Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
|
|
| [Discussion]Project RMIDverse | |
| 2012-08-21, 10:54 | [Discussion]Project RMIDverse |
---|
shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| | | | 2012-08-21, 10:59 | Re: [Discussion]Project RMIDverse |
---|
richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| | | | 2012-08-21, 11:13 | Re: [Discussion]Project RMIDverse |
---|
shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| - Quote :
- sistem: rencananya ane adopsi sistem yang ane pake di Wandering Brawler, Sideview BS pake Dynamic Timed-Hit sama Action Cost Card yang semuanya dirombak
wah kalo bisa sistem yg ga terlalu eksklusif gitu err okay.. coba diskusi tentang fitur gtu apa fitur yg perlu dimasukin dan kaeknya diperlukan di semua seri |
| | | 2012-08-21, 11:34 | Re: [Discussion]Project RMIDverse |
---|
richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| berhubung fitur, ane dimari punya sistem Blacksmith punya maximus_prime. Tapi, kalo kata ente pada, sistem ini masukin aja atawa jangan? kalo kata ane, fitur Blacksmith ini: 1. Buat upgrade senjata per karakter, sistem ini udah pas 2. Udah ane cek dan insya Allah bebas bug 3. Ngga usah bikin banyak2 senjata di database, karena cuma ngandelin 1 senjata dan kalo upgrade ngga loncat ke item lain (Suikoden smithing style) 4. Fitur 'Enchant Weapon' yang pertamanya mau dimasukin ke sistem ini blom dibikin 5. Yang ngetes sistem ini baru ane sama maximus_prime doang. Kalo ada yang mau coba, nanti ane upload demo-nya hope this will be a consideration for all |
| | | 2012-08-21, 11:34 | Re: [Discussion]Project RMIDverse |
---|
LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| Iya itu yang cuma Eremidia doang. Saya ganti project namenya juga.. Soalnya belum ketemu yang pas. Anyway, kayaknya yang beda cuma projek saya doang deh. Soalnya semuanya pakai VX, kecuali saya pakai XP. Hmm... Fitur ya? Palingan World Map System. |
| | | 2012-08-21, 11:38 | Re: [Discussion]Project RMIDverse |
---|
NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| err... Overdrive Skills? semua OC kudunya punya hisatsu unik masing2 yang bisa dieksekusi pada saat saat tertentu kan? |
| | | 2012-08-21, 11:39 | Re: [Discussion]Project RMIDverse |
---|
shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| | | | 2012-08-21, 11:53 | Re: [Discussion]Project RMIDverse |
---|
NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| karena gw males ngubek2 ladang script lagi, gw post dimari aja ye all credits goes to wltr3565 - Spoiler:
- Quote :
=begin /////////=======================================================\\\\\\\\ ======== wltr3565's Burst Gauge v1.9b ================ ================================================================================ My favorite games in PS2, Atelier 8 and Atelier 9, has this system, burst gauge. Gust is the best! (^-^)/ I wish this thing can be added in RGSS2, and making this, then after countless times of headache and hunger, this script is done! ================================================================================ Script effect: It varies. You can look below to see the instructions. General effect(suggested to use with Tankentai):
- Give advantage by activating the hard-to-fill burst gauge! The burst gauge effect when it's full, it will power up the party's skills! It gives pleasure to inflict a lot of damage and more rating to win.
- Controlable by setting! You can fulfill your dreams of controlling the gauge. How much will it increase, ... and things you like / don't like will be your control!
- EXP and GOLD boost! The burst's another feature is to give the players a boost of their earnings except items. It won't be more than the total gettings * 2 though. And only happens if they use a skill.
- MP cost 0 if in burst!? The mp cost can be 0 as you like. It's even not in the game
- Gauged HUD! The gauge is gauged! It will be easier to indicate how much it is!
- Changeable term! Feel free to change the name of this system, but you can't change fact that this is a burst gauge system of Gust's
- More expandable features for this gauge Thanks for the RMVX.net communities's suggestions, this system even expanded and have features that mixed up with the other games.
- Using images! And easy format for making the gauge image, unlike overdrive gauge that gives you headache! ================================================================================ #=============================================================================== #How to manipulate the gauge in events #=============================================================================== # Call a script command, and you can increase the gauge at your # liking, like this for example: # # $game_party.Burst_Gauge += n # # It will increase the gauge by n value. You can decrease it, # divide it, or anything else. # # If you want a conditional branch that activates as the burst # gauge full, use the conditional branch event command, click # the fourth tab, then click the lowermost option, and type this: # # $game_party.burst_activate? # # by then, the conditional branch will run when the gauge has # been activated or full. ================================================================================ FAQ: Q: I want things to be available by this system! A: Post at the forum where I posted this script / link!
