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 [Help] AsanTear BS dgn Skill catagories

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irham_24
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[Help] AsanTear BS dgn Skill catagories Empty
PostSubyek: [Help] AsanTear BS dgn Skill catagories   [Help] AsanTear BS dgn Skill catagories Empty2013-07-08, 05:02

maaf kakak ada yg bisa bikin script AsanTear BS sm Skill Catagories kompatibel?
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shikami
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[Help] AsanTear BS dgn Skill catagories Empty
PostSubyek: Re: [Help] AsanTear BS dgn Skill catagories   [Help] AsanTear BS dgn Skill catagories Empty2013-07-08, 07:32

coba kasi link scriptnya lah biar pada tau kaek apa Asantear BS :3
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http://shikamicro.wordpress.com
irham_24
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[Help] AsanTear BS dgn Skill catagories Empty
PostSubyek: Re: [Help] AsanTear BS dgn Skill catagories   [Help] AsanTear BS dgn Skill catagories Empty2013-07-09, 03:28

maaf kakak lupa
ini script Skill Categories
Code:

#===============================================================================
# Skill Categories
# Version 1.3
# Author gameus
#-------------------------------------------------------------------------------
# Intro:
#  Adds Skill Categories to the Default Battle System. For every Skill Category
#  your actor gets a new command, assuming they know skills from that category.
#  Actors also get their default "Skill" command.
#
# Features:
# -Adds new battle commands for each category
# -Separates all skills from every other category/normal category
# -All skills still display in the normal Skill Scene
# -Have as many categories as you want
#
# Version History:
#  1.3 - Added compatibility with Chaos Rage Limit System by Blizzard
#  1.2 - Fixed small bug with Easy Overdrive System by Blizzard
#  1.1 - Added compatibility with Easy Overdrive System by Blizzard
#  1.0 - Initial Release
#
# Instructions:
#  Jump down to the configuration, here's where you will define your Skill
#  Categories.
#  SKILL_SETS        = {
#    "Rank 1" => 17,
#    "Rank 2" => 18,
#    "Rank 3" => 19,
#  }
#  To add a new category, add a new line under the last category and follow
#  the template:
#    "Category Name" => Element_Id,
#  Name it whatever, and make sure to give it an unused element id.

#  To add skills to these categories, you have to add these elements to the
#  skills. Say you wanted Skills 1, 2, 3 to be under the category with the
#  element id of 17, these three skills need to have element id 17 in order
#  to be considered in that category.
#
# Compatibility:
# -Not tested with anything other than the default battle system.
# -Will not work with Skill Separation add-on from Tons of Add-ons by Blizzard
#  But this script would be useless if you were to use it.
# -Will work with Battle Memory Commands by gameus
# -Will not work properly with Battle Icons by Juan, however, other scripts
#  that add similar functionality should work depending on the naming
#  conventions that are required.
# -Not tested with SDK (Probably won't work)
# -Works perfectly with Easy Overdrive System by Blizzard. Place this script
#  below his.
# -If you run into any other scripts that don't work with it, just post it in
#  the topic and I'll try to look at it.
# -Works with Unique Skill Commands by Blizzard.
# -Works with Chaos Rage Limit System by Blizzard, make sure you place this
#  script below it.
#
# Credits:
#  gameus ~ For creating it
#  MarkHest ~ For requesting it and testing it
#===============================================================================

module Gameus
  SKILL_SETS        = {
    "White Magic" => 17,
    "Black Magic" => 18,
    "Rank 3" => 19,
  }
end

$gg_skill_categories = 1.3

#-------------------------------------------------------------------------------
# Scene_Battle
#-------------------------------------------------------------------------------

class Scene_Battle
 
  alias gg_phase3_setup_command_lat phase3_setup_command_window
  def phase3_setup_command_window
    gg_phase3_setup_command_lat
    @actor_command_window.new_items(@active_battler.generate_commands)
  end
 
  alias gg_cats_update_phase3_basic_command update_phase3_basic_command
  def update_phase3_basic_command
    if $crls != nil && $crls >= 6.2
      battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
      restore_commands(battler)
      return if update_sls_input(battler)
      return if update_srs_input(battler)
      return if update_cds_input(battler)
    end
    if $easy_overdrive != nil && $easy_overdrive >= 2.21
      battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
      restore_commands(battler)
      return if update_overdrive_input(battler)
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      phase3_prior_actor
      return
    end
    if Input.trigger?(Input::C)
      case @actor_command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        start_enemy_select
      when 1..@actor_command_window.commands.size - 3
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 1
        start_skill_select
      when @actor_command_window.commands.size - 2
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        phase3_next_actor
      when @actor_command_window.commands.size - 1
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 2
        start_item_select
      end
      return
    end
  end
 
  alias gg_cats_start_skill_select start_skill_select
  def start_skill_select
    gg_cats_start_skill_select
    index = @actor_command_window.index
    @skill_window.index = 0
    @skill_window.refresh(@actor_command_window.commands[index]) if index > 1
  end
 
end

#-------------------------------------------------------------------------------
# Game_Actor
#-------------------------------------------------------------------------------

class Game_Actor < Game_Battler
 
  def generate_commands
    s1, s2 = $data_system.words.attack, $data_system.words.skill
    s3, s4 = $data_system.words.guard, $data_system.words.item
    si = []
    Gameus::SKILL_SETS.each_key {|key|
      skills = @skills.find_all {|id|
        $data_skills[id].element_set.include?(Gameus::SKILL_SETS[key])}
      si.push(key) if skills != []}
    return [s1, s2] + si + [s3, s4]
  end
 
end

#-------------------------------------------------------------------------------
# Window_Command
#-------------------------------------------------------------------------------

class Window_Command < Window_Selectable
 
  attr_accessor :commands
 
  def new_items(commands)
    self.contents.dispose if self.contents != nil
    self.contents = nil
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
  end
 
if $crls != nil && $crls >= 6.2
  alias gg_refresh_skill_cats_lat refresh
  def refresh
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
    gg_refresh_skill_cats_lat
  end
end
 
end

#-------------------------------------------------------------------------------
# Window_Skill
#-------------------------------------------------------------------------------

class Window_Skill < Window_Selectable
 
  alias gg_cats_refresh_skill_window_lat refresh
  def refresh(category = "")
    if !$scene.is_a?(Scene_Battle)
      gg_cats_refresh_skill_window_lat
      return
    end
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    rank = category == "" ? nil : Gameus::SKILL_SETS[category]
    @data = []
    @actor.skills.each {|id|
      skill = $data_skills[id]
      if skill != nil
        if rank == nil
          flag = true
          Gameus::SKILL_SETS.each_value {|element|
            flag = false if skill.element_set.include?(element)}
          @data.push(skill) if flag
        else
          @data.push(skill) if skill.element_set.include?(rank)
        end
      end}
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
 
end

kalo Asan'Tear BS ada di sini
Code:
http://forum.chaos-project.com/index.php?topic=3872.0
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PostSubyek: Re: [Help] AsanTear BS dgn Skill catagories   [Help] AsanTear BS dgn Skill catagories Empty

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[Help] AsanTear BS dgn Skill catagories
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