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| [VX]Yeki Skill Requirement System | |
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yeki Novice
Posts : 182 Thanked : 6 Engine : RMVX Ace Skill : Beginner Type : Scripter
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| Subyek: [VX]Yeki Skill Requirement System 2012-10-15, 02:20 | |
| Skill Requirement System Versi: 2.10 PengenalanScript ini memberikan persyaratan skill untuk digunakan Fitur
- Require weapon
- Require armor
- Require Item
- Require Parameter
- Require Character
- Require State
- Require Switch
- Require Variable
- Require MP and MP%
- Require HP and HP%
- Consume Requirement
Screenshots<NONE> Demo<NONE'> Scripts - Code:
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http://pastebin.com/4bpBtNqm Credits
Terakhir diubah oleh yeki tanggal 2012-10-16, 16:31, total 1 kali diubah | |
| | | ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-15, 02:35 | |
| Hmm... Compatible ma tankentai gak? Soalnya ane sering liat script sejenis tapi gak kompatible. Besok ane coba deh. Ato mungkin tepatnya kalo matahari dah menjulang tinggi. Gak harus tgh malem juga ki | |
| | | yeki Novice
Posts : 182 Thanked : 6 Engine : RMVX Ace Skill : Beginner Type : Scripter
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-15, 10:07 | |
| hm..kalo aku cek sih seharusnya compatible, karena script aku ini tidak masuk ke engine corenya tanketai.
ahaha..iya gpp emang aku kalo bisa ngepost script kalo malaem2 aja. | |
| | | ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-15, 17:08 | |
| Oh, jadi kalo gak memenuhi syarat di hide ya. Sayang nya ane entah pake script apa, ane tetep bisa milih skill ntu (walo gak ada tulisan apa2 di window skill nya). Oh btw utk item, itu gak ke consume ya. Bisa ditambah fitur "consume = true / false" gak? Ato bikin notetag baru item id : n < ni buat gak consume itemc id : n < ni buat consume maap ngerepotin | |
| | | yeki Novice
Posts : 182 Thanked : 6 Engine : RMVX Ace Skill : Beginner Type : Scripter
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-15, 22:09 | |
| bisa disetting di hide bisa juga ga, tapi yang jelas skill itu tidak bisa dipakai jika tidak memenuhi syarat.
gak consume gimana ? bisa ditambah penjelasannya. mungkin aku bisa nambah fiturnya.
terima kasih masukannya. | |
| | | ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-16, 08:55 | |
| Ah ia. Berarti bentrok dengan script yang ane pake. Coz pada saat ane set Hide = false tetep bisa di klik walo udah abu2. Dugaan ane sih gara2 script Hide MP ini - Code:
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#By Mithran class Window_Skill def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] if skill !=nil rect.width -=4 enabled = @actor.skill_can_use?(skill) draw_item_name(skill,rect.x,rect.y,enabled) cost = @actor.calc_mp_cost(skill) text = (cost==0)? "-" :cost self.contents.draw_text(rect,text,2) end end end ato KGC Categorize skill - Code:
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#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ #_/ ◆ Skill Categorizations - KGC_CategorizeSkill ◆ VX ◆ #_/ ◇ Last Update: 03/08/2008 #_/ ◆ Written by TOMY #_/ ◆ Translation by Mr. Anonymous #_/ ◆ KGC Site: #_/ ◆ http://ytomy.sakura.ne.jp/ #_/ ◆ Translator's Blog: #_/ ◆ http://mraprojects.wordpress.com #_/----------------------------------------------------------------------------- #_/ Adds a function to the Skills screen which allows the player to display #_/ skillss by catagory. #_/ To assign a category to an skill, you must add <category IDENTIFIER> to the #_/ notes on the specified item. #_/ EX. Fire would be listed as <category Offensive Magic> and Dual Strike #_/ listed as <category Offensive Skills>, provided you use the default #_/ terminology. Parts of this script are untested, however it should work as #_/ it is just fine. Areas untested will be highlighted by comments. #_/============================================================================= #_/ Install: Insert above other skill-related scripts. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
