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 Problem dengan star hud

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Problem dengan star hud Empty2012-05-08, 22:53
PostProblem dengan star hud
#1
Spooky Kitaro 
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Problem dengan star hud Vide
Halo mas, Saya ada masalah dengan Star HUB.
Saya lagi iseng mencoba starhubnya, tapi KAYA GINI!!


Problem dengan star hud Star10

dan ini skriptnya
Code:
  BTSKIN_B_XY = [  0,  0]    # Standard Coordinates
  BTSKIN_00XY = [  0,  0]    # Main Skin
  BTSKIN_01XY = [97, 16]    # HP(Gauge)
  BTSKIN_02XY = [216, 16]    # MP(Gauge)
  BTSKIN_04XY = [122,  1]    # HP(Numbers)
  BTSKIN_05XY = [222,  1]    # MP(Numbers)
  BTSKIN_03XY = [-24,  0]    # State Skin
  BTSKIN_06XY = [-24,  0]    # State
Makasih..
Problem dengan star hud Empty2012-05-08, 23:08
PostRe: Problem dengan star hud
#2
Lukas 
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Problem dengan star hud Vide
Amber wrote:
Halo mas, Saya ada masalah dengan Star HUB.
Saya lagi iseng mencoba starhubnya, tapi KAYA GINI!!


Problem dengan star hud Star10

dan ini skriptnya
Code:
  BTSKIN_B_XY = [  0,  0]    # Standard Coordinates
  BTSKIN_00XY = [  0,  0]    # Main Skin
  BTSKIN_01XY = [97, 16]    # HP(Gauge)
  BTSKIN_02XY = [216, 16]    # MP(Gauge)
  BTSKIN_04XY = [122,  1]    # HP(Numbers)
  BTSKIN_05XY = [222,  1]    # MP(Numbers)
  BTSKIN_03XY = [-24,  0]    # State Skin
  BTSKIN_06XY = [-24,  0]    # State
Makasih..
wah singkat skali scriptnya :ngacay:
aku ga bisa mecahin masalahnya dengan code itu aja :D
Problem dengan star hud Empty2012-05-08, 23:09
PostRe: Problem dengan star hud
#3
Spooky Kitaro 
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Problem dengan star hud Vide
Ada orang lain yg bisa bantu ku :thumbdown:
Problem dengan star hud Empty2012-05-08, 23:33
PostRe: Problem dengan star hud
#4
LiTTleDRAgo 
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Problem dengan star hud Vide
BTSKIN_01XY = [97, 16] # HP(Gauge)

yg 97 nya itu tambahin aja sedikit demi sedikit, terus test play
Problem dengan star hud Empty2012-05-09, 04:55
PostRe: Problem dengan star hud
#5
Spooky Kitaro 
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Problem dengan star hud Vide
Tapi kenapanya Nomornya HUD cepat turun/naik setelah heal atau kena seragan.
Problem dengan star hud Empty2012-05-09, 08:55
PostRe: Problem dengan star hud
#6
LowlingLife 
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Problem dengan star hud Vide
Nomor HUD? Maksudnya HP sama SP Indicator? Turun dengan cepat maksudnya apa tante? BTW, kode yang tante kasih itu cuma konfigurasi Koordinatnya. Bisa dipost scriptnya?
Problem dengan star hud Empty2012-05-09, 09:58
PostRe: Problem dengan star hud
#7
LiTTleDRAgo 
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Problem dengan star hud Vide
Quote :
Tapi kenapanya Nomornya HUD cepat turun/naik setelah heal atau kena seragan.

