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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| Cara Chara Terlihat 4 Dan Bisa Di Pause | |
| 2012-08-02, 06:01 | Cara Chara Terlihat 4 Dan Bisa Di Pause |
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wildhan49 Novice
Posts : 159 Thanked : 3 Engine : RMVX Skill : Very Beginner Type : Mapper
| nah saya beritahu ada script yang kita bisa melihat 4 player sekaligus dan bisa juga game kita di pause nah. saya mau beritahu caranya ! ada yang mau saya kasih scriptnya - Quote :
- Caterpilar Party (scriptnya ada di bawah ini)
- Code:
-
# MAX_SIZE is the max size of the followers. # CATERPILLAR is the switch to turn on or off followers. The default is 2 #-------------------------------------------------------------------------- # * Constants #-------------------------------------------------------------------------- MAX_SIZE = 8 CATERPILLAR = 55
class Game_Player #-------------------------------------------------------------------------- # * Move Down # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_down(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move Left # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_left(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move Right # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_right(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move up # turn_enabled : a flag permits direction change on that spot #-------------------------------------------------------------------------- def move_up(turn_enabled = true) super(turn_enabled) end #-------------------------------------------------------------------------- # * Move Lower Left #-------------------------------------------------------------------------- def move_lower_left super end #-------------------------------------------------------------------------- # * Move Lower Right #-------------------------------------------------------------------------- def move_lower_right super end #-------------------------------------------------------------------------- # * Move Upper Left #-------------------------------------------------------------------------- def move_upper_left super end #-------------------------------------------------------------------------- # * Move Upper Right #-------------------------------------------------------------------------- def move_upper_right super end end
class Game_Follower < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :actor attr_accessor :move_speed #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor) super() @through = true @actor = actor end #-------------------------------------------------------------------------- # * Set Actor #-------------------------------------------------------------------------- def actor=(actor) @actor = actor setup end #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- def setup if @actor != nil @character_name = $game_actors[@actor].character_name @character_index = $game_actors[@actor].character_index else @character_name = "" @character_index = 0 end @opacity = 255 @blend_type = 0 @priority_type = 0 end #-------------------------------------------------------------------------- # * Screen Z #-------------------------------------------------------------------------- def screen_z if $game_player.x == @x and $game_player.y == @y return $game_player.screen_z - 1 end super end #-------------------------------------------------------------------------- # * Same Position Starting Determinant (Disabled) #-------------------------------------------------------------------------- def check_event_trigger_here(triggers) result = false return result end #-------------------------------------------------------------------------- # * Front Envent Starting Determinant (Disabled) #-------------------------------------------------------------------------- def check_event_trigger_there(triggers) result = false return result end #-------------------------------------------------------------------------- # * Touch Event Starting Determinant (Disabled) #-------------------------------------------------------------------------- def check_event_trigger_touch(x, y) result = false return result end end
class Spriteset_Map alias_method :spriteset_map_create_characters, :create_characters def create_characters spriteset_map_create_characters $game_party.followers.each do |char| @character_sprites << Sprite_Character.new(@viewport1, char) end end end
class Game_Party