$data_system = load_data("Data/System.rvdata") if $data_system == nil
#==============================================================================# # ★ Customization ★ # #==============================================================================#
module KGC module CategorizeSkill # ◆ Enable Skill Categorization (Non-Combat) ◆ # If this is set to true, the Skill Categories menu will be in effect in # the main skills menu. # If set to false, it will not. If that's the case, you must set # USE_SAME_MENU to false. ENABLE_NOT_IN_BATTLE = true # ◆ Enable Skill Categorization (Combat) ◆ # If this is set to true, the Skill Categories menu will be in effect in # the skills menu during battle sequences. # If set to false, it will not. If that's the case, you must set # USE_SAME_MENU to false. ENABLE_IN_BATTLE = true
# ◆ Combat and Non-Combat Categorization Syncronize ◆ # If ENABLE_NOT_IN_BATTLE & ENABLE_IN_BATTLE are set to true, set this to # true. Otherwise, set it to false. # Essentially, under the true condition, the Skill Categories menu will be # the same in and out of battle. Under the false condition, you may use # different categories or text for battle and non-battle menus. USE_SAME_CATEGORY = true
# ◆ Automatically Catagorize Skills ◆ # If you intend to actually utilize this script, this must be set to true. ENABLE_AUTO_CATEGORIZE = true
# ◆ Duplicate Category Entries. ◆ # Set to false, items can have multiple categories. # Set to true, items will be classified under the last tag (In the item # database "Notes") NOT_ALLOW_DUPLICATE = true # ◆ Recall Skill Category (Combat) ◆ # true = Automatically highlight the category of skills last used. # false = Reset to the value in SKILL_DEFAULT_CATEGORY_BATTLE. REMEMBER_INDEX_IN_BATTLE = false
# ◆ Vocabulary Modifications ◆
# ◆ Category Identifier ◆ # Arrange names in order to syncronize a category with the category # identifier. # The comments to the right of each identifier are supposed to be how the # RESERVED_CATEGORY_IDENTIFIER sorts extra categories into these fields. # However, this is untested. # These are the default skill catagories translated for future reference. # "Recovery", "Offensive Magic", "Offensive Skills", # "Assist", "Special Skills", "All Skills" CATEGORY_IDENTIFIER = [ "Offensive",# Offensive "Recovery", # Recovery "Support", # Support "Special", # Special "All", # All Skills ] # ◆ Default Catagory Display ◆ # Affects which category is highlighted by default. SKILL_DEFAULT_CATEGORY = "Offensive"
# ◆ Skill Screen Category Name ◆ # Allows you to change the names of the skill categories that are displayed # in-game. These must be arranged in the same order as CATAGORY_IDENTIFIER. CATEGORY_NAME = [ " Offensive",# Offensive " Recovery", # Recovery " Support", # Support " Special", # Special ]
# ◆ Descriptive Text ◆ # This affects the text displayed in the skill description ("help") window. # These must be arranged in the same order as CATAGORY_IDENTIFIER. CATEGORY_DESCRIPTION = [ "Viewing Offensive #{Vocab.skill}.", "Viewing Recovery #{Vocab.skill}.", "Viewing Assist #{Vocab.skill}.", "Viewing Special #{Vocab.skill}.", ]
#-------------------------- Battle Categories ------------------------------# # You ONLY a need to modify these if USE_SAME_CATEGORY is set to false. # #---------------------------------------------------------------------------#