Q: I want to change the BGM mid-battle, but it doesn't change at all! It's happened when the burst gauge activates and I made the BGM to change as burst activates. A: This is not a glitch, but another function of this script. I do feel weird when you changed the song, then revert again after the burst ends. Isn't this annoying? So instead, the BGM that you want to use will be played after the burst ends. ================================================================================ Incompability: It's hard to tell. Please tell me the existing bugs when using with another script. ================================================================================ Install: Put it below a battle system (ATB, Sideview, etc) and above main. ================================================================================ Terms of use: Credit wltr3565. For commercial projects, PM me first so I can add your game into my free-to-get games list . ================================================================================ =end #=============================================================================== # IMPORTING. In case of incompability. Things can be slightly easier by using # this stuff. #===============================================================================
$imported = {} if $imported == nil $imported["wltr3565's_Burst_Gauge"] = true
#=============================================================================== # END IMPORT #=============================================================================== module WLTR module BURST_GAUGE_SETUP
#=============================================================================== #What's the name of the burst? Name yourself! I do suggest to empty this if #you desire to use images as your gauge, and you've written the burst name in #the image. #=============================================================================== BURST_NAME = ""
#=============================================================================== #How many points till the gauge to be recognized as full? #=============================================================================== MAX_NUMBER = 1000
#=============================================================================== #For each hits inflicted, how many points it will increase? It will rise as #the players attack, but decreases as the players got a damage. #=============================================================================== BURST_INCREASE = 50
#=============================================================================== #While the burst gauge activates, how much do you want to divide the burst #increase? Only effects if the attacker is the player, though. Enter it 1 if #you want to disable this. #=============================================================================== BURST_DIVIDE = 1
#=============================================================================== #Determine if the gauge decreases as the players got hit. # True = The gauge will decrease as players got hit. # False = The gauge won't decrease. #=============================================================================== ABLE_DECREASE_BY_HIT = false
#=============================================================================== #This controls the burst gauge decreasement as players got hit. This will cut #the decreasement amount by the assigned value below. So if a slime hits you, #and you've set the BURST_INCREASE to 50 and the thing below is 5, the burst #gauge will only decrease by 10. Just enter it 1 if you don't want it to be #divided. #=============================================================================== ENEMY_HITTING_CUT = 1
#=============================================================================== #Determine if you want the damage to not change when the target is guarding. # True = Don't make the gauge change while the target is guarding. # False = Make the gauge change while the target is guarding. #=============================================================================== GUARD_NULLS_GAUGE = true
#=============================================================================== #How many points the gauge will decrease as you in a burst? Decrease per turn. #=============================================================================== BURST_DECREASE = 0
#=============================================================================== #Do you want the gauge to instantly drop to zero as the enemy inflicts a #critical hit? Only occurs when the burst gauge activates. # True = Make the gauge drop to 0 when got a critical hit. # False = Make the gauge to not drop to 0 when got a critical hit. #=============================================================================== CRITICAL_GAUGE_CUTTER = false
#=============================================================================== # If one of the ally KOed, do you want to cut the gauge? # True = Gauge will cut. # False = Gauge will not cut. #=============================================================================== CUT_BURST_IF_KO = true
#=============================================================================== # Do you want the burst gauge activate if the assigned button was pressed? # True = Burst activates when the button pressed. # False = Let the burst activate automatically. #=============================================================================== ACTIVATE_NEED_BUTTON = true
#=============================================================================== # What is the button for triggering the burst gauge to activate? Don't forget # to put Input:: in the front and the buttons are joypad keys, not keyboard. #=============================================================================== ACTIVATE_BUTTON = Input::X
#=============================================================================== #Ignore this if you set the CUT_BURST_IF_KO to false. The gauge will cut by #the added value. Calculation = Gauge / BURST_CUT #=============================================================================== BURST_CUT = 2
#=============================================================================== #As the gauge full, what SE will you play? #=============================================================================== SOUND_PLAY = "Saint7"
#=============================================================================== #What BGM do you want to play while the burst activates? #Write this = RPG::BGM.new("song_name", volume, pitch) #Write this nil if you don't want the BGM to change. #=============================================================================== BGM_CHANGE = nil
#=============================================================================== #How much the gauge increasement to be multiplied as you inflict a weakness? #=============================================================================== ELE_WEAK_MULTIPLY = 5
#=============================================================================== #How much the gauge increasement to be divided as you inflict a resistance? #=============================================================================== ELE_RES_MULTIPLY = 2
#=============================================================================== #As the gauge fulls, do you want to give the enemies a state? All of them. # True = inflct the state. # False = do not inflict the state. #=============================================================================== GIVE_STATE = false
#=============================================================================== #As the gauge fulls, do you want to give the players a state? All of them. # True = inflct the state. # False = do not inflict the state. #=============================================================================== GIVE_STATE_PLAYER = false
#=============================================================================== #Ignore this if you set GIVE_STATE to false. Which states do you want to inflict? #enter the state id in array. #=============================================================================== STATE_INFLICT = [7]
