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Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
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 Problem dengan star hud

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Spooky Kitaro
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Problem dengan star hud Empty
PostSubyek: Problem dengan star hud   Problem dengan star hud Empty2012-05-08, 22:53

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..
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Lukas
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Problem dengan star hud Empty
PostSubyek: Re: Problem dengan star hud   Problem dengan star hud Empty2012-05-08, 23:08

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
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Spooky Kitaro
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Problem dengan star hud Empty
PostSubyek: Re: Problem dengan star hud   Problem dengan star hud Empty2012-05-08, 23:09

Ada orang lain yg bisa bantu ku :thumbdown:
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LiTTleDRAgo
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Problem dengan star hud Empty
PostSubyek: Re: Problem dengan star hud   Problem dengan star hud Empty2012-05-08, 23:33

BTSKIN_01XY = [97, 16] # HP(Gauge)

yg 97 nya itu tambahin aja sedikit demi sedikit, terus test play
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Spooky Kitaro
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Problem dengan star hud Empty
PostSubyek: Re: Problem dengan star hud   Problem dengan star hud Empty2012-05-09, 04:55

Tapi kenapanya Nomornya HUD cepat turun/naik setelah heal atau kena seragan.
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Problem dengan star hud Empty
PostSubyek: Re: Problem dengan star hud   Problem dengan star hud Empty2012-05-09, 08:55

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?
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Problem dengan star hud Empty
PostSubyek: Re: Problem dengan star hud   Problem dengan star hud Empty2012-05-09, 09:58

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
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ashm
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Problem dengan star hud Empty
PostSubyek: Re: Problem dengan star hud   Problem dengan star hud Empty2012-05-09, 10:26

Kalo gak salah ada yg ngatur kecepatan frame utk naik dan turun nya.
Tapi lupa lebah mana.
Coba baja lagi komen2nya.
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Spooky Kitaro
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Problem dengan star hud Empty
PostSubyek: Re: Problem dengan star hud   Problem dengan star hud Empty2012-05-09, 14:38

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.
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LiTTleDRAgo
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Problem dengan star hud Empty
PostSubyek: Re: Problem dengan star hud   Problem dengan star hud Empty2012-05-09, 15:33

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

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

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Problem dengan star hud
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