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Need Help! Empty2012-09-14, 17:25
PostNeed Help!
#1
cyber3011 
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cyber3011

Level 5
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Engine : RMVX Ace
Skill : Very Beginner
Type : Event Designer

Need Help! Vide
kk2 yg baik... mnta tolong donk... ID X sma Y nya dganti jadi brp ya ini??
Spoiler:

ane pke Sabakan Message System, ini Script nya
Code:
#==============================================================================
# ■ Galge Conversation System
#  @version 0.7 12/02/15 RGSS3
#  @author Saba Kan
#  @translator kirinelf (Made a small edit to picture IDs)
#------------------------------------------------------------------------------
#  
#==============================================================================
module Saba
  module Gal
    # --------------------Config---------------------
   
    # Fine tuning of actor graphic positioning.
    # {Actor ID=>pixels shifted} E.g. {1=>-4} (Actor ID 1's graphic shifted 4
    # pixels to the left/up)
    OFFSET_X = {1=>0, 2=>-30, 3=>-30, 6=>-40, 7=>-45, 8=>-40}
    OFFSET_Y = {1=>0, 2=>10, 3=>40, 4=>10, 7=>-15, 8=>5}
   
    # This only applies to OFFSET_X above, for displaying character graphics on
    # the left.
     # 座標に -1 をかける場合 true に設定します。
    # If the coordinates above have '-1', set to true. <= ?
    MIRROR_LEFT_OFFSET_X = false
   
    # Speech balloon graphic coordinates.
    BALLOON_LEFT_X = 210  # X Coordinate when it appears on the left.
    BALLOON_RIGHT_X = 300 # X Coordinate when it appears on the right.
    BALLOON_Y = 254      # Y Coordinate
   
    # Name window width. Default of 114 is for a name 4 characters long.
    NAME_WINDOW_WIDTH = 114
   
    # For skipping text. A is Shift on the keyboard.
    SKIP_BUTTON = Input::A
   
    # This switch ID disables skipping of the text.
    SKIP_DISABLE_SWITCH = 131
   
    # This switch changes the message display mode.
    MESSAGE_MODE_SWITCH = 132
   
    # This switch ID toggles display of the name.
    DISPLAY_NAME_SWITCH = 133
   
    # This switch toggles display of speech balloon graphics.
    DISPLAY_BALLOON_SWITCH = 134
   
    # This switch clears all speech balloon graphics.
    CLEAR_BALLOON_SWITCH = 135
   
    # This switch toggles playing of message sound effects.
    PLAY_MESSAGE_SE_SWITCH = 136
   
    # Variable to determine speech balloon color.
    # ※Will be automatically entered into the variable.
    BALLOON_VARIABLE = 131
   
    # Variable to determine speech balloon location.
    # ※Will be automatically entered into the variable.
    BALLOON_POSITION_VARIABLE = 132
   
    # If you want character graphics displayed on the right to be mirrored,
    # set to 'true'.
    MIRROR_LEFT = false
   
    # If you want character graphics displayed on the left to be mirrored,
    # set to 'true'.
    MIRROR_RIGHT = false
   
    # This setting changes the base picture ID of the potraits. Generally
    # speaking, the lower this is the better. However, some people might use
    # a lot of pictures, and it's a hassle to remember which IDs the script uses.
    # This setting allows you to define the base picture ID of the potraits.
    # Potraits on the right will have this ID, and potraits on the left will have
    # this ID + 2. For example, the default setting has the picture IDs of 10
    # and 12.
    BASE_PICTURE_ID = 10
   
    # If you don't want different characters to have different windowskins,
     # set to 'true'.
    # Window1.png and Balloon1.png will be used if 'true'.
    USE_SINGLE_WINDOW_SKIN = false
   
    # Tone overlay of characters in conversation.
    # Red, Green, Blue, Gray
     # Active Character
    ACTIVE_TONE = Tone.new(0, 0, 0, 0)
    # Inactive Character (0, 0, 0, 0) <= No change.
    INACTIVE_TONE = Tone.new(-104, -104, -104, 0)
   
    # Frames to wait after tone change during character switching.
    TONE_CHANGE_DURATION = 17
   
    #  Event Command "Show Balloon Icon" Icon Positioning
    OFFSET_EVENT_BALLOON_X = {1=>0, 2=>0, 3=>-30, 6=>-40, 7=>-45, 8=>-40}
    OFFSET_EVENT_BALLOON_Y = {1=>0, 2=>10, 3=>40, 4=>10, 7=>-15, 8=>5}
  end
end