#=============================================================================== #Ignore this if you set GIVE_STATE_PLAYER to false. Which states do you want to #inflict? Enter the state id in array. #=============================================================================== STATE_INFLICT_PLAYER = [12]
#=============================================================================== #Below will determine how many percent the hp and mp will heal as the burst #activates. You can set both to zero if you don't want to use this function. #Entering number bigger than 100 will result like as you input 100. #=============================================================================== HP_HEAL = 0 #healing party's HP MP_HEAL = 10 #healing party's MP
#=============================================================================== #Do you want to keep the gauge? # true = keep the gauge like the last battle # false = reset the gauge at the start of the battle #=============================================================================== KEEP_GAUGE = true
#=============================================================================== #As the burst activates, the players can get a bonus. Set up here. For exp: # True = give the bonus. # False = do not give the bonus. #=============================================================================== GIVE_EXP_BONUS = true
#=============================================================================== #Ignore this if you set GIVE_EXP_BONUS = false. The bonus is based on the damage #inflicted. Bonus = damage(skill) * EXP_CALCULATE / 100 #=============================================================================== EXP_CALCULATE = 1.5
#=============================================================================== #As the burst activates, the players can get a bonus. Set up here. For gold: # True = give the bonus. # False = do not give the bonus. #=============================================================================== GIVE_GOLD_BONUS = false
#=============================================================================== #Ignore this if you set GIVE_GOLD_BONUS = false. The bonus is based on the damage #inflicted. Bonus = damage(skill) * GOLD_CALCULATE / 100 #=============================================================================== GOLD_CALCULATE = 1
#=============================================================================== #Limit for a damage to give the bonus. #=============================================================================== EXP_BONUS_LIMIT = 100
GOLD_BONUS_LIMIT = 100
#=============================================================================== #The multiplier for powering up the skill while in a burst. #=============================================================================== POWER_UP_RATE = 1
#=============================================================================== #Do you want the skills to not require mp to use? Set up here: # true = will not use the mp as the burst activates # false = will use mp as the burst activates #=============================================================================== MP_COST_LESS = false
#=============================================================================== #Gauge layout adjusting. #=============================================================================== TEXT_X = 306 #The text's x coordinate. Positive value moves the text to the #right, and negative value moves the text to the right.
TEXT_Y = 0#The text's y coordinate. Positive value moves the text to the #bottom, and negative value moves the text to the top.
GAUGE_X = 306#The gauge's x coordinate. Positive value moves the gauge to the #right, and negative value moves the gauge to the right.
GAUGE_Y = 0#The gauge's y coordinate. Positive value moves the gauge to the #bottom, and negative value moves the gauge to the top.
GAUGE_HEIGHT = 6#Size of the gauge's height. The bigger the number, the #bigger the gauge. 0 makes it shows nothing, really. And #only effects if you set IMAGE_BASED to false. If you have #set it to true, then the gauge's height depends on your #set image.
GAUGE_ALTER_SPEED = 4 #The speed of gauge's altering. The more the number #the faster the gauge increase.
#=============================================================================== # If you've set IMAGE_BASED to true... The image are picked from Graphics/System # folder. #=============================================================================== GAUGE_SKIN_NORMAL = "Burst1" #The gauge's skin's file name while the #burst has not activated yet. GAUGE_SKIN_BURST = "Burst1" #The gauge's skin's file name while the #burst is activating. GAUGE_FILL_NORMAL = "Burst2" #The gauge's gauge color's file name #while the burst has not activated yet. GAUGE_FILL_BURST = "Burst3" #The gauge's gauge color's file name #while the burst is activating.
#=============================================================================== #Do you want the skills that needs the burst to activate for using #to consume the entire gauge? Skills that needing burst to activate is defined #by putting <Burst-need> in the note tag. The letters must match. # True = the gauge will be gone to zero as used. # False = the gauge won't be gone to zero as used. #=============================================================================== EAT_BURST = false
end end
#=============================================================================== #//////////////////////////////////////// #Edit below and you might die if you don't have a appropriate level of scripting. #/////////////////////////////////////// #===============================================================================
module RPG #=============================================================================== #Defining skills that will need the burst to be activated or not. #=============================================================================== class Skill < UsableItem def Burst_need self.note.each_line { |line| return true if line.include?('<Burst-need>') } return false end end end
class Game_Party < Game_Unit #=============================================================================== # Defining the burst gotten. #=============================================================================== def Burst_Gauge @burst = 0 unless $game_temp.in_battle and @burst != nil return @burst end #=============================================================================== # Defining the burst max #=============================================================================== def Burst_Gauge=(value) @burst = [[value, total_burst].min, 0].max end #=============================================================================== # Defining the total for a burst to activate. #=============================================================================== def total_burst return WLTR::BURST_GAUGE_SETUP::MAX_NUMBER end #=============================================================================== # Defining if the burst has maxed or not #=============================================================================== def burst_max? @burst = 0 unless @burst != nil if @burst <= 0 #if the burst has ran out... @burst_flag = false #set burst_max? to false clear_states change_bgm_after_burst @burst_sound_play = false #as well the sound. end #@burst == 0 if @burst == total_burst or @burst_flag #if the burst has maxed or the burst #have been activated if WLTR::BURST_GAUGE_SETUP::ACTIVATE_NEED_BUTTON return @burst_flag unless Input.press?(WLTR::BURST_GAUGE_SETUP::ACTIVATE_BUTTON) end @burst_flag = true #set about the burst has been activated. if @burst_sound_play == false #did the sound has played? sound = RPG::SE.new(WLTR::BURST_GAUGE_SETUP::SOUND_PLAY) sound.play change_bgm_while_burst add_state_due_burst #give state to the enemies. heal_as_burst_active @burst_sound_play = true #flag so the burst has been played and the process #before has done. end #@burst_sound_play end #burst return @burst_flag #true or false is defined by this @burst_flag. end #burst_max?
