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 [XP] Alissa's Quest CMS

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Alissa
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PostSubject: [XP] Alissa's Quest CMS   
Sun Jul 31, 2011 9:54 pm


Alissa's Quest CMS
Version: 1.0
Type: Custom Menu System


Pengenalan

CMS (custom menu system) ini menambahkan menu Quests di bagian Main Menu. Quests digunakan untuk melihat misi-misi yang telah dilaksanakan/belum.

Spoiler:
 



Petunjuk & Pemasangan

Di class Quests sudah disediakan fungsi buat manipulasi quest, yaitu: $quests.add_quest(objective) dan $quests.mark_quest(idx,mark). Pada penggunaannya di event, untuk menambahkan quest, gunakan event command (nomor variable nya sesuai kebutuhan anda, untuk menyimpan indeks quest baru):
Code:
@>Script: $game_variables[1] = $quests.add_quest("Sample Quest")
untuk menandai bahwa quest yg diberi 'telah dilaksanakan', gunakan event command:
Code:
@>Script: $quests.mark_quest($game_variables[1],1)

Script nya silahkan taruh diatas "Main"
Btw, kalo ngalamin masalah missing font saat jalanin demo, berarti anda butuh font "Gabriola", atau hilangin bagian di "Main":
Code:
  Font.default_name = "Gabriola"
  Font.default_size = 40



Demo

Link: http://www.mediafire.com/?eomaunf7863yf6f


Script

Quest CMS - Scene_Quest:
Code:
#==============================================================================
# Alissa's Quest CMS
# for RPG Maker XP
# Version 1.0
#==============================================================================
# Information:
#  This CMS (custom menu system) adds Quests menu, allowing you to see
#  your missions you have to do.
#
#  To add a quest, use event command:
#    @>Script: $game_variables[1] = $quests.add_quest("Sample Quest")
#  To mark the quest as completed (1)/incomplete (0), use event command:
#    @>Script: $quests.mark_quest($game_variables[1],1)
#
# Credit
#  Alissa Liu
#
#==============================================================================

#==============================================================================
# ** Quests
#------------------------------------------------------------------------------
# Quest container class. Refer to "$quests" for the instance of
# this class.
#==============================================================================

class Quests
  attr_reader :quest_name
  attr_reader :quest_mark
  def initialize
    @quest_name = Array.new
    @quest_mark = Array.new
  end
  def add_quest(objective)
    @quest_name.push(objective)
    @quest_mark.push(0)
    return @quest_name.length-1
  end
  def mark_quest(idx,mark)
    @quest_mark[idx] = mark
  end
end

#==============================================================================
# ** Window_Quests
#------------------------------------------------------------------------------
# This class shows quest list in Scene_Quest.
#==============================================================================

class Window_Quests < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 640, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if $quests.quest_name.length>0
      for i in 0..$quests.quest_name.length-1
        if $quests.quest_mark[i]==1
          mark = "+"
          mark2 = " (completed)"
        else
          mark = "-"
          mark2 = ""
        end
        self.contents.draw_text(0, 32*i, 640, 32, mark+" "+$quests.quest_name[i]+mark2)
      end
    else
      self.contents.draw_text(0, 0, 640, 32, "(Quests not discovered yet)")
    end
  end
end

#==============================================================================
# ** Scene_Quest
#------------------------------------------------------------------------------
#  This class performs Scene_Quest.
#==============================================================================

class Scene_Quest
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    @questit_window = Window_Help.new
    @questit_window.set_text("Quests")
    @quest_window = Window_Quests.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @questit_window.dispose
    @quest_window.dispose
  end
  def update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(6)
      return
    end
  end
end

Quest CMS - Scene_Menu:
Code:
#==============================================================================
# Alissa's Quest CMS
# for RPG Maker XP
# Version 1.0
#==============================================================================
# Information:
#  This CMS (custom menu system) adds Quests menu, allowing you to see
#  your missions you have to do.
#
#  To add a quest, use event command:
#    @>Script: $game_variables[1] = $quests.add_quest("Sample Quest")
#  To mark the quest as completed (1)/incomplete (0), use event command:
#    @>Script: $quests.mark_quest($game_variables[1],1)
#
# Credit
#  Alissa Liu
#
#==============================================================================

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    s7 = "Quests"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    # Make steps window
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      when 6  # quests
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_Quest.new
      end
      return
    end
  end
end

Quest CMS - Scene_Title:
Code:
#==============================================================================
# Alissa's Quest CMS
# for RPG Maker XP
# Version 1.0
#==============================================================================
# Information:
#  This CMS (custom menu system) adds Quests menu, allowing you to see
#  your missions you have to do.
#
#  To add a quest, use event command:
#    @>Script: $game_variables[1] = $quests.add_quest("Sample Quest")
#  To mark the quest as completed (1)/incomplete (0), use event command:
#    @>Script: $quests.mark_quest($game_variables[1],1)
#
# Credit
#  Alissa Liu
#
#==============================================================================

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables    = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party        = Game_Party.new
    $game_troop        = Game_Troop.new
    $game_map          = Game_Map.new
    $game_player        = Game_Player.new
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $quests = Quests.new
    $scene = Scene_Map.new
  end
end


Credit

  • Alissa Liu





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[XP] Alissa's Quest CMS

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