#=========================================================================
# Do not edit anything under this line unless you know what you're doing!
#=========================================================================

$imported = {} if $imported == nil
$imported["GalGameTalkSystem"] = true


# ピクチャ表示用
class Game_Interpreter

  def pic(name, index, position)
    actor_id = name["actor".length..-1].to_i
    $game_variables[Saba::Gal::BALLOON_POSITION_VARIABLE] = position
    x = picture_base_x(position) + offset_x(position, actor_id)
    y = picture_base_y(position) + offset_y(actor_id)
    $game_variables[Saba::Gal::BALLOON_VARIABLE] = actor_id
    picture = screen.pictures[position + Saba::Gal::BASE_PICTURE_ID]
   
    name = name + "_" + (index + 1).to_s
    @actor1_position = nil if @actor1_position == position
    if Saba::Gal::MIRROR_LEFT && position == 1
      picture.mirror_pic = true
    elsif Saba::Gal::MIRROR_RIGHT && position == 2
      picture.mirror_pic = true
    else
      picture.mirror_pic = false
    end
    picture.show(name, 0, x, y, 100, 100, 255, 0)
    if @actor_id != actor_id
      picture.start_tone_change(Saba::Gal::INACTIVE_TONE, 0)
   
      deactivate_other_pictures(position)
      activate(picture, position, actor_id)
    end
    @actor_id = actor_id
  end
  #--------------------------------------------------------------------------
  # ● ピクチャのオフセット位置のx座標取得
  #--------------------------------------------------------------------------
  def offset_x(position, actor_id)
    n = Saba::Gal::OFFSET_X[actor_id]

    return 0 if n == nil
    if position == 1 && Saba::Gal::MIRROR_LEFT_OFFSET_X
      return -n
    else
      return n
    end
  end
  #--------------------------------------------------------------------------
  # ● ピクチャのオフセット位置のy座標取得
  #--------------------------------------------------------------------------
  def offset_y(actor_id)
    n = Saba::Gal::OFFSET_Y[actor_id]
    return 0 if n == nil
    return n
  end
  #--------------------------------------------------------------------------
  # ● イベントバルーンのオフセット位置のx座標取得
  #--------------------------------------------------------------------------
  def offset_event_balloon_x(position, actor_id)
    n = Saba::Gal::OFFSET_EVENT_BALLOON_X[actor_id]
    return 0 if n == nil
    if position == 1 && Saba::Gal::MIRROR_LEFT_OFFSET_X
      return -n
    else
      return n
    end
  end
  #--------------------------------------------------------------------------
  # ● イベントバルーンのオフセット位置のy座標取得
  #--------------------------------------------------------------------------
  def offset_event_balloon_y(actor_id)
    n = Saba::Gal::OFFSET_EVENT_BALLOON_Y[actor_id]
    return 0 if n == nil
    return n
  end
  #--------------------------------------------------------------------------
  # ● 指定のピクチャを明るく
  #--------------------------------------------------------------------------
  def activate(picture, position, actor_id)
    if Input.press?(Saba::Gal::SKIP_BUTTON)
      picture.start_tone_change(Saba::Gal::ACTIVE_TONE, 1)
    else
      picture.start_tone_change(Saba::Gal::ACTIVE_TONE, 25)
    end
    $game_temp.pic_actors[position] = actor_id
  end
  #--------------------------------------------------------------------------
  # ● 指定のピクチャ以外を暗く
  #--------------------------------------------------------------------------
  def deactivate_other_pictures(position)
    screen.pictures.size.times do |index|
      next if screen.pictures[index].number == 1
      next if index == position + 10
      deactivate(screen.pictures[index])
    end
  end
  #--------------------------------------------------------------------------
  # ● 指定のピクチャを暗く
  #--------------------------------------------------------------------------
  def deactivate(picture)
    unless Input.press?(Saba::Gal::SKIP_BUTTON)
      picture.start_tone_change(Saba::Gal::INACTIVE_TONE, 25)
    end
  end
  def picture_base_x(position)
    case position
    when 2
      return 25
    when 0
      return Graphics.width - 244
    when 3
      return 200
    end
  end
  def picture_base_y(position)
    return 30
  end
  def act(position)
    $game_variables[Saba::Gal::BALLOON_VARIABLE] = $game_temp.pic_actors[position]
    if position < 3
      $game_variables[Saba::Gal::BALLOON_POSITION_VARIABLE] = position
    end
    picture = screen.pictures[position + 10]
    deactivate_other_pictures(position)
    if Input.press?(Saba::Gal::SKIP_BUTTON)
      picture.start_tone_change(Saba::Gal::ACTIVE_TONE, 1)
      @wait_count = 0
    else
      picture.start_tone_change(Saba::Gal::ACTIVE_TONE, Saba::Gal::TONE_CHANGE_DURATION)
    @wait_count = 0
    end
  end
  def dis(position)
    picture = screen.pictures[position + 10]
    picture.erase
  end
end