def heal_as_burst_active for recipient in $game_party.existing_members recipient.hp += (recipient.maxhp * WLTR::BURST_GAUGE_SETUP::HP_HEAL) / 100 recipient.mp += (recipient.maxmp * WLTR::BURST_GAUGE_SETUP::MP_HEAL) / 100 end end
def change_bgm_after_burst $memorized_bgm.play unless $memorized_bgm == nil end
def change_bgm_while_burst if WLTR::BURST_GAUGE_SETUP::BGM_CHANGE != nil $memorized_bgm = RPG::BGM.last unless RPG::BGM == nil bgm = WLTR::BURST_GAUGE_SETUP::BGM_CHANGE bgm.play end end
#=============================================================================== #Defines the state infliction #=============================================================================== def add_state_due_burst if WLTR::BURST_GAUGE_SETUP::GIVE_STATE for victim in $game_troop.members for state in WLTR::BURST_GAUGE_SETUP::STATE_INFLICT victim.add_state(state) end end end
if WLTR::BURST_GAUGE_SETUP::GIVE_STATE_PLAYER party_count = $game_party.existing_members for player in party_count for state in WLTR::BURST_GAUGE_SETUP::STATE_INFLICT player.add_state(state) end end end end
def clear_states if WLTR::BURST_GAUGE_SETUP::GIVE_STATE for victim in $game_troop.members for state in WLTR::BURST_GAUGE_SETUP::STATE_INFLICT victim.remove_state(state) end end end
if WLTR::BURST_GAUGE_SETUP::GIVE_STATE_PLAYER party_count = $game_party.existing_members for player in party_count for state in WLTR::BURST_GAUGE_SETUP::STATE_INFLICT player.remove_state(state) end end end end #=============================================================================== # Is the burst activating? Only go to false if the burst_max? are not true. #=============================================================================== def burst_activate? return true if burst_max? end
def burst_activate=(value) @burst_flag = value end
#=============================================================================== #EXP bonus #=============================================================================== def exp_extend @exp_extra = 0 if @exp_extra == nil return @exp_extra end
def exp_extend=(value) @exp_extra = [[value, WLTR::BURST_GAUGE_SETUP::EXP_BONUS_LIMIT].min, 0].max end
#=============================================================================== #GOLD bonus #=============================================================================== def gold_extend @gold_extra = 0 if @gold_extra == nil return @gold_extra end
def gold_extend=(value) @gold_extra = [[value, WLTR::BURST_GAUGE_SETUP::GOLD_BONUS_LIMIT].min, 0].max end #=============================================================================== # Let's end defining the Burst. #=============================================================================== end
class Game_Interpreter def command_241 unless $game_temp.in_battle @params[0].play else if $game_party.burst_activate? and WLTR::BURST_GAUGE_SETUP::BGM_CHANGE != nil $memorized_bgm = @params[0] else @params[0].play end end return true end end
class Game_Troop alias burst_decrease increase_turn def increase_turn if $game_party.burst_activate? $game_party.Burst_Gauge -= WLTR::BURST_GAUGE_SETUP::BURST_DECREASE end burst_decrease end
alias exp_with_burst exp_total def exp_total exp = exp_with_burst exp += [$game_party.exp_extend, exp].min if WLTR::BURST_GAUGE_SETUP::GIVE_EXP_BONUS return exp end #-------------------------------------------------------------------------- # * Calculate Total Gold #-------------------------------------------------------------------------- alias gold_with_burst gold_total def gold_total gold = gold_with_burst gold += [$game_party.gold_extend, gold].min if WLTR::BURST_GAUGE_SETUP::GIVE_GOLD_BONUS return gold end end
class Scene_Battle < Scene_Base alias empty_gauge battle_end def battle_end(result) empty_gauge(result) $game_party.Burst_Gauge = 0 if !WLTR::BURST_GAUGE_SETUP::KEEP_GAUGE $game_party.burst_activate = false $game_party.gold_extend = 0 $game_party.exp_extend = 0 end end
class Game_Battler
def burst_multiply @burst_multi = 1 if @burst_multi == nil return @burst_multi end
def burst_multiply=(value) @burst_multi = value end
#=============================================================================== # Decreases the gauge if a member has KOed. #=============================================================================== def decrease_burst_on_ko $game_party.Burst_Gauge /= WLTR::BURST_GAUGE_SETUP::BURST_CUT if self.actor? and WLTR::BURST_GAUGE_SETUP::CUT_BURST_IF_KO end #=============================================================================== # Increase or decrease the multiply based on the elements. #===============================================================================