#-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :followers #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias_method :trick_caterpillar_party_initialize, :initialize def initialize trick_caterpillar_party_initialize @followers = Array.new(MAX_SIZE - 1) {Game_Follower.new(nil)} @move_list = [] end #-------------------------------------------------------------------------- # * Update Followers #-------------------------------------------------------------------------- def update_followers flag = $game_player.transparent || $game_switches[CATERPILLAR] @followers.each_with_index do |char, i| char.actor = @actors[i + 1] char.move_speed = $game_player.move_speed if $game_player.dash? char.move_speed += 1 end char.update char.transparent = flag end end #-------------------------------------------------------------------------- # * Move To Party #-------------------------------------------------------------------------- def moveto_party(x, y) @followers.each {|char| char.moveto(x, y)} @move_list.clear end #-------------------------------------------------------------------------- # * Move Party #-------------------------------------------------------------------------- def move_party @move_list.each_index do |i| if @followers[i] == nil @move_list[i...@move_list.size] = nil next end case @move_list[i].type when 2 @followers[i].move_down(*@move_list[i].args) when 4 @followers[i].move_left(*@move_list[i].args) when 6 @followers[i].move_right(*@move_list[i].args) when 8 @followers[i].move_up(*@move_list[i].args) when 1 @followers[i].move_lower_left when 3 @followers[i].move_lower_right when 7 @followers[i].move_upper_left when 9 @followers[i].move_upper_right when 5 @followers[i].jump(*@move_list[i].args) end end end #-------------------------------------------------------------------------- # * Add Move List #-------------------------------------------------------------------------- def update_move(type, *args) move_party @move_list.unshift(Game_MoveListElement.new(type, args)) end end
class Game_MoveListElement #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(type, args) @type = type @args = args end #-------------------------------------------------------------------------- # * Type #-------------------------------------------------------------------------- def type return @type end #-------------------------------------------------------------------------- # * Args #-------------------------------------------------------------------------- def args return @args end end
class Game_Player #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :move_speed #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_update, :update def update $game_party.update_followers trick_caterpillar_player_update end #-------------------------------------------------------------------------- # * Moveto #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_moveto, :moveto def moveto(x, y) $game_party.moveto_party(x, y) trick_caterpillar_player_moveto(x, y) end #-------------------------------------------------------------------------- # * Move Down #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_down, :move_down def move_down(turn_enabled = true) if passable?(@x, @y+1) $game_party.update_move(2, turn_enabled) end trick_caterpillar_player_move_down(turn_enabled) end #-------------------------------------------------------------------------- # * Move Left #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_left, :move_left def move_left(turn_enabled = true) if passable?(@x-1, @y) $game_party.update_move(4, turn_enabled) end trick_caterpillar_player_move_left(turn_enabled) end #-------------------------------------------------------------------------- # * Move Right #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_right, :move_right def move_right(turn_enabled = true) if passable?(@x+1, @y) $game_party.update_move(6, turn_enabled) end trick_caterpillar_player_move_right(turn_enabled) end #-------------------------------------------------------------------------- # * Move Up #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_up, :move_up def move_up(turn_enabled = true) if passable?(@x, @y-1) $game_party.update_move(8, turn_enabled) end trick_caterpillar_player_move_up(turn_enabled) end #-------------------------------------------------------------------------- # * Move Lower Left #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left def move_lower_left if passable?(@x - 1, @y) and passable?(@x, @y + 1) $game_party.update_move(1) end trick_caterpillar_player_move_lower_left end #-------------------------------------------------------------------------- # * Move Lower Right #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right def move_lower_right if passable?(@x + 1, @y) and passable?(@x, @y + 1) $game_party.update_move(3) end trick_caterpillar_player_move_lower_right end #-------------------------------------------------------------------------- # * Move Upper Left #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left def move_upper_left if passable?(@x - 1, @y) and passable?(@x, @y - 1) $game_party.update_move(7) end trick_caterpillar_player_move_upper_left end #-------------------------------------------------------------------------- # * Move Upper Right #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right def move_upper_right if passable?(@x + 1, @y) and passable?(@x, @y - 1) $game_party.update_move(9) end trick_caterpillar_player_move_upper_right end #-------------------------------------------------------------------------- # * Jump #-------------------------------------------------------------------------- alias_method :trick_caterpillar_player_jump, :jump def jump(x_plus, y_plus) new_x = @x + x_plus new_y = @y + y_plus if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y) $game_party.update_move(5, x_plus, y_plus) end trick_caterpillar_player_jump(x_plus, y_plus) end end maka di copy pastekan di script editor dan silahkan coba memainkannya
Scene Pause - Code:
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#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=: # [Xp/Vx] Scene Pause # Version: 1.02 # Author : LiTTleDRAgo #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=: #============================================================================== # ○ Config Start #==============================================================================
module PAUSE VX = defined?(Window_BattleMessage) ? true : false #-------------------------------------------------------------------------- # ○ Button Input #-------------------------------------------------------------------------- BUTTON = Input::F9 #-------------------------------------------------------------------------- # ○ Map Tone #-------------------------------------------------------------------------- RGB = [-23, -23, -23] #-------------------------------------------------------------------------- # ○ Position #-------------------------------------------------------------------------- XY = VX ? [220,158] : [270,208] WIDTH = 100 HEIGHT = 100 #-------------------------------------------------------------------------- # ○ Graphic Related #-------------------------------------------------------------------------- OPACITY = 160 TEXT = " PAUSE" START_SE = "007-System07" END_SE = "008-System08" end #============================================================================== # ○ Config End #==============================================================================
#============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # ○ Initialize #-------------------------------------------------------------------------- alias init_pause initialize def initialize init_pause $game_screen = Game_Screen.new if $game_screen.nil? $game_screen.start_tone_change(Tone.new($game_system.scene_pause[0], $game_system.scene_pause[1], $game_system.scene_pause[2]), 0) end #-------------------------------------------------------------------------- # ● Frem Updet #-------------------------------------------------------------------------- alias xdrago_pause_update update def update if Input.trigger?(PAUSE::BUTTON) unless (!$game_system.map_interpreter.nil? && $game_system.map_interpreter.running?) or $game_system.menu_disabled $game_player.straighten $scene = Scene_Pause.new Audio.se_play("Audio/SE/" + PAUSE::START_SE) rescue nil $game_system.scene_pause[0] = $game_screen.tone.red $game_system.scene_pause[1] = $game_screen.tone.green $game_system.scene_pause[2] = $game_screen.tone.blue $game_screen.start_tone_change(Tone.new(PAUSE::RGB[0], PAUSE::RGB[1], PAUSE::RGB[2]), 0) return end end xdrago_pause_update end end
#============================================================================== # □ Window_Pause #============================================================================== class Window_Pause < Window_Base #-------------------------------------------------------------------------- # ○ Initialize #-------------------------------------------------------------------------- def initialize super(PAUSE::XY[0], PAUSE::XY[1], PAUSE::WIDTH, PAUSE::HEIGHT) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = 'Calibri' self.contents.font.size = 18 self.opacity = 160 refresh end #-------------------------------------------------------------------------- # ○ Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0, 0, 172, 32, PAUSE::TEXT) end end
#============================================================================== # □ Scene_Pause #============================================================================== class Scene_Pause #-------------------------------------------------------------------------- # ○ main #-------------------------------------------------------------------------- def main start Graphics.transition loop do Graphics.update Input.update update break if $scene != self end Graphics.freeze terminate end #-------------------------------------------------------------------------- # ○ start #-------------------------------------------------------------------------- def start @text = Window_Pause.new @spriteset = Spriteset_Map.new @temp = Graphics.frame_count end #-------------------------------------------------------------------------- # ○ frem updet #-------------------------------------------------------------------------- def update if Input.trigger?(PAUSE::BUTTON) $scene = Scene_Map.new Audio.se_play("Audio/SE/" + PAUSE::END_SE) rescue nil end end #-------------------------------------------------------------------------- # ○ termination #-------------------------------------------------------------------------- def terminate @spriteset.dispose @text.dispose Graphics.frame_count = @temp end end #============================================================================== # ■ Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- # ● Public Instance Variables #-------------------------------------------------------------------------- attr_reader :map_interpreter attr_accessor :scene_pause #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias xdrago_77_initialize initialize def initialize xdrago_77_initialize @scene_pause = [0.0, 0.0, 0.0] end end maka copy pastekan simpan/diletakan di script editor dan silahakan mencoba pencet F9, apakah itu sudah terpause ?
