_ICON = 98 LEVEL_ICON = 62 ATTACK_ICON = 26 DEFENSE_ICON = 52 SPIRIT_ICON = 20 AGILITY_ICON = 49 CLASS_ICONS ={ 0 => 0, 1 => 16, 2 => 32, 3 => 21, 4 => 8, } BIOGRAPHIES ={ # Actor => Biography 0 => "I like pie.", 1 => "Our average hero who hails from a family that lives in poverty.", 2 => "Our hero's best friend, but sometimes worst rival. Can be irrational at times.", 3 => "Our 3rd hero, a magician with a nice personality, and has powerful skills to boot.", 4 => "Our 4th hero, a thief shrouded in mystery. Not much is known about Sora, except she's damn pro.", } end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. It's used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get Experience String #-------------------------------------------------------------------------- def exp_s return @exp_list[@level+1] > 0 ? @exp : 1 end #-------------------------------------------------------------------------- # * Get String for Next Level Experience #-------------------------------------------------------------------------- def next_exp_s return @exp_list[@level+1] > 0 ? @exp_list[@level+1] : 1 end #-------------------------------------------------------------------------- # * Get String for Experience to Next Level #-------------------------------------------------------------------------- def next_rest_exp_s return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp) : 1 end end #============================================================================== # ** Scene_Status #------------------------------------------------------------------------------ # This class performs the status screen processing. #==============================================================================
class Scene_Status < Scene_Base #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- alias coz_start start def start coz_start @bio_window = Window_Biography.new(@actor) @statushelp_window = Window_StatusHelp.new(0, 356) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- alias coz_terminate terminate def terminate coz_terminate @bio_window.dispose @statushelp_window.dispose end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This is a superclass of all windows in the game. #==============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # * Get Exp Gauge Colour 1 #-------------------------------------------------------------------------- def exp_gauge_colour1 return text_color(7) end #-------------------------------------------------------------------------- # * Get Exp Gauge Colour 2 #-------------------------------------------------------------------------- def exp_gauge_colour2 return text_color(8) end end #============================================================================== # ** Window_Status #------------------------------------------------------------------------------ # This window displays full status specs on the status screen. #==============================================================================
class Window_Status < Window_Base #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @hp_icon = COZZIEKUNS::HP_ICON @mp_icon = COZZIEKUNS::MP_ICON @exp_icon = COZZIEKUNS::EXP_ICON @level_icon = COZZIEKUNS::LEVEL_ICON @atk_icon = COZZIEKUNS::ATTACK_ICON @def_icon = COZZIEKUNS::DEFENSE_ICON @spi_icon = COZZIEKUNS::SPIRIT_ICON @agi_icon = COZZIEKUNS::AGILITY_ICON draw_actor_back(@actor, 0, 0) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 160, 0) draw_icon(62, 128, 32) draw_icon(98, 128, WLH * 3 + 32) draw_icon(99, 128, WLH + 32) draw_icon(100, 128, WLH * 2 + 32) draw_icon(26, 320, 33) draw_icon(52, 320, 33 + WLH + 1) draw_icon(20, 320, 33 + WLH * 2 + 2) draw_icon(49, 320, 33 + WLH * 3 + 3) if COZZIEKUNS::CLASS_ICONS.include?(@actor.id) @icon_number = COZZIEKUNS::CLASS_ICONS[@actor.id] else @icon_number = COZZIEKUNS::CLASS_ICONS[0] end draw_icon(@icon_number, 128, 0) draw_actor_face(@actor, 8, 32) draw_basic_info(160, 32) draw_parameters(352, 32) draw_actor_tnl(@actor, 160, WLH * 3 + 32) draw_equipments(288, 154) self.contents.font.color = system_color self.contents.draw_text(320, 0, 80, WLH, "Status:", 0) end #-------------------------------------------------------------------------- # * Draw Basic Information # x : Draw spot X coordinate # y : Draw spot Y coordinate #-------------------------------------------------------------------------- def draw_basic_info(x, y) draw_actor_level(@actor, x, y + WLH * 0) draw_actor_state(@actor, 400, 0) draw_actor_hp(@actor, x, y + WLH * 1) draw_actor_mp(@actor, x, y + WLH * 2) end #-------------------------------------------------------------------------- # * Draw Actor Back # actor : the actor you want # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_back(actor, x, y) @rect_height = 416 @background_opacity = COZZIEKUNS::BACKGROUND_OPACITY bitmap = Cache.picture(actor.name + "_bg") rect = Rect.new(0, 0, 0, 0) rect.x = 0 rect.y = 0 rect.width = 544 rect.height = @rect_height self.contents.blt(x, y, bitmap, rect, @background_opacity) bitmap.dispose end #-------------------------------------------------------------------------- # * Draw Equipment # x : Draw spot X coordinate # y : Draw spot Y coordinate #-------------------------------------------------------------------------- def draw_equipments(x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 120, WLH, Vocab::equip + "s:") for i in 0..4 draw_item_name(@actor.equips[i], x + 16, y + 11 + WLH * (i + 1)) end end #-------------------------------------------------------------------------- # * Draw