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 [VX]Yeki Skill Requirement System

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yeki
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yeki


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PostSubyek: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-15, 02:20

Skill Requirement System
Versi: 2.10


Pengenalan

Script 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:
http://pastebin.com/4bpBtNqm


Credits


  • Enterbrain
  • Yeki


Terakhir diubah oleh yeki tanggal 2012-10-16, 16:31, total 1 kali diubah
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ashm
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Skill : Intermediate
Type : Event Designer

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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-15, 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 :D


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yeki
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yeki


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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-15, 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.
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-15, 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 XD
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yeki
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-15, 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.
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-16, 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:

#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:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ 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

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ 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

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ 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

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ 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

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ 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

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ 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)
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-16, 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 :hihi:
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-16, 14:51

yahhh... gk ada demo nya ...
jadi saya gk bisa make yg gk ada demonya ... :D
seseorang upload demo nya dunnn.
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-16, 16:10

Uh, ane kok ada error

Line 230 : NoMethodError occur.
Undefined method ' srs' for 1:fixnum.

Am I only the one ?
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-16, 16:33

iya emang error barusan aku juga kena...dan dah aku perbaiki..sekaligus nambahin require dan consume nya...
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-17, 00:05

Wah keren ampe ada syarat HP ama MP segala :D
Tapi sayang nya kek nya gak compatibl deh.
Ternyata ane coba di test tankentai demo base aja gak bisa :cry:

Padahal keren tuh kalo bisa.
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-17, 00:12

sepertinya keren.. moga2 banyak jalan ke battle system manapun..
habisnya berguna sih

:v
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-17, 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...
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-17, 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. :hmm:
ATB udah dipasang copot (Biasanya sih ATB emang paling rentan kompabilitas, dan ada window_skill nya juga).

Sebenernya sih kalo ngerepotin gak usah :oops:
Untuk Require state, switch, ama variable tankentai bisa lewat action sequence nya.
Untuk Item juga ane make bullet dari Drdhoom. :thumbup:

Ane cuma butuh require Equipment, HP ama MP :D
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-17, 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 XD
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-17, 17:41

Mata tih ? :o
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 ?
:hmm:

Posisi2 nya gimana ?
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-17, 18:07

bener kok jalan di tempat aku...pake SBS 3.4e + 1.2c

nih setting di notetagnya
[VX]Yeki Skill Requirement System Captur15

trus setting di scriptnya
[VX]Yeki Skill Requirement System Captur16

dan ini hasilnya..dengan Hide = 2 Consume = true
[VX]Yeki Skill Requirement System Captur17
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-17, 22:04

Wahaha :peace:
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 :rpuke:

Cendoled

Langsung back to ojek :kabur:

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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-17, 22:29

@YEKI klo pake yg kaduki nya compatible ng ?
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-17, 22:40

@ashm : senang bisa membantu anda...

@ryuzaki : tetep compatible kok...
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PostSubyek: Re: [VX]Yeki Skill Requirement System   [VX]Yeki Skill Requirement System Empty2012-10-19, 21:43

@yeki oke ane pake :D

OOT
ane ISO
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