RPGMakerID
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Komunitas RPG Maker Indonesia
 
IndeksIndeks  Latest imagesLatest images  PencarianPencarian  PendaftaranPendaftaran  Login  
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.

 

 [Help]Atoa individual battle command

Go down 
3 posters
PengirimMessage
hyperkudit
Pahlawan Super
hyperkudit


Level 5
Posts : 2288
Thanked : 30
Engine : RMXP
Skill : Very Beginner
Type : Artist

Trophies
Awards:

[Help]Atoa individual battle command Empty
PostSubyek: [Help]Atoa individual battle command   [Help]Atoa individual battle command Empty2012-07-06, 16:47

yo.. gwa ada permasalahan di Individual Battle Command e Atoa.

dimana niatan command gwa kyk gini :
Quote :

Actor ID 1 :
-Attack
-Tech
-Nef
-Item

Actor ID 5 :
-Attack
-Tech
-Guard
-Item


tapi yang terjadi malah :
Quote :

Actor ID 5 :
-Attack
-Tech
-Guard
-Guard
-Item


ditambah lagi Skill yang dikategorikan sebagai "Tech" nggak mau terpisah dengan "Nef"
jadi skill "Tech" malah nongol di command "Nef" dan "Guard, padahal udah dipisah2 di script.
Aslinya sih gwa pengen biar Skill kategori Tech cuman keliatan di command Tech, sedangkan nef/guard keliatan di kategori nef/guard...


ini script e :
Code:

#==============================================================================
# Individual Battle Commands
# by Atoa
# Based on Charlie FLeed script
#==============================================================================
# This scripts allows you to make diferent commands for each actor
#
# Now you can not only add an command to an skill, you can also add an command
# to an actor (like in RM2000/2003/VX) and add an skill directly to an command
# so if you select the command, the skill will be used without opening the
# skill menu
#
# IMPORTANT: If you using the 'Atoa ATB' or 'Atoa CTB', put this script bellow them
#==============================================================================

module Atoa
  # Do not remove or change these lines
  Skill_Command = {}
  Actor_Command = {}
  Usable_Command = {}
  Command_Color = {}
  Custom_Command_Order = {}
  # Do not remove or change these lines

  # Skill Commands.
  # These commands appear automatically when an actor learn one of the skill
  # that is part of the command.
  #
  # Skill_Command[Command_Name] = [Skills_IDs]
  #
 
  Skill_Command['Tech'] = [1,2,3,4,5,6,7,8,9,10,34,35] 
 
  Skill_Command['Seal'] = [13,14,15,16,17,18,19,20,21,22,23]
 
  Skill_Command['Trans'] = [21,22,23,24,25,26,27,28,29,30]
 
  Skill_Command['Guard'] = [37,38,39]
 
  Skill_Command['Nef'] = [40,41,42,43,44,45]

  Skill_Command['Choir'] = [82]
   
  # Actor Commands.
  # These are the commands linked to the actors, they will be shown even if
  # the actor has none of the skill of this command.
  # You can add the same command for different actors, the list of skills shown
  # will be separated for each
  #
  # Actor_Command[Command_Name] = {Actor_id => [Skills_IDs]}
  #
  Actor_Command['Tech'] = {1 => [1,2,3,4,5,6,7,8,9,10],5 => [34,35]}
  Actor_Command['Choir'] = {2 => [82]}
  Actor_Command['Seal'] = {2 => [13,14,15,16,17,18,19,20,21,22,23]}
  Actor_Command['Nef'] =  {1 => [40,41,42,43,44,45]}
  Actor_Command['Guard'] = {3=> [37,38,39], 5 => [37,38,39]}

 
  # Usable Commands.
  # These commands are linked directly to an skill. Once you choose one of them
  # you will use without opening the skill menu.
  # This command appear automatically once the actor learn the skill linked to
  # the command. The skill linked to the command aren't shown in the skill
  # menu outside battle
  #
  # Direct_Comman[Command_Name] = Skill_ID
  #
  Usable_Command['Choir'] = 82
 
  Usable_Command['Return'] = 87
 
  # Commands Color
  # You can add different colors for each command name
  #  Command_Color[Command_Name] = [red, green, blue]
  Command_Color['Limit Break'] = [255, 255, 0]
 
