Deenos Advance
Posts : 487 Thanked : 7 Engine : RMVX Ace Skill : Skilled Type : Databaser
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Awards: | Subyek: [Solved] bisa gx perbaiki BS ini 2012-05-02, 15:26 | |
| kk aku kan pakai Mother 3 BS nih Script nya - Spoiler:
- Code:
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#============================================================================== # Mother3 Visuals # Author Ramiro # Version, 1.3 #------------------------------------------------------------------------------ # Shows Mother 3 visual, battle system. #==============================================================================
$imported = {} if $imported.nil? $imported['Ramiro-Mother3Visual'] = true
module BattleConfig
# tone of the window when dead and when the hp is below 1/4 Window_DeadTone = Tone.new(200, 0, 0) Window_CriticalTone = Tone.new(200, 120, 10) # Chech if the message window is always on the top of the screen. AlwaysOnTop = false # animations used on magic reflection and counterattack, set to 0 if you # wish to disable Reflex_AnimationID = 94 Counterattack_AnimationID = 95
end
#============================================================================== # ¦ #============================================================================== class Scene_Base #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- attr_reader :info_viewport end
#============================================================================== # ¦ #============================================================================== module BattleManager #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- class << self alias ramiro_m3_process_victory process_victory end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def self.phase return @phase end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def self.process_victory SceneManager.scene.wait(20) $game_party.members.each do |i| i.sprite.battle_show if i.alive? end SceneManager.scene.wait(20) ramiro_m3_process_victory end end
#============================================================================== # ¦ Game_Message #==============================================================================
class Game_Message alias ramiro_m3_position position def position return 0 if BattleConfig::AlwaysOnTop && SceneManager.scene_is?(Scene_Battle) ramiro_m3_position end end
#============================================================================== # ¦ #============================================================================== class Game_Party < Game_Unit #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def max_battle_members return 4 end end
#============================================================================== # ¦ #============================================================================== class Window_BattleStatusPart < Window_Base #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def initialize(actor_index) @shake_time = 0 @actor_index = actor_index @move_time = 0 @x_position = x_at(actor_index) @x_destination = @x_position @y_position = 0 @y_destination = 0 super(0, 0, window_width, window_height) update_screen_position refresh hide_actor_quickly end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def x_at(actor_index) 128 + (total_draw_area - window_width * window_count) / 2 + window_width * actor_index end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_tone if actor.dead? self.tone.set(BattleConfig::Window_DeadTone) elsif actor.hp < actor.mhp / 4 self.tone.set(BattleConfig::Window_CriticalTone) else super end end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def total_draw_area Graphics.width - 128 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def window_count $game_party.members.size end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def max_window_count $game_party.max_battle_members end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def window_width total_draw_area / max_window_count end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def window_height fitting_height(visible_line_number) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def screen_x @x_position end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def screen_y return @y_position end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def visible_line_number return 4 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update super if @move_time > 0 @x_position = (@x_position * (@move_time - 1) + @x_destination) / @move_time @y_position = (@y_position * (@move_time - 1) + @y_destination) / @move_time @move_time -= 1 end update_screen_position end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def move_to_index(actor_index) @x_destination = x_at(actor_index) @move_time = 20 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def return_to_origin @x_destination = x_at(actor.index) @y_destination = 0 @move_time = 20 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def move_down @y_destination = self.height - line_height - standard_padding @move_time = 20 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_screen_position self.x = screen_x + shake_amp self.y = screen_y self.z = self.y end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def shake_amp if @shake_time > 0 @shake_time -= 1 return @shake_time % 2 * 4 - 2 else return 0 end