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| [SOLVED]Bagaimana Cr Munculin Wajah | |
| 2010-01-04, 17:01 | [SOLVED]Bagaimana Cr Munculin Wajah |
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allanRPG Newbie
Posts : 53 Thanked : 0 Engine : RMVX
| wah , mungkin para member disini n pada moderator uda pada bosen ya baca pertanyaan'' gue yg gag guna , well , kali ini gue mw tanya , gmn caranya agar pada saat berbicara dengan NPC , di RPGXP itu textnya bisa keluar muka orang . jadi misalnya kita ngomong ama kakek'' , ada muka kakek'' yg sebelumnya uda kita buat sendiri , nah , cara masangnya itu gmn . buat kk moderator , jgn bosen'' ya ngelock thread gue klo seandainya uda kelar pertanyaan gue ini . |
| | | 2010-01-04, 17:07 | Re: [SOLVED]Bagaimana Cr Munculin Wajah |
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dnasman
Admin Kodok Ganteng Indonesia™
Posts : 1361 Thanked : 21 Engine : RMXP Skill : Intermediate Type : Event Designer
Awards:
| http://www.rmxpunlimited.net/index.php/rmxp/rgss-scripts/system-enhances/99-advanced-message-script-release-4.html?start=1 baca2 dulu semoga membantu |
| | | 2010-01-04, 17:09 | Re: [SOLVED]Bagaimana Cr Munculin Wajah |
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Tamu Tamu
| Itu pake Script... bukan event atau sejenisnya. kalo kamu mau pk vx baru bisa pk event untuk munculin wajah. kamu bisa keliling nge guugel kok OOT : allan kamu bisa tanya apa aja di sini... gag usah malu.., and saran... mendingan tritnya di buat lebih jelas Contoh : [Ask]Bagaimana cara Munculin Wajah |
| | | 2010-01-04, 17:32 | Re: [SOLVED]Bagaimana Cr Munculin Wajah |
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allanRPG Newbie
Posts : 53 Thanked : 0 Engine : RMVX
| wahaha , emang sebenernya pengen nyusahin kalian semua . lebih enak nanya ama kalian'' pada , biar kaga sepi n semua member baru yg gag tau hal kyk gt pas buka thread ini jadi tau . anyway , kk dnasman di sana kan ketulis kyk gn \f[FaceName] FaceName must be the filename of a graphic file found in the directoyr Graphics\Pictures of your RPG Maker XP project. The file must be a PNG of 96X96 pixels. You do not need to write the file extention. translate : \f[nama muka] ( apa coba nama muka ) nama muka harus nama-file dari grafikfile yang ada di directory graphics\picture di RPG MAKER XP project . nama-file harus gambar PNG , pixel nya 96x96 ( klo kebalik gawad ) dan anda tidak harus menulis file extention ( klo nama file mukaallanganteng.png , ya tulis aja \F[mukaallanganteng] nah , yg mau saya tanya , itu gambarnya terletak di sebelah mana text , berhubung saya ol dari warnet dan kaga ada program RPGXPnya , itung'' nyusahin jg . wahahhaha ! |
| | | 2010-01-04, 17:36 | Re: [SOLVED]Bagaimana Cr Munculin Wajah |
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shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| umumnya gambar di sebelah kanan teks...kalau bisa customisasi script pindah ke kiri..juga bisa sih kalau mau yang lain pake Universal Messaging system by Ccoa... cari aja di gugel (biar sama2 nyusahin!) |
| | | 2010-01-04, 17:46 | Re: [SOLVED]Bagaimana Cr Munculin Wajah |
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allanRPG Newbie
Posts : 53 Thanked : 0 Engine : RMVX
| waaa . gag bisa pake yg \f[xxx] ginama ini ?????? oke'' gue uda dapet caranya : pake dulu ini : Face & Emo - Spoiler:
- Code:
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#============================================================================== # Show Face on Message window with Emoticon option #------------------------------------------------------------------------------ # By Nechigawara Sanzenin # Orginal Show Face in Message Window from http://www.rpgrevolution.com/ # WARNING!! : This script can use on RPG Maker XP Only!! (VX Not Support) #============================================================================== =begin
How to Use Show Face Option: Add "\f[FaceName]" To text in message control FaceName must be the filename of a graphic file found in the directory "Graphics\Pictures" of your RPG Maker XP project. The file must be a PNG of 96X96 pixels. You do not need to write the file extention.