# ◆ Battle Category Identifier ◆ # Arrange names in order to syncronize a category with the category # identifier. CATEGORY_IDENTIFIER_BATTLE = [ "Offensive",# Offensive "Recovery", # Recovery "Support", # Support "Special", # Special ] # ◆ Default Battle Catagory Display ◆ # See DEFAULT_CATEGORY_BATTLE SKILL_DEFAULT_CATEGORY_BATTLE = "Offensive"
# ◆ Battle Skill Screen Category Name ◆ # Allows you to change the names of the skill categories (for battle). # Must be arranged in the same order as CATAGORY_IDENTIFIER. CATEGORY_NAME_BATTLE = [ " Offensive",# Offensive " Recovery", # Recovery " Support", # Support " Special", # Special ]
# ◆ Battle Skill Descriptive Text ◆ # This affects the text displayed in the skill description "help" window. # Must be arranged in the same order as CATAGORY_IDENTIFIER CATEGORY_DESCRIPTION_BATTLE = [ "Viewing Offensive #{Vocab.skill}.", "Viewing Recovery #{Vocab.skill}.", "Viewing Assist #{Vocab.skill}.", "Viewing Special #{Vocab.skill}.", ]
if USE_SAME_CATEGORY # When USE_SAME_CATEGORY = true CATEGORY_IDENTIFIER_BATTLE = CATEGORY_IDENTIFIER SKILL_DEFAULT_CATEGORY_BATTLE = SKILL_DEFAULT_CATEGORY CATEGORY_NAME_BATTLE = CATEGORY_NAME CATEGORY_DESCRIPTION_BATTLE = CATEGORY_DESCRIPTION end
# Catagory Window Position Properties
# ◆ Coordinates of skill description window. [ x, y ] CATEGORY_WINDOW_POSITION = [3, 48] # ◆ Number of rows in the skill description window. CATEGORY_WINDOW_COLUMNS = 4 # ◆ Skill description window column line width. CATEGORY_WINDOW_COL_WIDTH = 125 # ◆ Skill description window column spacer width. CATEGORY_WINDOW_COL_SPACE = 2
# Battle Catagory Window Position Properties
# ◆ Coordinates of skill description window. [ x, y ] CATEGORY_WINDOW_POSITION_BATTLE = [3, 48] # ◆ Number of rows in the skill description window. CATEGORY_WINDOW_COLUMNS_BATTLE = 4 # ◆ Skill description window column line width. CATEGORY_WINDOW_COL_WIDTH_BATTLE = 125 # ◆ Skill description window column spacer width. CATEGORY_WINDOW_COL_SPACE_BATTLE = 2 end end
#---------------------- Reserved Categories and Indexes -----------------------#
$imported = {} if $imported == nil $imported["CategorizeSkill"] = true
module KGC::CategorizeSkill # CATEGORY_IDENTIFIER index SKILL_DEFAULT_CATEGORY_INDEX = CATEGORY_IDENTIFIER.index(SKILL_DEFAULT_CATEGORY) # CATEGORY_IDENTIFIER_BATTLE index (Battle) SKILL_DEFAULT_CATEGORY_INDEX_BATTLE = CATEGORY_IDENTIFIER_BATTLE.index(SKILL_DEFAULT_CATEGORY_BATTLE)
# ◆ Reserved Category Index ◆ # To be honest I'm not entirely sure what this affects. # According to the original scripter(s), you can assign these categories to # skills and they'll be sorted automatically into the approperiate category. # However, I haven't tested this. If anyone does, please let me know. # These are the default reserved skill catagories for future reference. # "All Skills", "Recovery", "Recovery Magic", "Recovery Skills", "Attack", # "Attack Magic", "Attack Skills", "Assist", "Assist Magic", # "Assist Skills" RESERVED_CATEGORIES = [ "All Skills", "Recovery", "Recovery Magic", "Recovery Skills", "Attack", "Magical", "Physical", "Assist", "Assist Magic", "Assist Skills" ] # RESERVED_CATEGORY index RESERVED_CATEGORY_INDEX = {} # RESERVED_CATEGORY_INDEX_BATTLE index (Battle) RESERVED_CATEGORY_INDEX_BATTLE = {}
# 予約カテゴリ index 作成 RESERVED_CATEGORIES.each { |c| RESERVED_CATEGORY_INDEX[c] = CATEGORY_IDENTIFIER.index(c) RESERVED_CATEGORY_INDEX_BATTLE[c] = CATEGORY_IDENTIFIER_BATTLE.index(c) } # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Unless you know what you're doing, it's best not to alter anything beyond # # this point, as this only affects the tags used for "Notes" in database. # # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Whatever word(s) are after the separator ( | ) in the following lines are # what are used to determine what is searched for in the "Notes" section.
# Regular Expression Defined module Regexp # Base Skill Module module Skill # Catagory Tag String CATEGORY = /<(?:CATEGORY|classification|category?)[ ]*(.*)>/i end end end
#============================================================================== # ■ RPG::Skill #==============================================================================
class RPG::Skill < RPG::UsableItem #-------------------------------------------------------------------------- # ○ スキル分類のキャッシュ生成 (非戦闘時) #-------------------------------------------------------------------------- def create_categorize_skill_cache @__skill_category = []
# 自動振り分け if KGC::CategorizeSkill::ENABLE_AUTO_CATEGORIZE prefix = auto_categorize_prefix if prefix != nil suffix = auto_categorize_suffix @__skill_category << KGC::CategorizeSkill::RESERVED_CATEGORY_INDEX[prefix] @__skill_category << KGC::CategorizeSkill::RESERVED_CATEGORY_INDEX[prefix + suffix] end @__skill_category.compact! end
# メモ欄 self.note.split(/[\r\n]+/).each { |line| if line =~ KGC::CategorizeSkill::Regexp::Skill::CATEGORY # カテゴリ c = KGC::CategorizeSkill::CATEGORY_IDENTIFIER.index($1) @__skill_category << c if c != nil end }
if @__skill_category.empty? @__skill_category << KGC::CategorizeSkill::SKILL_DEFAULT_CATEGORY_INDEX elsif KGC::CategorizeSkill::NOT_ALLOW_DUPLICATE # 最後に指定したカテゴリに配置 @__skill_category = [@__skill_category.pop] end end #-------------------------------------------------------------------------- # ○ スキル分類のキャッシュ生成 (戦闘時) #-------------------------------------------------------------------------- def create_categorize_skill_battle_cache @__skill_category_battle = []
# 自動振り分け if KGC::CategorizeSkill::ENABLE_AUTO_CATEGORIZE prefix = auto_categorize_prefix if prefix != nil suffix = auto_categorize_suffix @__skill_category_battle << KGC::CategorizeSkill::RESERVED_CATEGORY_INDEX_BATTLE[prefix] @__skill_category_battle << KGC::CategorizeSkill::RESERVED_CATEGORY_INDEX_BATTLE[prefix + suffix] end @__skill_category_battle.compact! end
# メモ欄 self.note.split(/[\r\n]+/).each { |line| if line =~ KGC::CategorizeSkill::Regexp::Skill::CATEGORY # カテゴリ c = KGC::CategorizeSkill::CATEGORY_IDENTIFIER_BATTLE.index($1) @__skill_category_battle << c if c != nil end }
if @__skill_category_battle.empty? @__skill_category_battle << KGC::CategorizeSkill::SKILL_DEFAULT_CATEGORY_INDEX_BATTLE elsif KGC::CategorizeSkill::NOT_ALLOW_DUPLICATE # 最後に指定したカテゴリに配置 @__skill_category_battle = [@__skill_category_battle.pop] end end #-------------------------------------------------------------------------- # ○ 自動振り分け先の接頭辞 #-------------------------------------------------------------------------- def auto_categorize_prefix if is_recover? return "Recovery" elsif is_attack? return "Attack" elsif is_assist? return "Assist" else return nil end end #-------------------------------------------------------------------------- # ○ 自動振り分け先の接尾辞 #-------------------------------------------------------------------------- def auto_categorize_suffix return (physical_attack ? "Skill" : "Magic") end #-------------------------------------------------------------------------- # ○ 回復スキル判定 #-------------------------------------------------------------------------- def is_recover? result = for_friend? # 対象が味方 result &= (occasion != 3) # 使用不可でない result &= (base_damage < 0) || # ダメージ量が負、または (plus_state_set.empty? && # ステートを付加せずに解除する !minus_state_set.empty?) return result end #-------------------------------------------------------------------------- # ○ 攻撃スキル判定 #-------------------------------------------------------------------------- def is_attack? result = for_opponent? # 対象が敵 result &= battle_ok? # 戦闘中に使用可能 result &= (base_damage > 0) # ダメージ量が正 return result end #-------------------------------------------------------------------------- # ○ 補助スキル判定 #-------------------------------------------------------------------------- def is_assist? result = (scope != 0) # 対象が [なし] 以外 result &= battle_ok? # 戦闘中に使用可能 result &= !(plus_state_set.empty? && minus_state_set.empty?) # ステートが変化する return result end #-------------------------------------------------------------------------- # ○ スキルのカテゴリ (非戦闘時) #-------------------------------------------------------------------------- def skill_category create_categorize_skill_cache if @__skill_category == nil return @__skill_category end #-------------------------------------------------------------------------- # ○ スキルのカテゴリ (戦闘時) #-------------------------------------------------------------------------- def skill_category_battle create_categorize_skill_battle_cache if @__skill_category_battle == nil return @__skill_category_battle end end