end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_status if actor end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def line_color color = normal_color color.alpha = 48 color end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def draw_horz_line(y) line_y = y - 1 contents.fill_rect(0, line_y, contents_width - 24, 2, line_color) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def draw_actor_status self.contents.font.size = 16 draw_actor_name(actor, 0, 0, contents.width - 24) draw_horz_line(line_height) self.contents.font.size = 16 draw_actor_hp(actor, 2, line_height, contents.width - 4) if $data_system.opt_display_tp draw_actor_mp(actor, 2, line_height * 2, contents.width / 2 - 6) draw_actor_tp(actor, 4 + contents.width / 2, line_height * 2, contents.width / 2 - 6) else draw_actor_mp(actor, 2, line_height * 2, contents.width - 4) end draw_actor_icons(actor, contents.width - 24, 0, 24) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def show_actor actor.sprite.battle_show end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def hide_actor actor.sprite.battle_hide end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def hide_actor_quickly actor.sprite.opacity = 0 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def index @actor_index end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def actor $game_party.members[@actor_index] end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def shake @shake_time = 20 end end
#============================================================================== # ¦ #============================================================================== class Window_BattleStatusPatner < Window_BattleStatusPart #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- attr_accessor :actor_index #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def window_width 128 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def screen_x 0 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def show return if $imported["YEA-BattleEngine"] super end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def screen_y Graphics.height - window_height end end
#============================================================================== # ¦ Window_BattleStatus #============================================================================== class Window_BattleStatusMultiple < Window_BattleStatus #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- attr_accessor :viewport attr_accessor :wait_method #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def initialize super @status_windows = [] @viewport = nil @wait_method = nil self.visible = false self.windowskin = Cache.system('') @index = -1 end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_contents self.contents.dispose if self.contents && !self.contents.disposed? self.contents = Bitmap.new(1, 1) end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def draw_item(index) return if index.nil? return unless $game_party.members[index] @status_windows = [] unless @status_windows return unless @status_windows[index] @status_windows[index].refresh end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def window_width Graphics.width - 128 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def window_height fitting_height(visible_line_number) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def visible_line_number return 4 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def refresh @status_windows = [] if !@status_windows @status_windows.each do |i| i.refresh end end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update super @status_windows = [] if !@status_windows need_wait = false self.visible = false $game_party.members.each do |actor| if !@status_windows.any? { |i| i.index == actor.index} window = Window_BattleStatusPart.new(actor.index) window.viewport = self.viewport @status_windows << window actor.sprite.update window.x = window.screen_x window.update window.viewport.update window.update need_wait = true end end @status_windows.each do |i| if $game_party.members.include?(i.actor) i.update i.viewport = self.viewport else @status_windows.delete(i) i.dispose end end SceneManager.scene.wait(1) if need_wait end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def dispose super @status_windows = [] if !@status_windows @status_windows.each do |i| i.dispose end end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def show_actor(index) @status_windows = [] if !@status_windows @status_windows.sort! { |a, b| a.index <=> b.index} @status_windows[index].show_actor if index >= 0 && @status_windows[index] end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def hide_actor(index) @status_windows = [] if !@status_windows @status_windows.sort! { |a, b| a.index <=> b.index} @status_windows[index].hide_actor if index >= 0 && @status_windows[index] end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def select(index=0) hide_actor(@index) wait_show @index = index show_actor(@index) wait_show end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def wait_show return unless @wait_method @wait_method.call(20) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def unselect hide_actor(@index) @index = -1 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def shake_window(index) @status_windows = [] if !