class Scene_Map
  #--------------------------------------------------------------------------
  # ● メッセージウィンドウの作成
  #--------------------------------------------------------------------------
  alias saba_gal_create_message_window create_message_window
  def create_message_window
    saba_gal_create_message_window
    create_gal_window
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  alias saba_gal_update update
  def update
    create_gal_window
    update_gal_event_balloon
    saba_gal_update
  end
  #--------------------------------------------------------------------------
  # ● ギャルゲーウィンドウ作成
  #  ギャルゲーモードの時、ウィンドウを切り替えます。
  #--------------------------------------------------------------------------
  def create_gal_window
    if $game_switches[Saba::Gal::MESSAGE_MODE_SWITCH]
      if ! @message_window.is_a?(Window_MessageGal)
        # ギャルゲーウィンドウにする
        @message_window.dispose
        @message_window = Window_MessageGal.new
      end
    else
      if @message_window.is_a?(Window_MessageGal)
        # 通常ウィンドウに戻す
        @message_window.dispose
        @message_window = Window_Message.new
      end
    end
  end
  def on_a
    p 11
  end
  #--------------------------------------------------------------------------
  # ● ギャルゲーウィンドウのフキダシアイコン作成
  #--------------------------------------------------------------------------
  def create_gal_event_balloon(character)
    dispose_gal_event_balloon
    @saba_balloon_sprite = Sprite_Character.new(@viewport, character)
  end
  #--------------------------------------------------------------------------
  # ● ギャルゲーウィンドウのフキダシアイコン破棄
  #--------------------------------------------------------------------------
  def dispose_gal_event_balloon
    if @saba_balloon_sprite
      @saba_balloon_sprite.dispose
      @saba_balloon_sprite = nil
    end
  end
  #--------------------------------------------------------------------------
  # ● ギャルゲーウィンドウのフキダシアイコン更新
  #--------------------------------------------------------------------------
  def update_gal_event_balloon
    if @saba_balloon_sprite
      if @saba_balloon_sprite.character.balloon_id == 0 || Input.press?(Saba::Gal::SKIP_BUTTON)
        dispose_gal_event_balloon
      else
        @saba_balloon_sprite.update
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● スプライトセットの解放
  #--------------------------------------------------------------------------
  alias saba_gal_dispose_spriteset dispose_spriteset
  def dispose_spriteset
    saba_gal_dispose_spriteset
    dispose_gal_event_balloon
  end
end


class Window_MessageGal < Window_Message
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize
    super
    self.x = 10
    create_baloon_sprite
    $game_temp.window_number = -1
    update_balloon
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ幅の取得
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width - 20
  end
  #--------------------------------------------------------------------------
  # ● 表示行数の取得
  #--------------------------------------------------------------------------
  def visible_line_number
    return 3
  end
  #--------------------------------------------------------------------------
  # ● 改ページが必要か判定
  #--------------------------------------------------------------------------
  def need_new_page?(text, pos)
    pos[:y]  > contents.height && !text.empty?
  end
  #--------------------------------------------------------------------------
  # ● 通常文字の処理
  #--------------------------------------------------------------------------
  def process_normal_character(c, pos)
    if Input.press?(Saba::Gal::SKIP_BUTTON) && skip_enabled?
      @pause_skip = true
    end
    text_width = text_size(c).width
    if display_name? && (pos[:y] == 0)
      @name_sprite.bitmap.draw_text(pos[:x], 26, text_width * 2, pos[:height], c)
      pos[:x] += text_width
      return
    end
    if display_name?
      draw_text(pos[:x], pos[:y] - pos[:height], text_width * 2, pos[:height], c)
    else
      draw_text(pos[:x], pos[:y], text_width * 2, pos[:height], c)
    end
    pos[:x] += text_width
    unless Input.press?(Saba::Gal::SKIP_BUTTON) && skip_enabled?
      wait_for_one_character
    end
  end
  #--------------------------------------------------------------------------
  # ● 制御文字によるアイコン描画の処理
  #--------------------------------------------------------------------------
  def process_draw_icon(icon_index, pos)
    if display_name?
      draw_icon(icon_index, pos[:x], pos[:y] - pos[:height])
    else
      draw_icon(icon_index, pos[:x], pos[:y])
    end
    pos[:x] += 24
  end
  #--------------------------------------------------------------------------
  # ● 全ウィンドウの作成
  #--------------------------------------------------------------------------
  def create_all_windows
    super
    @name_window = Window_Base.new(20, Graphics.height - 126, Saba::Gal::NAME_WINDOW_WIDTH, 37)
    @name_window.z = 480
    @name_window.visible = false