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#============================================================================== # ■ Game_Actor #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_writer :last_skill_category # カーソル記憶用 : スキルカテゴリ #-------------------------------------------------------------------------- # ● オブジェクト初期化 # actor_id : アクター ID #-------------------------------------------------------------------------- alias initialize_KGC_CategorizeSkill initialize def initialize(actor_id) initialize_KGC_CategorizeSkill(actor_id)
@last_skill_category = 0 end #-------------------------------------------------------------------------- # ○ カーソル記憶用のカテゴリ取得 #-------------------------------------------------------------------------- def last_skill_category @last_skill_category = 0 if @last_skill_category == nil return @last_skill_category end end
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#============================================================================== # ■ Window_Skill #==============================================================================
class Window_Skill < Window_Selectable #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :category # カテゴリ #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # width : ウィンドウの幅 # height : ウィンドウの高さ # actor : アクター #-------------------------------------------------------------------------- alias initialize_KGC_CategorizeSkill initialize def initialize(x, y, width, height, actor) @category = 0
initialize_KGC_CategorizeSkill(x, y, width, height, actor) end #-------------------------------------------------------------------------- # ○ カテゴリ設定 #-------------------------------------------------------------------------- def category=(value) @category = value refresh end #-------------------------------------------------------------------------- # ○ スキルをリストに含めるかどうか # skill : スキル #-------------------------------------------------------------------------- unless $@ alias include_KGC_CategorizeSkill? include? if method_defined?(:include?) end def include?(skill) return false if skill == nil
if defined?(include_KGC_CategorizeSkill?) return false unless include_KGC_CategorizeSkill?(skill) end
# 分類しない場合は含める if $game_temp.in_battle return true unless KGC::CategorizeSkill::ENABLE_IN_BATTLE reserved_index = KGC::CategorizeSkill::RESERVED_CATEGORY_INDEX_BATTLE skill_category = skill.skill_category_battle else return true unless KGC::CategorizeSkill::ENABLE_NOT_IN_BATTLE reserved_index = KGC::CategorizeSkill::RESERVED_CATEGORY_INDEX skill_category = skill.skill_category end # 「全種」なら含める return true if @category == reserved_index["All Skills"] # カテゴリ一致判定 return (skill_category.include?(@category)) end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh @data = [] for skill in @actor.skills next unless include?(skill) @data.push(skill) if skill.id == @actor.last_skill_id self.index = @data.size - 1 end end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end end
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#============================================================================== # □ Window_SkillCategory #------------------------------------------------------------------------------ # スキル画面でカテゴリ選択を行うウィンドウです。 #==============================================================================