  # Custom Command Order
  # You can change the order that the commands are shown for specific actors.
  # You must add *all* possible commands that the actor can have for skill commands.
  # They will be shown only if the actor fills the conditions for it.
  # Commands not listed here will be never shown for that actor, even if he fills the
  # condition to have that command. You can use that to remove basic commands
  # like "Attack" and "Defend" from an Actor.
  Custom_Command_Order[1] = ['Attack','Tech','Nef','Item']
  Custom_Command_Order[2] = ['Choir','Seal','Nef','Item']
  Custom_Command_Order[3] = ['Attack','Trans','Guard','Item']
  Custom_Command_Order[5] = ['Attack','Tech','Guard','Item']
 
  #==============================================================================
  # Window Settings
  #==============================================================================
 
  # Show command list in status menu?
  Show_Commands_In_Menu = false
 
  # Position of command window in status menu
  Menu_Commands_Postition = [0,160]
  # Note: you must edit the status menu, or the command window will stay above
  # other informations
   
  # Command Window Border Opacity
  Command_Window_Border_Opacity = 1
 
  # Command Window Back Opacity
  Command_Window_Back_Opacity = 0
 
  # Max number of commands shown
  Max_Commands_Shown = 1
 
  # Image filename for window backgeound, must be on the Windowskin folder
  Command_Window_Bg = ''
 
  # Position of the backgroun image
  # Command_Window_Bg_Postion = [Position X, Position Y]
  Command_Window_Bg_Position = [50, 50]
 
  #==============================================================================
  # OVEDRIVE COMMANDS
  #==============================================================================
  # This part only has effect if used toghter with the Skill Overdrive Script.
  # With it you can make commands that are only shown if the Overdrive bar is full
  # Just add the command name bellow. Remember that the command must be configurated
  # according the other options. You can add how many commands you want
  Overdtive_Commands = ['Limit Break']
 
end

#==============================================================================
# ■ Atoa Module
#==============================================================================
$atoa_script = {} if $atoa_script.nil?
$atoa_script['Atoa Individual Commands'] = true

#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  attr_accessor :command_order
  #--------------------------------------------------------------------------
  alias atoa_initialize_ibc initialize
  def initialize
    atoa_initialize_ibc
    @command_order = Custom_Command_Order
  end
end

 
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor
  #--------------------------------------------------------------------------
  attr_accessor :individual_commands
  #--------------------------------------------------------------------------
  alias atoa_setup_ibc setup
  def setup(actor_id)
    atoa_setup_ibc(actor_id)
    @individual_commands = []
  end
  #--------------------------------------------------------------------------
  def refresh_commands
    @individual_commands = []
    for i in 0...@skills.size
      skill = $data_skills[@skills[i]]
      if skill != nil
        for command in Skill_Command.dup
          if command[1].include?(skill.id) and not @individual_commands.include?(command[0])
            next if $atoa_script['Atoa Overdrive'] and (Overdtive_Commands.include?(command[0]) and !self.overdrive_full?)
            @individual_commands << command[0]
          end
        end
        for command in Usable_Command.dup
          if command[1] == skill.id and not @individual_commands.include?(command[0])
            next if $atoa_script['Atoa Overdrive'] and (Overdtive_Commands.include?(command[0]) and !self.overdrive_full?)
            @individual_commands << command[0]
          end
        end       
      end
    end
    for command in Actor_Command.dup
      if command[1].include?(@actor_id) and not @individual_commands.include?(command[0])
        @individual_commands << command[0]
      end
    end
  end
end

#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party
  #--------------------------------------------------------------------------
  alias atoa_add_actor_ibc add_actor
  #--------------------------------------------------------------------------
  def add_actor(actor_id)
    atoa_add_actor_ibc(actor_id)
    actor = $game_actors[actor_id]
    actor.refresh_commands
  end
end