Spoiler:

karena sptnya dari skrip sudah dibuat seperti itu


Terakhir diubah oleh LiTTleDRAgo tanggal 2012-05-09, 10:32, total 2 kali diubah
Problem dengan star hud Empty2012-05-09, 10:26
PostRe: Problem dengan star hud
#8
ashm 
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Problem dengan star hud Vide
Kalo gak salah ada yg ngatur kecepatan frame utk naik dan turun nya.
Tapi lupa lebah mana.
Coba baja lagi komen2nya.
Problem dengan star hud Empty2012-05-09, 14:38
PostRe: Problem dengan star hud
#9
Spooky Kitaro 
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Problem dengan star hud Vide
Maksud saya kaya gini:

Aktor satu punya 100 MAX HP and 100 CURRENT HP lalu Ia kena 2 serangan
- Aktor 1 kena 10 damage, lalu 20 damage, Sisanya ia sekarang punya 70 HP (kadang-kadang gak fixed banget) lalu menurun lagi HPnya gak total damage yg sama ia dapat.

Code:
#==============================================================================
# ?~�€�RGSS2
# STR33g1_BattleStatus  0.5 08/03/20
#==============================================================================
# ?Features
# Different HP/MP Gauge Flavor
# "Rolling" Numbers
# State Icon Cycle
#==============================================================================
# ?Materials
# This script requires several image skins.
# Skin images are placed in the .Graphics\System folder:
# Main Skin
# HP/MP Back Gauge Skin
#  - No size limit.
# HP/MP Gauge
#  - Normally two gauges
#  - Width = Unlimited
#  - Height = Gauge Height(Optional) * 2
# Numbers
#  - 0123456789 is the order of number arrays
#  - Width = One Frame Width(Any Size) * 10
#  - Height = Unlimited
# State Skin
# State Icon Main Skin
# Main skin is separate.
#  - No size limit.
#==============================================================================
# ?�€“? Window_BattleStatus
#==============================================================================

class Window_BattleStatus < Window_Selectable
 # Skin File name
  BTSKIN_00 = "atb_Btskin_mainGREEN"  # Main Skin
  BTSKIN_01 = "atb_Btskin_hp"    # HP(Gauge)
  BTSKIN_02 = "atb_Btskin_mp"    # MP(Gauge)
  BTSKIN_04 = "Btskin_n00"    # HP(Numbers)
  BTSKIN_05 = "Btskin_n00"    # MP(Numbers)
  BTSKIN_03 = "atb_Btskin_state"  # State
  # Skin coordinates[  x,  y]
  BTSKIN_B_XY = [  0,  0]    # Standard Coordinates
  BTSKIN_00XY = [  1,  1]    # Main Skin
  BTSKIN_01XY = [134, 16] # HP(Gauge)
  BTSKIN_02XY = [219, 17]    # MP(Gauge)
  BTSKIN_04XY = [145,  1]    # HP(Numbers)
  BTSKIN_05XY = [222,  1]    # MP(Numbers)
  BTSKIN_03XY = [-24,  0]    # State Skin
  BTSKIN_06XY = [-24,  0]    # State

  # Various Settings
  #<--------------------------(Low values are fast)-------------------------->#
  BTSKIN_01GS = 2            # HP Gauge Speed (Low values are fast)
  BTSKIN_02GS = 4            # MP Gauge Speed(Low values are fast)
  BTSKIN_04SS = 8            # HP Rolling Numbers Speed(Low values are fast)
  BTSKIN_05SS = 2            # MP Rolling Numbers Speed(Low values are fast)
  BTSKIN_04NS = 4            # HP Maximum Digits
  BTSKIN_05NS = 4            # MP Maximum Digits
  BTSKIN_06WH = [24,24]      # [State Width, Height]
  BTSKIN_06SC = 2            # State Icon Scroll Speed
                        # (Values close to 1 are fast)   
  # ?f??f^?f??�€š??f�€�?f??�€š??�€š???�„�
  def set_xy
    @x = []
    @y = []
    for i in 0...$game_party.members.size
      x = 0 + 96
      y = (i * 24)
      @x[i] = x + 16 #+ STRRGSS2::ST_SX
      @y[i] = y + 16 #+ STRRGSS2::ST_SY
    end
  end
  # Set š?�€�?�€��‚�?�€œ?�€œ to
  @@f = false
 
