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| Battlestart dan arrow sprite HELP! | |
| 2012-03-23, 17:46 | Battlestart dan arrow sprite HELP! |
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Ameron ♚ Leader of Ameron™ ♚
Posts : 440 Thanked : 3 Engine : RMVX Skill : Intermediate Type : Developer
Awards:
| 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! |
| | | 2012-03-23, 17:53 | Re: Battlestart dan arrow sprite HELP! |
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shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| 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 |
| | | 2012-03-23, 17:57 | Re: Battlestart dan arrow sprite HELP! |
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Tamu Tamu
| Itu script gan.. coba cari KGC Special Transition - Code:
-
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Special Transitions - KGC_SpecialTransition ◆ VX ◆ #_/ ◇ Last Update: 2008/09/06 ◇ #_/ ◆ Translation by Mr. Anonymous ◆ #_/ ◆ KGC Site: ◆ #_/ ◆ http://f44.aaa.livedoor.jp/~ytomy/ ◆ #_/ ◆ Translator's Blog: ◆ #_/ ◆ http://mraprojects.wordpress.com ◆ #_/---------------------------------------------------------------------------- #_/ This script creates special transitional types. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#============================================================================== # ★ Customization ★ #==============================================================================
module KGC module SpecialTransition # ◆ Stop Gameplay Process While Transitioning ◆ # 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
# ◆ Splash Block Size ◆ # This determines how large the blocks are, in pixels. SPLASH_SIZE = 32 # ◆ Splash Block Scattering ◆ # This determines how far spread the blocks are moved during the transition. SPLASH_VAGUE = 7.2 # ◆ Splash Block Rotation ◆ # This toggle allows you to enable or disable block rotation. # true : Each block is rotated. # false : No rotation. SPLASH_ROTATE = true # ◆ Random Stripe Pixel Width ◆ # This allows you to specify the width of the bars/stripes as used by the # Random Stripe transition. (See Below) RAND_STRIPE_SIZE = 2
# ◆ Default Battle Transition Type ◆ # 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 # ◆ Default Battle Transition Duration ◆ # This allows you to change the time (in frames) in which the transition lasts. DEFAULT_BATTLE_TRANSITION_DURATION = 60 # ◆ Default Battle Transition Movement Direction ◆ # 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 #=============================================================================# # ★ End Customization ★ # #=============================================================================#
#=================================================# # IMPORT # #=================================================#
$imported = {} if $imported == nil $imported["SpecialTransition"] = true
#=================================================#
#============================================================================== # □ KGC::SpecialTransition #==============================================================================
module KGC::SpecialTransition # 特殊トランジションタイプ module Type NONE = 0 # なし (通常) SPLASH = 1 # スプラッシュ RAND_STRIPE = 2 # ランダムストライプ
VALUE_RANGE = SPLASH..RAND_STRIPE end # 特殊トランジション方向 module Direction HORIZONTAL = 0 VERTICAL = 1 end end
#-------------------------------------------------------------------------- # ○ 1 or -1 を返す #-------------------------------------------------------------------------- def pmrand return (rand(2) == 0 ? 1 : -1) end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#============================================================================== # □ KGC::Commands #==============================================================================
module KGC module Commands module_function #-------------------------------------------------------------------------- # ○ 戦闘トランジションを変更 # type : 形式 # duration : 時間 # direction : 方向 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ○ 特殊トランジション設定 # type : 形式 # duration : 時間 # direction : 方向 #-------------------------------------------------------------------------- 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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#============================================================================== # ■ Module_Graphics #==============================================================================
module Graphics # 特殊トランジションタイプ @@_sp_transition_type = KGC::SpecialTransition::Type::NONE # 特殊トランジション方向 @@_sp_transition_dir = 0 # 特殊トランジション用バッファ @@_sp_transition_buffer = nil # 特殊トランジション用スプライト @@_sp_transition_sprites = [] # 特殊トランジション期間 @@_sp_transition_duration_max = -1 @@_sp_transition_duration = -1
module_function unless $@ #-------------------------------------------------------------------------- # ● トランジション実行 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- 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 @
#-------------------------------------------------------------------------- # ○ 特殊トランジション設定 # type : トランジションタイプ # duration : トランジション期間 # dir : 方向 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ○ 特殊トランジション準備 #-------------------------------------------------------------------------- def prepare_special_transition @@_sp_transition_buffer = Graphics.snap_to_bitmap