#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  attr_accessor :escape_name
  #--------------------------------------------------------------------------
  alias atoa_phase3_setup_command_window_ibc phase3_setup_command_window
  def phase3_setup_command_window
    atoa_phase3_setup_command_window_ibc
    @active_battler.refresh_commands
    set_commands
    @actor_command_window.dispose
    @actor_command_window = Window_Command_IBC.new(160, @individual_commands, @active_battler)
    comand_size = (@individual_commands.size >= 5 ? 5 : @individual_commands.size)
    command_window_position
    @actor_command_window.y = @actor_command_window.y + 120 - 24 * comand_size
    @actor_command_window.back_opacity = [Command_Window_Back_Opacity, 1].max
    @actor_command_window.opacity = [Command_Window_Border_Opacity, 1].max
    @actor_command_window.z = 4500
    @actor_command_window.index = 0
    @actor_command_window.active = true
    @actor_command_window.visible = true
    @active_battler_window.refresh(@active_battler)
    @active_battler_window.visible = Battle_Name_Window
    set_name_window_position
  end
  #--------------------------------------------------------------------------
  def set_commands
    if $game_system.command_order[@active_battler.id] != nil
      @individual_commands = []
      basic_commands = [$data_system.words.attack, $data_system.words.item, $data_system.words.guard]
      custom_commands = @active_battler.individual_commands.dup
      commands = Custom_Command_Order[@active_battler.id].dup
      for i in 0...commands.size
        @individual_commands << commands[i] if basic_commands.include?(commands[i])
        @individual_commands << commands[i] if custom_commands.include?(commands[i])
      end
      return
    end
    s1 = $data_system.words.attack
    s2 = $data_system.words.item
    s3 = $data_system.words.guard
    s4 = @escape_name if @escape_type == 0
    @individual_commands = [s1] + @active_battler.individual_commands + [s2, s3]
    if @escape_type == 0
      @individual_commands = [s1]+  @active_battler.individual_commands + [s2, s3, s4]
    end
  end
  #--------------------------------------------------------------------------
  alias atoa_update_phase3_basic_command_ibc update_phase3_basic_command
  def update_phase3_basic_command
    @direct_command = false
    if Input.trigger?(Input::C)
      @command_name = @actor_command_window.commands[@actor_command_window.index]
      command = @actor_command_window.commands[@actor_command_window.index]
      if @active_battler.disabled_commands.include?(@command_name)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_name
      when @escape_name
        if $game_temp.battle_can_escape == false
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        update_phase2_escape
        return
      end
      if @active_battler != nil and
        @active_battler.individual_commands.include?(@command_name)
        if Usable_Command.include?(@command_name)
          unless @active_battler.skill_can_use?(Usable_Command[@command_name])
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          @active_battler.current_action.kind = 1
          @commands_category = @command_name
          @direct_command = true
          start_command_select(Usable_Command[@command_name])
          return
        else
          $game_system.se_play($data_system.decision_se)
          @active_battler.current_action.kind = 1
          @commands_category = @command_name
          start_skill_select
          return
        end
      end
    end
    atoa_update_phase3_basic_command_ibc
  end
  #--------------------------------------------------------------------------
  alias atoa_start_skill_select_ibc start_skill_select
  def start_skill_select
    atoa_start_skill_select_ibc
    @skill_window.dispose
    @skill_window = Window_Skill.new(@active_battler, @commands_category)
    @skill_window.help_window = @help_window
  end
  #--------------------------------------------------------------------------
  def start_command_select(skill_id)
    if Input.trigger?(Input::C)
      @skill = $data_skills[skill_id]
      if @skill.nil? or not @active_battler.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @active_battler.current_action.skill_id = @skill.id
      @skill_window.visible = false if @skill_window != nil
      ext = check_extension(@skill, 'TARGET/')
      ext.slice!('TARGET/') unless ext.nil?
      if ext == 'ALLBATTLERS'
        start_select_all_battlers
        return
      elsif ext == 'ALLENEMIES' or @skill.scope == 2 or (@skill.scope == 1 and
        check_include(@skill, 'RANDOM'))
        start_select_all_enemies
        return
      elsif ext == 'ALLALLIES' or @skill.scope == 4 or (@skill.scope == 3 and
        check_include(@skill, 'RANDOM'))
        start_select_all_actors
        return
      end
      if @skill.scope == 1
        start_enemy_select
      elsif @skill.scope == 3 or @skill.scope == 5
        start_actor_select
      else
        phase3_next_actor
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  def active_command_window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    @help_window.visible = false
    @active_battler_window.visible = true if Battle_Name_Window
  end
  #--------------------------------------------------------------------------
  alias atoa_end_enemy_select_ibc end_enemy_select
  def end_enemy_select
    atoa_end_enemy_select_ibc
    if @actor_command_window.commands[@actor_command_window.index] == $data_system.words.attack
      @active_battler_window.visible = true
      @actor_command_window.active = true
      @actor_command_window.visible = true
      @help_window.visible = false
    end
  end
  #--------------------------------------------------------------------------
  alias atoa_update_phase3_enemy_select_ibc update_phase3_enemy_select
  def update_phase3_enemy_select
    if Input.trigger?(Input::B) and @direct_command
      $game_system.se_play($data_system.cancel_se)
      end_enemy_select
      active_command_window
      return
    end
    if Input.trigger?(Input::C) and @direct_command
      $game_system.se_play($data_system.decision_se)
      @active_battler.current_action.target_index = @enemy_arrow.index
      end_enemy_select
      phase3_next_actor
      @help_window.visible = false
      return
    end
    atoa_update_phase3_enemy_select_ibc
  end
  #--------------------------------------------------------------------------
  alias atoa_update_phase3_actor_select_ibc update_phase3_actor_select
  def update_phase3_actor_select
    if Input.trigger?(Input::B) and @direct_command
      $game_system.se_play($data_system.cancel_se)
      end_actor_select
      active_command_window
      return
    end
    if Input.trigger?(Input::C) and @direct_command
      $game_system.se_play($data_system.decision_se)
      @active_battler.current_action.target_index = @actor_arrow.index
      end_actor_select
      phase3_next_actor
      @help_window.visible = false
      return
    end
    atoa_update_phase3_actor_select_ibc
  end
  #--------------------------------------------------------------------------
  alias atoa_update_phase3_select_all_enemies_ibc update_phase3_select_all_enemies
  def update_phase3_select_all_enemies
    @enemy_arrow_all.update_multi_arrow
    if Input.trigger?(Input::B) and @direct_command
      $game_system.se_play($data_system.cancel_se)
      end_select_all_enemies
      active_command_window
      return
    end
    if Input.trigger?(Input::C) and @direct_command
      $game_system.se_play($data_system.decision_se)
      end_select_all_enemies
      phase3_next_actor
      @help_window.visible = false
      return
    end
    atoa_update_phase3_select_all_enemies_ibc
  end
  #--------------------------------------------------------------------------
  alias atoa_update_phase3_select_all_actors_ibc update_phase3_select_all_actors
  def update_phase3_select_all_actors
    @actor_arrow_all.update_multi_arrow
    if Input.trigger?(Input::B) and @direct_command
      $game_system.se_play($data_system.cancel_se)
      end_select_all_actors
      active_command_window
      return
    end
    if Input.trigger?(Input::C) and @direct_command
      $game_system.se_play($data_system.decision_se)
      end_select_all_actors
      phase3_next_actor
      @help_window.visible = false
      return
    end
    atoa_update_phase3_select_all_actors_ibc
  end     
  #--------------------------------------------------------------------------
  alias atoa_update_phase3_select_all_battlers_ibc update_phase3_select_all_battlers
  def update_phase3_select_all_battlers
    @battler_arrow_all.update_multi_arrow
    if Input.trigger?(Input::B) and @direct_command
      $game_system.se_play($data_system.cancel_se)
      end_select_all_battlers
      active_command_window
      return
    end
    if Input.trigger?(Input::C) and @direct_command
      $game_system.se_play($data_system.decision_se)
      end_select_all_battlers
      phase3_next_actor
      @help_window.visible = false
      return
    end
    atoa_update_phase3_select_all_battlers_ibc
  end     
end

