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| 2012-07-27, 16:39 | Penambahan Script |
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cyber3011 Newbie
Posts : 46 Thanked : 0 Engine : RMVX Ace Skill : Very Beginner Type : Event Designer
| kk, itu Script Parallax Lock yg gni - Code:
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#============================================================================== # # ▼ Yanfly Engine Ace - Parallax Lock v1.00 # -- Last Updated: 2012.02.19 # -- Level: Normal # -- Requires: n/a # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-ParallaxLock"] = true
#============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.02.19 - Started Script and Finished. # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script gives developers the ability to lock a map's parallax and cause # it to not scroll by either vertically, horizontally, or both. Furthermore, # this script also enables tile locking the map parallax, allowing the parallax # to only move in conjunction with the player. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. # # ----------------------------------------------------------------------------- # Map Notetags - These notetags go in the map notebox in a map's properties. # ----------------------------------------------------------------------------- # <lock parallax x> # This prevents the map's parallax from scrolling horizontally. # # <lock parallax y> # This prevents the map's parallax from scrolling vertically. # # <full lock parallax> # This prevents the map's parallax from scrolling at all. # # <tile lock parallax> # This causes the map's parallax to be locked to tiles and scrolls with them. # #============================================================================== # ▼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #==============================================================================
module YEA module REGEXP module MAP LOCK_PARALLAX_X = /<(?:LOCK_PARALLAX_X|lock parallax x)>/i LOCK_PARALLAX_Y = /<(?:LOCK_PARALLAX_Y|lock parallax y)>/i FULL_LOCK_PARALLAX = /<(?:FULL_LOCK_PARALLAX|full lock parallax)>/i TILE_LOCK_PARALLAX = /<(?:TILE_LOCK_PARALLAX|tile lock parallax)>/i end # MAP end # REGEXP end # YEA
#============================================================================== # ■ RPG::Map #==============================================================================
class RPG::Map #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :parallax_lock_x attr_accessor :parallax_lock_y attr_accessor :parallax_tile_lock #-------------------------------------------------------------------------- # common cache: load_notetags_paralock #-------------------------------------------------------------------------- def load_notetags_paralock @parallax_lock_x = false @parallax_lock_y = false @parallax_tile_lock = false #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::MAP::LOCK_PARALLAX_X @parallax_lock_x = true @parallax_tile_lock = false when YEA::REGEXP::MAP::LOCK_PARALLAX_Y @parallax_lock_y = true @parallax_tile_lock = false when YEA::REGEXP::MAP::FULL_LOCK_PARALLAX @parallax_lock_x = true @parallax_lock_y = true @parallax_tile_lock = false when YEA::REGEXP::MAP::TILE_LOCK_PARALLAX @parallax_lock_x = false @parallax_lock_y = false @parallax_tile_lock = true #--- end } # self.note.split #--- end end # RPG::Map
#============================================================================== # ■ Game_Map #==============================================================================
class Game_Map #-------------------------------------------------------------------------- # alias method: setup #-------------------------------------------------------------------------- alias game_map_setup_parallax_paralock setup_parallax def setup_parallax @map.load_notetags_paralock game_map_setup_parallax_paralock end #-------------------------------------------------------------------------- # new method: parallax_lock_x? #-------------------------------------------------------------------------- def parallax_lock_x? return @map.parallax_lock_x end #-------------------------------------------------------------------------- # new method: parallax_lock_y? #-------------------------------------------------------------------------- def parallax_lock_y? return @map.parallax_lock_y end #-------------------------------------------------------------------------- # new method: parallax_tile_lock? #-------------------------------------------------------------------------- def parallax_tile_lock? return @map.parallax_tile_lock end #-------------------------------------------------------------------------- # alias method: parallax_ox #-------------------------------------------------------------------------- alias game_map_parallax_ox_paralock parallax_ox def parallax_ox(bitmap) return 0 if parallax_lock_x? return @display_x * 32 if parallax_tile_lock? return game_map_parallax_ox_paralock(bitmap) end #-------------------------------------------------------------------------- # alias method: parallax_oy #-------------------------------------------------------------------------- alias game_map_parallax_oy_paralock parallax_oy def parallax_oy(bitmap) return 0 if parallax_lock_y? return @display_y * 32 if parallax_tile_lock? return game_map_parallax_oy_paralock(bitmap) end end # Game_Map
#============================================================================== # # ▼ End of File # #============================================================================== itu ditaruh dmna ya?? sma script doppelganger ini - Code:
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#============================================================================== # # ▼ Yanfly Engine Ace - Enemy Levels Add-On: Doppelganger v1.00 # -- Last Updated: 2012.01.23 # -- Level: Normal # -- Requires: Yanfly Engine Ace - Enemy Levels v1.00+ # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-Doppelganger"] = true
#============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.23 - Started Script and Finished. # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script gives the ability to base an enemy's stats off of a class or, as # the script title suggests, an actor as a doppelganger. Doppelgangers will # have the option of copying an actor's name, naming it differently, copying # their stats, and even going as far as copying their current skills. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. # # ----------------------------------------------------------------------------- # Actor Notetags - These notetags go in the actors notebox in the database. # ----------------------------------------------------------------------------- # <doppelganger battler: string> # This will set the battler used for the current actor to the battler filename # of string. If no battler is used, doppelgangers will use their default image. # Doppelganger battlers will give priority to script called battlers, then # actor doppelganger battlers, then class doppelganger battlers, then default # enemy battlers. # # ----------------------------------------------------------------------------- # Class Notetags - These notetags go in the class notebox in the database. # ----------------------------------------------------------------------------- # <doppelganger battler: string> # This will set the battler used for the current class to the battler filename # of string. If no battler is used, doppelgangers will use their default image. # Doppelganger battlers will give priority to script called battlers, then # actor doppelganger battlers, then class doppelganger battlers, then default # enemy battlers. # # ----------------------------------------------------------------------------- # Enemy Notetags - These notetags go in the enemies notebox in the database. # ----------------------------------------------------------------------------- # <class stats: x> # This notetag will cause the enemy to take on the base stats of class x at # that particular level. Note that this tag will only cause the enemy to take # on the class's stats. Any traits or other custom features related to that # class will not be factored in. This will take priority over the enemy's # default stats but will not take priority over a doppelganger actor's stats. # # <doppelganger: x> # This notetag will cause the enemy to take on the base stats and level of # actor x. Any traits or other custom features related to that actor will not # be factored in. This will take priority over the enemy's default stats and # class stats. # # <doppelganger member: x> # This notetag will cause the enemy to take on the base stats and level of the # party member with index x. Like the doppelganger, any traits or other custom # features related to that actor will not be factored in. This will take # priority over the enemy's default stats and class stats. In the event that # no such member exists in slot x, then the monster will actually not appear # and not participate in battle. Remember, the first party member's index is 0. # # ----------------------------------------------------------------------------- # Script Calls - These commands are used with script calls. # ----------------------------------------------------------------------------- # $game_actors[actor_id].doppelimage = string # This will set the specified actor's doppelganger battler image to whatever # string is as the filename. This can be done mid-game and whatever you set the # new doppelganger battler image to be will override the actor doppelganger # and class doppelganger battler images. Set this to nil to nullify it. # #============================================================================== # ▼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # # This script requires Yanfly Engine Ace - Enemy Levels v1.00+. Place this # script under Yanfly Engine Ace - Enemy Levels in the script listing. # #==============================================================================
module YEA module DOPPELGANGER #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Doppelganger Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Adjust the settings here for doppelgangers. Doppelgangers can copy an # actor's name, add on a prefix or suffix, and copy the actor's skills. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COPY_NAME = true # Uses the actor's name for doppelgangers. NAME_TEXT = "Fake %s" # Name appearance for doppelgangers. COPY_SKILL = true # Uses the actor's skills for doppelgangers. end # DOPPELGANGER end # YEA
#============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #==============================================================================
if $imported["YEA-EnemyLevels"]
module YEA module REGEXP module BASEITEM DOPPELIMAGE = /<(?:DOPPELGANGER_BATTLER|doppelganger battler):[ ](.*)>/i end # BASEITEM module ENEMY CLASS_STATS = /<(?:CLASS_STATS|class stats):[ ](\d+)>/i DOPPELGANGER = /<(?:DOPPELGANGER|doppelganger):[ ](\d+)>/i DOPPELMEMBER = /<(?:DOPPELGANGER_MEMBER|doppelganger member):[ ](\d+)>/i end # ENEMY end # REGEXP end # YEA