 
  #--------------------------------------------------------------------------
  # ?~�€� ?�€š??�€š??f??�€š??�€š?
  #--------------------------------------------------------------------------
  alias initialize_str33 initialize
  def initialize(f = false)
    initialize_str33
    unless @@f
      @f = @@f = true
    else
      @f = false
    end
    set_xy
    @s_sprite = []
    @s_party = []
    @s_lv = []
    @opacity = 0
    self.contents.dispose
    self.create_contents
    self.back_opacity = 0
    self.opacity = 0
    #@column_max = $game_party.actors.size
    @viewport = Viewport.new(0, 416-128, 416, 128)
    @hpgw = (Cache.system(BTSKIN_01)).width
    @mpgw = (Cache.system(BTSKIN_02)).width
    @viewport.z = self.z - 1
    @state_opacity = []
    @item_max = $game_party.members.size
    return unless @f
    for i in 0...@item_max
      draw_item(i)
    end
    update
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?f??f�€�?f??ff?�€š??f???�€”
  #--------------------------------------------------------------------------
  def refresh
    # :-)
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?�€š??f�€�?f??f^???�€�?
  #--------------------------------------------------------------------------
  def draw_actor_state(actor)
    icon = Cache.system("Iconset")
    w = actor.states.size * 24
    w = 24 if w < 1
    bitmap = Bitmap.new(w, BTSKIN_06WH[1])
    count = 0
    for state in actor.states
      icon_index = state.icon_index
      x = 24 * count
      rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
      bitmap.blt(x, 0, icon, rect)
      count += 1
    end
    return bitmap
  end
  #--------------------------------------------------------------------------
  # ?�€”? ??�€�??o?^?
  #--------------------------------------------------------------------------
  def name_bitmap(actor)
    bitmap = Bitmap.new(100, 24)
    bitmap.font.size = 16
    bitmap.draw_text_f(0, 0, 100, 24, actor.name)
    return bitmap
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?�€š??f�€�?f??f^?�€�??�€“?�€”
  #--------------------------------------------------------------------------
  def state_size(actor)
    return actor.states.size
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?�€š??�€š??f�€�?f??o?^?
  #--------------------------------------------------------------------------
  def draw_item(index)
    return unless @f
    actor = $game_party.members[index]
    #
    @s_sprite[index] = []
    s = @s_sprite[index]
    # ?f??�€š??f??�€š??�€š??f?
    s[0] = Sprite.new(@viewport)
    s[0].bitmap = Cache.system(BTSKIN_00)
    s[0].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_00XY[0]
    s[0].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_00XY[1]
    s[0].z = 0
    # HP
    s[1] = Sprite.new(@viewport)
    s[1].bitmap = Cache.system(BTSKIN_01)
    s[1].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
    s[1].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
    s[1].z = 4
    w = s[1].bitmap.width
    h = s[1].bitmap.height / 2
    s[1].src_rect.set(0, 0, w, h)
    s[2] = Sprite.new(@viewport)
    s[2].bitmap = Cache.system(BTSKIN_01)
    s[2].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
    s[2].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
    s[2].z = 3
    s[2].src_rect.set(0, h, w, h)
    s[11] = 96
    s[6] = Sprite_strNumbers.new(@viewport, BTSKIN_04, BTSKIN_04NS)
    s[6].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_04XY[0]
    s[6].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_04XY[1]
    s[6].z = 5
    s[13] = actor.hp
    s[6].update(s[13])
    # MP
    s[3] = Sprite.new(@viewport)
    s[3].bitmap = Cache.system(BTSKIN_02)
    s[3].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
    s[3].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
    s[3].z = 4
    w = s[3].bitmap.width
    h = s[3].bitmap.height / 2
    s[3].src_rect.set(0, 0, w, h)
    s[4] = Sprite.new(@viewport)
    s[4].bitmap = Cache.system(BTSKIN_02)
    s[4].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
    s[4].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
    s[4].z = 3
    s[4].src_rect.set(0, h, w, h)
    s[12] = 56
    s[7] = Sprite_strNumbers.new(@viewport, BTSKIN_05, BTSKIN_05NS)
    s[7].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_05XY[0]
    s[7].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_05XY[1]
    s[7].z = 5
    s[14] = actor.mp
    s[7].update(s[14])
    # ?�€š??f�€�?f??f^
    s[5] = Viewport.new(0, 0, BTSKIN_06WH[0], BTSKIN_06WH[1])
    s[5].rect.x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_06XY[0] + @viewport.rect.x
    s[5].rect.y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_06XY[1] + @viewport.rect.y
    s[5].z = @viewport.z + 1
    s[8] = Sprite.new(@viewport)
    s[8].bitmap = Cache.system(BTSKIN_03)
    s[8].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_03XY[0]
    s[8].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_03XY[1]
    s[8].z = -2
    s[9] = Plane.new(s[5])
    s[9].bitmap = draw_actor_state(actor)
    s[10] = state_size(actor)
    # ??o???�€š??f�€�?f??�€š??�€š??
    s[11] = ((@hpgw * (actor.hp / (actor.maxhp * 1.0))) + 1).truncate
    if actor.maxmp != 0
      s[12] = ((@mpgw * (actor.mp / (actor.maxmp * 1.0))) + 1).truncate
    else
      s[12] = 0
    end
    s[15] = Sprite.new(@viewport)
    s[15].bitmap = name_bitmap(actor)
    s[15].x = @x[index] + 4
    s[15].y = @y[index] + 2
    s[15].z = 0
    s[1].src_rect.width = s[11]
    s[2].src_rect.width = s[11]
    s[3].src_rect.width = s[12]
    s[4].src_rect.width = s[12]
    s[6].update(s[13])
    s[7].update(s[14])
    # ???�€“?
    for l in [0,1,2,3,4,8,9,15]
      s[l].opacity = 0
    end
    for l in [6,7]
      s[l].o = 0
    end
    # ?f�€�??~?�€�?
    @s_lv[index] = actor.level
    @s_party[index] = [actor.name, actor.hp, actor.maxhp,
                      actor.mp, actor.maxmp, actor.states]
    #
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?�€š??f�€“?�€š??�€š??�€š??f^?�€“�€�?�€�?
  #--------------------------------------------------------------------------
  def dispose     
    super
    return unless @f
    for i in 0...@s_sprite.size
      for l in [0,1,2,3,4,8,9,15]
        @s_sprite[i][l].bitmap.dispose
        @s_sprite[i][l].dispose
      end
      for l in [5,6,7]
        @s_sprite[i][l].dispose
      end
    end
    @@f = false
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?f�€�?f??f??f??�€�??�€“?
  #--------------------------------------------------------------------------
  def update
    super
    return unless @f
    for i in 0...@s_sprite.size
      s = @s_sprite[i]
      a = $game_party.members[i]
      m = @s_party[i]
      @state_opacity[i] = 0 if @state_opacity[i] == nil
      # ??�‚�??~Ž??�€š??ff?f�€”
      @state_opacity[i] += 8
      if @opacity < 272
        @opacity += 8
        for l in [0,1,2,3,4,15]
          s[l].opacity = @opacity
        end
        for l in [6,7]
          s[l].o = @opacity
        end
      end
      # ??�€�??�€�??�€“?
      if a.name != m[0]
        s[15].bitmap.dispose
        s[15].bitmap = name_bitmap(a)
        m[0] = a.name
      end
      # HP/MP?�€�??�€“?
      update_hp(s,a,m)
      update_mp(s,a,m)
      # ?�€š??f�€�?f??f^?�€�??�€“?
      if s[10] > BTSKIN_06WH[0] / 24 and (Graphics.frame_count % BTSKIN_06SC) == 0
        s[9].ox += 1
      end
      if s[10] > 0 and @state_opacity[i] < 272
        for l in [8,9]
          s[l].opacity = @state_opacity[i]
        end
      end
      if a.states != m[5]
        m[5] = a.states
        s[9].ox = 0
        s[9].bitmap.dispose
        s[9].bitmap = draw_actor_state($game_party.members[i])
        s[10] = state_size($game_party.members[i])
        @state_opacity[i] = 0
        for l in [8,9]
          s[l].opacity = @state_opacity[i]
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?f�€�?f??f??f??�€�??�€“? (HP)
  #--------------------------------------------------------------------------
  def update_hp(s,a,m)
    # HP??�€š�€�??�€š�€�
    if a.hp != s[13]
      c = 0; c = 1 if a.hp < a.maxhp / 4; c = 2 if a.hp == 0
      if s[13] > a.hp
        s[13] -= BTSKIN_04SS
        s[13] = a.hp if s[13] < a.hp
      else
        s[13] += BTSKIN_04SS
        s[13] = a.hp if s[13] > a.hp
      end
      s[6].update(s[13], c)
    end
    # HP
    if a.hp != m[1]
      s[11] = ((@hpgw * (a.hp / (a.maxhp * 1.0))) + 1).truncate
      m[1] = a.hp
    end
    sr = s[1].src_rect
    if sr.width != s[11]
      sp = BTSKIN_01GS
      sr.width = (s[11] + (s[1].src_rect.width * (sp - 1))) / sp
      sr.width = 2 if sr.width <= 1 and a.hp > 0
    end
    sr = s[2].src_rect
    sp = 2
    if sr.width != s[1].src_rect.width and (Graphics.frame_count % sp) == 0
      if sr.width < s[1].src_rect.width
        sr.width += 1
      else
        sr.width -= 1
      end
    end
    sr.width = 2 if sr.width <= 1 and a.hp > 0
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?f�€�?f??f??f??�€�??�€“? (MP)
  #--------------------------------------------------------------------------
  def update_mp(s,a,m)
    # MP??�€š�€�??�€š�€�
    if a.mp != s[14]
      c = 0; c = 1 if a.mp < a.maxmp / 4
      if s[14] > a.mp
        s[14] -= BTSKIN_05SS
        s[14] = a.mp if s[14] < a.mp
      else
        s[14] += BTSKIN_05SS
        s[14] = a.mp if s[14] > a.mp
      end
      s[7].update(s[14], c)
    end
    # MP
    if a.mp != m[3]
      if a.maxmp != 0
        s[12] = ((@mpgw * (a.mp / (a.maxmp * 1.0))) + 1).truncate
      else
        s[12] = 0
      end
      m[3] = a.mp
    end
    sr = s[3].src_rect
    if sr.width != s[12]
      sp = BTSKIN_02GS
      sr.width = (s[12] + (s[3].src_rect.width * (sp - 1))) / sp
      sr.width = 2 if sr.width <= 1 and a.mp > 0
    end
    sr = s[4].src_rect
    sp = 2
    if sr.width != s[3].src_rect.width and (Graphics.frame_count % sp) == 0
      if sr.width < s[3].src_rect.width
        sr.width += 1
      else
        sr.width -= 1
      end
    end
    sr.width = 2 if sr.width <= 1 and a.mp > 0
  end
end