alias burst_count_ele elements_max_rate def elements_max_rate(element_set) @burst_multis = Array.new if @burst_multis == nil unless element_set.empty? rate_list = [] for i in element_set rate_list.push(element_rate(i)) end end unless element_set.empty? ele_count = rate_list.max else ele_count = 100 end @burst_multi = 1 if ele_count < 100 @burst_multi /= WLTR::BURST_GAUGE_SETUP::ELE_RES_MULTIPLY elsif ele_count > 100 @burst_multi *= WLTR::BURST_GAUGE_SETUP::ELE_WEAK_MULTIPLY else @burst_multi = 1 end @burst_multis.push(@burst_multi) burst_count_ele(element_set) end
alias increase_gauge_or_decrease execute_damage def execute_damage(user) if $imported["GuardRecover"] and guarding? burst_gauge_increase(true) unless @hp_damage == 0 and @mp_damage == 0 else burst_gauge_increase(user.actor?) unless @hp_damage == 0 and @mp_damage == 0 end increase_gauge_or_decrease(user) end
def burst_gauge_increase(check = true) burst_increase = WLTR::BURST_GAUGE_SETUP::BURST_INCREASE burst_increase /= WLTR::BURST_GAUGE_SETUP::BURST_DIVIDE if check == true and $game_party.burst_activate? burst_increase *= @burst_multis.max if !@burst_multis.empty? @burst_multis = nil @burst_multi = nil if check == true $game_party.Burst_Gauge += burst_increase unless guarding? and WLTR::BURST_GAUGE_SETUP::GUARD_NULLS_GAUGE else if WLTR::BURST_GAUGE_SETUP::ABLE_DECREASE_BY_HIT burst_increase /= WLTR::BURST_GAUGE_SETUP::ENEMY_HITTING_CUT $game_party.Burst_Gauge -= burst_increase unless guarding? and WLTR::BURST_GAUGE_SETUP::GUARD_NULLS_GAUGE end end @burst_multiply = 1 decrease_burst_on_ko if dead? end
alias state_check add_state def add_state(state_id) state_check(state_id) decrease_burst_on_ko if dead? end
def gold_and_exp_plus(damage) gold_plus = damage * WLTR::BURST_GAUGE_SETUP::GOLD_CALCULATE / 100.0 exp_plus = damage * WLTR::BURST_GAUGE_SETUP::EXP_CALCULATE / 100.0 $game_party.gold_extend += gold_plus.round $game_party.exp_extend += exp_plus.round end
def critical_gauge_cutter(commander) if WLTR::BURST_GAUGE_SETUP::CRITICAL_GAUGE_CUTTER if commander.actor? == false and $game_party.burst_activate? $game_party.Burst_Gauge == 0 if @critical end end end
alias attack_critical_count make_attack_damage_value def make_attack_damage_value(attacker) attack_critical_count(attacker) critical_gauge_cutter(attacker) end
alias skill_power_up make_obj_damage_value def make_obj_damage_value(user, obj) skill_power_up(user, obj) @mp_damage *= WLTR::BURST_GAUGE_SETUP::POWER_UP_RATE if $game_party.burst_activate? and user.actor? # damage MP @hp_damage *= WLTR::BURST_GAUGE_SETUP::POWER_UP_RATE if $game_party.burst_activate? and user.actor? gold_and_exp_plus(@hp_damage) if $game_party.burst_activate? and user.actor? gold_and_exp_plus(@mp_damage) if $game_party.burst_activate? and user.actor? critical_gauge_cutter(user) end
alias burst_consume skill_effect def skill_effect(user, skill) burst_consume(user, skill) if skill.Burst_need if WLTR::BURST_GAUGE_SETUP::EAT_BURST $game_party.Burst_Gauge = 1 if user.actor? and $game_party.burst_activate? end end end
alias burst_only_skills skill_can_use? def skill_can_use?(skill) result = burst_only_skills(skill) return false if skill == nil if skill.Burst_need return false unless $game_party.burst_activate? and self.actor? end return result end
alias casting_manipulation calc_mp_cost def calc_mp_cost(skill) if WLTR::BURST_GAUGE_SETUP::MP_COST_LESS return 0 if self.actor? and $game_party.burst_activate? end casting_manipulation(skill) end end
class Window_Base < Window def draw_burst_gauge self.contents.clear width = 366 text = sprintf(WLTR::BURST_GAUGE_SETUP::BURST_NAME) gw = width * $game_party.Burst_Gauge / $game_party.total_burst if WLTR::BURST_GAUGE_SETUP::IMAGE_BASED if $game_party.burst_activate? gs = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_SKIN_BURST) gm = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_FILL_BURST) else gs = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_SKIN_NORMAL) gm = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_FILL_NORMAL) end cwn = gs.width cw = gm.width * gw / width ch1 = gs.height ch2 = gm.height src_rect1 = Rect.new(0,0,cwn,ch1) src_rect2 = Rect.new(0,0,cw,ch2) self.contents.blt(WLTR::BURST_GAUGE_SETUP::GAUGE_X,WLTR::BURST_GAUGE_SETUP::GAUGE_Y, gs, src_rect1) self.contents.blt(WLTR::BURST_GAUGE_SETUP::GAUGE_X,WLTR::BURST_GAUGE_SETUP::GAUGE_Y, gm, src_rect2) else if $game_party.burst_activate? gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[0]) gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[1]) else gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[2]) gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[3]) end self.contents.fill_rect(WLTR::BURST_GAUGE_SETUP::GAUGE_X, WLTR::BURST_GAUGE_SETUP::GAUGE_Y + WLH - 8, width, WLTR::BURST_GAUGE_SETUP::GAUGE_HEIGHT , gauge_back_color) self.contents.gradient_fill_rect(WLTR::BURST_GAUGE_SETUP::GAUGE_X,WLTR::BURST_GAUGE_SETUP::GAUGE_Y + WLH - 8, gw, WLTR::BURST_GAUGE_SETUP::GAUGE_HEIGHT , gc1, gc2) end self.contents.draw_text(WLTR::BURST_GAUGE_SETUP::TEXT_X,WLTR::BURST_GAUGE_SETUP::TEXT_Y,200,WLH-8, text) end end
class Window_Burst < Sprite def initialize super(Viewport.new(0, 0, 544, 416)) @gauge_skin = Sprite.new @gauge_skin.bitmap = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_SKIN_BURST) @gauge_skin.viewport = Viewport.new(WLTR::BURST_GAUGE_SETUP::GAUGE_X,WLTR::BURST_GAUGE_SETUP::GAUGE_Y, @gauge_skin.width, @gauge_skin.height) @gauge_color = Sprite.new @gauge_color.bitmap = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_FILL_NORMAL) @gauge_color.viewport = Viewport.new(WLTR::BURST_GAUGE_SETUP::GAUGE_X,WLTR::BURST_GAUGE_SETUP::GAUGE_Y, @gauge_color.width, @gauge_color.height) gauge_width = @gauge_color.bitmap.width * $game_party.Burst_Gauge / $game_party.total_burst @gauge_color.src_rect.width = gauge_width @bursttext = Sprite.new @bursttext.bitmap = Bitmap.new(544, 416) @bursttext.bitmap.font.color.set(255, 255, 255) @bursttext.bitmap.draw_text(0, 0, 544, 416, WLTR::BURST_GAUGE_SETUP::BURST_NAME) @bursttext.viewport = Viewport.new(0, 0, 544, 416) @bursttext.x = WLTR::BURST_GAUGE_SETUP::TEXT_X @bursttext.y = WLTR::BURST_GAUGE_SETUP::TEXT_Y - 200 @bursttext.z = 300 @gauge_color.z = 200 @gauge_skin.z = 100 end def dispose @gauge_skin.dispose @gauge_color.dispose @bursttext.dispose super end def check_activation if $game_party.burst_activate? @gauge_skin.bitmap = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_SKIN_BURST) @gauge_color.bitmap = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_FILL_BURST) else @gauge_skin.bitmap = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_SKIN_NORMAL) @gauge_color.bitmap = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_FILL_NORMAL) end end def update gauge_width = @gauge_color.bitmap.width * $game_party.Burst_Gauge / $game_party.total_burst gauge_width.round if @gauge_color.width < gauge_width boost = WLTR::BURST_GAUGE_SETUP::GAUGE_ALTER_SPEED @gauge_color.src_rect.width += boost @gauge_color.src_rect.width = gauge_width.round if @gauge_color.src_rect.width > gauge_width.round elsif @gauge_color.width > gauge_width boost = WLTR::BURST_GAUGE_SETUP::GAUGE_ALTER_SPEED @gauge_color.src_rect.width -= boost @gauge_color.src_rect.width = gauge_width.round if @gauge_color.src_rect.width < gauge_width.round end check_activation end end
class Scene_Battle < Scene_Base alias draw_burst create_info_viewport def create_info_viewport @burst_gauge = Window_Burst.new @burst = $game_party.Burst_Gauge @refreshed = false draw_burst end alias delete_burst dispose_info_viewport def dispose_info_viewport @burst_gauge.dispose delete_burst end alias gauge_burst_update update_info_viewport def update_info_viewport @burst_gauge.update gauge_burst_update end end #=============================================================================== # # END OF SCRIPT # #===============================================================================
Patch: - Quote :
- module WLTR
LIMITER = 700 # Gauge points before Burst can be activated. The burst is # activateable or not is indicated by the gauge's glow. If it's # glowing, Burst is available. end
class Game_Party < Game_Unit def burst_max? @burst = 0 unless @burst != nil if @burst <= 0 #if the burst has ran out... @burst_flag = false #set burst_max? to false clear_states change_bgm_after_burst @burst_sound_play = false #as well the sound. end #@burst == 0 if @burst >= WLTR::LIMITER or @burst_flag #if the burst has maxed or the burst #have been activated if WLTR::BURST_GAUGE_SETUP::ACTIVATE_NEED_BUTTON return @burst_flag unless Input.press?(WLTR::BURST_GAUGE_SETUP::ACTIVATE_BUTTON) end @burst_flag = true #set about the burst has been activated. if @burst_sound_play == false #did the sound has played? sound = RPG::SE.new(WLTR::BURST_GAUGE_SETUP::SOUND_PLAY) sound.play change_bgm_while_burst add_state_due_burst #give state to the enemies. heal_as_burst_active @burst_sound_play = true #flag so the burst has been played and the process #before has done. end #@burst_sound_play end #burst return @burst_flag #true or false is defined by this @burst_flag. end #burst_max? end
