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 Battlestart dan arrow sprite HELP!

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Ameron
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Battlestart dan arrow sprite HELP! Empty
PostSubyek: Battlestart dan arrow sprite HELP!   Battlestart dan arrow sprite HELP! Empty2012-03-23, 17:46

Assalamu 'alaikum gan, misi saya mau minta
battle transition yang kayak kaca pecah itu ,yang ada di game Valkyrie stories

dan arrow sprite bergerak kayak gini
Battlestart dan arrow sprite HELP! Untitled

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! ;)
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shikami
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Battlestart dan arrow sprite HELP! Empty
PostSubyek: Re: Battlestart dan arrow sprite HELP!   Battlestart dan arrow sprite HELP! Empty2012-03-23, 17:53

kaca pecah ? :|
kalo ga salah disini ada http://www.whiteflute.org/

kalo arrow sprite yg bisa animated pake aja KGC animated cursor Battlestart dan arrow sprite HELP! Yaomin10
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 :v
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Tamu
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Battlestart dan arrow sprite HELP! Empty
PostSubyek: Re: Battlestart dan arrow sprite HELP!   Battlestart dan arrow sprite HELP! Empty2012-03-23, 17:57

Itu script gan..
coba cari KGC Special Transition
Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/  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

#=================================================#

#==============================================================================
# โ–ก KGC::SpecialTransition
#==============================================================================

module KGC::SpecialTransition
  # ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณใ‚ฟใ‚คใƒ—
  module Type
    NONE        = 0  # ใชใ— (้€šๅธธ)
    SPLASH      = 1  # ใ‚นใƒ—ใƒฉใƒƒใ‚ทใƒฅ
    RAND_STRIPE = 2  # ใƒฉใƒณใƒ€ใƒ ใ‚นใƒˆใƒฉใ‚คใƒ—

    VALUE_RANGE = SPLASH..RAND_STRIPE
  end
  # ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณๆ–นๅ‘
  module Direction
    HORIZONTAL = 0
    VERTICAL  = 1
  end
end

#--------------------------------------------------------------------------
# โ—‹ 1 or -1 ใ‚’่ฟ”ใ™
#--------------------------------------------------------------------------
def pmrand
  return (rand(2) == 0 ? 1 : -1)
end

#โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…

#==============================================================================
# โ–ก KGC::Commands
#==============================================================================

module KGC
module Commands
  module_function
  #--------------------------------------------------------------------------
  # โ—‹ ๆˆฆ้—˜ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณใ‚’ๅค‰ๆ›ด
  #    type      : ๅฝขๅผ
  #    duration  : ๆ™‚้–“
  #    direction : ๆ–นๅ‘
  #--------------------------------------------------------------------------
  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—‹ ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ่จญๅฎš
  #    type      : ๅฝขๅผ
  #    duration  : ๆ™‚้–“
  #    direction : ๆ–นๅ‘
  #--------------------------------------------------------------------------
  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˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…

#==============================================================================
# โ–  Module_Graphics
#==============================================================================

module Graphics
  # ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณใ‚ฟใ‚คใƒ—
  @@_sp_transition_type = KGC::SpecialTransition::Type::NONE
  # ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณๆ–นๅ‘
  @@_sp_transition_dir = 0
  # ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ็”จใƒใƒƒใƒ•ใ‚ก
  @@_sp_transition_buffer = nil
  # ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ็”จใ‚นใƒ—ใƒฉใ‚คใƒˆ
  @@_sp_transition_sprites = []
  # ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณๆœŸ้–“
  @@_sp_transition_duration_max = -1
  @@_sp_transition_duration = -1

  module_function
  unless $@
  #--------------------------------------------------------------------------
  # โ— ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณๅฎŸ่กŒ
  #--------------------------------------------------------------------------
  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— ใƒ•ใƒฌใƒผใƒ ๆ›ดๆ–ฐ
  #--------------------------------------------------------------------------
  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—‹ ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ่จญๅฎš
  #    type    : ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณใ‚ฟใ‚คใƒ—
  #    duration : ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณๆœŸ้–“
  #    dir      : ๆ–นๅ‘
  #--------------------------------------------------------------------------
  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—‹ ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณๆบ–ๅ‚™
  #--------------------------------------------------------------------------
  def prepare_special_transition
    @@_sp_transition_buffer = Graphics.snap_to_bitmap

    # ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ็”จๅค‰ๆ•ฐๅˆๆœŸๅŒ–
    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—‹ ใ‚นใƒ—ใƒฉใƒƒใ‚ทใƒฅๅˆๆœŸๅŒ–
  #--------------------------------------------------------------------------
  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)

