Tampilkan postingan dengan label RPG Maker XP. Tampilkan semua postingan
Tampilkan postingan dengan label RPG Maker XP. Tampilkan semua postingan

bradhawk's CMS




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 !
READMORE
 

Cupski CNS



Scriptnya kenapa kotak2?(apalah gitu)
karena aku tesnya di Demo Punya Orang..

Enjoy!

Insert atau ganti dan copas
Window_NameInput:
Spoiler:
Code:
#==============================================================================
# ■ Window_NameInput
#------------------------------------------------------------------------------
#  名前入力画面で、文字を選択するウィンドウです。
#==============================================================================

class Window_NameInput < Window_Base
  CHARACTER_TABLE =
  [
    "A",  "B",  "C",  "D",  "E",
    "F",  "G",  "H",  "I",  "J",
    "K",  "L",  "M",  "N",  "O",
    "P",  "Q",  "R",  "S",  "T",
    "U",  "V",  "W",  "X",  "Y",
    "Z",  " ",  "1",  "2",  "3",
    "4",  "5",  "6",  "7",  "8",
    "9",  "0",  " ",  "+",  "-",
    ";",  ":",  "'",  ",",  ".",

    "a",  "b",  "c",  "d",  "e",
    "f",  "g",  "h",  "i",  "j",
    "k",  "l",  "m",  "n",  "o",
    "p",  "q",  "r",  "s",  "t",
    "u",  "v",  "w",  "x",  "y",
    "z",  " ",  "!",  "@",  "#",
    "$",  "%",  "^",  "&",  "*",
    "(",  ")",  " ",  "[",  "]",
    "{",  "}",  "<",  ">",  "?",
  ]
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize
    super(160, 128, 320, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype  # "Edit Name" window font
    self.contents.font.size = $defaultfontsize
    @index = 0
    refresh
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # ● 文字の取得
  #--------------------------------------------------------------------------
  def character
    return CHARACTER_TABLE[@index]
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0..89
      x = 4 + i / 5 / 9 * 152 + i % 5 * 28
      y = i / 5 % 9 * 32
      self.contents.draw_text(x, y, 28, 32, CHARACTER_TABLE[i], 1)
    end
    self.contents.draw_text(225, 9 * 32, 64, 32, "OK", 1)
  end
  #--------------------------------------------------------------------------
  # ● カーソルの矩形更新
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # カーソル位置が [決定] の場合
    if @index >= 90
      self.cursor_rect.set(225, 9 * 32, 64, 32)
    # カーソル位置が [決定] 以外の場合
    else
      x = 4 + @index / 5 / 9 * 152 + @index % 5 * 28
      y = @index / 5 % 9 * 32
      self.cursor_rect.set(x, y, 28, 32)
    end
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    # カーソル位置が [決定] の場合
    if @index >= 90
      # カーソル下
      if Input.trigger?(Input::DOWN)
        $game_system.se_play($data_system.cursor_se)
        @index -= 90
      end
      # カーソル上
      if Input.repeat?(Input::UP)
        $game_system.se_play($data_system.cursor_se)
        @index -= 90 - 40
      end
    # カーソル位置が [決定] 以外の場合
    else
      # 方向ボタンの右が押された場合
      if Input.repeat?(Input::RIGHT)
        # 押下状態がリピートでない場合か、
        # カーソル位置が右端ではない場合
        if Input.trigger?(Input::RIGHT) or
          @index / 45 < 3 or @index % 5 < 4
          # カーソルを右に移動
          $game_system.se_play($data_system.cursor_se)
          if @index % 5 < 4
            @index += 1
          else
            @index += 45 - 4
          end
          if @index >= 90
            @index -= 90
          end
        end
      end
      # 方向ボタンの左が押された場合
      if Input.repeat?(Input::LEFT)
        # 押下状態がリピートでない場合か、
        # カーソル位置が左端ではない場合
        if Input.trigger?(Input::LEFT) or
          @index / 45 > 0 or @index % 5 > 0
          # カーソルを左に移動
          $game_system.se_play($data_system.cursor_se)
          if @index % 5 > 0
            @index -= 1
          else
            @index -= 45 - 4
          end
          if @index < 0
            @index += 90
          end
        end
      end
      # 方向ボタンの下が押された場合
      if Input.repeat?(Input::DOWN)
        # カーソルを下に移動
        $game_system.se_play($data_system.cursor_se)
        if @index % 45 < 40
          @index += 5
        else
          @index += 90 - 40
        end
      end
      # 方向ボタンの上が押された場合
      if Input.repeat?(Input::UP)
        # 押下状態がリピートでない場合か、
        # カーソル位置が上端ではない場合
        if Input.trigger?(Input::UP) or @index % 45 >= 5
          # カーソルを上に移動
          $game_system.se_play($data_system.cursor_se)
          if @index % 45 >= 5
            @index -= 5
          else
            @index += 90
          end
        end
      end
      # L ボタンか R ボタンが押された場合
      if Input.repeat?(Input::L) or Input.repeat?(Input::R)
        # ひらがな / カタカナ 移動
        $game_system.se_play($data_system.cursor_se)
        if @index / 45 < 2
          @index += 90
        else
          @index -= 90
        end
      end
    end
    update_cursor_rect
  end
end


