RPGMakerID
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Komunitas RPG Maker Indonesia
 
IndeksIndeks  Latest imagesLatest images  PencarianPencarian  PendaftaranPendaftaran  Login  
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.

 

 Need Help!

Go down 
4 posters
PengirimMessage
cyber3011
Newbie
Newbie
cyber3011


Level 5
Posts : 46
Thanked : 0
Engine : RMVX Ace
Skill : Very Beginner
Type : Event Designer

Need Help! Empty
PostSubyek: Need Help!   Need Help! Empty2012-09-14, 17:25

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... :)
Kembali Ke Atas Go down
Rian01
Advance
Advance
avatar


Level 5
Posts : 318
Thanked : 0
Engine : RMVX Ace
Skill : Beginner

Trophies
Awards:
Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty2012-09-14, 17:32

Yang mana??
window message atau picturenya ??
Kembali Ke Atas Go down
cyber3011
Newbie
Newbie
cyber3011


Level 5
Posts : 46
Thanked : 0
Engine : RMVX Ace
Skill : Very Beginner
Type : Event Designer

Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty2012-09-14, 17:33

picturenya dirubah ID X sma Y nya
Kembali Ke Atas Go down
numfanklewhat
Advance
Advance
numfanklewhat


Level 5
Posts : 508
Thanked : 10
Engine : Other
Skill : Beginner
Type : Artist

Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty2012-09-14, 17:39

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:
Kembali Ke Atas Go down
cyber3011
Newbie
Newbie
cyber3011


Level 5
Posts : 46
Thanked : 0
Engine : RMVX Ace
Skill : Very Beginner
Type : Event Designer

Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty2012-09-14, 17:40

Owh... thx kk! :D
Kembali Ke Atas Go down
Rian01
Advance
Advance
avatar


Level 5
Posts : 318
Thanked : 0
Engine : RMVX Ace
Skill : Beginner

Trophies
Awards:
Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty2012-09-14, 18:02

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
Kembali Ke Atas Go down
cyber3011
Newbie
Newbie
cyber3011


Level 5
Posts : 46
Thanked : 0
Engine : RMVX Ace
Skill : Very Beginner
Type : Event Designer

Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty2012-09-15, 13:55

sbntar2, aku tnya, yg dgnti yg mna?? ntar tkut slah Text Box yg kganti
Kembali Ke Atas Go down
Rian01
Advance
Advance
avatar


Level 5
Posts : 318
Thanked : 0
Engine : RMVX Ace
Skill : Beginner

Trophies
Awards:
Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty2012-09-15, 18:58

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
Kembali Ke Atas Go down
cyber3011
Newbie
Newbie
cyber3011


Level 5
Posts : 46
Thanked : 0
Engine : RMVX Ace
Skill : Very Beginner
Type : Event Designer

Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty2012-09-16, 09:27

umm, kk, aku msih bingung tntang yg pixel nya :oops: bsa djelaskan lbih detail?? ato ad tutor??
Kembali Ke Atas Go down
100101
Novice
Novice
100101


Level 5
Posts : 181
Thanked : 1
Engine : RMVX
Skill : Very Beginner
Type : Writer

Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty2012-09-16, 10:26

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...
Kembali Ke Atas Go down
Rian01
Advance
Advance
avatar


Level 5
Posts : 318
Thanked : 0
Engine : RMVX Ace
Skill : Beginner

Trophies
Awards:
Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty2012-09-16, 12:09

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...
Kembali Ke Atas Go down
Sponsored content





Need Help! Empty
PostSubyek: Re: Need Help!   Need Help! Empty

Kembali Ke Atas Go down
 
Need Help!
Kembali Ke Atas 
Halaman 1 dari 1

Permissions in this forum:Anda tidak dapat menjawab topik
RPGMakerID :: Scripts & Event Systems :: RMVX Ace Scripts :: RGSS3 Request-
Navigasi: