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.
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| [ask]Target Name position dimane ye? | |
| 2012-05-24, 11:53 | [ask]Target Name position dimane ye? |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
Awards:
| gwa ada permasalahan nih.. dulu sempet request patch sama wltr buat ngatur posisi skill/item information. dan hasilnya sesuai harapan, tapi ada masalah baru nongol ini rombakan help update script Window_Skill yang gwa comot dari patch e wltr di line 78 lah - Code:
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def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) @help_window.x = 110; @help_window.y = 315; end
dan hasilnya begono : - Spoiler:
oke sesuai harapan, tapi pas mo pilih target jadi : - Spoiler:
nah pertanyaan gwa, itu cara ngubah posisi nama target biar tetep di atas, tapi informasi skill dan item tetep di bawah gimana ye? gak nemu2 sesuatu yang mencurigakan neh gwa tq yang udah mau bantu sebelumnya |
| | | 2012-05-24, 12:05 | Re: [ask]Target Name position dimane ye? |
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Lukas Senior
Posts : 618 Thanked : 22
| karna aku ga tau scriptnya, cara mudahnya tinggal kembaliin aja koordinat seperti semula. if @target_window.active @help_window.x = 'sekian' @help_window.y = 'sekian' end sorry klo salah. |
| | | 2012-05-24, 12:19 | Re: [ask]Target Name position dimane ye? |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
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| @om lukas : itu scriptnya ada di script default RMXP.. di Window_Skill. btw cara itu gk bisa.. soale method "active" gk teridentifikasi :hammer ini window_skill lengkap e - Code:
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#============================================================================== # ** Window_Skill #------------------------------------------------------------------------------ # This window displays usable skills on the skill and battle screens. #==============================================================================
class Window_Skill < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 128, 640, 352) @actor = actor @column_max = 2 refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end #-------------------------------------------------------------------------- # * Acquiring Skill #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills[i]] if skill != nil @data.push(skill) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) @help_window.x = 110; @help_window.y = 315; end end
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| | | 2012-05-24, 12:33 | Re: [ask]Target Name position dimane ye? |
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Lukas Senior
Posts : 618 Thanked : 22
| maap salah, cari di window help. - Quote :
- def set_enemy(enemy)
self.x = 'X' self.y = 'Y' text = enemy.name state_text = make_battler_state_text(enemy, 112, false) if state_text != '' text += ' ' + state_text end set_text(text, 1) end ----------------------------------------- cara 2 di scene battle : taruh @help_window.x = 100 @help_window.y = 100 di bawah def update_phase3_enemy_select ----------------------------------------------------------------- def update_phase3_enemy_select @help_window.x = 100 @help_window.y = 100 -------------------------------------------------------------- cara 3 replace script Arrow_Enemy : - Code:
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#============================================================================== # ** Arrow_Enemy #------------------------------------------------------------------------------ # This arrow cursor is used to choose enemies. This class inherits from the # Arrow_Base class. #==============================================================================
class Arrow_Enemy < Arrow_Base #-------------------------------------------------------------------------- # * Get Enemy Indicated by Cursor #-------------------------------------------------------------------------- def enemy return $game_troop.enemies[@index] end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # Skip if indicating a nonexistant enemy $game_troop.enemies.size.times { break if self.enemy.exist? @index = (@index + 1) % $game_troop.enemies.size } # Cursor right if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) $game_troop.enemies.size.times { @index = (@index + 1) % $game_troop.enemies.size break if self.enemy.exist? } end # Cursor left if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) $game_troop.enemies.size.times { @index += $game_troop.enemies.size - 1 @index %= $game_troop.enemies.size break if self.enemy.exist? } end # Set sprite coordinates if self.enemy != nil self.x = self.enemy.screen_x self.y = self.enemy.screen_y end end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help # Display enemy name and state in the help window @help_window.set_enemy(self.enemy) @help_window.x = @help_window.y = end end
isi x dan y nya.
Terakhir diubah oleh Lukas tanggal 2012-05-24, 12:56, total 1 kali diubah |
| | | 2012-05-24, 12:55 | Re: [ask]Target Name position dimane ye? |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
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| hooo... udah bisa tq om, cendoled... silahkan yang berkuasa boleh lock this thread |
| | | | Re: [ask]Target Name position dimane ye? |
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