@status_windows @status_windows.sort! { |a, b| a.index <=> b.index} @status_windows[index].shake end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def window_at(index) @status_windows = [] if !@status_windows @status_windows.sort! { |a, b| a.index <=> b.index} @status_windows[index] end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def show @status_windows = [] if !@status_windows @status_windows.each do |i| i.show end super end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def hide @status_windows = [] if !@status_windows @status_windows.each do |i| i.hide end super end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def make_window_return(index) @status_windows = [] if !@status_windows @status_windows.sort! { |a, b| a.index <=> b.index} @status_windows[index].return_to_origin end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def substitute(target_index, substitute_index) @status_windows = [] if !@status_windows @status_windows[substitute_index].move_to_index(target_index) @status_windows[target_index].move_down end end
#============================================================================== # ¦ #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def sprite SceneManager.scene.spriteset.enemy_sprites.reverse[self.index] end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def atk_animation_id1 return 1 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def atk_animation_id2 return 0 end end
#============================================================================== # ¦ #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- alias ramiro_m3_setup setup #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- attr_accessor :extra_y #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def setup(actor_id) ramiro_m3_setup(actor_id) @extra_y = 0 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def use_sprite? return true end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def sprite SceneManager.scene.spriteset.actor_sprites[self.index] end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def status_window return nil if !SceneManager.scene.status_window SceneManager.scene.status_window.window_at(self.index) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def screen_y return Graphics.height - 120 + @extra_y end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def screen_x return 0 if !self.index return -1000 if !SceneManager.scene return -1000 if !status_window sw = status_window sw.screen_x - sw.viewport.ox + sw.width / 2 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def screen_z return -1000 if !self.index return -1000 if !SceneManager.scene 100 end end
#============================================================================== # ¦ #============================================================================== class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- alias ramiro_m3_initialize initialize alias ramiro_m3_start_effect start_effect alias ramiro_m3_update_effect update_effect alias ramiro_m3_setup_new_animation setup_new_animation #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def initialize(viewport, battler=nil) ramiro_m3_initialize(viewport, battler) if battler && battler.actor? self.visible = false self.opacity = 0 end end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def battle_show return if !@battler || @battler.enemy? start_effect(:go_up) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def battle_hide return if !@battler || @battler.enemy? start_effect(:go_down) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def start_effect(effect_type) @effect_type = effect_type case effect_type when :go_up @effect_duration = 20 when :go_down @effect_duration = 20 else ramiro_m3_start_effect(effect_type) end end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_effect if @effect_duration > 0 @effect_duration -= 1 case @effect_type when :go_up update_go_up_effect when :go_down update_go_down_effect end @effect_duration += 1 end ramiro_m3_update_effect end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_go_up_effect self.opacity = (self.opacity * @effect_duration + 255 ) / (@effect_duration + 1) @battler.extra_y = (@battler.extra_y * @effect_duration) / (@effect_duration + 1) self.visible = (self.opacity > 50) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_go_down_effect self.opacity = (self.opacity * @effect_duration) / (@effect_duration + 1) @battler.extra_y = (@battler.extra_y * @effect_duration + 60) / (@effect_duration + 1) self.visible = (self.opacity > 50) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_bitmap if @battler.enemy? new_bitmap = Cache.battler(@battler.battler_name, @battler.battler_hue) else new_bitmap = Cache.character(@battler.character_name) end if bitmap != new_bitmap self.bitmap = new_bitmap init_visibility update_rect if self.bitmap && @battler.actor? end self.opacity = 0 if @battler.actor? && @battler.extra_y == 60 end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_blink end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def setup_new_effect if !@battler_visible && @battler.alive? && @battler.enemy? start_effect(:appear) elsif @battler_visible && @battler.hidden? && @battler.enemy? start_effect(:disappear) end if @battler_visible && @battler.sprite_effect_type start_effect(@battler.sprite_effect_type) @battler.sprite_effect_type = nil end setup_popups if $imported["YEA-BattleEngine"] end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def revert_to_normal self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = 255 self.ox = bitmap.width / 2 if bitmap if @battler.enemy? self.src_rect.y = 0 else update_rect end end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_rect sign = @battler.character_name[/^[\!