class Window_SkillCategory < Window_Command #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize if $game_temp.in_battle cols = KGC::CategorizeSkill::CATEGORY_WINDOW_COLUMNS_BATTLE width = KGC::CategorizeSkill::CATEGORY_WINDOW_COL_WIDTH_BATTLE space = KGC::CategorizeSkill::CATEGORY_WINDOW_COL_SPACE_BATTLE commands = KGC::CategorizeSkill::CATEGORY_NAME_BATTLE position = KGC::CategorizeSkill::CATEGORY_WINDOW_POSITION_BATTLE else cols = KGC::CategorizeSkill::CATEGORY_WINDOW_COLUMNS width = KGC::CategorizeSkill::CATEGORY_WINDOW_COL_WIDTH space = KGC::CategorizeSkill::CATEGORY_WINDOW_COL_SPACE commands = KGC::CategorizeSkill::CATEGORY_NAME position = KGC::CategorizeSkill::CATEGORY_WINDOW_POSITION end width = width * cols + 32 width += (cols - 1) * space super(width, commands, cols, 0, space) self.x = position[0] self.y = position[1] self.z = 1000 self.index = 0 end #-------------------------------------------------------------------------- # ● ヘルプテキスト更新 #-------------------------------------------------------------------------- def update_help if $game_temp.in_battle text = KGC::CategorizeSkill::CATEGORY_DESCRIPTION[self.index] else text = KGC::CategorizeSkill::CATEGORY_DESCRIPTION_BATTLE[self.index] end @help_window.set_text(text) end end
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#============================================================================== # ■ Scene_Skill #==============================================================================
if KGC::CategorizeSkill::ENABLE_NOT_IN_BATTLE class Scene_Skill < Scene_Base #-------------------------------------------------------------------------- # ● 開始処理 #-------------------------------------------------------------------------- alias start_KGC_CategorizeSkill start def start start_KGC_CategorizeSkill
@category_window = Window_SkillCategory.new @category_window.help_window = @help_window show_category_window end #-------------------------------------------------------------------------- # ● 終了処理 #-------------------------------------------------------------------------- alias terminate_KGC_CategorizeSkill terminate def terminate terminate_KGC_CategorizeSkill
@category_window.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias update_KGC_CategorizeSkill update def update @category_window.update
update_KGC_CategorizeSkill
if @category_window.active update_category_selection end end #-------------------------------------------------------------------------- # ○ カテゴリ選択の更新 #-------------------------------------------------------------------------- def update_category_selection unless @category_activated @category_activated = true return end
# 選択カテゴリー変更 if @last_category_index != @category_window.index @skill_window.category = @category_window.index @skill_window.refresh @last_category_index = @category_window.index end
if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::C) Sound.play_decision hide_category_window elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor end end #-------------------------------------------------------------------------- # ● スキル選択の更新 #-------------------------------------------------------------------------- alias update_skill_selection_KGC_CategorizeSkill update_skill_selection def update_skill_selection if Input.trigger?(Input::B) Sound.play_cancel show_category_window return elsif Input.trigger?(Input::R) || Input.trigger?(Input::L) # 何もしない return end
update_skill_selection_KGC_CategorizeSkill end #-------------------------------------------------------------------------- # ○ カテゴリウィンドウの表示 #-------------------------------------------------------------------------- def show_category_window @category_window.open @category_window.active = true @skill_window.active = false end #-------------------------------------------------------------------------- # ○ カテゴリウィンドウの非表示 #-------------------------------------------------------------------------- def hide_category_window @category_activated = false @category_window.close @category_window.active = false @skill_window.active = true # スキルウィンドウのインデックスを調整 if @skill_window.index >= @skill_window.item_max @skill_window.index = [@skill_window.item_max - 1, 0].max end end end end
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#============================================================================== # ■ Scene_Battle #==============================================================================
if KGC::CategorizeSkill::ENABLE_IN_BATTLE class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● スキル選択の開始 #-------------------------------------------------------------------------- alias start_skill_selection_KGC_CategorizeSkill start_skill_selection def start_skill_selection start_skill_selection_KGC_CategorizeSkill
