LAMPIRAN : LISTING PROGRAM
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1 1 LAMPIRAN : LISTING PROGRAM 1. Modules a. Modul Vocab Modul ini mefinisikan persyaratan dan pesan dari beberapa data sebagai konstan Variabel. Shop Screen ShopBuy ShopSell ShopCancel Possession = "Beli" = "Jual" = "Batal" = "Dimiliki" Status Screen ExpTotal = "Current Exp" ExpNext = "To Next %s" Save/Load Screen SaveMessage = "Disimpan di mana?" LoadMessage = "Lanjutkan yang mana?" File = "Data" Display when there are multiple members PartyName = "%s's Party" Basic Battle Messages Emerge = "%s emerged!" Preemptive = "%s got the upper hand!"
2 2 Surprise = "%s was surprised!" EscapeStart = "%s has started to escape!" EscapeFailure = "However, it was unable to escape!" Battle Ending Messages Victory = "%s was victorious!" Defeat = "%s was defeated." ObtainExp = "%s EXP received!" ObtainGold = "%s\\g found!" ObtainItem = "%s found!" LevelUp = "%s is now %s %s!" ObtainSkill = "%s learned!" Use Item UseItem = "%s uses %s!" Critical Hit CriticalToEnemy = "An excellent hit!!" CriticalToActor = "A painful blow!!" Results for Actions on Actors ActorDamage = "%s took %s damage!" ActorRecovery = "%s recovered %s %s!" ActorGain = "%s gained %s %s!" ActorLoss = "%s lost %s %s!" ActorDrain = "%s was drained of %s %s!" ActorNoDamage = "%s took no damage!" ActorNoHit = "Miss! %s took no damage!" Results for Actions on Enemies EnemyDamage = "%s took %s damage!"
3 3 EnemyRecovery = "%s recovered %s %s!" EnemyGain = "%s gained %s %s!" EnemyLoss = "%s lost %s %s!" EnemyDrain = "Drained %s %s from %s!" EnemyNoDamage = "%s took no damage!" EnemyNoHit = "Missed! %s took no damage!" Evasion/Reflection Evasion = "%s evaded the attack!" MagicEvasion = "%s nullified the magic!" MagicReflection = "%s reflected the magic!" CounterAttack = "%s counterattacked!" Substitute = "%s protected %s!" Buff/Debuff BuffAdd = "%s's %s went up!" DebuffAdd = "%s's %s went down!" BuffRemove = "%s's %s returned to normal." Skill or Item Had No Effect ActionFailure = "There was no effect on %s!" Error Message PlayerPosError = "Player's starting position is not set." EventOverflow = "Common event calls exceeded the limit." Basic Status def self.basic(basic_id) $data_system.terms.basic[basic_id]
4 4 Parameters def self.param(param_id) $data_system.terms.params[param_id] Equip Type def self.etype(etype_id) $data_system.terms.etypes[etype_id] Commands def self.command(command_id) $data_system.terms.commands[command_id] Currency Unit def self.currency_unit $data_system.currency_unit def self.level; basic(0); Level def self.level_a; basic(1); Level (short) def self.hp; basic(2); HP def self.hp_a; basic(3); HP (short) def self.mp; basic(4); MP def self.mp_a; basic(5); MP (short) def self.tp; basic(6); TP def self.tp_a; basic(7); TP (short) def self.fight; command(0); Fight def self.escape; command(1); Escape def self.attack; command(2); Attack
5 5 def self.guard; command(3); Guard def self.item; command(4); Items def self.skill; command(5); Skills def self.equip; command(6); Equip def self.status; command(7); Status def self.formation; command(8); Change Formation def self.save; command(9); Save def self.game_; command(10); Exit Game def self.weapon; command(12); Weapons def self.armor; command(13); Armor def self.key_item; command(14); Key Items def self.equip2; command(15); Change Equipment def self.optimize; command(16); Ultimate Equipment def self.clear; command(17); Remove All def self.new_game; command(18); New Game def self.continue; command(19); Continue def self.shutdown; command(20); Shut Down def self.to_title; command(21); Go to Title def self.cancel; command(22); Cancel b. Module Sound Module Sound ini memainkan efek suara. Diperoleh dengan efek suara yang ditentukan dalam Database dari $ data_system, dan memainkan mereka. System Sound Effect def self.play_system_sound(n) $data_system.sounds[n].play
6 6 Cursor Movement def self.play_cursor play_system_sound(0) Decision def self.play_ok play_system_sound(1) Cancel def self.play_cancel play_system_sound(2) Buzzer def self.play_buzzer play_system_sound(3) Equip def self.play_equip play_system_sound(4) Save def self.play_save play_system_sound(5)
7 7 Load def self.play_load play_system_sound(6) Battle Start def self.play_battle_start play_system_sound(7) Escape def self.play_escape play_system_sound(8) Enemy Attack def self.play_enemy_attack play_system_sound(9) Enemy Damage def self.play_enemy_damage play_system_sound(10) Enemy Collapse def self.play_enemy_collapse play_system_sound(11) Boss Collapse 1
8 8 def self.play_boss_collapse1 play_system_sound(12) Boss Collapse 2 def self.play_boss_collapse2 play_system_sound(13) Actor Damage def self.play_actor_damage play_system_sound(14) Actor Collapse def self.play_actor_collapse play_system_sound(15) Recovery def self.play_recovery play_system_sound(16) Miss def self.play_miss play_system_sound(17) Evasion def self.play_evasion
