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 Cara Chara Terlihat 4 Dan Bisa Di Pause

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aidilriski
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wildhan49
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Cara Chara Terlihat 4 Dan Bisa Di Pause Empty
PostSubyek: Cara Chara Terlihat 4 Dan Bisa Di Pause   Cara Chara Terlihat 4 Dan Bisa Di Pause Empty2012-08-02, 06:01

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:
 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# [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
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WetManz
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Cara Chara Terlihat 4 Dan Bisa Di Pause Empty
PostSubyek: Re: Cara Chara Terlihat 4 Dan Bisa Di Pause   Cara Chara Terlihat 4 Dan Bisa Di Pause Empty2012-08-02, 06:09

nah :ckck:
itu kan scriptnya bukan buatan kamu kok di share :ckck:
udh bilang blom sama pembuatnya ?
klo mau ngeshare ijin dulu ama pembuatnya :D
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Cara Chara Terlihat 4 Dan Bisa Di Pause Empty
PostSubyek: Re: Cara Chara Terlihat 4 Dan Bisa Di Pause   Cara Chara Terlihat 4 Dan Bisa Di Pause Empty2012-08-02, 12:21

Script punya orang kan? Jgn sembarangan share gan. Ga sopan :v
Kasi original link itu script dapet darimana :v

nb: jika ni post ngga ditanggepi selama 24 jam gw lock
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Cara Chara Terlihat 4 Dan Bisa Di Pause Empty
PostSubyek: Re: Cara Chara Terlihat 4 Dan Bisa Di Pause   Cara Chara Terlihat 4 Dan Bisa Di Pause Empty2012-08-02, 12:28

wait, yang caterpillar apa memang segitu doang scriptnya, biasanya kan di semua script ada penjelasan, credits, dsb :hmm: ato jangan-jangan... :kabur:
trus, tujuan buat ngeshare script entu apa? :ngacay2: script buatan om littledrago kan ada di ni forum :ngacay2: lagian, kan bkan kamu yang bikin, melanggar hak cipta loo... :ngacay2: klo mau nambah postingan, bkan kayak gini caranya, tpi, posting tiap hari di trit Happy Birthday, jamin, gk apa apa :kabur:
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Cara Chara Terlihat 4 Dan Bisa Di Pause Empty
PostSubyek: Re: Cara Chara Terlihat 4 Dan Bisa Di Pause   Cara Chara Terlihat 4 Dan Bisa Di Pause Empty2012-08-02, 12:40

Ini apa ya? Ini bukan tuts, ini cuman cara naroh script. :lol:
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. :D

OOT: status dan siggy kamu itu, gaje banget dah, risih banget lihat huruf kapital di setiap kata, pa lagi di bold gitu. :swt:

Thnx.
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avierro
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Cara Chara Terlihat 4 Dan Bisa Di Pause Empty
PostSubyek: Re: Cara Chara Terlihat 4 Dan Bisa Di Pause   Cara Chara Terlihat 4 Dan Bisa Di Pause Empty2012-08-02, 20:31

zzzz, kirain script apa, ternyata Catterpillar
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Cara Chara Terlihat 4 Dan Bisa Di Pause Empty
PostSubyek: Re: Cara Chara Terlihat 4 Dan Bisa Di Pause   Cara Chara Terlihat 4 Dan Bisa Di Pause Empty2012-08-03, 10:46

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 :sembah:
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Cara Chara Terlihat 4 Dan Bisa Di Pause Empty
PostSubyek: Re: Cara Chara Terlihat 4 Dan Bisa Di Pause   Cara Chara Terlihat 4 Dan Bisa Di Pause Empty2012-08-03, 12:21

jadi kamsud trit ini apa yak? :D
caterpilar ama pause kan ngga ada chain link nya :D
TS ngerandom coba2 bikin trit cendol-able tapi FAIL yak? :D
makanya lain kali ke klinik Tong Fang dulu :D
Terima kasih klinik Tong Fang :D
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Cara Chara Terlihat 4 Dan Bisa Di Pause Empty
PostSubyek: Re: Cara Chara Terlihat 4 Dan Bisa Di Pause   Cara Chara Terlihat 4 Dan Bisa Di Pause Empty

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