#==============================================================================
# ■ Window_Skill
#==============================================================================
class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  def initialize(actor, skill_command_type = '')
    super(0, 128, 640, 352)
    @skill_command_type = skill_command_type
    @actor = actor
    @column_max = 2
    refresh
    self.index = 0
    if $game_temp.in_battle
      self.y = 320
      self.height = 160
      self.z = 900
      self.back_opacity = Base_Opacity
    end
  end
  #--------------------------------------------------------------------------
  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]]
      commands = []
      for command in Usable_Command.dup
        commands <<  command[1] unless commands.include?(command[1])
      end
      next if commands.include?(skill.id)
      if skill != nil and $game_temp.in_battle and skill_in_command?(skill)
        @data << skill unless @data.include?(skill)
      elsif skill != nil and not $game_temp.in_battle
        @data << skill unless @data.include?(skill)
      end
    end
    @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
  #--------------------------------------------------------------------------
  def skill_in_command?(skill)
    if Skill_Command[@skill_command_type] != nil and
      Skill_Command[@skill_command_type].include?(skill.id)
      return true
    elsif Actor_Command[@skill_command_type] != nil and
      Actor_Command[@skill_command_type].include?(@actor.id) and
      Actor_Command[@skill_command_type][@actor.id].include?(skill.id)
      return true
    end
    return false
  end
end