#============================================================================== # ■ DataManager #==============================================================================
module DataManager #-------------------------------------------------------------------------- # alias method: load_database #-------------------------------------------------------------------------- class <<self; alias load_database_doppel load_database; end def self.load_database load_database_doppel load_notetags_doppel end #-------------------------------------------------------------------------- # new method: load_notetags_doppel #-------------------------------------------------------------------------- def self.load_notetags_doppel groups = [$data_actors, $data_classes, $data_enemies] for group in groups for obj in group next if obj.nil? obj.load_notetags_doppel end end end end # DataManager
#============================================================================== # ■ RPG::BaseItem #==============================================================================
class RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :doppelimage #-------------------------------------------------------------------------- # common cache: load_notetags_doppel #-------------------------------------------------------------------------- def load_notetags_doppel @doppelimage = "" #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::BASEITEM::DOPPELIMAGE @doppelimage = $1.to_s end } # self.note.split #--- end end # RPG::BaseItem
#============================================================================== # ■ RPG::Enemy #==============================================================================
class RPG::Enemy < RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :class_id attr_accessor :doppelganger attr_accessor :doppelmember #-------------------------------------------------------------------------- # common cache: load_notetags_doppel #-------------------------------------------------------------------------- def load_notetags_doppel @class_id = 0 @doppelganger = 0 #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::ENEMY::CLASS_STATS @class_id = $1.to_i when YEA::REGEXP::ENEMY::DOPPELGANGER @doppelganger = $1.to_i when YEA::REGEXP::ENEMY::DOPPELMEMBER @doppelmember = $1.to_i end } # self.note.split #--- end #-------------------------------------------------------------------------- # new method: actions #-------------------------------------------------------------------------- if YEA::DOPPELGANGER::COPY_SKILL def actions return @actions if doppelganger_actor.nil? list = @actions.dup action = RPG::Enemy::Action.new action.skill_id = doppelganger_actor.attack_skill_id list.push(action) for skill in doppelganger_actor.skills next unless doppelganger_actor.added_skill_types.include?(skill.stype_id) action = RPG::Enemy::Action.new action.skill_id = skill.id list.push(action) end return list end end # YEA::DOPPELGANGER::COPY_SKILL #-------------------------------------------------------------------------- # new method: doppelganger_actor #-------------------------------------------------------------------------- def doppelganger_actor return doppelmember_actor unless doppelmember_actor.nil? return $game_actors[@doppelganger] if @doppelganger > 0 end #-------------------------------------------------------------------------- # new method: doppelmember_actor #-------------------------------------------------------------------------- def doppelmember_actor return nil if @doppelmember.nil? return $game_party.battle_members[@doppelmember] end end # RPG::Enemy
#============================================================================== # ■ Game_Actor #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :doppelimage #-------------------------------------------------------------------------- # new method: doppelimage #-------------------------------------------------------------------------- def doppelimage return @doppelimage unless @doppelimage.nil? return self.actor.doppelimage unless self.actor.doppelimage.nil? return self.class.doppelimage unless self.class.doppelimage.nil? return nil end end # Game_Actor
#============================================================================== # ■ Game_Enemy #==============================================================================
class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # alias method: level= #-------------------------------------------------------------------------- alias game_enemy_level_equal_doppel level= def level=(value) return unless doppelganger.nil? game_enemy_level_equal_doppel(value) end #-------------------------------------------------------------------------- # alias method: set_level_type #-------------------------------------------------------------------------- alias game_enemy_set_level_type_doppel set_level_type def set_level_type return @level = doppelganger.level unless doppelganger.nil? game_enemy_set_level_type_doppel end #-------------------------------------------------------------------------- # new method: class #-------------------------------------------------------------------------- def class return doppelganger.class unless doppelganger.nil? return $data_classes[enemy.class_id] end #-------------------------------------------------------------------------- # new method: doppelganger #-------------------------------------------------------------------------- def doppelganger return doppelmember unless doppelmember.nil? return $game_actors[enemy.doppelganger] end #-------------------------------------------------------------------------- # new method: doppelmember #-------------------------------------------------------------------------- def doppelmember return nil if enemy.doppelmember.nil? return $game_party.battle_members[enemy.doppelmember] end #-------------------------------------------------------------------------- # alias method: param_base #-------------------------------------------------------------------------- alias game_enemy_param_base_doppel param_base def param_base(param_id) return actor_base_stats(param_id) unless doppelganger.nil? return class_base_stats(param_id) unless self.class.nil? return game_enemy_param_base_doppel(param_id) end #-------------------------------------------------------------------------- # new method: actor_base_stats #-------------------------------------------------------------------------- def actor_base_stats(param_id) return game_enemy_param_base_doppel(param_id) if @level.nil? return doppelganger.param_base(param_id) + doppelganger.param_plus(param_id) end #-------------------------------------------------------------------------- # new method: class_base_stats #-------------------------------------------------------------------------- def class_base_stats(param_id) return game_enemy_param_base_doppel(param_id) if @level.nil? return self.class.params[param_id, @level] if @level <= 99 if $imported["YEA-AdjustLimits"] return self.class.above_lv99_params(param_id, @level) end return game_enemy_param_base_doppel(param_id) end #-------------------------------------------------------------------------- # alias method: feature_objects #-------------------------------------------------------------------------- alias game_enemy_feature_objects_doppel feature_objects def feature_objects result = game_enemy_feature_objects_doppel result += [self.class] unless self.class.nil? result += [doppelganger.actor] unless doppelganger.nil? return result end #-------------------------------------------------------------------------- # alias method: name #-------------------------------------------------------------------------- alias game_enemy_name_doppel name def name return doppelganger_name if copy_doppel_name? return game_enemy_name_doppel end def doppelganger_name fmt = YEA::DOPPELGANGER::NAME_TEXT return sprintf(fmt, doppelganger.name) end #-------------------------------------------------------------------------- # new method: copy_doppel_name? #-------------------------------------------------------------------------- def copy_doppel_name? return false if doppelganger.nil? return YEA::DOPPELGANGER::COPY_NAME end #-------------------------------------------------------------------------- # new method: change_doppelganger_battler #-------------------------------------------------------------------------- def change_doppelganger_battler return if doppelganger.nil? return if doppelganger.doppelimage == "" @battler_name = doppelganger.doppelimage @battler_hue = 0 end end # Game_Enemy
#============================================================================== # ■ Game_Troop #==============================================================================
class Game_Troop < Game_Unit #-------------------------------------------------------------------------- # alias method: init_screen_tone #-------------------------------------------------------------------------- alias game_troop_init_screen_tone_doppel init_screen_tone def init_screen_tone game_troop_init_screen_tone_doppel check_doppelmember change_doppelimage end #-------------------------------------------------------------------------- # new method: check_doppelmember #-------------------------------------------------------------------------- def check_doppelmember for member in @enemies next if member.enemy.doppelmember.nil? @enemies.delete(member) if member.doppelmember.nil? end end #-------------------------------------------------------------------------- # new method: change_doppelimage #-------------------------------------------------------------------------- def change_doppelimage for member in @enemies next if member.doppelganger.nil? member.change_doppelganger_battler end end end # Game_Troop
end # $imported["YEA-EnemyLevels"]
#============================================================================== # # ▼ End of File # #============================================================================== dan Script Ace Engine... itu taruh dmna kk? utk RMVXAce |
| | | 2012-07-27, 16:41 | Re: Penambahan Script |
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Nipi! Newbie
Posts : 20 Thanked : 0 Engine : Multi-Engine User Skill : Very Beginner Type : Writer
| Umm, bukannya itu ada tulisannya ya? "Below materials but above Main..." Dibawah Materials tapi diatas Main. |
| | | 2012-07-27, 16:42 | Re: Penambahan Script |
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Adhe45 Senior
Posts : 665 Thanked : 4 Engine : RMXP Skill : Beginner Type : Spriter
| buka script editor, lalu copas kan script itu di atas main . . . |
| | | 2012-07-28, 07:39 | Re: Penambahan Script |
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cyber3011 Newbie
Posts : 46 Thanked : 0 Engine : RMVX Ace Skill : Very Beginner Type : Event Designer
| | | | | Re: Penambahan Script |
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