Blackcat Novice
Posts : 194 Thanked : 6 Engine : Other
| Subyek: [SOLVED] VX Call script 2009-10-28, 15:10 | |
| Mohon bantuan nih kk... Saya pake Large Party script Kalau buka menu ada pilihan party
Saya pengenya ngomong sama orang Baru masuk ke window party Jd yg d menu d hapus aja Mohon bantuannya... | |
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adolz Novice
Posts : 196 Thanked : 0 Engine : RMVX Ace Skill : Beginner Type : Jack of All Trades
| Subyek: Re: [SOLVED] VX Call script 2009-10-28, 17:35 | |
| bisa post demo Large Party script nya biar lebih dimengerti ? | |
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CrimsonSeas Novice
Posts : 106 Thanked : 9 Engine : RMVX
| Subyek: Re: [SOLVED] VX Call script 2009-10-28, 18:42 | |
| Bisa post scriptnya ga?Nanti gw edit biar sesuai sama yg lo pengen | |
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Blackcat Novice
Posts : 194 Thanked : 6 Engine : Other
| Subyek: Re: [SOLVED] VX Call script 2009-10-28, 21:40 | |
| Thank kk... sori terlalu besar di taruh di situ nih
http://www.4shared.com/file/144368761/5be9b0ce/New_Text_Document.html
nah yang di menu hilangin tapi nanti kalau ngomong ma orang baru tebuka party windownya... | |
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CrimsonSeas Novice
Posts : 106 Thanked : 9 Engine : RMVX
| Subyek: Re: [SOLVED] VX Call script 2009-10-29, 00:13 | |
| http://www.mediafire.com/file/minbh2mzhji/New Text Document.txt
Klo mau manggil party menunya, bikin event trus tulis script isinya call_partyform
Klo ada masalah2 ntar bilang aja, gw benerin lg. | |
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Blackcat Novice
Posts : 194 Thanked : 6 Engine : Other
| Subyek: Re: [SOLVED] VX Call script 2009-10-29, 07:24 | |
| @kk crimson. Makasih kk... D sni wifix lambat jd nti aja saya donlot. Satu lagi nih... Saya ada script actor hud tapi Mw saya matikan kl d kota n aktifkan kl d hutan. Kk mw bntu lg g? Makasih | |
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CrimsonSeas Novice
Posts : 106 Thanked : 9 Engine : RMVX
| Subyek: Re: [SOLVED] VX Call script 2009-10-29, 19:42 | |
| Hmm boleh liat scriptnya? Ga janji bisa bantu klo yg ini tp moga2 aja sih bisa | |
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Blackcat Novice
Posts : 194 Thanked : 6 Engine : Other
| Subyek: Re: [SOLVED] VX Call script 2009-10-29, 21:02 | |
| ni scriptnya - Spoiler:
################################################################################ # # # ~~~~~ Copyright 2009 SojaBird ~~~~~ # # # ################################################################################
# To toggle the hud's display, just do a callscript "hud" # To set the hud's display, just do a callscript "hud(true)" or "hud(false)"
module HUD_HP_MP_EXP_NAME_FACE_LEVEL HUD_WIDTH = 126 # The width of the HUD (when 126, face will be drawn) FACE_OPACITY = 100 # The opacity of the background face (when HUD_WIDTH = 126)
BG_DISPLAY = true # Show or hide the backgroundwindow [true/false]
EXP_NAME = "E" # What should be displayed for the EXP ACTOR_ID = 0 # Id of actor to show data of (actor1=0, actor2=1...actorN=N-1) HIDE = true # Hide if player is beneath the HUD [true/false] OPACITY = 100 # Opacity when hidden [0-255] HUD_START_DISPLAY = true # Wheter to display the HUD at start [true/false] CYCLE = true # Wheter to enable to cyle through actors with L&R buttons end
################################################################################ def hud(arg = nil) $game_system.hud_display = !$game_system.hud_display if arg == nil $game_system.hud_display = arg if arg != nil end ################################################################################ class Window_HUD_HP_MP_EXP_NAME_FACE_LEVEL < Window_Base include HUD_HP_MP_EXP_NAME_FACE_LEVEL attr_reader :index def initialize(index) @index = index super(0, 0, HUD_WIDTH, WLH * 4 + 32) self.visible = $game_system.hud_display self.opacity = OPACITY self.opacity = 0 if !BG_DISPLAY @actor = $game_party.members[@index] @width = HUD_WIDTH - 32 hide_status refresh end def refresh contents.clear @hp = @actor.hp @mp = @actor.mp @exp = @actor.exp @name = @actor.name @level = @actor.level @face = [@actor.face_name, @actor.face_index] draw_actor_face_picture(@actor, 0, 0, FACE_OPACITY) if HUD_WIDTH == 126 draw_actor_name_and_level(@actor, 0, WLH * 0) draw_actor_hp(@actor, 