    @name_sprite = Sprite_Base.new(nil)
    @name_sprite.z = 500
    @name_sprite.x = 30
    @name_sprite.y = Graphics.height - 146
    @name_sprite.bitmap = Bitmap.new(230, 300)
  end
  #--------------------------------------------------------------------------
  # ● フキダシスプライトを生成します。
  #--------------------------------------------------------------------------
  def create_baloon_sprite
    @balloon_sprite = Sprite_Base.new
    @balloon_sprite.z = 500
    @balloon_sprite.y = Graphics.height - 384
    @balloon_sprite.bitmap = Bitmap.new(400, 300)
    @balloon_sprite.visible = false
  end
  #--------------------------------------------------------------------------
  # ● 全ウィンドウの解放
  #--------------------------------------------------------------------------
  def dispose_all_windows
    super
    @name_window.dispose
    @name_sprite.bitmap.dispose
    @name_sprite.dispose
    @balloon_sprite.dispose
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウの更新
  #--------------------------------------------------------------------------
  def update
    super
    update_name_visibility
    update_balloon_visibility
    update_balloon
    update_opacity
  end
  #--------------------------------------------------------------------------
  # ● 不透明度の更新
  #--------------------------------------------------------------------------
  def update_opacity
    if @background != 0
      self.opacity = 0
      return
    end
    return if self.opacity == 255
    self.opacity += 9
  end
  #--------------------------------------------------------------------------
  # ● 入力待ち処理
  #--------------------------------------------------------------------------
  def input_pause
    self.pause = true
    wait(10)
    Fiber.yield until Input.trigger?(:B) || Input.trigger?(:C) || (Input.press?(Saba::Gal::SKIP_BUTTON) && skip_enabled?)
    if self.visible == false
      self.visible = true
      Sound.play_cursor
      input_pause
      return
    end
    Input.update
    self.pause = false
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウを開き、完全に開くまで待つ
  #--------------------------------------------------------------------------
  def open_and_wait
    open
    update_picture
    until open?
      update_balloon
      Fiber.yield
    end
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウを閉じ、完全に閉じるまで待つ
  #--------------------------------------------------------------------------
  def close_and_wait
    close
    @name_window.visible = false
    @name_sprite.visible = false
 