\$]./] if sign && sign.include?('$') i = 0 j = 0 w = self.bitmap.width / 3 h = self.bitmap.height / 4 else i = @battler.character_index % 4 j = @battler.character_index / 4 w = self.bitmap.width / 12 h = self.bitmap.height / 8 end self.src_rect.set(w + i * w * 3, j * h * 4, w, h * 3 / 4) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_origin if bitmap self.ox = self.width / 2 self.oy = self.height end end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def animation_set_sprites(frame) cell_data = frame.cell_data @ani_sprites.each_with_index do |sprite, i| next unless sprite pattern = cell_data[i, 0] if !pattern || pattern < 0 sprite.visible = false next end sprite.bitmap = pattern < 100 ? @ani_bitmap1 : @ani_bitmap2 sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern % 100 / 5 * 192, 192, 192) if @ani_mirror sprite.x = @ani_ox - cell_data[i, 1] sprite.y = @ani_oy + cell_data[i, 2] sprite.angle = (360 - cell_data[i, 4]) sprite.mirror = (cell_data[i, 5] == 0) else sprite.x = @ani_ox + cell_data[i, 1] sprite.y = @ani_oy + cell_data[i, 2] sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) end sprite.z = self.z + 300 + i sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 sprite.zoom_y = cell_data[i, 3] / 100.0 sprite.opacity = cell_data[i, 6] sprite.blend_type = cell_data[i, 7] end end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def setup_new_animation return if @battler.actor? ramiro_m3_setup_new_animation end end
#============================================================================== # ¦ #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- alias ramiro_m3_create_viewports create_viewports alias ramiro_m3_update_viewports update_viewports alias ramiro_m3_dispose_viewports dispose_viewports alias ramiro_m3_create_actors create_actors alias ramiro_m3_dispose_actors dispose_actors alias ramiro_m3_update_actors update_actors #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- attr_reader :actor_sprites attr_reader :enemy_sprites #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def create_viewports @viewport4 = Viewport.new @viewport4.z = 200 ramiro_m3_create_viewports @viewportPopups.z = 500 if @viewportPopups end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_viewports ramiro_m3_update_viewports @viewport4.update end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def dispose_viewports ramiro_m3_dispose_viewports @viewport4.dispose end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def create_actors ramiro_m3_create_actors @actor_animation = Array.new(4) {Sprite_ActorAnimation.new(@viewport4)} end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def dispose_actors ramiro_m3_dispose_actors @actor_animation.each do |i| i.dispose end end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update_actors ramiro_m3_update_actors @actor_animation.each_with_index do |sprite, i| sprite.update sprite.actor = $game_party.members[i] end end end
#============================================================================== # ¦ #============================================================================== class Sprite_ActorAnimation < Sprite_Base #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- attr_accessor :actor #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def initialize(viewport, actor=nil) super(viewport) @actor = actor end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def update super return unless @actor if @actor.animation_id != 0 animation = $data_animations[@actor.animation_id] mirror = @actor.animation_mirror start_animation(animation, mirror) @actor.animation_id = 0 end self.x = @actor.screen_x self.y = @actor.screen_y end end
#============================================================================== # ¦ #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- alias ramiro_m3_next_command next_command alias ramiro_m3_prior_command prior_command alias ramiro_m3_apply_item_effects apply_item_effects alias ramiro_m3_create_all_windows create_all_windows alias ramiro_m3_on_actor_ok on_actor_ok alias ramiro_m3_on_actor_cancel on_actor_cancel alias ramiro_m3_select_actor_selection select_actor_selection alias ramiro_m3_invoke_item invoke_item alias ramiro_m3_apply_substitute apply_substitute alias ramiro_m3_invoke_counter_attack invoke_counter_attack alias ramiro_m3_invoke_magic_reflection invoke_magic_reflection #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- attr_reader :spriteset attr_reader :status_window #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def apply_item_effects(target, item) @status_window.shake_window(target.index) if target.actor? && !item.damage.none? && !item.damage.recover? ramiro_m3_apply_item_effects(target, item) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def create_status_window @status_window = Window_BattleStatusMultiple.new @status_window.wait_method = method( :wait ) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def show_attack_animation(targets) show_normal_animation(targets, @subject.atk_animation_id1, false) show_normal_animation(targets, @subject.atk_animation_id2, true) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def next_command ramiro_m3_next_command end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def prior_command ramiro_m3_prior_command end