nah saya hanya ingin beritahu saja di tutorial ini agar game game punya anda bisa lebih baik. dan bisa juga script ini digunakan [code] CREDIT* Little Drago (Scene_Pause) * ????????? (Caterpilar Player)
Terakhir diubah oleh wildhan49 tanggal 2012-08-03, 04:26, total 1 kali diubah |
| | | 2012-08-02, 06:09 | Re: Cara Chara Terlihat 4 Dan Bisa Di Pause |
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WetManz Newbie
Posts : 78 Thanked : 2 Engine : Multi-Engine User Skill : Advanced Type : Event Designer
Awards:
| nah itu kan scriptnya bukan buatan kamu kok di share udh bilang blom sama pembuatnya ? klo mau ngeshare ijin dulu ama pembuatnya |
| | | 2012-08-02, 12:21 | Re: Cara Chara Terlihat 4 Dan Bisa Di Pause |
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TheoAllen ♫ RMID Rebel ♫
Posts : 4935 Thanked : 63
Awards:
| Script punya orang kan? Jgn sembarangan share gan. Ga sopan Kasi original link itu script dapet darimana
nb: jika ni post ngga ditanggepi selama 24 jam gw lock |
| | | 2012-08-02, 12:28 | Re: Cara Chara Terlihat 4 Dan Bisa Di Pause |
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aidilriski Senior
Posts : 643 Thanked : 2 Engine : Multi-Engine User Type : Mapper
| wait, yang caterpillar apa memang segitu doang scriptnya, biasanya kan di semua script ada penjelasan, credits, dsb ato jangan-jangan... trus, tujuan buat ngeshare script entu apa? script buatan om littledrago kan ada di ni forum lagian, kan bkan kamu yang bikin, melanggar hak cipta loo... klo mau nambah postingan, bkan kayak gini caranya, tpi, posting tiap hari di trit Happy Birthday, jamin, gk apa apa |
| | | 2012-08-02, 12:40 | Re: Cara Chara Terlihat 4 Dan Bisa Di Pause |
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EmperorAlan Senior
Posts : 622 Thanked : 5 Engine : RMVX Ace Skill : Very Beginner Type : Developer
| Ini apa ya? Ini bukan tuts, ini cuman cara naroh script. Itu pun juga nggak jelas, paste di game? Whut? Seharusnya kan paste di Script Editor. Dan, lagi, ini udah ada izin buat nge-share disini? Salah satu pembuat script di atas adalah member disini loh. OOT: status dan siggy kamu itu, gaje banget dah, risih banget lihat huruf kapital di setiap kata, pa lagi di bold gitu. Thnx. |
| | | 2012-08-02, 20:31 | Re: Cara Chara Terlihat 4 Dan Bisa Di Pause |
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avierro Newbie
Posts : 23 Thanked : 1 Engine : RMVX Skill : Beginner Type : Event Designer
| zzzz, kirain script apa, ternyata Catterpillar |
| | | 2012-08-03, 10:46 | Re: Cara Chara Terlihat 4 Dan Bisa Di Pause |
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Masrinduz Pendekar Psycho
Posts : 1230 Thanked : 13 Engine : Multi-Engine User Skill : Skilled Type : Artist
Awards:
| saya beritahu dik Wildhan. Itu script sudah pasaran, dan banyak yang sudah tau lagian yang bikin juga bukan kamu, kan? udah ijin belum ama yang bikin? Lain kali jangan diulangi ya |
| | | 2012-08-03, 12:21 | Re: Cara Chara Terlihat 4 Dan Bisa Di Pause |
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NachtEinhorn Robot Gedek Galak
Posts : 1274 Thanked : 9 Engine : Multi-Engine User Skill : Beginner Type : Developer
| jadi kamsud trit ini apa yak? caterpilar ama pause kan ngga ada chain link nya TS ngerandom coba2 bikin trit cendol-able tapi FAIL yak? makanya lain kali ke klinik Tong Fang dulu Terima kasih klinik Tong Fang |
| | | | Re: Cara Chara Terlihat 4 Dan Bisa Di Pause |
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