    until all_close?
      Fiber.yield
    end
  end
  #--------------------------------------------------------------------------
  # ● 改ページ処理
  #--------------------------------------------------------------------------
  def new_page(text, pos)
    @name_sprite.bitmap.clear
    contents.clear
    reset_font_settings
    pos[:x] = new_line_x
    pos[:y] = 0
    pos[:new_x] = new_line_x
    pos[:height] = calc_line_height(text)
    clear_flags
  end
  #--------------------------------------------------------------------------
  # ● 立ち絵の更新
  #--------------------------------------------------------------------------
  def update_picture
    return if $game_message.face_name.empty?
    $game_map.interpreter.pic($game_message.face_name, $game_message.face_index, $game_message.position)
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ位置の更新
  #--------------------------------------------------------------------------
  def update_placement
    @position = 2
    self.y = @position * (Graphics.height - height) / 2
    @gold_window.y = y > 0 ? 0 : Graphics.height - @gold_window.height
  end
  #--------------------------------------------------------------------------
  # ● 背景と位置の変更判定
  #--------------------------------------------------------------------------
  def settings_changed?
    @background != $game_message.background
  end
  #--------------------------------------------------------------------------
  # ● 改行位置の取得
  #--------------------------------------------------------------------------
  def new_line_x
    return 0
  end
  #--------------------------------------------------------------------------
  # ● 次の語を表示すべきかどうかを判定します。
  #--------------------------------------------------------------------------
  def show_next_message?
    if skip_enabled?
      return Input.trigger?(Input::C) || Input.trigger?(Input::B) || Input.trigger?(Saba::Gal::SKIP_BUTTON)
    else
      return Input.trigger?(Input::C) || Input.trigger?(Input::B)
    end
  end
  #--------------------------------------------------------------------------
  # ● メッセージスキップが有効かどうかを判定します。
  #--------------------------------------------------------------------------
  def skip_enabled?
    return $game_switches[Saba::Gal::SKIP_DISABLE_SWITCH] != true
  end
  #--------------------------------------------------------------------------
  # ● スイッチに従って、名前ウィンドウの表示を切り替えます。
  #--------------------------------------------------------------------------
  def update_name_visibility
    if @closing || close? || ! self.visible
      @name_window.visible = false
      @name_sprite.visible = false
      return
    end
    if $game_switches[Saba::Gal::DISPLAY_NAME_SWITCH] != true
      @name_window.visible = false
      @name_sprite.visible = false
    else
      @name_window.visible = true
      @name_sprite.visible = true
    end
  end
  #--------------------------------------------------------------------------
  # ● ふきだしの表示を切り替えます。
  #--------------------------------------------------------------------------
  def update_balloon_visibility
    if self.openness < 255
      @balloon_sprite.visible = false
      return
    end
    if @balloon_sprite.visible != $game_switches[Saba::Gal::DISPLAY_BALLOON_SWITCH]
      @balloon_sprite.visible = $game_switches[Saba::Gal::DISPLAY_BALLOON_SWITCH]
      update_balloon
    end
  end
  #--------------------------------------------------------------------------
  # ● 名前を表示すべきかどうかを判定します。
  #--------------------------------------------------------------------------
  def display_name?
    return $game_switches[Saba::Gal::DISPLAY_NAME_SWITCH] == true
  end
  #--------------------------------------------------------------------------
  # ● フキダシをまっさらにします。
  #--------------------------------------------------------------------------
  def clear_balloon
    @balloon_sprite.bitmap.clear_rect(100, 254, 300, 100)
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウの色が変わったかどうかを判定します。
  #--------------------------------------------------------------------------
  def window_color_changed?
    if $game_temp.window_number != $game_variables[Saba::Gal::BALLOON_VARIABLE] || $game_switches[Saba::Gal::CLEAR_BALLOON_SWITCH]
      $game_temp.window_number = $game_variables[Saba::Gal::BALLOON_VARIABLE]
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● フキダシを更新します。
  #--------------------------------------------------------------------------
  def update_balloon
    return unless window_color_changed?
    clear_balloon
    if Saba::Gal::USE_SINGLE_WINDOW_SKIN
      self.windowskin = Cache.system("Window1")
    else
      self.windowskin = Cache.system("Window" + $game_temp.window_number.to_s)
      if openness == 255
        self.opacity = 140 unless $game_switches[Saba::Gal::CLEAR_BALLOON_SWITCH]
      end
    end
    $game_switches[Saba::Gal::CLEAR_BALLOON_SWITCH] = false
    if $game_temp.window_number != nil && $game_temp.window_number > 0
      if Saba::Gal::USE_SINGLE_WINDOW_SKIN
        balloon = Cache.system("Balloon1")
      else
        balloon = Cache.system("Balloon" + $game_temp.window_number.to_s)
      end
      w = balloon.width / 2
      h = balloon.height
      if $game_variables[Saba::Gal::BALLOON_POSITION_VARIABLE] == 2
        @balloon_sprite.bitmap.blt(Saba::Gal::BALLOON_LEFT_X, Saba::Gal::BALLOON_Y, balloon, Rect.new(w, 0, w, h))
      else
        @balloon_sprite.bitmap.blt(Saba::Gal::BALLOON_RIGHT_X, Saba::Gal::BALLOON_Y, balloon, Rect.new(0, 0, w, h))
      end
    end
  end

end


class Game_Picture
  attr_accessor:mirror_pic
  alias saba_gal_initialze initialize
  def initialize(number)
    saba_gal_initialze(number)
    @mirror_pic = false
  end
end

class Sprite_Picture < Sprite
  alias saba_gal_update update
  def update
    saba_gal_update
    if @picture_name != ""
      self.mirror = @picture.mirror_pic
    end
  end
end