TNL (To next level) # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_tnl(actor, x, y, width = 120) draw_actor_tnl_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, "E") self.contents.font.color = hp_color(actor) last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 44, WLH, actor.exp_s, 2) else self.contents.draw_text(xr - 99, y, 44, WLH, actor.exp_s, 2) self.contents.font.color = normal_color self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_exp_s, 2) end end #-------------------------------------------------------------------------- # * Draw TNL gauge # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_tnl_gauge(actor, x, y, width = 120) gw = width * actor.exp_s / actor.next_exp_s gc1 = exp_gauge_colour1 gc2 = exp_gauge_colour2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end
#============================================================================== # ** Window_Biography #------------------------------------------------------------------------------ # Basically what Yanfly did. Kudos to you, Yanfly. #==============================================================================
class Window_Biography < Window_Base #-------------------------------------------------------------------------- # * Initalize #-------------------------------------------------------------------------- def initialize(actor) super(0, 154, 288, 416) @actor = actor self.opacity = 0 refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 284, WLH, "Biography:", 0) self.contents.font.color = normal_color self.contents.font.size = 20 if COZZIEKUNS::BIOGRAPHIES.include?(@actor.id) text = COZZIEKUNS::BIOGRAPHIES[@actor.id] else text = COZZIEKUNS::BIOGRAPHIES[0] end self.contents.draw_paragraph(4, 32, 252, WLH * 4, text) end end
#============================================================================== # ** Window_Status_Help #------------------------------------------------------------------------------ # Helps you out, I guess... #==============================================================================
class Window_StatusHelp < Window_Base #-------------------------------------------------------------------------- # * Initalize #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 544, 60) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.draw_text(4, 0, 544, WLH, "Press Q and W to switch characters. Press X to exit.") end end
ssnya kayak gini - Spoiler:
ane lupa nemu dimana tapi ini buatan Cozziekun cara pakenya, liat di instructions |
| | | 2012-03-22, 11:42 | Re: [solvd] add pictures on stats scren window |
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barlieuy Novice
Posts : 139 Thanked : 1 Engine : RMVX Ace Skill : Beginner Type : Jack of All Trades
| masih ada yang error kk. di line 290. - Quote :
- self.contents.draw_paragraph(4, 32, 252, WLH * 4, text)
EDIT : : kok "draw_paragraph" nya g bisa ya? pas line 290 nya dijadiin komen, work kk, tapi biography g keluar. trus nyoba2 ngeganti - Quote :
- self.contents.draw_paragraph(4, 32, 252, WLH * 4, text)
jadi - Quote :
- self.contents.draw_text(4, 32, 252, WLH * 4, text)
bisa juga. tapi biographynya kepotong jd cuma ada 1 line aja. gmn ya? makasih |
| | | 2012-03-22, 17:59 | Re: [solvd] add pictures on stats scren window |
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Roronoa_Zojo Senior
Posts : 833 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Mapper
| @barlieuy masalahnya karena gak ada method draw_paragraph... kalo mau, bisa pake scriptnya modern algebra paragraph formatter... ini scriptnya - Spoiler:
- Code:
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#============================================================================== # Paragraph Formatter (VX) # Version: 2.0 # Author: modern algebra (rmrk.net) # Date: September 10, 2009 #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Description: # The idea behind this script is to easily separate a long string into a # paragraph that fits in to the dimensions you specify. More than that, you # can also justify the paragraph #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Instructions: # For ease of use of people who are not neccesarily interested in writing # their own algorithm, I have included a facade which you can use simply by # this code: # # bitmap.draw_paragraph (x, y, width, height, string) # # where x & y are the x & y coordinates on the specified bitmap, and width # and height are the maximum dimensions of the paragraph and string is the # text you want to display in paragraph form. You can easily change which # formatter or artist classes you want to use with the codes: # # bitmap.paragraph_formatter = Paragrapher::<formatter_name> # bitmap.paragraph_artist = Paragrapher::<artist_name #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # How it works: # The paragrapher expects two objects when initialized, a Formatter and an # Artist. The idea behind the formatter is that it is expected to take the # initial specifications and convert it to a Formatted Text object. Then, the # Artist class is expected to interpret the Formatted Text object and draw # the paragraph. For details on how each specific algorithm works, visit the # comments above and inside them. It is not necessary to use the default # Formatter, Artist, or Formatted Text objects. #==============================================================================
#============================================================================== # ** Bitmap #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # new attr_writer - paragraph_formatter, paragraph_artist # new methods - paragraph_formatter, paragraph_artist, draw_paragraph #==============================================================================
class Bitmap #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Public Instance Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ attr_writer :paragraph_formatter # The formatting class for Paragraphing attr_writer :paragraph_artist # The artist class for Paragraphing #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Get Formatter #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def paragraph_formatter @paragraph_formatter = $game_system.default_formatter if @paragraph_formatter.nil? return @paragraph_formatter.new end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Get Artist #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def paragraph_artist @paragraph_artist = $game_system.default_artist if @paragraph_artist.nil? return @paragraph_artist.new end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * The Facade, which uses default Formatter and Artist to draw the formatted text directly # to a bitmap, such as self.contents #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw_paragraph (x, y, max_width, max_height, string) bitmap = Bitmap.new (max_width, max_height) bitmap.font = self.font.dup pg = Paragrapher.new (paragraph_formatter, paragraph_artist) bitmap = pg.paragraph (string, bitmap) blt (x, y, bitmap, bitmap.rect) # Dispose of the proxy bitmap bitmap.dispose end end
#============================================================================== # *** Paragrapher #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Module containing the objects for the Paragrapher #==============================================================================
module Paragrapher #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New #`````````````````````````````````````````````````````````````````````````` # Allows the 'Paragrapher.new' command outside of the module to be used # rather than having to use 'Paragrapher::Paragrapher.new' #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class << self def new(*args, &block) return Paragrapher.new(*args, &block) end end #========================================================================== # ** Formatted_Text #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Bundles together the result of a Formatter class #========================================================================== Formatted_Text = Struct.new (:lines, :blank_width, :bitmap) #========================================================================== # ** Paragrapher #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This struct has accessible attributes and can easily paragraph objects. #========================================================================== class Paragrapher < Struct.new (:formatter, :artist) #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Paragraph # string : the string to be broken into lines # specifications : the other arguments required for the Formatter #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def paragraph(string, *specifications) f = formatter.format (string, *specifications) return artist.draw (f) end end #============================================================================ # ** Formatter #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This class converts a string into a formatted text object #============================================================================ class Formatter #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Format # string : the string to be formatted # specifications : the desired width of the paragraph, or a bitmap #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def format (string, specifications) @string = string # Checks whether specifications is a bitmap or a number. It then sets # max_width and f.bitmap accordingly if specifications.is_a? (Bitmap) bitmap = specifications @max_width = specifications.width elsif specifications.is_a? (Numeric) @max_width = specifications bitmap = Bitmap.new (@max_width, 32) else # Error Catching: Incorrect Specifications f = format ('Specifications Error', Bitmap.new (200, 64)) p 'Specifications Error: Please Pass Numeric or Bitmap' return f end # Initializes Formatted_Text object @format_text = Formatted_Text.new ([], [], bitmap) @line_break = 0 @last_word = 0 for i in 0...@string.size format_character (i) end # Adds the last line to f.lines @format_text.lines.push ( @string[@line_break, @string.size - @line_break].scan (/./) ) # Since the last line is drawn normally, blank_width should be 0 @format_text.blank_width.push (0) height = @format_text.lines.size*Window_Base::WLH @format_text.bitmap = Bitmap.new (@max_width, height) if specifications.is_a? (Numeric) # Returns the Formatted_Text object formatted_text = @format_text.dup @format_text = nil return formatted_text end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Format Character # i : index of position in the string #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def format_character (i) character = @string[i, 1] # If at the end of a word if character == "\n" || character == " " || i == @string.size - 1 i += 1 if i == @string.size - 1 # Account for possible overlap at end # If this word fits on the current line substring = @string[@line_break, i - @line_break] if @format_text.bitmap.text_size (substring).width > @max_width next_line (@last_word) end if character == "\n" next_line (i) @format_text.blank_width[-1] = 0 end @last_word = i end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Proceed to Next Line # last_word : the index of the beginning of the previous word #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def next_line (last_word) line = @string[@line_break, last_word - @line_break] # Adds current line to f.lines @format_text.lines.push ( line.scan (/./) ) # Calculates the blank space left to cover in the line line_blank = @max_width - @format_text.bitmap.text_size(line).width @format_text.blank_width.push (line_blank.to_f / (line.size.to_f - 1.0) ) # Keeps track of the position in the array of each line @line_break = last_word + 1 end end #============================================================================ # ** Artist #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Interprets a Formatted Text object and returns a bitmap of the paragraph #============================================================================ class Artist #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw # f : Formatted Text Object # justify_text : boolean value on whether to justify text #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw (f, justify_text = true) # Calculates the necessary distance between lines line_distance = f.bitmap.height.to_f / f.lines.size.to_f line_distance = [f.bitmap.font.size + 4, line_distance].min # For all lines in the lines array for i in 0...f.lines.size blank_space = f.blank_width[i] position = 0 # For all indices of the line array for j in 0...f.lines[i].size string = f.lines[i][j] tw = f.bitmap.text_size (string).width # Draws the string located at each index f.bitmap.draw_text (position, line_distance*i, tw, line_distance, string) # Keeps track of the position we are in in pixels position += tw position += blank_space if justify_text end end return f.bitmap end end end
#======================================================================== # ** Game_System #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Summary of changes: # new instance variables - default_formatter, default_artist # aliased methods - initialize #========================================================================
class Game_System #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Public Instance Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ attr_accessor :default_formatter attr_accessor :default_artist #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias ma_paragraph_formatter_init initialize def initialize # Run original method ma_paragraph_formatter_init # Initialize original default format and artist classes @default_formatter = Paragrapher::Formatter @default_artist = Paragrapher::Artist end end
Jangan lupa credit ke modern algebra |
| | | 2012-03-22, 19:49 | Re: [solvd] add pictures on stats scren window |
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barlieuy Novice
Posts : 139 Thanked : 1 Engine : RMVX Ace Skill : Beginner Type : Jack of All Trades
| oh jadi itu script bisa bikin string yang panjang jadi paragraf ya? hmm berarti ini script harus dipasang di paling atas dong? CMIIW |
| | | 2012-03-22, 20:17 | Re: [solvd] add pictures on stats scren window |
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Roronoa_Zojo Senior
Posts : 833 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Mapper
| Gk juga...tapi direkomendasikan diatas... diatas bukan diatas semua script, tapi diatas script tambahan... |
| | | 2012-03-22, 21:39 | Re: [solvd] add pictures on stats scren window |
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barlieuy Novice
Posts : 139 Thanked : 1 Engine : RMVX Ace Skill : Beginner Type : Jack of All Trades
| aduh, tetep g bsa kk. malah error di line 56 - Quote :
- return @paragraph_formatter.new
bingung, apa harus pake script yang laen gitu? |
| | | 2012-03-22, 21:48 | Re: [solvd] add pictures on stats scren window |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| Saya sarankan kunjungi thread original script Status Screennya : http://rmrk.net/index.php?topic=38440.0 .... Di situ ada demo dari script itu om.. Jadi kalo om udah pake Paragraph Formatternya Modern Algebra masih tetap error, lihat di demo apakah ada yang kurang atau om salah konfigurasikan. |
| | | 2012-03-22, 21:55 | Re: [solvd] add pictures on stats scren window |
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Roger Novice
Posts : 191 Thanked : 3 Engine : RMVX Skill : Very Beginner Type : Scripter
| @barlieuy waduh, gmana tuh btw aku coba, ga da error yg keluar (meskipun ada error krena ga da Ralph_bg sih, tapi bisa diatur kok) Kamu make script pa ja?? mungkin ada yg bentrok, saran aj nih, coba bikin ojekan baru, paste semua script ( yg bermasalah tentunya) dan graphic yg dibutuhkan. Setelah itu test, jalan atau ga. kalau masih ga jalan coba restart kompinya, kalo masih ga jalan jga Yaa, saatnya install ulang Maaf klo ngaco |
| | | 2012-03-22, 22:32 | Re: [solvd] add pictures on stats scren window |
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barlieuy Novice
Posts : 139 Thanked : 1 Engine : RMVX Ace Skill : Beginner Type : Jack of All Trades
| setelah di coba di ojekan baru ternyata work dan tanpa bug. ternyata memang ada script yang bentrok. makasih udah ngebantu thread solved. |
| | | | Re: [solvd] add pictures on stats scren window |
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