Window_NameEdit
Spoiler:
Code:
#==============================================================================
# ■ Window_NameEdit
#------------------------------------------------------------------------------
#  名前入力画面で、名前を編集するウィンドウです。
#==============================================================================

class Window_NameEdit < Window_Base
  #--------------------------------------------------------------------------
  # ● 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_reader  :name                    # 名前
  attr_reader  :index                    # カーソル位置
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    actor    : アクター
  #    max_char : 最大文字数
  #--------------------------------------------------------------------------
  def initialize(actor, max_char)
    super(0, 0, 640, 115)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype  # "Edit Name" window font
    self.contents.font.size = $defaultfontsize
    @actor = actor
    @name = actor.name
    @max_char = max_char
    # 名前を最大文字数以内に収める
    name_array = @name.split(//)[0...@max_char]
    @name = ""
    for i in 0...name_array.size
      @name += name_array[i]
    end
    @default_name = @name
    @index = name_array.size
    refresh
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # ● デフォルトの名前に戻す
  #--------------------------------------------------------------------------
  def restore_default
    @name = @default_name
    @index = @name.split(//).size
    refresh
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # ● 文字の追加
  #    character : 追加する文字
  #--------------------------------------------------------------------------
  def add(character)
    if @index < @max_char and character != ""
      @name += character
      @index += 1
      refresh
      update_cursor_rect
    end
  end
  #--------------------------------------------------------------------------
  # ● 文字の削除
  #--------------------------------------------------------------------------
  def back
    if @index > 0
      # 一字削除
      name_array = @name.split(//)
      @name = ""
      for i in 0...name_array.size-1
        @name += name_array[i]
      end
      @index -= 1
      refresh
      update_cursor_rect
    end
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # 名前を描画
    name_array = @name.split(//)
    for i in 0...@max_char
      c = name_array[i]
      if c == nil
        c = ""
      end
      x = 320 - @max_char * 14 + i * 28
      self.contents.draw_text(x, 32, 28, 32, c, 1)
    end
    # グラフィックを描画
    draw_actor_graphic(@actor, 320 - @max_char * 14 - 167, 75)
  end
  #--------------------------------------------------------------------------
  # ● カーソルの矩形更新
  #--------------------------------------------------------------------------
  def update_cursor_rect
    x = 320 - @max_char * 14 + @index * 28
    self.cursor_rect.set(x, 32, 28, 32)
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    update_cursor_rect
  end
end


Scene_Name
Spoiler:
Code:
#==============================================================================
# ■ Scene_Name
#------------------------------------------------------------------------------
#  名前入力画面の処理を行うクラスです。
#==============================================================================

class Scene_Name
  #--------------------------------------------------------------------------
  # ● メイン処理
  #--------------------------------------------------------------------------
  def main
    # アクターを取得
    @actor = $game_actors[$game_temp.name_actor_id]
    # ウィンドウを作成
    @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
    @input_window = Window_NameInput.new
    #Make spritesets map
    @map_Terlihat= Spriteset_Map.new
    # トランジション実行
    Graphics.transition
    # メインループ
    loop do
      # ゲーム画面を更新
      Graphics.update
      # 入力情報を更新
      Input.update
      # フレーム更新
      update
      # 画面が切り替わったらループを中断
      if $scene != self
        break
      end
    end
    # トランジション準備
    Graphics.freeze
    # ウィンドウを解放
    @map_Terlihat.dispose
    @edit_window.dispose
    @input_window.dispose
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    # ウィンドウを更新
@map_Terlihat.update
    @edit_window.update
    @input_window.update
    # B ボタンが押された場合
    if Input.repeat?(Input::B)
      # カーソル位置が 0 の場合
      if @edit_window.index == 0
        return
      end
      # キャンセル SE を演奏
      $game_system.se_play($data_system.cancel_se)
      # 文字を削除
      @edit_window.back
      return
    end
    # C ボタンが押された場合
    if Input.trigger?(Input::C)
      # カーソル位置が [決定] の場合
      if @input_window.character == nil
        # 名前が空の場合
        if @edit_window.name == ""
          # デフォルトの名前に戻す
          @edit_window.restore_default
          # 名前が空の場合
          if @edit_window.name == ""
            # ブザー SE を演奏
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          # 決定 SE を演奏
          $game_system.se_play($data_system.decision_se)
          return
        end
        # アクターの名前を変更
        @actor.name = @edit_window.name
        # 決定 SE を演奏
        $game_system.se_play($data_system.decision_se)
        # マップ画面に切り替え
        $scene = Scene_Map.new
        return
      end
      # カーソル位置が最大の場合
      if @edit_window.index == $game_temp.name_max_char
        # ブザー SE を演奏
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # 文字が空の場合
      if @input_window.character == ""
        # ブザー SE を演奏
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # 決定 SE を演奏
      $game_system.se_play($data_system.decision_se)
      # 文字を追加
      @edit_window.add(@input_window.character)
      return
    end
  end
end