class Game_Pictures
  def size
    return @data.size
  end
end

class Game_Temp
  attr_accessor :window_number
  attr_accessor :pic_actors
  alias saba_pic_initialize initialize
  def initialize
    saba_pic_initialize
    @pic_actors = []
  end
end

class Game_Interpreter
  #--------------------------------------------------------------------------
  # ● フキダシアイコンの表示
  #--------------------------------------------------------------------------
  alias saba_gal_command_213 command_213
  def command_213
    unless message_mode?
      saba_gal_command_213
      return
    end
    command = @list[@index + 1]
    if command == nil || command.code != 101
      p "イベントコマンドのフキダシアイコンの表示 の後にメッセージイベントを入れてください"
      return
    end

    return if Input.press?(Saba::Gal::SKIP_BUTTON)
    params = command.parameters
    name = params[0]
    actor_id = name["actor".length..-1].to_i
    position = params[3]
    x = (picture_base_x(position) + offset_event_balloon_x(position, actor_id) + 80) / 32.0 + $game_map.display_x
    y = (picture_base_y(position) + offset_event_balloon_y(actor_id)) / 32.0 + $game_map.display_y
    balloon_char = Game_Character.new
    balloon_char.moveto(x, y)
    balloon_char.balloon_id = @params[1]
    SceneManager.scene.create_gal_event_balloon(balloon_char)
  end
  #--------------------------------------------------------------------------
  # ● 会話モードかどうかを判定します。
  #--------------------------------------------------------------------------
  def message_mode?
    return $game_switches[Saba::Gal::MESSAGE_MODE_SWITCH] == true
  end
end
tolong ya... :)
Need Help! Empty2012-09-14, 17:32
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#2
Rian01 
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Yang mana??
window message atau picturenya ??
Need Help! Empty2012-09-14, 17:33
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cyber3011 
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picturenya dirubah ID X sma Y nya
Need Help! Empty2012-09-14, 17:39
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numfanklewhat 
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Resolusi windows default untuk ACE itu 544x416, mulai dari pojok kiri atas x dan y = (0, 0)

Kamu kira2 aja.. caranya print screen layar game kamu, masukkan ke ms paint hasil print screennya.. nah disitu keliatan posisi x dan y gambar melalui kursor (lihat pojok kiri bawah ms paint ada angka contohnya 200,300 px)

Semoga berhasil :senyum:
Need Help! Empty2012-09-14, 17:40
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cyber3011 
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Owh... thx kk! :D
Need Help! Empty2012-09-14, 18:02
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Rian01 
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numfanklewhat wrote:

Kamu kira2 aja.. caranya print screen layar game kamu, masukkan ke ms paint hasil print screennya.. nah disitu keliatan posisi x dan y gambar melalui kursor (lihat pojok kiri bawah ms paint ada angka contohnya 200,300 px)

Semoga berhasil :senyum:

wah saya juga baru tahu tentang cara di printscreen terus di paste di paint makasih ..... :D
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cyber3011 
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sbntar2, aku tnya, yg dgnti yg mna?? ntar tkut slah Text Box yg kganti
Need Help! Empty2012-09-15, 18:58
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Rian01 
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Quote :

OFFSET_X = {1=>0, 2=>-30, 3=>-30, 6=>-40, 7=>-45, 8=>-40}
OFFSET_Y = {1=>0, 2=>10, 3=>40, 4=>10, 7=>-15, 8=>5}

CMIIW
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cyber3011 
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umm, kk, aku msih bingung tntang yg pixel nya :oops: bsa djelaskan lbih detail?? ato ad tutor??
Need Help! Empty2012-09-16, 10:26
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100101 
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cyber3011 wrote:
umm, kk, aku msih bingung tntang yg pixel nya :oops: bsa djelaskan lbih detail?? ato ad tutor??

yang dibingungkan tentang pixel apanya? pertanyaanmu sendiri kurang jelas. coba dijelaskan, supaya yang mau bantu paham...
Need Help! Empty2012-09-16, 12:09
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Rian01 
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Quote :

OFFSET_X = {1=>0, 2=>-30, 3=>-30, 6=>-40, 7=>-45, 8=>-40}
OFFSET_Y = {1=>0, 2=>10, 3=>40, 4=>10, 7=>-15, 8=>5}
"1=>0" "coba kamu ganti 0 dengan angka positif..
adakah yg berubah....?
saya sendiri juga gk tahu maksud kamu bingung dimana...
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