# カテゴリウィンドウを作成 @category_window = Window_SkillCategory.new @category_window.help_window = @help_window @category_window.z = @help_window.z + 1000 @skill_window.active = false
# 記憶していたカテゴリを復元 if KGC::CategorizeSkill::REMEMBER_INDEX_IN_BATTLE @category_window.index = @active_battler.last_skill_category @skill_window.category = @category_window.index @skill_window.refresh end end #-------------------------------------------------------------------------- # ● スキル選択の終了 #-------------------------------------------------------------------------- alias end_skill_selection_KGC_CategorizeSkill end_skill_selection def end_skill_selection if @category_window != nil @category_window.dispose @category_window = nil end
end_skill_selection_KGC_CategorizeSkill end #-------------------------------------------------------------------------- # ● スキル選択の更新 #-------------------------------------------------------------------------- alias update_skill_selection_KGC_CategorizeSkill update_skill_selection def update_skill_selection @category_window.update if @category_window.active update_skill_category_selection return elsif Input.trigger?(Input::B) Sound.play_cancel show_category_window return end
update_skill_selection_KGC_CategorizeSkill end #-------------------------------------------------------------------------- # ● スキルの決定 #-------------------------------------------------------------------------- alias determine_skill_KGC_CategorizeSkill determine_skill def determine_skill # 選択したカテゴリを記憶 if KGC::CategorizeSkill::REMEMBER_INDEX_IN_BATTLE && @category_window != nil @active_battler.last_skill_category = @category_window.index end
determine_skill_KGC_CategorizeSkill end #-------------------------------------------------------------------------- # ○ スキルのカテゴリ選択の更新 #-------------------------------------------------------------------------- def update_skill_category_selection @help_window.update
# 選択カテゴリー変更 if @last_category_index != @category_window.index @skill_window.category = @category_window.index @skill_window.refresh @last_category_index = @category_window.index end
if Input.trigger?(Input::B) Sound.play_cancel end_skill_selection elsif Input.trigger?(Input::C) Sound.play_decision hide_category_window end end #-------------------------------------------------------------------------- # ○ カテゴリウィンドウの表示 #-------------------------------------------------------------------------- def show_category_window @category_window.open @category_window.active = true @skill_window.active = false end #-------------------------------------------------------------------------- # ○ カテゴリウィンドウの非表示 #-------------------------------------------------------------------------- def hide_category_window @category_activated = false @category_window.close @category_window.active = false @skill_window.active = true # スキルウィンドウのインデックスを調整 if @skill_window.index >= @skill_window.item_max @skill_window.index = [@skill_window.item_max - 1, 0].max end end end end Bisa tolong buatin patch nya gak ? Masalah consume itu, ane mo nanya dulu. Pas ente buat <ysrs> item 25 : 1 </ysrs> Ini item 25 nya berkurang gak saat skillnya dipake ? ato cuman syarat doank ? Kalo gak berkurang, bikin tipe baru. misal <ysrs> itemc 25 : 1 </ysrs> Yang ini bakal ngurangin item tsb sejumlah satu. Jadi lebih mirip kayak amunisi (walo sebenernya udah ada sih. Tapi takutnya kalo banyak2 script window skill ntr gak compatible) | |
| | | yeki Novice
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-16, 12:18 | |
| oh damn! i did big mistake..!! sori - sori berhubung ga hafal sama librarynya...dah aku fix...kesalahan masih bisa digunakan karena dari script aku sendiri. silahkan di download lagi first post.. oohh bikin skill cost system....ini lagi dibuat kok soalnya ada yang req script ini juga | |
| | | WILR00T #E nalaJ hagneT id lipugN gnakuT
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-16, 14:51 | |
| yahhh... gk ada demo nya ... jadi saya gk bisa make yg gk ada demonya ... seseorang upload demo nya dunnn. | |
| | | ashm Veteran
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-16, 16:10 | |
| Uh, ane kok ada error
Line 230 : NoMethodError occur. Undefined method ' srs' for 1:fixnum.
Am I only the one ? | |
| | | yeki Novice
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-16, 16:33 | |
| iya emang error barusan aku juga kena...dan dah aku perbaiki..sekaligus nambahin require dan consume nya... | |
| | | ashm Veteran
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-17, 00:05 | |
| Wah keren ampe ada syarat HP ama MP segala Tapi sayang nya kek nya gak compatibl deh. Ternyata ane coba di test tankentai demo base aja gak bisa Padahal keren tuh kalo bisa. | |
| | | shikami Member 1000 Konsep
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-17, 00:12 | |
| sepertinya keren.. moga2 banyak jalan ke battle system manapun.. habisnya berguna sih | |
| | | yeki Novice
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-17, 00:52 | |
| @ashm : ga bisa ? tanketai versi berapa ? hm.......udah di coba di letakkan di script paling bawah dari script manapun ?...kalo ga bisa juga tak coba buatin patchnya biar compatible..
@shikami: aaa.....agak sulit kyknya sampe ketawan BS mana aja yang sering dipake... | |
| | | ashm Veteran
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-17, 09:52 | |
| @Yeki : Hu uh, udah ane taro dibawah tankentai ato diatasnya (Tankentai 3.4E + atb 1.2C) Notetag nya di juga ane taro diatas ato dibawah notetag2 Tankentai. ATB udah dipasang copot (Biasanya sih ATB emang paling rentan kompabilitas, dan ada window_skill nya juga). Sebenernya sih kalo ngerepotin gak usah Untuk Require state, switch, ama variable tankentai bisa lewat action sequence nya. Untuk Item juga ane make bullet dari Drdhoom. Ane cuma butuh require Equipment, HP ama MP | |
| | | yeki Novice
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-17, 12:25 | |
| aku baru saja habis download tanketai 3.4e + atb 1.2c dan semua nya baik - baik saja alias script aku berjalan 100% dengan tanketai...mungkin script aku ada yang bentrok dengan punya kk | |
| | | ashm Veteran
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-17, 17:41 | |
| Mata tih ? Apa mungkin taro notetag nya. Ane taro di Multi drain attack [Index skill : 85] karna ntu skill urutan pertama si ralph di demo ntu. <ysrs>switch: 1</ysrs> Ane gitu in di notetag nya. Pas awal mulai main pun gka da switch yang aktif satupun (ane cek di f9) Tapi skill na bisa dipilih. Config nya sih : Hide = 2 Consume = true RPG Tankentai SBS 3.4e & ATB 1.2c (Kaduki Demo) kan ? Posisi2 nya gimana ? | |
| | | yeki Novice
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-17, 18:07 | |
| bener kok jalan di tempat aku...pake SBS 3.4e + 1.2c nih setting di notetagnya trus setting di scriptnya dan ini hasilnya..dengan Hide = 2 Consume = true | |
| | | ashm Veteran
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-17, 22:04 | |
| Wahaha Ia bisa. Wah ane speechless deh. Dari dulu nyari kek ginian tapi suka bug ama ATB. Kek na kudu ngerombak ulang database ama skill2 nya CendoledLangsung back to ojek | |
| | | WILR00T #E nalaJ hagneT id lipugN gnakuT
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-17, 22:29 | |
| @YEKI klo pake yg kaduki nya compatible ng ? | |
| | | yeki Novice
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| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-17, 22:40 | |
| @ashm : senang bisa membantu anda...
@ryuzaki : tetep compatible kok... | |
| | | WILR00T #E nalaJ hagneT id lipugN gnakuT
Posts : 461 Thanked : 11 Engine : Multi-Engine User Skill : Beginner Type : Developer
| Subyek: Re: [VX]Yeki Skill Requirement System 2012-10-19, 21:43 | |
| @yeki oke ane pake OOT ane ISO | |
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