#==============================================================================
# ■ Window_Command_IBC
#==============================================================================
class Window_Command_IBC < Window_Selectable
  #--------------------------------------------------------------------------
  attr_accessor :commands
  #--------------------------------------------------------------------------
  def initialize(width, commands, battler = nil)
    if $game_temp.in_battle
      comand_size = (commands.size >= 5 ? 192 : commands.size * 32 + 32)
    else
      comand_size =  commands.size * 32 + 32
    end
    comand_size = [comand_size, Max_Commands_Shown * 32 + 32].min
    super(0, 0, width, comand_size)
    @battler = battler
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
    if Command_Window_Bg != nil
      @background_image = Sprite.new
      @background_image.bitmap = RPG::Cache.windowskin(Command_Window_Bg)
      @background_image.x = Command_Window_Bg_Position[0]
      @background_image.y = Command_Window_Bg_Position[1]
      @background_image.z = 4499
    end
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      if $game_temp.in_battle and @battler != nil and
        Usable_Command.include?(@commands[i]) and not
        @battler.skill_can_use?(Usable_Command[@commands[i]])
        draw_item(i, disabled_color)
      elsif $game_temp.in_battle and @commands[i] == $scene.escape_name and
        $game_temp.battle_can_escape == false
        draw_item(i, disabled_color)
      else
        draw_item(i, normal_color)
      end
    end
  end
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = set_font_color(index, color)
    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  def set_font_color(index, color)
    return color if Command_Color[@commands[index]].nil?
    c = Command_Color[@commands[index]].dup
    return Color.new(c[0],c[1],c[2])
  end
  #--------------------------------------------------------------------------
  def enable_item(index)
    draw_item(index, normal_color)
  end
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  #--------------------------------------------------------------------------
  def commands_size
    return @item_max
  end
  #--------------------------------------------------------------------------
  def dispose
    super
    @background_image.dispose if @background_image != nil
  end
  #--------------------------------------------------------------------------
  def visible=(n)
    super
    @background_image.visible = n if @background_image != nil
  end
end

#==============================================================================
# ■ Scene_Status
#==============================================================================
class Scene_Status
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  alias atoa_main_scenestatus_ibc main
  def main
    set_command_window if Show_Commands_In_Menu
    atoa_main_scenestatus_ibc
    @command_window.dispose if Show_Commands_In_Menu
  end
  #--------------------------------------------------------------------------
  def set_command_window
    actor = $game_party.actors[@actor_index]
    actor.refresh_commands
    if ($atoa_script['Atoa ATB'] and Escape_Type == 0) or $atoa_script['Atoa CTB']
      @escape_type = 0
    end
    set_commands
    @command_window = Window_Command_IBC.new(160, @individual_commands, actor)
    @command_window.x = Menu_Commands_Postition[0]
    @command_window.y = Menu_Commands_Postition[1]
    @command_window.z = 1000
    @command_window.active = false
    @command_window.index = -1
  end
  #--------------------------------------------------------------------------
  def set_commands
    actor = $game_party.actors[@actor_index]
    if Custom_Command_Order[actor.id] != nil
      @individual_commands = []
      basic_commands = [$data_system.words.attack, $data_system.words.item, $data_system.words.guard]
      custom_commands = actor.individual_commands.dup
      commands = Custom_Command_Order[actor.id].dup
      for i in 0...commands.size
        @individual_commands << commands[i] if basic_commands.include?(commands[i])
        @individual_commands << commands[i] if custom_commands.include?(commands[i])
      end
      return
    end
    s1 = $data_system.words.attack
    s2 = $data_system.words.item
    s3 = $data_system.words.guard
    s4 = @escape_name if @escape_type == 0
    @individual_commands = [s1] + actor.individual_commands + [s2, s3]
    if @escape_type == 0
      @individual_commands = [s1]+  actor.individual_commands + [s2, s3, s4]
    end
  end
end

ini battle e, hapus tanda bintang (*)
http://www.media*fire.com/?4t4uejyr0hr2z0p
Spoiler:

Mohon bantuannya untuk memperbaiki konfigurasi yang entah mengapa gk sesuai dengan keinginan gwa diatas :fa:
thx perhatiannya
:sembah:


Terakhir diubah oleh superkudit tanggal 2012-07-06, 18:46, total 2 kali diubah
Kembali Ke Atas Go down
RolandMelvinZ
Novice
Novice
RolandMelvinZ


Level 5
Posts : 294
Thanked : 3
Engine : RMXP
Skill : Beginner
Type : Composer

[Help]Atoa individual battle command Empty
PostSubyek: Re: [Help]Atoa individual battle command   [Help]Atoa individual battle command Empty2012-07-06, 18:29

Saya bantu sundul aja berhubung trid ini tenggelam dan lom ada yang reply.. btw... benahin dulu tuh link DLnya :lol:
Kembali Ke Atas Go down
hyperkudit
Pahlawan Super
hyperkudit


Level 5
Posts : 2288
Thanked : 30
Engine : RMXP
Skill : Very Beginner
Type : Artist

Trophies
Awards:

[Help]Atoa individual battle command Empty
PostSubyek: Re: [Help]Atoa individual battle command   [Help]Atoa individual battle command Empty2012-07-06, 18:33

btw thx kepada Rolly yang mulia telah nyundul :hammer:

sekalian benerin link http://www.media*fire.com/?4t4uejyr0hr2z0p
hapus tanda bintang :lol:
Kembali Ke Atas Go down
wltr3565
Senior
Senior
wltr3565


Level 5
Posts : 870
Thanked : 28
Engine : RMVX
Skill : Skilled
Type : Scripter

Trophies
Awards:

[Help]Atoa individual battle command Empty
PostSubyek: Re: [Help]Atoa individual battle command   [Help]Atoa individual battle command Empty2012-07-06, 20:00

Spoiler:
Scriptnya menghitung Guard, yang kau namai sebagai skill, seperti guard yang sebenarnya. Karena dideteksi secara sekaligus, ya keadd dua kali. Patchnya udah kubuat, taruh aja dibawah scriptnya =w=b
Kembali Ke Atas Go down
hyperkudit
Pahlawan Super
hyperkudit


Level 5
Posts : 2288
Thanked : 30
Engine : RMXP
Skill : Very Beginner
Type : Artist

Trophies
Awards:

[Help]Atoa individual battle command Empty
PostSubyek: Re: [Help]Atoa individual battle command   [Help]Atoa individual battle command Empty2012-07-06, 20:08

woh.. thx banget yo :sembah:
dengan ini beres sudah :fa:

*edit.
Jangan di lock dolo.

Masih ada problemo kedua.

Ini subskill di dalem technique masih keliatan di subskill nef/guard.

maunya seh. Skill2 di command ''tech'' gak nongol pada command lainnya, begitu juga sebaliknya.
Ini kyknya masalah konfigurasi..

Mohon bantuannya :sembah:
Kembali Ke Atas Go down
Sponsored content





[Help]Atoa individual battle command Empty
PostSubyek: Re: [Help]Atoa individual battle command   [Help]Atoa individual battle command Empty

Kembali Ke Atas Go down
 
[Help]Atoa individual battle command
Kembali Ke Atas 
Halaman 1 dari 1
 Similar topics
-
» [solved]CBS atoa sideview battle XP
» Tambahan Command di Battle
» [REQ]bikin command battle baru
» [Solved] Auto Battle Command
» [2k3] Battle Event seperti command Blitz

Permissions in this forum:Anda tidak dapat menjawab topik
RPGMakerID :: Scripts & Event Systems :: RMXP Scripts :: RGSS Support-
Navigasi: