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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| [Help]Atoa individual battle command | |
| 2012-07-06, 16:47 | [Help]Atoa individual battle command |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
Awards:
| 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:
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#============================================================================== # 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:
WARNING, resources e jangan dipake, disebar, apalagi dijual. :wut:
Mohon bantuannya untuk memperbaiki konfigurasi yang entah mengapa gk sesuai dengan keinginan gwa diatas thx perhatiannya
Terakhir diubah oleh superkudit tanggal 2012-07-06, 18:46, total 2 kali diubah |
| | | 2012-07-06, 18:29 | Re: [Help]Atoa individual battle command |
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RolandMelvinZ Novice
Posts : 294 Thanked : 3 Engine : RMXP Skill : Beginner Type : Composer
| Saya bantu sundul aja berhubung trid ini tenggelam dan lom ada yang reply.. btw... benahin dulu tuh link DLnya |
| | | 2012-07-06, 18:33 | Re: [Help]Atoa individual battle command |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
Awards:
| btw thx kepada Rolly yang mulia telah nyundul sekalian benerin link http://www.media*fire.com/?4t4uejyr0hr2z0p hapus tanda bintang |
| | | 2012-07-06, 20:00 | Re: [Help]Atoa individual battle command |
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wltr3565 Senior
Posts : 870 Thanked : 28 Engine : RMVX Skill : Skilled Type : Scripter
Awards:
| - Spoiler:
- Code:
-
class Scene_Battle 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 if basic_commands.include?(commands[i]) @individual_commands << commands[i] elsif custom_commands.include?(commands[i]) @individual_commands << commands[i] end 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 end
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 |
| | | 2012-07-06, 20:08 | Re: [Help]Atoa individual battle command |
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hyperkudit Pahlawan Super
Posts : 2288 Thanked : 30 Engine : RMXP Skill : Very Beginner Type : Artist
Awards:
| woh.. thx banget yo dengan ini beres sudah *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 |
| | | | Re: [Help]Atoa individual battle command |
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