class Window_Burst < Sprite def check_activation if $game_party.burst_activate? return if @bursted == true @bursted = true @gauge_skin.bitmap = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_SKIN_BURST) @gauge_color.bitmap = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_FILL_BURST) gauge_fix else return if @bursted != true @bursted = nil @gauge_skin.bitmap = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_SKIN_NORMAL) @gauge_color.bitmap = Cache.system(WLTR::BURST_GAUGE_SETUP::GAUGE_FILL_NORMAL) gauge_fix end end
def gauge_fix gauge_width = @gauge_color.bitmap.width * $game_party.Burst_Gauge / $game_party.total_burst gauge_width.round @gauge_color.src_rect.width = gauge_width.round end
alias glow_update update def update glow_update update_glow end
def update_glow @glow_counter = 0 if @glow_counter == nil if $game_party.Burst_Gauge >= WLTR::LIMITER and !$game_party.burst_activate? if @glow_counter >= 60 @gauge_color.flash(Color.new(255,255,255), 60) @glow_counter = 0 end @glow_counter += 1 end @gauge_color.update end end lagi - Quote :
class Game_Battler alias multiplier_fix burst_gauge_increase def burst_gauge_increase(check = true) @burst_multis = Array.new if @burst_multis == nil multiplier_fix(check) end end
class Scene_Battle < Scene_Base def update_info_viewport gauge_burst_update end
alias reupdate_burst update_basic def update_basic(main = false) @burst_gauge.update reupdate_burst(main) end end dan lagi - Quote :
- module RPG
class Skill < UsableItem attr_accessor :burst_cost def burst_cost return @burst_cost if @burst_cost != nil @burst_cost = 0 self.note.split(/[rn]+/).each { |line| case line when /<BurstCost[ ]*(d+)>/i @burst_cost = $1.to_i end } return @burst_cost end end end
class Game_Battler def skill_effect(user, skill) burst_consume(user, skill) if skill.Burst_need if WLTR::BURST_GAUGE_SETUP::EAT_BURST $game_party.Burst_Gauge = 1 if user.actor? and $game_party.burst_activate? end $game_party.Burst_Gauge -= skill.burst_cost end end
def skill_can_use?(skill) result = burst_only_skills(skill) return false if skill == nil if skill.Burst_need return false if $game_party.Burst_Gauge < skill.burst_cost return false unless $game_party.burst_activate? and self.actor? end return result end end Pics: https://dl.dropbox.com/u/73020137/BG/Burst1.png https://dl.dropbox.com/u/73020137/BG/Burst2.png https://dl.dropbox.com/u/73020137/BG/Burst3.png
|
| | | 2012-08-21, 12:02 | Re: [Discussion]Project RMIDverse |
---|
LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| ]World Map System itu gunanya cuma buat ngasih tahu petunjuk. Soalnya Eremidia kan luas. Nah, World Map itu berguna untuk ngasih tahu arah atau enggak info tempat. Anyway, World Map yang saya maksud itu bukan world map yang nge-transfer player, tapi sebuah system navigasi dimana player dapat mengetahui informasi seputar lokasi-lokasi di Eremidia |
| | | 2012-08-21, 12:11 | Re: [Discussion]Project RMIDverse |
---|
shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| - Quote :
- World Map System itu gunanya cuma buat ngasih tahu petunjuk. Soalnya Eremidia kan luas. Nah, World Map itu berguna untuk ngasih tahu arah atau enggak info tempat.
Anyway, World Map yang saya maksud itu bukan world map yang nge-transfer player, tapi sebuah system navigasi dimana player dapat mengetahui informasi seputar lokasi-lokasi di Eremidia
link script ? kalo sistem ini belum ada yg buat mending jangan diusulin , karena ini lebih ke submit juga |
| | | 2012-08-21, 14:09 | Re: [Discussion]Project RMIDverse |
---|
LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| Ya udah... Kayaknya terlalu ribet... Saya ganti usul aja. Kalo gitu meningan ada Item Synthesize. Soalnya biar nambah variasi. Kalo monster misalkan di-kill kan biasanya ninggalin Loot. Nah Lootnya itu bisa dipakai untuk nge-buat item baru gitu. Sama halnya kalo misalkan di dungeon ketemu sama material dungeon. Nah itu bisa digabung sama misalkan wooden log jadi Iron Sword gitu. |
| | | 2012-08-21, 15:21 | Re: [Discussion]Project RMIDverse |
---|
richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| - LowlingLife wrote:
- Ya udah... Kayaknya terlalu ribet...