How to Use Emoticon Option: Add "\E[Number Of Emoticon]" To text in message control The Emoticon Picture is in "Graphics\Picture". when the line number of emoticonset is 1 , Number of Emoticon is 1. when the line number of emoticonset is 2 , Number of Emoticon is 2. Max of Number of Emoticon is 10. You can set Emoticon's Picture Name at EMO_NAME. You can set Emoticon's Position at EMO_X and EMO_y. You can set frame rate at BALLOON_WAIT. if the message window don't have face,Noting happen.
=end #============================================================================== class Window_Message < Window_Selectable #-------------------------------------------------------------------------- BALLOON_WAIT = 12 EMO_NAME = "Balloon" EMO_X = 93 EMO_Y = 15 #-------------------------------------------------------------------------- alias inc_initialize initialize def initialize inc_initialize @viewport = Viewport.new(0, 0, 544, 416) @viewport.z = z + 50 @balloon_face = 0 create_balloon @pic_show = false end #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end dispose_balloon @viewport.dispose super end #-------------------------------------------------------------------------- alias inc_terminate_message terminate_message def terminate_message inc_terminate_message @balloon_sprite.visible = false @pic_show = false end #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.name = $fontface self.contents.font.size = $fontsize x = y = 0 @cursor_width = 0 # If the choices indentation is done if $game_temp.choice_start == 0 x = 8 end # When there is a message of the waiting of indication if $game_temp.message_text != nil text = $game_temp.message_text # check face graphic if (/\A\\[Ff]\[(.+?)\]/.match(text))!=nil then @face_file = $1 + ".png" if FileTest.exist?("Graphics/Pictures/" + $1 + ".png") self.contents.blt(0, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) @pic_show = true end text.gsub!(/\\[Ff]\[(.*?)\]/) { "" } end # Control character processing begin last_text = text.clone text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } end until text == last_text text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end # For convenience,"\\\\" convert to "\000" text.gsub!(/\\\\/) { "\000" } # "\\C" convert to "\001", "\\G" convert to "\002" text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" } text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\003[#{$1}]" } text.gsub!(/\\[Tt]\[([0-9]+)\]/) { "\004[#{$1}]" } text.gsub!(/\\[Zz]\[([0-9]+)\]/) { "\005[#{$1}]" } text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\006[#{$1}]" } # Until acquisition (letter becomes not be able to acquire 1 letter in c, the loop) phrase = "" while ((c = text.slice!(/./m)) != nil) # \\ = Show letter " \ " if c == "\000" # You reset to original letter c = "\\" end # \C = Change text color if c == "\001" # Modifying letter color text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end # To the following letter next end # \G = Show window gold if c == "\002" nowwidth = self.contents.text_size(phrase).width self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) x += nowwidth phrase = "" # Drawing up the Gold window dough if @gold_window == nil @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width if $game_temp.in_battle @gold_window.y = 192 else @gold_window.y = self.y >= 128 ? 32 : 384 end @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end # To the following letter next end # \F Change Font Face if c == "\003" text.sub!(/\[([0-9]+)\]/, "") fontface = $1.to_i case fontface when 1 self.contents.font.name = "AngsanaUPC" when 2 self.contents.font.name = "BrowalliaUPC" when 3 self.contents.font.name = "CordiaUPC" when 4 self.contents.font.name = "DilleniaUPC" when 5 self.contents.font.name = "EucrosiaUPC" when 6 self.contents.font.name = "FreesiaUPC" when 7 self.contents.font.name = "IrisUPC" when 8 self.contents.font.name = "JasmineUPC" when 9 self.contents.font.name = "KodchiangUPC" when 10 self.contents.font.name = "LilyUPC" when 11 self.contents.font.name = "Microsoft Sans Serif" when 12 self.contents.font.name = "Tahoma" else self.contents.font.name = $fontface end # To the following letter next end # \T Change Font Type if c == "\004" text.sub!(/\[([0-9]+)\]/, "") fonttype = $1.to_i case fonttype when 1 self.contents.font.bold = true self.contents.font.italic = false when 2 self.contents.font.bold = false self.contents.font.italic = true when 3 self.contents.font.bold = true self.contents.font.italic = true else self.contents.font.bold = false self.contents.font.italic = false end # To the following letter next end # \Z Change Font Size if c == "\005" text.sub!(/\[([0-9]+)\]/, "") self.contents.font.size = [[$1.to_i, 12].max, 50].min c = "" next end # show emoticon if c == "\006" text.sub!