class Helper #-------------------------------------------------------------------------- # * Scripts berikut ini cuman isenk dwank ko ^^ # dikredit makasih kaga juga terserah soalnya gampang bgt :hammer: # bisa dipake buat ngebantu eventing # SEMOGA BERMANFAAT :sembah: # # cara pake : # - insertkan script ini somewhere above main # - panggil script melalui menu Script yang ada di tab ketiga # Event Command, tau kan? # - contoh cara panggil : # $phipi.gp("Beach",10,0) # ^ ganti parallax jadi beach, scroll horizontal kecepatan 10 # # $phipi.lkk(4,1,1,6) # ^ event dengan id 4 jump ke 1,1 dengan speed 6 alias x4 Faster # # $phipi.css(4,"A",1) # ^ event dengan id 4 self switch A dinyalakan #-------------------------------------------------------------------------- # Isenk 1 ganti paralax (request pochi, maybe) # nama_parallax : nama file gambar yang akan dijadikan parallax # (tanpa extensi) # speed_x : kecepatan scrool horizontal (angka) # speed_y : kecepatan scrool vertikal (angka) # Contoh pemanggilan : $phipi.gp("BlueSky",0,5) def gp(nama_parallax, speed_x, speed_y) $game_map.newparallax(nama_parallax,speed_x,speed_y) end # Isenk 2 lompat ke koordinat (ngisenk aja) # id_event : id asli event (angka) # koor_x : koordinat x tujuan # koor_y : koordinat y tujuan # kecepatan_gerakan : kecepatan_gerakan (angka antara 1-6) # Contoh pemanggilan : $phipi.lkk(4,1,2,6) def lkk(id_event, koor_x, koor_y, kecepatan_gerakan) $game_map.events[id_event].jumpto(koor_x,koor_y,kecepatan_gerakan) end # Isenk 3 control self switches (request Oscar) # id_event : id asli event (angka) # self_switch : kode self switch ("A", "B", "C", "D") # status : status self switch (1 = ON, 0 = OFF) # Contoh pemanggilan : $phipi.css(4,"A",0) def css(id_event, self_switch, status) $game_map.interpreter.sswitch(id_event, self_switch, status) end
# Isenk 4 : fitur yang ini dibuat kk rusted_71 buat menuhin requestnya Oscar # cara pakenya tinggal pake tag \P[nomor_actor_di dalam urutan party] # misal \P[1] atau \P[2] # Isenk 5 : Multiple Splash Screen (request Shikami) # cara pakainya dijelaskan di bawah situ # gambar yang mau dipakai disimpan di folder System attr_accessor :splash attr_accessor :sound def initialize @splash= nil # jika anda ingin menampilkan splash screen ganti nil menjadi # ["gambarsplash1","gambarsplash2"] misal ["BlueSky","Ocean"] @sound= nil # jika ingin memberikan SE pada tiap splash yang muncul ganti # nil dengan "namaSE" misal "Earth1" end end
#-------berikut ini source codenya kalo pengen tau, gampang aja kok---------
class Scene_Title def start super load_database # Load database create_game_objects # Create game objects check_continue # Determine if continue is enabled create_splash_screen($phipi.splash,$phipi.sound) create_title_graphic # Create title graphic create_command_window # Create command window play_title_music # Play title screen music end # method yang ini diperbaikin sm rusted_71 ^^ alias new_create_game_objects create_game_objects def create_game_objects new_create_game_objects $phipi = Helper.new end #-------------------------------------------------------------------------- # * Create Splash Screen #-------------------------------------------------------------------------- def create_splash_screen(splash,sound) @splash = splash @sound = sound if @splash != nil for i in 0..@splash.size-1 if @sound != nil Audio.se_play("Audio/SE/" + @sound, 100, 100) end @sprite = Sprite.new @sprite.bitmap = Cache.system(@splash[i]) Graphics.freeze Graphics.transition(70) Graphics.fadeout(20) @sprite.dispose Graphics.fadein(1) end end end end
class Game_Map #-------------------------------------------------------------------------- # * Parallax Background Setup Change # parallax_name : the parallax file name, without file extension. # sloop_x : speed for horizontal movement # sloop_y : speed for vertical movement # # Example : $game_map.newparallax("Beach",10,10) #-------------------------------------------------------------------------- def newparallax(parallax_name, sloop_x, sloop_y) @parallax_name = parallax_name @parallax_loop_x = true @parallax_loop_y = true @parallax_sx = sloop_x @parallax_sy = sloop_y end end
class Game_Character #-------------------------------------------------------------------------- # * Jumping to Coordinate # co_x : destination x coordinat # co_y : destination y coordinat # mov_speed : movement speed (1,2,3,4,5,6) # # Example :$game_map.events[1].jumpto(1,1,6) #-------------------------------------------------------------------------- def jumpto(co_x,co_y, mov_speed) @move_speed = mov_speed jump(co_x - @x, co_y - @y) end end
class Game_Interpreter #-------------------------------------------------------------------------- # * Self Switches Remote Control # eveid : event id # ssw_key : kode self switches ("A","B","C","D") # state : 0 = off 1 = on # # Example : $game_map.interpreter.sswitch(1,"A",1) #-------------------------------------------------------------------------- def sswitch(eveid, ssw_key, state) key = [@map_id, eveid, ssw_key] case state when 0 $game_self_switches[key] = false else $game_self_switches[key] = true end $game_map.need_refresh = true end end
class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # * Display Actor Name According to Party Order # This method will allow you to call the name of actor # according to their party order by using \P[no] tag in show text command # # Example, use this code in show text command : \P[1] : I am on first order #-------------------------------------------------------------------------- alias new_convert_special_characters convert_special_characters def convert_special_characters new_convert_special_characters @text.gsub!(/\\[Pp]\[([0-9]+)\]/i) { $game_party.members[$1.to_i - 1].name } end end
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