Saya ganti usul aja.
Kalo gitu meningan ada Item Synthesize. Soalnya biar nambah variasi. Kalo monster misalkan di-kill kan biasanya ninggalin Loot. Nah Lootnya itu bisa dipakai untuk nge-buat item baru gitu. Sama halnya kalo misalkan di dungeon ketemu sama material dungeon. Nah itu bisa digabung sama misalkan wooden log jadi Iron Sword gitu. ah, Alchemy. Walo ngga seluas Synthesize, Alchemy lebih berguna apalagi kalo mau pake mode No Potion in Shops, jadi dipaksa buat bikin potion dari beberapa barang hasil ngambil dari hutan, kek tumbuhan obat atawa bahan dari binatang kecil gitu Dan kalo mau, terapin No Gold Drop di semua monster. |
| | | 2012-08-21, 17:58 | Re: [Discussion]Project RMIDverse |
---|
Zwad Newbie
Posts : 28 Thanked : 1 Engine : RMVX Skill : Very Beginner Type : Event Designer
| kalau buat game yang Ceritanya berlatar eremedia ini d credit ke kk shikami atau ada yg lain ya kk? |
| | | 2012-08-21, 23:40 | Re: [Discussion]Project RMIDverse |
---|
richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| ini skrip Blacksmith yang ane bilang tadi, dan mengingat ini skrip emang buat hardcore developer dan tidak banyak dokumentasi terlampir, skrip ini TOTALLY NOT FOR NEWBIE, OUTLANDER, OR ANOTHER KIND OF RAJA LANGIT, CAMEL SEED AND SUCH . yang nanya2 soal skrip ini selain buat dipake di dalam Eremidia Project ane ngga bakalan nanggepin.tingkat kompatibilitas blom diketahui tingkat kesulitan penggunaan skrip diatas rata2 http://dl.dropbox.com/u/14413622/Blank.rar baru ane sama maximus_prime, selaku perancang Smithery yang baru ngetes ni skrip lama |
| | | 2012-08-22, 04:48 | Re: [Discussion]Project RMIDverse |
---|
shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| @lintang~Credit aja RMID. ga perlu ke saya. Toh pada dasarnya ide cerita dari sini. @richter~tapi minimal di sbs tankentai tetep kompatible kan? |
| | | 2012-08-22, 07:38 | Re: [Discussion]Project RMIDverse |
---|
richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| - shikami wrote:
- @richter~tapi minimal di sbs tankentai tetep kompatible kan?
Tested |
| | | 2012-08-22, 10:43 | Re: [Discussion]Project RMIDverse |
---|
Nirvane Newbie
Posts : 31 Thanked : 0 Engine : Multi-Engine User Skill : Very Beginner Type : Writer
| aku baru ngeh kalo maksudnya disini bikin SDK buat game bertitel Eremidia, ku kira bikin project Eremidia yang official fitur" dalam SDK nya udah ada yang fix kah? di first post nda keliatan sih sekalian nyumbang charset Howl dari Eremidia SP sapa tau ada yg butuh figuran atau pelawak atau villain |
| | | 2012-08-22, 10:46 | Re: [Discussion]Project RMIDverse |
---|
McPherson Senior
Posts : 777 Thanked : 7 Engine : Multi-Engine User Skill : Intermediate Type : Mapper
Awards:
| hmm, gmana kalo submit logo Eremidia jg, buat splash screen brsama gitu? |
| | | 2013-07-23, 09:01 | Re: [Discussion]Project RMIDverse |
---|
danny_warfield Advance
Posts : 561 Thanked : 2 Engine : RMVX Ace Skill : Beginner Type : Artist
| | | | | Re: [Discussion]Project RMIDverse |
---|
Sponsored content
| | | | | [Discussion]Project RMIDverse | |
|
Similar topics | |
|
Similar topics | |
| |
Halaman 1 dari 1 | |
| Permissions in this forum: | Anda tidak dapat menjawab topik
| |
| |
Latest 10 Topics | [Web Novel] Gloria Infidelis 2016-11-17, 21:27 by LightNightKnight
[Announcement] Forum baru untuk RMID 2016-08-25, 16:39 by TheoAllen
Where I'm Wrong ? 2016-07-24, 16:10 by ReydVires
flakeheartnet's Resources part III 2016-07-08, 14:30 by flakeheartnet
Keira's Art Warehouse 2016-06-28, 19:27 by KeiraBlaze
Theo Core Time System + Bingung 2016-06-27, 16:24 by Lockin
Error Script, Maybe ? 2016-06-27, 16:20 by Lockin
Nusaimoe @ RMID Lounge 2016-06-21, 05:02 by Jihad Bagas
Call Random Battle 2016-06-15, 17:04 by Lockin
Flakeheartnet Resources Part II [come back gift] 2016-06-07, 15:51 by flakeheartnet
|
Statistics
|
Members: [ 4947 ]
Topics: [ 8258 ]
Posts: [ 112606 ]
Newest member: [ https://rmid.forumotion.net/u4968 ]
|
|
|
|
|
|