(/\[([0-9]+)\]/, "") if @pic_show == true @balloon_face = $1.to_i refresh_balloon end c = "" next end # In case of line feed character if c == "\n" nowwidth = self.contents.text_size(phrase).width if @pic_show == true self.contents.draw_text (120 + x, 32 * y, nowwidth, 32, phrase) else self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) end x += nowwidth phrase = "" # If the choices renewing the width of cursor if y >= $game_temp.choice_start @cursor_width = [@cursor_width, x].max end # y Adding 1 y += 1 x = 0 # If the choices indentation is done if y >= $game_temp.choice_start x = 8 end # To the following letter next end # Drawing letter # Adding the width of the letter which is drawn in x phrase.concat (c) end if phrase != "" nowwidth = self.contents.text_size(phrase).width if @pic_show == true self.contents.draw_text (120 + x, 32 * y, nowwidth, 32, phrase) else self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) end x += nowwidth phrase = "" end end # In case of choices if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end # In case of numerical input if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end #-------------------------------------------------------------------------- def update super # In case of fading in update_balloon if @fade_in self.contents_opacity += 24 if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end # When it is in the midst of numerical inputting if @input_number_window != nil @input_number_window.update # Decision if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true # Releasing the numerical input window @input_number_window.dispose @input_number_window = nil terminate_message end return end # When it is in the midst of message indicating if @contents_showing # If it is not in the midst of indicating the choices, indicating pause sign if $game_temp.choice_max == 0 self.pause = true end # Cancellation if Input.trigger?(Input::B) if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0 $game_system.se_play($data_system.cancel_se) $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1) terminate_message end end # Decision if Input.trigger?(Input::C) if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end terminate_message end return end # While fading out when there is a message or choices of the waiting of indication at other than if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true reset_window refresh Graphics.frame_reset self.visible = true self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end # There is no message which it should indicate, but when the window is visible state if self.visible @fade_out = true self.opacity -= 48 if self.opacity == 0 self.visible = false @fade_out = false $game_temp.message_window_showing = false end return end end #-------------------------------------------------------------------------- def create_balloon dispose_balloon @balloon_duration = 8 * 8 + BALLOON_WAIT @balloon_sprite = ::Sprite.new(@viewport) @balloon_sprite.bitmap = RPG::Cache.picture(EMO_NAME) @balloon_sprite.ox = 16 @balloon_sprite.oy = 32 @balloon_sprite.visible = false update_balloon end #-------------------------------------------------------------------------- def refresh_balloon if @balloon_face == 0 or @balloon_face > 10 @balloon_sprite.visible = false else @balloon_sprite.visible = true end update_balloon end #-------------------------------------------------------------------------- def update_balloon if @balloon_duration > 0 @balloon_duration -= 1 if @balloon_duration == 0 @balloon_duration = 8 * 8 + BALLOON_WAIT @balloon_duration -= 1 else @balloon_sprite.x = x + EMO_X @balloon_sprite.y = y + EMO_Y @balloon_sprite.z = z + 50 if @balloon_duration < BALLOON_WAIT sx = 7 * 32 else sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32 end sy = (@balloon_face - 1) * 32 @balloon_sprite.src_rect.set(sx, sy, 32, 32) end end end #-------------------------------------------------------------------------- def dispose_balloon if @balloon_sprite != nil @balloon_sprite.dispose @balloon_sprite = nil end end end
trus , donlot dulu ini : masukin ke gra./pict. di project game lo . trus pada line 68 n 69 , di ganti menurut selera . wahahaha !
Terakhir diubah oleh dnasman tanggal 2010-01-05, 07:40, total 3 kali diubah (Reason for editing : kalo codenya banyak dan panjang pake tag [code] diikuti [spoiler] ya :D) |
| | | 2010-01-05, 07:25 | Re: [SOLVED]Bagaimana Cr Munculin Wajah |
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Vsio Xutix Xox
Posts : 2377 Thanked : 18 Engine : Multi-Engine User Skill : Advanced Type : Developer
| X Case closed. Penanya sudah mendapatkan jawabannya. *Thread Locked* (Silakan PM saya jika ingin membuka kembali) @allanRPG: Benar kata declaration963, sebaiknya judul threadnya lebih diperjelas agar yang lain lebih mudah untuk membantu dan lebih mudah untuk menangkap inti dari pertanyaan yang diajukan. Terima kasih . *Judul diganti sesuai saran declaration963* X |
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