Enjoy

Edited Version :D
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Combo Aktivato for Tankentai SBS




Fitur

  • Di sela mukul akan ada aktivator kombo
  • klo berhasil kombo bakal lanjut, klo ga playernya balik ke posisi asal
  • waktu delay bisa diubah
  • setiap char bisa dibuat beda2 combonya, tergantung dia pelajari yang mana
  • buat ganti kombo di menu status...
  • attack per hit bisa di modif...
  • dll (lupa gw)



Screenshots

liat di RMXP support aja...

nih threadnya


Demo

nih demonya


Scripts

ambil di demo aja... soalnya mesti pake tankentainya juga
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Combo Activator

intinya neh add-on tankentai SBS (XP-converted by Atoa)jadi pas mo mukul taw ngeluarin skill tar keluar kotakan di musuhnya...
kan ada 2 kotak... satu besar satu kecil...
yang besar makin mengecil, nah sampe besarnya kotak besar ama kecil itu sama si player harus mencet tombol action klo mo terusin kombo...

yah... gitu deh intinya, klo ga ngerti coba aja langsung

nih di ziddu
tolong di DL trus di tes ya...

nih di MF
tolong di DL trus di tes ya...

neh scin cotnya...




Selamat mencoba...
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[XP]Rei Tower Defense



Pengenalan

Nyoba bikin sistem tower defense untuk RM. .
Ga terlalu buggy :(, dan kalo ada yg mau mungkin bisa dipelajari :)
Tekan antara A,Q,W,Z,D untuk mulai membuat tower
gerakkan mouse utk pilih tempat
kli kiri utk pasang tower
klik kanan utk batal

bug : tower masih bisa ditumpuk2 di 1 koordinat



Changelog

P-Alpha 0.1
  • Baru ada orang yg jalan ngikutin jalur
  • Bikin path nya di script, 0 berarti jalur musuh, 2 berarti spawn point nya

Beta 0.6
  • Sudah ada 5 basic tower, bisa nembak, keliatan rangenya berapa jauh
  • Musuh udah bisa mati




Screenshots







Demo

Beta 0.6



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Damage Pop Up




Fitur

  • Bisa munculin text damage sendiri tanpa mesti pake ABS



Screenshots




Scripts

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


Caranya, kalo mau bikin damage sendiri ketik kode ini di script call

Code:
$scene.damage(event, string, random, color)


event = ID event yg jadi target (player = -1), kalo 0 ga ngaruh
string = string damagenya (jangan lupa string itu pake tanda ' ')
random = posisi damagenya (usahain angkanya jangan kebanyakan)
> (rekomendasi antara 0 - 10 aja)
color = warnanya
syntax : Color.new(R, G, B)

contoh

Code:
$scene.damage(-1, 'meong is kucing', 0, Color.new(255,0,0))

artinya damagenya akan berwarna merah dengan tulisan meong is kucing terus muncul diatas kepala player

oh iya kalo ga mau repot begini saja dah cukup kok

Code:
$scene.damage(-1, 'meong is kucing')

nanti damagenya akan berwarna putih biasa (default)

kalo mau munculin variabel contohnya seperti ini

Code:

x = $game_variables[1]
$scene.damage(-1, x.to_s, 0, Color.new(255,0,0))

nanti damagenya akan sama seperti variabel 1, warna merah, terus muncul diatas kepala player
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Respawn dari Game Over




Fitur

  • Bikin player bisa balik ke tempat terakhir save kalau gameover



Screenshots






Demo

Ga perlu lah


Scripts

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




Cukup taruh diatas main
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Rusted Skill Shop




Fitur

  • Yang jelas dengan system ini, actor ga langsung learning skill tapi harus beli dulu
  • di sini juga bisa ngilangin skill yang dah di pelajari (BUAT APA...?? ^^)



Screenshots

Langsung DL aja demonya, tar keliatan. soalnya ga sempet bikin screenshotsnya... di warnet nih kk


Demo
mediafire.com m5zmznwiknr


Scripts

intinya ngedit cara manggil shop processing dari event biar pas dibuka bukan shop biasa tapi skill shop
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Menu tembus Pandang




Fitur

  • Membuat Scene Menu, Item, Equip, Skill, Status, Shop, File, Name, End jadi agak tembus pandang



Screenshots





Scripts

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



Cukup ditaro dibawah scene debug
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Item Art Color




Fitur

  • Liat aja SSnya



Screenshots






Scripts

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
#--------------------------------------------------------------------------


taro dibawah scene_debug, dibawah Stormtronic CMS kalo make
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Bikin Battle Mode jadi Bagus...







Langsung aja gan
 open here
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