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| Battlestart dan arrow sprite HELP! | |
| | Pengirim | Message |
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Ameron โ Leader of Ameronโข โ
Posts : 440 Thanked : 3 Engine : RMVX Skill : Intermediate Type : Developer
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Awards: | Subyek: Battlestart dan arrow sprite HELP! 2012-03-23, 17:46 | |
| Assalamu 'alaikum gan, misi saya mau mintabattle transition yang kayak kaca pecah itu ,yang ada di game Valkyrie stories dan arrow sprite bergerak kayak gini saya minta tolong ya gan, kalau dibantuin nanti saya credit nama agan di nama project saya sebagai Special Thanks! satu lagi kalau gak ada juga tidak apa-apa saya mau boss battle theme yang paling enak menurut agan-agan semua makasih sebelumnya gan! | |
| | | shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
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| Subyek: Re: Battlestart dan arrow sprite HELP! 2012-03-23, 17:53 | |
| kaca pecah ? kalo ga salah disini ada http://www.whiteflute.org/ kalo arrow sprite yg bisa animated pake aja KGC animated cursor tapi itu tergantung battle system anda juga - Quote :
- satu lagi kalau gak ada juga tidak apa-apa saya mau boss battle theme yang paling enak
menurut agan-agan semua
itu relatif gan,selera kita belum tentu sama. kalo saya sih suka final battle themenya romancing saga 3 | |
| | | Tamu Tamu
| Subyek: Re: Battlestart dan arrow sprite HELP! 2012-03-23, 17:57 | |
| Itu script gan.. coba cari KGC Special Transition - Code:
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#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ โ Special Transitions - KGC_SpecialTransition โ VX โ #_/ โ Last Update: 2008/09/06 โ #_/ โ Translation by Mr. Anonymous โ #_/ โ KGC Site: โ #_/ โ http://f44.aaa.livedoor.jp/~ytomy/ โ #_/ โ Translator's Blog: โ #_/ โ http://mraprojects.wordpress.com โ #_/---------------------------------------------------------------------------- #_/ This script creates special transitional types. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#============================================================================== # โ
Customization โ
#==============================================================================
module KGC module SpecialTransition # โ Stop Gameplay Process While Transitioning โ # This toggle allows you to stop the gameplay process while the transition is # Taking place. Please note that setting this to false also requires more CPU # power, so keep that in mind. # true : Game play is stopped while the transition is run. # false : Events and game play on the map continue to run in the transition. STOP_WHILE_TRANSITION = true
# โ Splash Block Size โ # This determines how large the blocks are, in pixels. SPLASH_SIZE = 32 # โ Splash Block Scattering โ # This determines how far spread the blocks are moved during the transition. SPLASH_VAGUE = 7.2 # โ Splash Block Rotation โ # This toggle allows you to enable or disable block rotation. # true : Each block is rotated. # false : No rotation. SPLASH_ROTATE = true # โ Random Stripe Pixel Width โ # This allows you to specify the width of the bars/stripes as used by the # Random Stripe transition. (See Below) RAND_STRIPE_SIZE = 2
# โ Default Battle Transition Type โ # This allows you to set the type of transition that is used by default. # 0..Default ("Graphics/BattleStart.png" is used) # 1..Splash # 2..Random Stripe DEFAULT_BATTLE_TRANSITION_TYPE = 1 # โ Default Battle Transition Duration โ # This allows you to change the time (in frames) in which the transition lasts. DEFAULT_BATTLE_TRANSITION_DURATION = 60 # โ Default Battle Transition Movement Direction โ # This allows you to specify to movement pattern of the transition. # <Splash> # 0..Move To Center 2..Down 4..Left 6..Right 8..Up # <Random Stripes> # 0..Horizontal 1..Vertical DEFAULT_BATTLE_TRANSITION_DIRECTION = 0 end end #=============================================================================# # โ
End Customization โ
# #=============================================================================#
#=================================================# # IMPORT # #=================================================#
$imported = {} if $imported == nil $imported["SpecialTransition"] = true
#=================================================#
#============================================================================== # โก KGC::SpecialTransition #==============================================================================
module KGC::SpecialTransition # ็นๆฎใใฉใณใธใทใงใณใฟใคใ module Type NONE = 0 # ใชใ (้ๅธธ) SPLASH = 1 # ในใใฉใใทใฅ RAND_STRIPE = 2 # ใฉใณใใ ในใใฉใคใ
VALUE_RANGE = SPLASH..RAND_STRIPE end # ็นๆฎใใฉใณใธใทใงใณๆนๅ module Direction HORIZONTAL = 0 VERTICAL = 1 end end
#-------------------------------------------------------------------------- # โ 1 or -1 ใ่ฟใ #-------------------------------------------------------------------------- def pmrand return (rand(2) == 0 ? 1 : -1) end
#โ
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#============================================================================== # โก KGC::Commands #==============================================================================
module KGC module Commands module_function #-------------------------------------------------------------------------- # โ ๆฆ้ใใฉใณใธใทใงใณใๅคๆด # type : ๅฝขๅผ # duration : ๆ้ # direction : ๆนๅ #-------------------------------------------------------------------------- def set_battle_transition(type = nil, duration = nil, direction = nil) $game_system.battle_transition_type = type $game_system.battle_transition_duration = duration $game_system.battle_transition_direction = direction end #-------------------------------------------------------------------------- # โ ็นๆฎใใฉใณใธใทใงใณ่จญๅฎ # type : ๅฝขๅผ # duration : ๆ้ # direction : ๆนๅ #-------------------------------------------------------------------------- def set_special_transition(type, duration = 60, direction = 0) Graphics.set_special_transition(type, duration, direction) end end end
class Game_Interpreter include KGC::Commands end
#โ
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#============================================================================== # โ Module_Graphics #==============================================================================
module Graphics # ็นๆฎใใฉใณใธใทใงใณใฟใคใ @@_sp_transition_type = KGC::SpecialTransition::Type::NONE # ็นๆฎใใฉใณใธใทใงใณๆนๅ @@_sp_transition_dir = 0 # ็นๆฎใใฉใณใธใทใงใณ็จใใใใก @@_sp_transition_buffer = nil # ็นๆฎใใฉใณใธใทใงใณ็จในใใฉใคใ @@_sp_transition_sprites = [] # ็นๆฎใใฉใณใธใทใงใณๆ้ @@_sp_transition_duration_max = -1 @@_sp_transition_duration = -1
module_function unless $@ #-------------------------------------------------------------------------- # โ ใใฉใณใธใทใงใณๅฎ่ก #-------------------------------------------------------------------------- class << Graphics alias transition_KGC_SpecialTransition transition end def transition(duration = 10, filename = "", vague = 40) if @@_sp_transition_type != KGC::SpecialTransition::Type::NONE duration = 0 end
transition_KGC_SpecialTransition(duration, filename, vague)
if KGC::SpecialTransition::STOP_WHILE_TRANSITION while @@_sp_transition_duration >= 0 update end end end #-------------------------------------------------------------------------- # โ ใใฌใผใ ๆดๆฐ #-------------------------------------------------------------------------- class << Graphics alias update_KGC_SpecialTransition update end def update update_KGC_SpecialTransition
if @@_sp_transition_duration >= 0 update_special_transition end end end # unless @
#-------------------------------------------------------------------------- # โ ็นๆฎใใฉใณใธใทใงใณ่จญๅฎ # type : ใใฉใณใธใทใงใณใฟใคใ # duration : ใใฉใณใธใทใงใณๆ้ # dir : ๆนๅ #-------------------------------------------------------------------------- def set_special_transition(type, duration = 90, dir = 0) finish_special_transition
return unless KGC::SpecialTransition::Type::VALUE_RANGE.include?(type)
@@_sp_transition_type = type @@_sp_transition_dir = dir @@_sp_transition_duration_max = duration prepare_special_transition end #-------------------------------------------------------------------------- # โ ็นๆฎใใฉใณใธใทใงใณๆบๅ #-------------------------------------------------------------------------- def prepare_special_transition @@_sp_transition_buffer = Graphics.snap_to_bitmap
# ใใฉใณใธใทใงใณ็จๅคๆฐๅๆๅ case @@_sp_transition_type when KGC::SpecialTransition::Type::SPLASH init_splash when KGC::SpecialTransition::Type::RAND_STRIPE init_rand_stripe end Graphics.frame_reset end #-------------------------------------------------------------------------- # โ ในใใฉใใทใฅๅๆๅ #-------------------------------------------------------------------------- def init_splash @@_sp_transition_duration = @@_sp_transition_duration_max @@_splash_dir = [] @@_splash_angle = [] size = KGC::SpecialTransition::SPLASH_SIZE hsize = size / 2 cells = (Graphics.width * Graphics.height) / (size ** 2) cols = Graphics.width / size rect = Rect.new(0, 0, size, size)
# ๅใปใซใฎไฝๆใป็งปๅๆนๅ็ฎๅบ cells.times { |i| rect.x = i % cols * size rect.y = i / cols * size sprite = create_special_transition_sprite(rect) sprite.bitmap.blt(0, 0, @@_sp_transition_buffer, rect) sprite.x += hsize sprite.y += hsize sprite.ox = sprite.oy = hsize @@_sp_transition_sprites << sprite
x = rect.x / size y = rect.y / size @@_splash_dir[i] = calc_splash_move_direction(x, y, cells, cols)
if KGC::SpecialTransition::SPLASH_ROTATE @@_splash_angle[i] = rand(24) - 12 else @@_splash_angle[i] = 0 end } end #-------------------------------------------------------------------------- # โ ็นๆฎใใฉใณใธใทใงใณ็จในใใฉใคใ็ๆ # rect : ในใใฉใคใใฎไฝ็ฝฎใปใตใคใบ #-------------------------------------------------------------------------- def create_special_transition_sprite(rect) sprite = Sprite.new sprite.bitmap = Bitmap.new(rect.width, rect.height) sprite.x = rect.x sprite.y = rect.y sprite.z = 20000 return sprite end #-------------------------------------------------------------------------- # โ ในใใฉใใทใฅ็งปๅๆนๅ่จ็ฎ # x, y : ๅบๆบไฝ็ฝฎ # cells : ใปใซๆฐ # cols : ๅๆฐ #-------------------------------------------------------------------------- def calc_splash_move_direction(x, y, cells, cols) vague = KGC::SpecialTransition::SPLASH_VAGUE vx = vy = 0 case @@_sp_transition_dir when 0 # ไธญๅคฎใใๅบใใ x -= cols >> 1 y -= (cells / cols) >> 1 r = Math.sqrt(x ** 2 + y ** 2) / vague if r != 0 vx = x / r vy = y / r else vx = ( x != 0 ? (x * 1.5) : (pmrand * vague) ) vy = ( y != 0 ? (y * 1.5) : (pmrand * vague) ) end vx += (rand - 0.5) * vague vy += (rand - 0.5) * vague when 2 # ไธ rows = cells / cols vx = (rand(50) - 25) / 10.0 vy = 1 + vague * (rows - y) / rows * (1.0 + rand / 5.0) when 4 # ๅทฆ vx = -1 - vague * (x + 1) / cols * (1.0 + rand / 5.0) vy = (rand(50) - 25) / 10.0 when 6 # ๅณ vx = 1 + vague * (cols - x) / cols * (1.0 + rand / 5.0) vy = (rand(50) - 25) / 10.0 when 8 # ไธ rows = cells / cols vx = (rand(50) - 25) / 10.0 vy = -1 - vague * (y + 1) / rows * (1.0 + rand / 5.0) end
mag = 60.0 / @@_sp_transition_duration_max return [vx * mag, vy * mag] end #-------------------------------------------------------------------------- # โ ใฉใณใใ ในใใฉใคใๅๆๅ #-------------------------------------------------------------------------- def init_rand_stripe case @@_sp_transition_dir when KGC::SpecialTransition::Direction::VERTICAL @@_rand_stripe_direction = 0 else @@_rand_stripe_direction = 1 end size = KGC::SpecialTransition::RAND_STRIPE_SIZE bands = (@@_rand_stripe_direction == 0 ? Graphics.width : Graphics.height) / size
@@_sp_transition_duration = @@_sp_transition_duration_max @@_rand_stripe_deleted = [] @@_rand_stripe_deleted_count = 0 # ใฉใณใใ ๆถๅป็จ้
ๅใ็ๆ ary = (0...bands).to_a @@_rand_stripe_index_array = ary.sort_by { rand }
sprite = create_special_transition_sprite(@@_sp_transition_buffer.rect) sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height) sprite.bitmap.blt(0, 0, @@_sp_transition_buffer, @@_sp_transition_buffer.rect) @@_sp_transition_sprites << sprite end #-------------------------------------------------------------------------- # โ ็นๆฎใใฉใณใธใทใงใณๆดๆฐ #-------------------------------------------------------------------------- def update_special_transition if @@_sp_transition_duration == 0 finish_special_transition return end
case @@_sp_transition_type when KGC::SpecialTransition::Type::SPLASH update_splash when KGC::SpecialTransition::Type::RAND_STRIPE update_rand_stripe end @@_sp_transition_duration -= 1 end #-------------------------------------------------------------------------- # โ ในใใฉใใทใฅๆดๆฐ #-------------------------------------------------------------------------- def update_splash opacity = 384 * @@_sp_transition_duration / @@_sp_transition_duration_max
# ใปใซใ็งปๅ @@_sp_transition_sprites.each_with_index { |sprite, i| sprite.x += @@_splash_dir[i][0] sprite.y += @@_splash_dir[i][1] sprite.angle += @@_splash_angle[i] sprite.opacity = opacity } end #-------------------------------------------------------------------------- # โ ใฉใณใใ ในใใฉใคใๆดๆฐ #-------------------------------------------------------------------------- def update_rand_stripe dir = @@_rand_stripe_direction size = KGC::SpecialTransition::RAND_STRIPE_SIZE bands = (dir == 0 ? Graphics.width : Graphics.height) / size rect = Rect.new(0, 0, (dir == 0 ? size : Graphics.width), (dir == 0 ? Graphics.height : size)) buffer = @@_sp_transition_buffer sprite = @@_sp_transition_sprites[0] phase = @@_sp_transition_duration_max - @@_sp_transition_duration
# ๆถๅป็ฎๆใ่จญๅฎ count = (bands - bands * @@_sp_transition_duration / @@_sp_transition_duration_max) - @@_rand_stripe_deleted_count while count > 0 @@_rand_stripe_deleted[@@_rand_stripe_index_array.pop] = true @@_rand_stripe_deleted_count += 1 count -= 1 end
# ๆชๆถๅป้จๅใฎใฟๆ็ป sprite.bitmap.clear bands.times { |i| unless @@_rand_stripe_deleted[i] if dir == 0 # ็ธฆ rect.x = i * size sprite.bitmap.blt(rect.x, 0, buffer, rect) else # ๆจช rect.y = i * size sprite.bitmap.blt(0, rect.y, buffer, rect) end end } end #-------------------------------------------------------------------------- # โ ็นๆฎใใฉใณใธใทใงใณ็ตไบ #-------------------------------------------------------------------------- def finish_special_transition if @@_sp_transition_buffer != nil @@_sp_transition_buffer.dispose @@_sp_transition_buffer = nil end
case @@_sp_transition_type when KGC::SpecialTransition::Type::SPLASH @@_splash_dir = nil @@_splash_angle = nil when KGC::SpecialTransition::Type::RAND_STRIPE @@_rand_stripe_direction = nil @@_rand_stripe_deleted = nil @@_rand_stripe_deleted_count = nil @@_rand_stripe_index_array = nil end @@_sp_transition_type = KGC::SpecialTransition::Type::NONE
@@_sp_transition_sprites.each { |sprite| sprite.bitmap.dispose sprite.dispose } @@_sp_transition_sprites = [] @@_sp_transition_duration_max = -1 @@_sp_transition_duration = -1 end end
#โ
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#============================================================================== # โ Game_System #==============================================================================
class Game_System #-------------------------------------------------------------------------- # โ ๅ
ฌ้ใคใณในใฟใณในๅคๆฐ #-------------------------------------------------------------------------- attr_writer :battle_transition_type # ๆฆ้ใใฉใณใธใทใงใณ : ๅฝขๅผ attr_writer :battle_transition_duration # ๆฆ้ใใฉใณใธใทใงใณ : ๆ้ attr_writer :battle_transition_direction # ๆฆ้ใใฉใณใธใทใงใณ : ๆนๅ #-------------------------------------------------------------------------- # โ ๆฆ้ใใฉใณใธใทใงใณ : ๅฝขๅผ #-------------------------------------------------------------------------- def battle_transition_type if @battle_transition_type == nil return KGC::SpecialTransition::DEFAULT_BATTLE_TRANSITION_TYPE else return @battle_transition_type end end #-------------------------------------------------------------------------- # โ ๆฆ้ใใฉใณใธใทใงใณ : ๆ้ #-------------------------------------------------------------------------- def battle_transition_duration if @battle_transition_duration == nil return KGC::SpecialTransition::DEFAULT_BATTLE_TRANSITION_DURATION else return @battle_transition_duration end end #-------------------------------------------------------------------------- # โ ๆฆ้ใใฉใณใธใทใงใณ : ๆนๅ #-------------------------------------------------------------------------- def battle_transition_direction if @battle_transition_direction == nil return KGC::SpecialTransition::DEFAULT_BATTLE_TRANSITION_DIRECTION else return @battle_transition_direction end end end
#โ
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#============================================================================== # โ Scene_Map #==============================================================================
class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # โ ใใใซ็ป้ขใธใฎๅใๆฟใ #-------------------------------------------------------------------------- alias call_battle_KGC_SpecialTransition call_battle def call_battle call_battle_KGC_SpecialTransition
KGC::Commands.set_special_transition( $game_system.battle_transition_type, $game_system.battle_transition_duration, $game_system.battle_transition_direction) end end
Sprite arrow nya kok kecill Tapi ane hanya punya yang gini: Thanks |
| | | DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Subyek: Re: Battlestart dan arrow sprite HELP! 2012-03-23, 18:26 | |
| Boss battle theme? klo gw sukanya The Midnight Carnival Guilty Gears | |
| | | Ameron โ Leader of Ameronโข โ
Posts : 440 Thanked : 3 Engine : RMVX Skill : Intermediate Type : Developer
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Awards: | Subyek: Re: Battlestart dan arrow sprite HELP! 2012-03-23, 18:53 | |
| @Shikami waduh linknya bahasa jepang ane gak ngerti dan arrownya bukan itu yang saya maksud tapi trimaksih buat idenya yang kgc itu! @Axelandria scriptnya boleh juga tuh! tapi tadi saya baru ngeliat nih game buatan Ron D'Child yang transitionnya bagus bener! nih. https://rmid.forumotion.net/t4580-the-darkness-of-hopedohitu dimana ya dapetnya? terimaksih sebelumnya! @DrDhoom Wow! boss battle themenya energic + Rock! yang boss battle buat anak-anak yang mau ane cari tapi terimakasih ya! | |
| | | Espada~ Lolicious Driver
Posts : 1296 Thanked : 22 Engine : Multi-Engine User Type : Jack of All Trades
| Subyek: Re: Battlestart dan arrow sprite HELP! 2012-03-24, 01:21 | |
| /me cuma mau nyaranin boss battle yang cocok Ensiferum - Battle Song bukan buat anak-anak btw.... | |
| | | Alucard666 Advance
Posts : 450 Thanked : 4 Engine : RMVX Skill : Very Beginner Type : Writer
| Subyek: Re: Battlestart dan arrow sprite HELP! 2012-03-24, 07:19 | |
| Hmm?? Boss Theme ya?? Jenova Battle : FF7 Coba aja dngerin, mnurut slera juga sih wkwkwk | |
| | | Tamu Tamu
| Subyek: Re: Battlestart dan arrow sprite HELP! 2012-03-24, 11:22 | |
| Boss Battle wa lebih suka yang epik coba cari di newgrounds lalu cari juga musik Soundtrack Epic Fantasy yang penting Boss Battle harus yang epik |
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| Subyek: Re: Battlestart dan arrow sprite HELP! | |
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| | | | Battlestart dan arrow sprite HELP! | |
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