Fitur
- Hmmm...CMS khusus buat 1 member di party
- truzz, sama ajah kok kae menu biasa, tak ada ++ nyah
Screenshots
Demo
ga pake...
Scripts
dL Scriptnyah CLICK HERE !

Goreng insum dan goreng insum dan kembali ke goreng insum

Goreng insum dan goreng insum dan kembali ke goreng insum

Goreng insum dan goreng insum dan kembali ke goreng insum

Goreng insum dan goreng insum dan kembali ke goreng insum

Goreng insum dan goreng insum dan kembali ke goreng insum
| Spoiler: | ||
|
| Spoiler: | ||
|
| Spoiler: | ||
|
| Code: |
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Damage Pop Up # Author : LiTTleDRAgo #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= module LiTTleDRAgo DMGFONT = "Calibri" # Damage font DMGSIZE = 17 # Ukuran font DMGBOLD = true DMGITALIC = true end class Damage_String < Sprite include LiTTleDRAgo def initialize(id = -1, s = "", r = 0, c = Color.new(255,255,255)) super(Viewport.new(0,0,640,480)); self.bitmap = Bitmap.new(96,32) self.bitmap.font.name = DMGFONT; self.bitmap.font.size = DMGSIZE self.bitmap.font.bold = DMGBOLD; self.bitmap.font.italic = DMGITALIC self.bitmap.font.color = Color.new(0,0,0) self.bitmap.draw_text(1,1,96,32,s.to_s,1); self.bitmap.font.color = c self.bitmap.draw_text(0,0,96,32,s.to_s,1) self.x = $game_player.screen_x - 48 - r + 2*rand(r) if id == -1 self.y = $game_player.screen_y - 48 - r + 2*rand(r) if id == -1 self.x = $game_map.events[id].screen_x - 48 - r + 2*rand(r) if id > 0 self.y = $game_map.events[id].screen_y - 48 - r + 2*rand(r) if id > 0 self.z = 1000; @opacity = 0 end def update; self.y -= 2; @opacity += 0.5; self.opacity -= @opacity; end end class Scene_Map alias_method :damage_main, :main alias_method :damage_update, :update def main; @damage = []; damage_main; end def damage(id = -1, s = "", r = 0, c = Color.new(255,255,255)) @damage << Damage_String.new(id, s, r, c);end; def update @damage.each_with_index{ |d,i| d.update} @damage.delete_if { |d| d.opacity == 0 ? true : false} damage_update end end |
| Code: |
$scene.damage(event, string, random, color)
|
| Code: |
$scene.damage(-1, 'meong is kucing', 0, Color.new(255,0,0))
|
| Code: |
$scene.damage(-1, 'meong is kucing')
|
| Code: |
x = $game_variables[1] $scene.damage(-1, x.to_s, 0, Color.new(255,0,0)) |
| Code: |
#============================================================================== # ** Respawn dari Game Over # Dibuat oleh LiTTleDRAgo #------------------------------------------------------------------------------ class Game_System attr_accessor :respawn_map_id attr_accessor :respawn_player_x attr_accessor :respawn_player_y alias_method :drago_init, :initialize def initialize drago_init @respawn_map_id = $data_system.start_map_id @respawn_player_x = $data_system.start_x @respawn_player_y = $data_system.start_y end end class Scene_Gameover alias_method :drago_main, :main def main @transferring = false s1 = "Kembali ke Save Point" s2 = "Kembali ke Title" s3 = "Keluar dari Game" @choice_window = Window_Command.new(392, [s1, s2, s3]) @choice_window.back_opacity = 160 @choice_window.x = 320 - @choice_window.width / 2 @choice_window.y = 308 drago_main end def update @choice_window.update if Input.trigger?(Input::C) case @choice_window.index when 0 command_respawn when 1 command_title when 2 command_shutdown end end end def command_respawn respawn_map_id = $game_system.respawn_map_id respawn_map_x = $game_system.respawn_player_x respawn_map_y = $game_system.respawn_player_y $game_system.se_play($data_system.decision_se) @choice_window.dispose Audio.me_stop for actor in $game_party.actors actor.hp = 1 @exp = actor.exp actor.exp = (@exp - 10000) actor.exp = 0 if actor.exp < 0 end $game_map.setup(respawn_map_id) $game_player.moveto(respawn_map_x, respawn_map_y) $game_player.refresh $game_map.autoplay $game_map.update $scene = Scene_Map.new end def command_title $game_system.se_play($data_system.decision_se) Audio.me_fade(800) @choice_window.dispose $scene = Scene_Title.new end def command_shutdown $game_system.se_play($data_system.decision_se) Audio.me_fade(800) $scene = nil end end class Scene_Save < Scene_File alias_method :new_decision, :on_decision def on_decision(filename) $game_system.respawn_map_id = $game_map.map_id $game_system.respawn_player_x = $game_player.x $game_system.respawn_player_y = $game_player.y new_decision(filename) end end |