# トランジション用変数初期化 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 #-------------------------------------------------------------------------- # ○ スプラッシュ初期化 #-------------------------------------------------------------------------- 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)
# 各セルの作成・移動方向算出 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 #-------------------------------------------------------------------------- # ○ 特殊トランジション用スプライト生成 # rect : スプライトの位置・サイズ #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ○ スプラッシュ移動方向計算 # x, y : 基準位置 # cells : セル数 # cols : 列数 #-------------------------------------------------------------------------- def calc_splash_move_direction(x, y, cells, cols) vague = KGC::SpecialTransition::SPLASH_VAGUE vx = vy = 0 case @@_sp_transition_dir when 0 # 中央から広がる 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 # 下 rows = cells / cols vx = (rand(50) - 25) / 10.0 vy = 1 + vague * (rows - y) / rows * (1.0 + rand / 5.0) when 4 # 左 vx = -1 - vague * (x + 1) / cols * (1.0 + rand / 5.0) vy = (rand(50) - 25) / 10.0 when 6 # 右 vx = 1 + vague * (cols - x) / cols * (1.0 + rand / 5.0) vy = (rand(50) - 25) / 10.0 when 8 # 上 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 #-------------------------------------------------------------------------- # ○ ランダムストライプ初期化 #-------------------------------------------------------------------------- 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 # ランダム消去用配列を生成 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 #-------------------------------------------------------------------------- # ○ 特殊トランジション更新 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ○ スプラッシュ更新 #-------------------------------------------------------------------------- def update_splash opacity = 384 * @@_sp_transition_duration / @@_sp_transition_duration_max
# セルを移動 @@_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 #-------------------------------------------------------------------------- # ○ ランダムストライプ更新 #-------------------------------------------------------------------------- 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
# 消去箇所を設定 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
# 未消去部分のみ描画 sprite.bitmap.clear bands.times { |i| unless @@_rand_stripe_deleted[i] if dir == 0 # 縦 rect.x = i * size sprite.bitmap.blt(rect.x, 0, buffer, rect) else # 横 rect.y = i * size sprite.bitmap.blt(0, rect.y, buffer, rect) end end } end #-------------------------------------------------------------------------- # ○ 特殊トランジション終了 #-------------------------------------------------------------------------- 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
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#============================================================================== # ■ Game_System #==============================================================================
class Game_System #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_writer :battle_transition_type # 戦闘トランジション : 形式 attr_writer :battle_transition_duration # 戦闘トランジション : 時間 attr_writer :battle_transition_direction # 戦闘トランジション : 方向 #-------------------------------------------------------------------------- # ○ 戦闘トランジション : 形式 #-------------------------------------------------------------------------- def battle_transition_type if @battle_transition_type == nil return KGC::SpecialTransition::DEFAULT_BATTLE_TRANSITION_TYPE else return @battle_transition_type end end #-------------------------------------------------------------------------- # ○ 戦闘トランジション : 時間 #-------------------------------------------------------------------------- def battle_transition_duration if @battle_transition_duration == nil return KGC::SpecialTransition::DEFAULT_BATTLE_TRANSITION_DURATION else return @battle_transition_duration end end #-------------------------------------------------------------------------- # ○ 戦闘トランジション : 方向 #-------------------------------------------------------------------------- def battle_transition_direction if @battle_transition_direction == nil return KGC::SpecialTransition::DEFAULT_BATTLE_TRANSITION_DIRECTION else return @battle_transition_direction end end end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#============================================================================== # ■ Scene_Map #==============================================================================
class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ● バトル画面への切り替え #-------------------------------------------------------------------------- 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 |
| | | 2012-03-23, 18:26 | Re: Battlestart dan arrow sprite HELP! |
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DrDhoom Doomed Zombie
Posts : 629 Thanked : 22 Engine : Multi-Engine User Skill : Intermediate Type : Scripter
| Boss battle theme? klo gw sukanya The Midnight Carnival Guilty Gears |
| | | 2012-03-23, 18:53 | Re: Battlestart dan arrow sprite HELP! |
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Ameron ♚ Leader of Ameron™ ♚
Posts : 440 Thanked : 3 Engine : RMVX Skill : Intermediate Type : Developer
Awards:
| @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! |
| | | 2012-03-24, 01:21 | Re: Battlestart dan arrow sprite HELP! |
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Espada~ Lolicious Driver
Posts : 1296 Thanked : 22 Engine : Multi-Engine User Type : Jack of All Trades
| /me cuma mau nyaranin boss battle yang cocok Ensiferum - Battle Song bukan buat anak-anak btw.... |
| | | 2012-03-24, 07:19 | Re: Battlestart dan arrow sprite HELP! |
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Alucard666 Advance
Posts : 450 Thanked : 4 Engine : RMVX Skill : Very Beginner Type : Writer
| Hmm?? Boss Theme ya?? Jenova Battle : FF7 Coba aja dngerin, mnurut slera juga sih wkwkwk |
| | | 2012-03-24, 11:22 | Re: Battlestart dan arrow sprite HELP! |
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Tamu Tamu
| 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 |
| | | | Re: Battlestart dan arrow sprite HELP! |
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