#-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def create_all_windows ramiro_m3_create_all_windows create_actor_selection_partner_window end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def create_actor_selection_partner_window @actor_selection_patner = Window_BattleStatusPatner.new(0) @actor_selection_patner.z = 9999 @actor_selection_patner.hide end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def set_patner_info(index) @actor_selection_patner.actor_index = index @actor_selection_patner.refresh @actor_selection_patner.show end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def execute_action @subject.sprite.battle_show if @subject.actor? @invoked_targets = [@subject] wait(20) use_item @log_window.wait_and_clear unless $game_troop.all_dead? @invoked_targets.each do |actor| next unless actor.actor? actor.sprite.battle_hide end end wait(20) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def on_actor_ok @actor_selection_patner.hide ramiro_m3_on_actor_ok end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def on_actor_cancel @actor_selection_patner.hide ramiro_m3_on_actor_cancel end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def select_actor_selection set_patner_info(BattleManager.actor.index) ramiro_m3_select_actor_selection end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def invoke_item(target, item) ramiro_m3_invoke_item(target, item) wait(20) $game_party.members.each do |actor| @status_window.make_window_return(actor.index) end wait(20) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def invoke_counter_attack(target, item) @invoked_targets.push << target target.sprite.battle_show if target.actor? target.animation_id = BattleConfig::Counterattack_AnimationID ramiro_m3_invoke_counter_attack(target, item) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def invoke_magic_reflection(target, item) @invoked_targets.push << target target.sprite.battle_show if target.actor? target.animation_id = BattleConfig::Reflex_AnimationID ramiro_m3_invoke_magic_reflection(target, item) end #-------------------------------------------------------------------------- # ? #-------------------------------------------------------------------------- def apply_substitute(target, item) new_target = ramiro_m3_apply_substitute(target, item) if new_target != target && target.actor? && new_target.actor? @status_window.substitute(target.index, new_target.index) wait(40) end new_target end end
kalo kk mau liat SS nya ke website nya aja langsung nih - Code:
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http://ramirormvxa.wordpress.com/scripts/mother-3-status-style/ masalah dari BS ini adalah.... ketika aku pengen kabur error BS nya kk.... gimana ya.... mohon di perbaiki ya kk... | |
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shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
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Awards:
| Subyek: Re: [Solved] bisa gx perbaiki BS ini 2012-05-02, 15:59 | |
| mending tanya langsung ke pembuatnya aja gan bukannya lebih baik gitu biar pembuatnya juga benerin scriptnya agar orang lain ga error pakenya | |
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Roronoa_Zojo Senior
Posts : 833 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Mapper
| Subyek: Re: [Solved] bisa gx perbaiki BS ini 2012-05-02, 16:03 | |
| Tulisan di window errornya apa? di SS dong... kali aja qwa bsa bantu... 'kali aja' | |
|
Deenos Advance
Posts : 487 Thanked : 7 Engine : RMVX Ace Skill : Skilled Type : Databaser
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Awards: | Subyek: Re: [Solved] bisa gx perbaiki BS ini 2012-05-02, 16:21 | |
| | |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
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Awards: | Subyek: Re: [Solved] bisa gx perbaiki BS ini 2012-05-02, 17:07 | |
| ----- edited ----- swt gw ga liat kalo VX-Ace nevermind, gw lom install VX-Ace semenjak format ulang ----- edited 2nd ----- coba tambahin skrip ini sesudah skrip battle systemnya - Code:
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class Game_Actor < Game_Battler alias drg131_sw status_window def status_window drg131_sw rescue nil end end | |
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Deenos Advance
Posts : 487 Thanked : 7 Engine : RMVX Ace Skill : Skilled Type : Databaser
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Awards: | Subyek: Re: [Solved] bisa gx perbaiki BS ini 2012-05-02, 18:10 | |
| @little makasih kk berhasil muahahahaha | |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
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| Subyek: Re: [Solved] bisa gx perbaiki BS ini 2012-05-13, 18:07 | |
| Berhubung udah solved dan saya lihat sepertinya tidak ada yang ingin ditambahkan lagi, maka saya akan me-lock thread ini. Kalau TS atau member lain ingin menambahkan, harap hubungi admin atau moderator setempat. Terima kasih.
~Locked Since Solved~ | |
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| Subyek: Re: [Solved] bisa gx perbaiki BS ini | |
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