#==============================================================================
# ?�€“? Sprite_strNumber
#==============================================================================
class Sprite_strNumber < Sprite
  #--------------------------------------------------------------------------
  # ?�€”? ?�€š??f�€“?�€š??�€š??�€š??f^?^??oY?O�€“
  #--------------------------------------------------------------------------
  def initialize(v, gra, n = 0)
    @n = n
    super(v)
    self.bitmap = Cache.system(gra)
    @w = self.bitmap.width/10
    @h = self.bitmap.height/3
    self.src_rect = Rect.new(@n*@w, 0, @w, @h)
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?f�€�?f??f??f??�€�??�€“?
  #--------------------------------------------------------------------------
  def update(n = -1, c = 0)
    @n = n
    self.src_rect.x = @n*@w
    self.src_rect.y = c*@h
  end
end
#==============================================================================
# ?�€“? Sprite_strNumbers
#==============================================================================
class Sprite_strNumbers
  attr_accessor :x
  attr_accessor :y
  attr_accessor :z
  attr_accessor
  #--------------------------------------------------------------------------
  # ?�€”? ?�€š??f�€“?�€š??�€š??�€š??f^?^??oY?O�€“
  #--------------------------------------------------------------------------
  def initialize(v, gra, n = 4, s = 0)
    @n = n # ??�€�?
    @x = 0
    @y = 0
    @z = 0
    @o = 255
    @sprite = []
    # ?�€”?�€“�€œ??š
    b = Cache.system(gra)
    @s = b.width / 10 - s
    # ?�€š??f�€”?f??�€š??f^?o?^?
    for i in 0...n
      @sprite[i] = Sprite_strNumber.new(v, gra)
    end
    update
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?f�€�?f??f??f??�€�??�€“?
  #--------------------------------------------------------------------------
  def update(v = 0, c = 0)
    val = []
    # ?�€�??�‚�??�€š�€™️?�€�??^�€”???
    for i in 0...@n
      if (10 ** (i)) == 0
        val[i] = v % 10
      else
        val[i] = v / (10 ** (i)) % 10
      end
    end
    val = val.reverse
    # ?�€�^??0?�€š�€™️?�€“?�€šŠ?�„�??
    for i in 0...@n
      if val[i] == 0 and @n != i + 1
        val[i] = -1
      else
        break
      end
    end
    # ?�€š??f�€”?f??�€š??f^?�€�??�€“?
    for i in 0...@n
      @sprite[i].update(val[i], c)
      @sprite[i].x = @x + (i * @s)
      @sprite[i].y = @y
      @sprite[i].z = @z
      @sprite[i].opacity = @o
    end
  end
  #--------------------------------------------------------------------------
  # ?�€”? ??�‚�??~Ž????�€�?
  #--------------------------------------------------------------------------
  def o=(val)
    @o = val
    for i in 0...@n
      @sprite[i].opacity = @o
    end
  end
  #--------------------------------------------------------------------------
  # ?�€”? ?�€š??f�€“?�€š??�€š??�€š??f^?�€“�€�?�€�?
  #--------------------------------------------------------------------------
  def dispose
    for i in 0...@sprite.size
      @sprite[i].bitmap.dispose
      @sprite[i].dispose
    end
  end
end

