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| 2012-10-03, 01:41 | [VXA]Yeki NPU |
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yeki Novice
Posts : 182 Thanked : 6 Engine : RMVX Ace Skill : Beginner Type : Scripter
Awards:
| Yeki New Parameter Upgrade Versi: 1.00 PengenalanScript ini memberikan fitur untuk membuat parameter baru yang mana parameter ini akan berpengaruh dengan perkembangan parameter yang sudah ada(mhp,mmp,atk,def,dst...). Selain itu, player juga dapat mengupgrade parameternya selama point yang didapat saat naik level masih ada. Fitur
- Membuat parameter sendiri
- Mengatur parameter sendiri
- parameter yang baru dapat di upgrade
- pengaturan point didapat saat naik level
Screenshots<NONE> Demo<NONE> Scripts - Code:
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#=============================================================================== # Yeki New Parameter Upgrade #=============================================================================== # Author : Yeki # Created : 10/3/2012 # Version : 1.00 # Engine : RMVX Ace #------------------------------------------------------------------------------- # Contact : www.rpgmakerid.com # username: yeki #=============================================================================== # License #------------------------------------------------------------------------------- # Dilarang keras untuk memperjual belikan script init. Penggunaan script ini di # berikan secara gratis. #=============================================================================== # Script ini memberikan fitur pembuatan parameter baru beserta pengaruh parameter # yang baru dengan parameter yang lama. Selain itu script ini memberi fitur # parameter upgrade, yang mana player bisa mengatur besar kenaikan parameter tiap # levelnya. #=============================================================================== # Compatibility #------------------------------------------------------------------------------- # Alias : # - Game_Actor.level_up # - Window_MenuCommand.make_command_list # - Scene_Menu.create_command_window # # Overwrite : # - Scene_Menu.on_personal_ok #=============================================================================== # Cara Pemakaian #------------------------------------------------------------------------------- # Letakkan Scripti ini dibawah Yeki Module #=============================================================================== # Penjelasan #=============================================================================== # Note Tag Actor # # masukkan tag ini ke note Aktor pada database : # <set param> # konfigurasi # </set param> # # dimana konfigurasi adalah : # # np id : n # mengatur nilai awal parameter baru dengan id pada Yeki>NP>New_Param # (dimulai dari 0), sejumlah n. # # point : n # mengatur pendapatan point tiap naik level dengan sejumlah n. #=============================================================================== module Yeki module NP #=============================================================================== # SETTING #------------------------------------------------------------------------------- # New_Param : parameter yang akan dibuat(awali dengan tanda " : "). # contoh: New_Param = (:siji,:cie,:seko,:one) #------------------------------------------------------------------------------- New_Param = [:str,:vit,:int,:dex] #------------------------------------------------------------------------------- # Default_Param : Nilai default dari parameter baru. #------------------------------------------------------------------------------- Default_Param = [22,22,22,22] #------------------------------------------------------------------------------- # Calc_Param : mengatur vocabulary dan pengaruh ke parameter lama. # formatnya adalah : # Calc_Parameter = {:nwparam01=>[vocab,mhp ,mmp,atk ,def,mat ,mdf,agi ,luk], #------------------------------------------------------------------------------- Calc_Param = {:str=>["Strength" , 5, 0, 2.3, 0.5, 0.7, 0 , 0.3, 0.2], :vit=>["Vitality" , 17, 0, 0, 1.2, 0, 0.6, 0, 0.1], :int=>["Intelligence", 0, 7, 0, 0.2, 1.0, 1.0, 0, 0.4], :dex=>["Dexterity" , 0, 0, 0.4, 0, 0.2, 0.1, 1.5, 0.6] #------------------------------------------------------------------------------- # END OF SETTING #=============================================================================== } def self.param_v(i) Calc_Param[New_Param[i]][0] end NP_s = /<set param>/i NP_e = /<\/set param>/i NP_r = /(?:np\s*(\d+))\s*:\s*(\d+)/i Point_r = /(?:point\s*:\s*(\d+)/i Start_Point = 5 Level_Point = 5 end end #=============================================================================== # SCRIPT START! #------------------------------------------------------------------------------- # Merubah atau mengganti apapun syntax dibawah ini adalah tanggung jawab anda # sendiri. #------------------------------------------------------------------------------- class RPG::Actor < RPG::BaseItem def scan_np command = Yeki::NP np_flag = false @new_param =[] @point = command::Start_Point @lvlpoint = command::Level_Point for i in 0..command::New_Param.size - 1 @new_param[i] = command::Default_Param[i] end self.note.split(/\r\n/).each {|line| case line when command::NP_s np_flag = true when command::NP_e np_flag = false when command::NP_r @new_param[$1.to_i] = $2.to_i if np_flag when command::Point_r @lvlpoint = $1.to_i if np_flag end} end def new_param(i) scan_np if @new_param.nil? return @new_param[i] end def add_new_param(i,value) @new_param[i] += value end def point scan_np if @point.nil? return @point end def point=(point) @point = point end def lvlpoint @scan_np if @lvlpoint.nil? return @lvlpoint end end #------------------------------------------------------------------------------- class Game_Actor < Game_Battler def new_param(i) return actor.new_param(i) end def add_new_param(i,value) actor.add_new_param(i,value) end def point @point = actor.point * @level if @point.nil? return @point end def point=(point) @point = point end alias :yeki_np_level_up :level_up def level_up yeki_np_level_up @point += actor.lvlpoint end def lvlpoint actor.lvlpoint end end #------------------------------------------------------------------------------- class Window_NP < Window_Base def initialize(x,y,w,h) super(x,y,w,h) @actor = nil end def actor=(actor) return if @actor == actor @actor = actor refresh end def refresh @space = contents.width @param = [0] * 8 for i in 0..7 @actor.weapons.each {|equip| @param[i] = @param[i] + equip.params[i]} @actor.armors.each {|equip| @param[i] = @param[i] + equip.params[i]} end @line = 24 @path = Yeki::NP contents.clear draw_label end def draw_label contents.font.color = system_color draw_text(0,0,@space,@line,"Upgrade Parameter",1) for i in 0..@path::New_Param.size - 1 contents.font.color = system_color draw_text(0,@line * (i+2),@space,@line,@path.param_v(i)) contents.font.color = normal_color draw_text(0,@line * (i+2),@space/2,@line, @actor.new_param(i),2) end for j in 2..7 contents.font.color = system_color draw_text(@space / 2 + 24,@line * (j),@space,@line,Vocab.param(j)) contents.font.color = normal_color draw_text(0,@line * (j),@space - 48,@line,@actor.param(j) - @param[j],2) if @param[j] >= 1 contents.font.color = power_up_color text = "+" + @param[j].to_s elsif @param[j] <= -1 contents.font.color = power_down_color text = @param[j].to_s else text = "" end draw_text(@space - 46,@line * (j),@space,@line,text) end contents.font.color = system_color draw_text(@space/2,@line * 9,@space,@line,"Point") contents.font.color = normal_color draw_text(0,@line * 9,@space, @line, @actor.point,2) end end #------------------------------------------------------------------------------- class Window_UpgradeNP < Window_Command def initialize(x,y) super(x,y) @actor = $game_actors[1] self.back_opacity = 0 end def window_width return 48 end def visible_line_number Yeki::NP::New_Param.size end def actor=(actor) return if @actor == actor @actor = actor refresh end def make_command_list for i in 0..Yeki::NP::New_Param.size - 1 add_command("",Yeki::NP::New_Param[i],checking) end end def checking $game_party.menu_actor.point >= 1 end end #------------------------------------------------------------------------------- class Scene_NP < Scene_MenuBase def start super create_mini_window create_status_window