0, WLH * 1, @width) draw_actor_mp(@actor, 0, WLH * 2, @width) draw_actor_exp(@actor, 0, WLH * 3, @width) end def hide_status if HIDE == true if $game_player.screen_x + 16 > self.x and $game_player.screen_y + 4 > self.y and $game_player.screen_x - 16 < self.x + self.width and $game_player.screen_y - 28 < self.y + self.height self.opacity = OPACITY if BG_DISPLAY self.contents_opacity = OPACITY else self.opacity = 255 if BG_DISPLAY self.contents_opacity = 255 end end end def draw_actor_face_picture(actor, x, y, opacity, size = 94) bitmap = Cache.face(actor.face_name) rect = Rect.new(0, 0, 0, 0) rect.x = actor.face_index % 4 * 96 + (96 - size) / 2 rect.y = actor.face_index / 4 * 96 + (96 - size) / 2 rect.width = size rect.height = size self.contents.blt(x, y, bitmap, rect, opacity) bitmap.dispose end def draw_actor_name_and_level(actor, x, y) self.contents.font.color = hp_color(actor) self.contents.draw_text(x, y, @width - 32 - 24, WLH, actor.name) self.contents.font.color = system_color x = @width / 2 width = (@width.to_f / 2) / (32 + 24) self.contents.draw_text(x, y, width * 32, WLH, Vocab::level_a) self.contents.font.color = normal_color self.contents.draw_text(x + width * 32, y, width * 24, WLH, actor.level, 2) end def draw_actor_exp(actor, x, y, width) s1 = actor.exp_s s2 = actor.next_rest_exp_s + s1 if s1.is_a? String or s2.is_a? String s1 = actor.exp s2 = actor.exp end draw_actor_exp_gauge(actor, x, y, s1, s2, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, EXP_NAME) self.contents.font.color = normal_color last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2) else self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2) self.contents.font.color = normal_color self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2) end end def draw_actor_exp_gauge(actor, x, y, s1, s2, width) gw = width * s1 / s2 gc1 = text_color(31) gc2 = text_color(27) self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end def update self.visible = $game_system.hud_display return if !self.visible if @hp != @actor.hp or @mp != @actor.mp or @exp != @actor.exp or @name != @actor.name or @level != @actor.level or @face != [@actor.face_name, @actor.face_index] refresh end hide_status end end
#------------------------------------------------------------ # * Scene_Map: Attach HUD to map #------------------------------------------------------------ class Scene_Map < Scene_Base alias start_hmexp_name_face_lvl start alias terminate_hmexp_name_face_lvl terminate alias update_hmexp_name_face_lvl update def start start_hmexp_name_face_lvl @index = HUD_HP_MP_EXP_NAME_FACE_LEVEL::ACTOR_ID new_hud end def terminate @hp_mp_exp_name_face_hud.dispose terminate_hmexp_name_face_lvl end def update update_hmexp_name_face_lvl @hp_mp_exp_name_face_hud.update return if !HUD_HP_MP_EXP_NAME_FACE_LEVEL::CYCLE return if !@hp_mp_exp_name_face_hud.visible if Input.trigger?(Input::R) if @index == $game_party.members.size - 1 @index = 0 else @index += 1 end elsif Input.trigger?(Input::L) if @index == 0 @index = $game_party.members.size - 1 else @index -= 1 end end new_hud if @index != @hp_mp_exp_name_face_hud.index end def new_hud @hp_mp_exp_name_face_hud.dispose if !@hp_mp_exp_name_face_hud.nil? @hp_mp_exp_name_face_hud = Window_HUD_HP_MP_EXP_NAME_FACE_LEVEL.new(@index) end end
#------------------------------------------------------------ # * Game_System: Check for display #------------------------------------------------------------ class Game_System alias hud_initialize initialize attr_accessor :hud_display def initialize hud_initialize @hud_display = HUD_HP_MP_EXP_NAME_FACE_LEVEL::HUD_START_DISPLAY end end
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CrimsonSeas Novice
Posts : 106 Thanked : 9 Engine : RMVX
| Subyek: Re: [SOLVED] VX Call script 2009-10-30, 07:13 | |
| Hmm itu di instruksinya ada kok, klo mau nyala/matiin HUDnya tinggal bikin event, trus call script tulis 'hud', itu buat toggle HUD on/off | |
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Blackcat Novice
Posts : 194 Thanked : 6 Engine : Other
| Subyek: Re: [SOLVED] VX Call script 2009-10-30, 08:00 | |
| Owh ternyata simple aja he3x... Maaf saya baru blajar make RM Jd g tw apa2... | |
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| Subyek: Re: [SOLVED] VX Call script | |
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