| Code: |
module DRAgoCFG
def create_spriteset case self when Scene_File @spriteset_bgmap = (Sprite.new.bitmap = RPG::Cache.title("001-Title01")) when Scene_End @spriteset_bgmap = (Sprite.new.bitmap = RPG::Cache.title("001-Title01")) else; @spriteset_bgmap = Spriteset_Map.new; end end def dispose_spriteset; @spriteset_bgmap.dispose; end end class Window_Base < Window alias xeodrago_initialize initialize def initialize(x, y, w, h); xeodrago_initialize(x, y, w, h) self.back_opacity = 160 if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Item) || $scene.is_a?(Scene_Skill) || $scene.is_a?(Scene_Equip) || $scene.is_a?(Scene_Status) || $scene.is_a?(Scene_Shop) || $scene.is_a?(Scene_File) || $scene.is_a?(Scene_Name) || $scene.is_a?(Scene_End) end end class Scene_Menu;include DRAgoCFG; alias xeodrago_main main def main; create_spriteset; xeodrago_main; dispose_spriteset; end;end class Scene_Item;include DRAgoCFG; alias xeodrago_main main def main; create_spriteset; xeodrago_main; dispose_spriteset; end;end class Scene_Shop;include DRAgoCFG; alias xeodrago_main main def main; create_spriteset; xeodrago_main; dispose_spriteset; end;end class Scene_Name;include DRAgoCFG; alias xeodrago_main main def main; create_spriteset; xeodrago_main; dispose_spriteset; end;end class Scene_Skill;include DRAgoCFG; alias xeodrago_main main def main; create_spriteset; xeodrago_main; dispose_spriteset; end;end class Scene_Equip;include DRAgoCFG; alias xeodrago_main main def main; create_spriteset; xeodrago_main; dispose_spriteset; end;end class Scene_Status; include DRAgoCFG; alias xeodrago_main main def main; create_spriteset; xeodrago_main; dispose_spriteset; end;end class Scene_File; include DRAgoCFG; alias xeodrago_main main def main; create_spriteset; xeodrago_main; dispose_spriteset; end;end class Scene_End;include DRAgoCFG; alias xeodrago_main main def main; create_spriteset; xeodrago_main; dispose_spriteset; end;end |
| Code: |
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Item Art Color # Version: 1.01 # Author : LiTTleDRAgo #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= module LiTTleDRAgo #------------------------------------------------------------------------------ # Disini Config Warna Itemnya # when (ID Item) then return (Jenis Kategori Item) # bisa juga kalau # when (ID Item) then return (Color/warna yang diinginkan) #------------------------------------------------------------------------------ def self.ItemColor(i) case i when 2,4,5 then return Type('common') when 3 then return Type('epic') when 6 then return Color.new(119, 255, 0, 255) when 7 then return Color.new(120, 20 , 0, 255) end return Color.normal_color end #------------------------------------------------------------------------------ # CONFIG END #------------------------------------------------------------------------------ #------------------------------------------------------------------------------ # Disini Config Warna Senjata # when (ID Weapon) then return (Jenis Kategori Weapon) #------------------------------------------------------------------------------ def self.WeaponColor(i) case i when 2 then return Type('common') when 4 then return Type('rare') end return Color.normal_color end #------------------------------------------------------------------------------ # CONFIG END #------------------------------------------------------------------------------ #------------------------------------------------------------------------------ # Disini Config Warna Armor # when (ID Armor) then return (Jenis Kategori Armor) #------------------------------------------------------------------------------ def self.ArmorColor(i) case i when 1 then return Type('fire') when 2 then return Type('common') when 3 then return Type('wind') when 6,7 then return Type('epic') end return Color.normal_color end #------------------------------------------------------------------------------ # CONFIG END #------------------------------------------------------------------------------ #------------------------------------------------------------------------------ # Disini Config Jenis Kategorinya # when (Jenis Kategori) then return (Color/warna yang diinginkan) #------------------------------------------------------------------------------ def self.Type(x) case x when 'common' then return Color.new(255, 255, 0 , 255) when 'rare' then return Color.new(120, 20 , 0 , 255) when 'epic' then return Color.new(119, 255, 0 , 255) when 'awesome' then return Color.new(80 , 80 , 240, 255) #------------------------------------------------------------------------------ when 'fire' then return Color.red when 'ice' then return Color.cyan when 'thunder' then return Color.purple when 'wind' then return Color.green when 'earth' then return Color.magenta when 'light' then return Color.light_gray when 'dark' then return Color.dark_gray #------------------------------------------------------------------------------ end return Color.normal_color end end #------------------------------------------------------------------------------ # CONFIG SELESAI, KALO EDIT YANG DIBAWAH INI TANGGUNG SENDIRI #------------------------------------------------------------------------------ #------------------------------------------------------------------------------ # SDK Check (Ga ada SDK juga ga apa-apa kok) #------------------------------------------------------------------------------ if Object.const_defined?('SDK') SDK.log('Item Art Color', 'LiTTleDRAgo', 4, '01.02.11') @drago_artcolors_disabled = true if !SDK.enabled?('Item Art Color') end if !@drago_artcolors_disabled #------------------------------------------------------------------------------ # KODINGANNYA DIMULAI DARI SINI #------------------------------------------------------------------------------ class Window_Base alias_method :drago_drawitemname, :draw_item_name def drago_item_colors(item,type = 0) return normal_color if item == nil @item_colored = true case item when RPG::Item then return LiTTleDRAgo.ItemColor (item.id) when RPG::Weapon then return LiTTleDRAgo.WeaponColor(item.id) when RPG::Armor then return LiTTleDRAgo.ArmorColor (item.id) end @item_colored = nil return disabled_color end def draw_item_name(item, x, y) drago_drawitemname(item, x, y) return if item == nil self.contents.font.color = drago_item_colors(item) self.contents.draw_text(x + 28, y, 212, 32, item.name) if @item_colored end end class Window_ShopBuy < Window_Selectable alias_method :drago_itemcolors_drawitem, :draw_item def draw_item(index) drago_itemcolors_drawitem(index) self.contents.font.color = drago_item_colors(@data[index]) if @item_colored self.contents.draw_text(32,index * 32, 212, 32, @data[index].name, 0) end end end class Window_ShopSell < Window_Selectable alias_method :drago_itemcolors_drawitem, :draw_item def draw_item(index) drago_itemcolors_drawitem(index) self.contents.font.color = drago_item_colors(@data[index]) if @item_colored x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 self.contents.draw_text(x + 28, y, 212, 32, @data[index].name) end end end class Window_EquipItem < Window_Selectable alias_method :drago_itemcolors_drawitem, :draw_item def draw_item(index) drago_itemcolors_drawitem(index) self.contents.font.color = drago_item_colors(@data[index]) if @item_colored x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 self.contents.draw_text(x + 28, y, 212, 32, @data[index].name) end end end class Window_Item < Window_Selectable alias_method :drago_itemcolors_drawitem, :draw_item def draw_item(index) drago_itemcolors_drawitem(index) self.contents.font.color = drago_item_colors(@data[index]) if @item_colored x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 self.contents.draw_text(x + 28, y, 212, 32, @data[index].name) end end end class Color def Color.normal_color return Color.new(255, 255, 255, 255) end def Color.white(a = 255) return Color.new(255, 255, 255, a) end def Color.black(a = 255) return Color.new(0, 0, 0, a) end def Color.red(a = 255) return Color.new(255, 0, 0, a) end def Color.green(a = 255) return Color.new(0, 255, 0, a) end def Color.blue(a = 255) return Color.new(0, 0, 255, a) end def Color.purple(a = 255) return Color.new(255, 0, 255, a) end def Color.yellow(a = 255) return Color.new(255, 255, 0, a) end def Color.cyan(a = 255) return Color.new(0, 255, 255, a) end def Color.magenta(a = 255) return Color.new(255, 255, 0, a) end def Color.light_gray(a = 255) return Color.new(192, 192, 192, a) end def Color.gray(a = 255) return Color.new(128, 128, 128, a) end def Color.dark_gray(a = 255) return Color.new(64, 64, 64, a) end def Color.pink(a = 255) return Color.new(255, 175, 175, a) end def Color.orange(a = 255) return Color.new(255, 200, 0, a) end end #-------------------------------------------------------------------------- # Ini Buat STCMS #-------------------------------------------------------------------------- if $stormtronics_cms class Window_CMSItem < Window_Selectable alias_method :drago_itemcolors_drawitem, :draw_item def draw_item(i) drago_itemcolors_drawitem(i) if @data[i].is_a?(RPG::Item) || @mode == nil number = $game_party.item_number(@data[i].id) self.contents.font.color = LiTTleDRAgo.ItemColor(@data[i].id) if !$game_party.item_can_use?(@data[i].id) self.contents.font.color.alpha = 128 end elsif @data[i].is_a?(RPG::Weapon) number = $game_party.weapon_number(@data[i].id) self.contents.font.color = LiTTleDRAgo.WeaponColor(@data[i].id) self.contents.font.color.alpha = 128 elsif @data[i].is_a?(RPG::Armor) number = $game_party.armor_number(@data[i].id) self.contents.font.color = LiTTleDRAgo.ArmorColor(@data[i].id) self.contents.font.color.alpha = 128 end self.contents.draw_text(32, i*32, 212, 32, @data[i].name, 0) self.contents.draw_text(308, i*32, 16, 32, ':', 1) self.contents.draw_text(324, i*32, 24, 32, number.to_s, 2) end end class Window_EquipmentItem < Window_CMSItem alias_method :drago_itemcolors_drawitem, :draw_item def draw_item(i) drago_itemcolors_drawitem(i) case @data[i] when RPG::Weapon self.contents.font.color = LiTTleDRAgo.WeaponColor(@data[i].id) if !@actor.equippable?($data_weapons[@data[i].id]) self.contents.font.color.alpha = 128 end number = $game_party.weapon_number(@data[i].id) when RPG::Armor self.contents.font.color = LiTTleDRAgo.ArmorColor(@data[i].id) if !@actor.equippable?($data_armors[@data[i].id]) self.contents.font.color.alpha = 128 end number = $game_party.armor_number(@data[i].id) end self.contents.draw_text(32, i*32, 212, 32, @data[i].name, 0) self.contents.draw_text(308, i*32, 16, 32, ':', 1) self.contents.draw_text(324, i*32, 24, 32, number.to_s, 2) end end class Window_CMSEquipItem < Window_Selectable alias_method :drago_itemcolors_drawitem, :draw_item def draw_item(i) drago_itemcolors_drawitem(i) case @data[i] when RPG::Weapon number = $game_party.weapon_number(@data[i].id) self.contents.font.color = LiTTleDRAgo.WeaponColor(@data[i].id) when RPG::Armor number = $game_party.armor_number(@data[i].id) self.contents.font.color = LiTTleDRAgo.ArmorColor(@data[i].id) end self.contents.draw_text(32, i*32, 212, 32, @data[i].name, 0) self.contents.draw_text(212, i*32, 16, 32, ':', 1) self.contents.draw_text(228, i*32, 24, 32, number.to_s, 2) end end end #-------------------------------------------------------------------------- # SDK Check End #-------------------------------------------------------------------------- end #-------------------------------------------------------------------------- # END OF SCRIPT #-------------------------------------------------------------------------- |
Copyright © 2012 Shadows Was Here / Template by : Urangkurai