    # ๅ„ใ‚ปใƒซใฎไฝœๆˆใƒป็งปๅ‹•ๆ–นๅ‘็ฎ—ๅ‡บ
    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—‹ ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ็”จใ‚นใƒ—ใƒฉใ‚คใƒˆ็”Ÿๆˆ
  #    rect : ใ‚นใƒ—ใƒฉใ‚คใƒˆใฎไฝ็ฝฎใƒปใ‚ตใ‚คใ‚บ
  #--------------------------------------------------------------------------
  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—‹ ใ‚นใƒ—ใƒฉใƒƒใ‚ทใƒฅ็งปๅ‹•ๆ–นๅ‘่จˆ็ฎ—
  #    x, y  : ๅŸบๆบ–ไฝ็ฝฎ
  #    cells : ใ‚ปใƒซๆ•ฐ
  #    cols  : ๅˆ—ๆ•ฐ
  #--------------------------------------------------------------------------
  def calc_splash_move_direction(x, y, cells, cols)
    vague = KGC::SpecialTransition::SPLASH_VAGUE
    vx = vy = 0
    case @@_sp_transition_dir
    when 0  # ไธญๅคฎใ‹ใ‚‰ๅบƒใŒใ‚‹
      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  # ๅณ
      vx = 1 + vague * (cols - x) / cols * (1.0 + rand / 5.0)
      vy = (rand(50) - 25) / 10.0
    when 8  # ไธŠ
      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—‹ ใƒฉใƒณใƒ€ใƒ ใ‚นใƒˆใƒฉใ‚คใƒ—ๅˆๆœŸๅŒ–
  #--------------------------------------------------------------------------
  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
    # ใƒฉใƒณใƒ€ใƒ ๆถˆๅŽป็”จ้…ๅˆ—ใ‚’็”Ÿๆˆ
    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—‹ ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณๆ›ดๆ–ฐ
  #--------------------------------------------------------------------------
  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—‹ ใ‚นใƒ—ใƒฉใƒƒใ‚ทใƒฅๆ›ดๆ–ฐ
  #--------------------------------------------------------------------------
  def update_splash
    opacity = 384 * @@_sp_transition_duration / @@_sp_transition_duration_max

    # ใ‚ปใƒซใ‚’็งปๅ‹•
    @@_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—‹ ใƒฉใƒณใƒ€ใƒ ใ‚นใƒˆใƒฉใ‚คใƒ—ๆ›ดๆ–ฐ
  #--------------------------------------------------------------------------
  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

    # ๆถˆๅŽป็ฎ‡ๆ‰€ใ‚’่จญๅฎš
    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

    # ๆœชๆถˆๅŽป้ƒจๅˆ†ใฎใฟๆ็”ป
    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—‹ ็‰นๆฎŠใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ็ต‚ไบ†
  #--------------------------------------------------------------------------
  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˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…

#==============================================================================
# โ–  Game_System
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # โ— ๅ…ฌ้–‹ใ‚คใƒณใ‚นใ‚ฟใƒณใ‚นๅค‰ๆ•ฐ
  #--------------------------------------------------------------------------
  attr_writer  :battle_transition_type      # ๆˆฆ้—˜ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ : ๅฝขๅผ
  attr_writer  :battle_transition_duration  # ๆˆฆ้—˜ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ : ๆ™‚้–“
  attr_writer  :battle_transition_direction  # ๆˆฆ้—˜ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ : ๆ–นๅ‘
  #--------------------------------------------------------------------------
  # โ—‹ ๆˆฆ้—˜ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ : 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—‹ ๆˆฆ้—˜ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ : ๆ™‚้–“
  #--------------------------------------------------------------------------
  def battle_transition_duration
    if @battle_transition_duration == nil
      return KGC::SpecialTransition::DEFAULT_BATTLE_TRANSITION_DURATION
    else
      return @battle_transition_duration
    end
  end
  #--------------------------------------------------------------------------
  # โ—‹ ๆˆฆ้—˜ใƒˆใƒฉใƒณใ‚ธใ‚ทใƒงใƒณ : ๆ–นๅ‘
  #--------------------------------------------------------------------------
  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˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…โ˜†โ˜…

#==============================================================================
# โ–  Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # โ— ใƒใƒˆใƒซ็”ป้ขใธใฎๅˆ‡ใ‚Šๆ›ฟใˆ
  #--------------------------------------------------------------------------
  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:
Battlestart dan arrow sprite HELP! Teleportplate

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DrDhoom
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Battlestart dan arrow sprite HELP! Empty
PostSubyek: Re: Battlestart dan arrow sprite HELP!   Battlestart dan arrow sprite HELP! Empty2012-03-23, 18:26

Boss battle theme? klo gw sukanya The Midnight Carnival Guilty Gears :3
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Ameron
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Battlestart dan arrow sprite HELP! Empty
PostSubyek: Re: Battlestart dan arrow sprite HELP!   Battlestart dan arrow sprite HELP! Empty2012-03-23, 18:53

@Shikami waduh linknya bahasa jepang ane gak ngerti :o
dan arrownya bukan itu yang saya maksud XD tapi trimaksih buat idenya yang kgc itu! :D

@Axelandria scriptnya boleh juga tuh! :D

tapi tadi saya baru ngeliat nih game buatan Ron D'Child
yang transitionnya bagus bener!
nih.
https://rmid.forumotion.net/t4580-the-darkness-of-hopedoh

itu dimana ya dapetnya?
terimaksih sebelumnya! :D

@DrDhoom Wow! boss battle themenya energic + Rock! :o
yang boss battle buat anak-anak yang mau ane cari
tapi terimakasih ya! :D
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Espada~
Lolicious Driver
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Battlestart dan arrow sprite HELP! Empty
PostSubyek: Re: Battlestart dan arrow sprite HELP!   Battlestart dan arrow sprite HELP! Empty2012-03-24, 01:21

:hmm:
/me cuma mau nyaranin boss battle yang cocok :3
Ensiferum - Battle Song =w=b

bukan buat anak-anak btw.... :kabur:
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Alucard666
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Battlestart dan arrow sprite HELP! Empty
PostSubyek: Re: Battlestart dan arrow sprite HELP!   Battlestart dan arrow sprite HELP! Empty2012-03-24, 07:19

Hmm??
Boss Theme ya?? :hmm:

Jenova Battle : FF7
Coba aja dngerin, mnurut slera juga sih wkwkwk
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Tamu
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Battlestart dan arrow sprite HELP! Empty
PostSubyek: Re: Battlestart dan arrow sprite HELP!   Battlestart dan arrow sprite HELP! Empty2012-03-24, 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 :thumbup:
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PostSubyek: Re: Battlestart dan arrow sprite HELP!   Battlestart dan arrow sprite HELP! Empty

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