#==============================================================================
# ?�€“? Bitmap
#==============================================================================
# This script controls the shadow behind actor names for *STR33g1_Battle Status.

class Bitmap
  #--------------------------------------------------------------------------
  # Draw shadow text
  #--------------------------------------------------------------------------
  def draw_text_f(x, y, width, height, str, align = 0, color = Color.new(64,32,128))
    shadow = self.font.shadow
    b_color = self.font.color.dup
    font.shadow = true
    self.font.name = "Calibri"
    self.font.size = 20
    font.color = color
    draw_text(x + 1, y, width, height, str, align)
    draw_text(x - 1, y, width, height, str, align)
    draw_text(x, y + 1, width, height, str, align)
    draw_text(x, y - 1, width, height, str, align)
    font.color = b_color
    draw_text(x, y, width, height, str, align)
    font.shadow = shadow
  end
  def draw_text_f_rect(r, str, align = 0, color = Color.new(64,32,128))
    draw_text_f(r.x, r.y, r.width, r.height, str, align = 0, color)
  end
end
Iya nomor indicator HP dan SP kadang kadang menurun setelah kena seragan lebih dari 1 kali and tidak seimbang.
Problem dengan star hud Empty2012-05-09, 15:33
PostRe: Problem dengan star hud
LiTTleDRAgo 
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LiTTleDRAgo

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Problem dengan star hud Vide
ga punya graphicnya, uplotin demonya donk
Problem dengan star hud Empty2012-05-09, 15:47
PostRe: Problem dengan star hud
Spooky Kitaro 
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Spooky Kitaro

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Problem dengan star hud Vide
http://www.media*fire.com/?6b2vc403c64t6hq
Hapus "*"
Problem dengan star hud Empty
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