create_command_window end def create_mini_window @mini_window = Window_SkillStatus.new(0,0) @mini_window.actor = @actor end def create_status_window y = @mini_window.height w = @mini_window.width h = Graphics.height - @mini_window.height @status_window = Window_NP.new(0,y,w,h) @status_window.actor = @actor end def create_command_window x = @status_window.width / 2 - 36 y = @mini_window.height + 48 @command_window = Window_UpgradeNP.new(x, y) @command_window.actor = @actor @command_window.set_handler(:ok, method(:check_status)) @command_window.set_handler(:cancel, method(:return_scene)) @command_window.set_handler(:pagedown, method(:next_actor)) @command_window.set_handler(:pageup, method(:prev_actor)) end def on_actor_change @mini_window.actor = @actor @status_window.actor = @actor @command_window.actor = @actor @command_window.activate end def check_status for i in 0..Yeki::NP::New_Param.size - 1 case @command_window.current_symbol when Yeki::NP::New_Param[i] @actor.add_new_param(i,1) for j in 0..7 @actor.add_param(j,Yeki::NP::Calc_Param[Yeki::NP::New_Param[i]][j+1]) end end end @actor.point -= 1 apply_effect end def apply_effect @mini_window.refresh @status_window.refresh @command_window.refresh @command_window.activate end end #------------------------------------------------------------------------------- class Window_MenuCommand < Window_Command alias :yeki_np_make_command_list :make_command_list def make_command_list yeki_np_make_command_list add_command("Stat Up",:statup,main_commands_enabled) end end #------------------------------------------------------------------------------- class Scene_Menu < Scene_MenuBase alias :yeki_create_command_window :create_command_window def create_command_window yeki_create_command_window @command_window.set_handler(:statup,method(:command_personal)) end def on_personal_ok case @command_window.current_symbol when :skill SceneManager.call(Scene_Skill) when :equip SceneManager.call(Scene_Equip) when :status SceneManager.call(Scene_Status) when :statup SceneManager.call(Scene_NP) end end end #=============================================================================== # SCRIPT END #=============================================================================== Credits |
| | | 2012-10-03, 16:04 | Re: [VXA]Yeki NPU |
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Ameron ♚ Leader of Ameron™ ♚
Posts : 440 Thanked : 3 Engine : RMVX Skill : Intermediate Type : Developer
Awards:
| Oh seperti persona 2 ya? Jika level up, player bisa milih sendiri parameter yang ingin ditingkatkan? Baru disini yang saya lihat script seperti itu.Dan sepertinya menarik Karyanya rumayan begitu cepat, sepertinya anda sangat tertarik menjadi scripter. Jarang ada scripter yang buat script itu tiap minggu. Yang pernah saya lihat cuman si Lukas yang karyanya juga begitu cepat. Lanjutkan ya kk! |
| | | 2012-10-03, 16:13 | Re: [VXA]Yeki NPU |
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ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
Awards:
| Hmm... yang ane tangkep sih kita buat parameter baru kayak dex ama vit (mirip kayak dari yanfly, tapi bedanya kalo yanfly terbatas hanya untuk dex, res, luck, kalo ini kita namain nya terserah). Btw, kalo permisalan gimana ? Kayak conditional branch, misal player butuh STR sekian buat ngaktifin switch. Good job deh, ane blom make vxace sih |
| | | 2012-10-03, 19:33 | Re: [VXA]Yeki NPU |
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yeki Novice
Posts : 182 Thanked : 6 Engine : RMVX Ace Skill : Beginner Type : Scripter
Awards:
| @rezky: bukan berminat ke scripter tapi ga ada jalan lain, berhubung laptop downgrade banget....jadi hanya mampu scripting.. @ash: yup betul sekali, di script ini tidak terbatas parameter barunya, bisa saja str,dex,vit,int,wisdom,power, order...dan seterusnya...kalo mo conditional branch event, tentu gunakan script didalamnya dimana $game_actors[id].new_param(x) op n id : urutan actor pada database x : urutan parameter baru saat pembuatan di module Yeki::NP op : bisa di isi dengan tanda : - == - >= - <= - != n : nilai nya. |
| | | | Re: [VXA]Yeki NPU |
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