9 9 play_system_sound(18) Magic Evasion def self.play_magic_evasion play_system_sound(19) Magic Reflection def self.play_reflection play_system_sound(20) Shop def self.play_shop play_system_sound(21) Use Item def self.play_use_item play_system_sound(22) Use Skill def self.play_use_skill play_system_sound(23) c. Module Cache
10 10 Modul ini memuat masing-masing grafis, membuat objek bitmap, dan mempertahankannya. Modul ini dibuat untuk mempercepat load dan menghemat memori. def self.animation(filename, hue) load_bitmap("graphics/animations/", filename, hue) * Get Battle Background (Floor) Graphic def self.battleback1(filename) load_bitmap("graphics/battlebacks1/", filename) * Get Battle Background (Wall) Graphic def self.battleback2(filename) load_bitmap("graphics/battlebacks2/", filename) * Get Battle Graphic def self.battler(filename, hue) load_bitmap("graphics/battlers/", filename, hue) * Get Character Graphic def self.character(filename) load_bitmap("graphics/characters/", filename)
11 11 * Get Face Graphic def self.face(filename) load_bitmap("graphics/faces/", filename) * Get Parallax Background Graphic def self.parallax(filename) load_bitmap("graphics/parallaxes/", filename) * Get Picture Graphic def self.picture(filename) load_bitmap("graphics/pictures/", filename) * Get System Graphic def self.system(filename) load_bitmap("graphics/system/", filename) * Get Tileset Graphic def self.tileset(filename) load_bitmap("graphics/tilesets/", filename)
12 12 * Get Title (Background) Graphic def self.title1(filename) load_bitmap("graphics/titles1/", filename) * Get Title (Frame) Graphic def self.title2(filename) load_bitmap("graphics/titles2/", filename) * Load Bitmap def self.load_bitmap(folder_name, filename, hue = = {} if filename.empty? empty_bitmap elsif hue == 0 normal_bitmap(folder_name + filename) else hue_changed_bitmap(folder_name + filename, hue) * Create Empty Bitmap def self.empty_bitmap Bitmap.new(32, 32)
13 13 * Create/Get Normal Bitmap def = Bitmap.new(path) unless * Create/Get Hue-Changed Bitmap def self.hue_changed_bitmap(path, hue) key = [path, hue] unless * Check Cache Existence def &&!@cache[key].disposed? * Clear Cache def = GC.start
14 14 2. Game Objects a. Class Game_Temp Kelas ini menangani data sementara yang tidak termasuk dengan data simpan. Contoh kelas ini direferensikan oleh $ game_temp. attr_reader :common_event_id Common Event ID attr_accessor :fade_type Fade Type at Player Transfer * Object Initialization def = = 0 * Reserve Common Event Call def = common_event_id * Clear Common Event Call Reservation def = 0
15 15 * Determine Reservation of Common Event Call def > 0 * Get Reserved Common Event def reserved_common_event $data_common_events[@common_event_id] b. Class Game_Switches Kelas ini menangani Switch yang disusun berdasarkn Array. def = [] * Get Switch def false * Set Switch value : ON (true) / OFF (false)
16 16 def []=(switch_id, = value on_change * Processing When Setting Switches def on_change $game_map.need_refresh = true 3. Sprites a. Class Spirte_Base Kelas untuk menambahkan animasi sprite. class Sprite_Base < Sprite * Class = = = {} * Object Initialization def initialize(viewport = nil) = true Sprite use flag
17 = 0 Remaining time of animation * Free def dispose super dispose_animation * Frame Update def update * Determine if animation is being displayed def nil * Start Animation def start_animation(animation, mirror = false) = animation
18 = mirror + 1 load_animation_bitmap make_animation_sprites set_animation_origin * Set Animation Speed def = 4 Fixed value by default * Read (Load) Animation Graphics def load_animation_bitmap animation1_name animation1_hue animation2_name = Cache.animation(animation1_name, = Cache.animation(animation2_name, += 1 = += 1
19 19 else = 1 Graphics.frame_reset * Create Animation Spirtes def = [] &&!@@ani_spr_checker.include?(@animation) 16.times do sprite = ::Sprite.new(viewport) sprite.visible = if!@ani_duplicated == * Set Animation Origin def set_animation_origin == 3 if viewport == nil
20 = Graphics.width / = Graphics.height / 2 = viewport.rect.width / = viewport.rect.height / 2 = x - ox + width / = y - oy + height / 2 == -= height / 2 == += height / 2 * Free Animation def -= 1 == if -= 1 ==
21 { sprite sprite.dispose = = = = nil * Update Animation def update_animation return unless -= 1 == 0 > 0 frame_index frame_index -= (@ani_duration - 1) do timing animation_process_timing(timing) if timing.frame == frame_index else _animation * End Animation
22 22 def _animation dispose_animation * Set Animation Sprite frame : Frame data (RPG::Animation::Frame) def animation_set_sprites(frame) cell_data = do sprite, i next unless sprite pattern = cell_data[i, 0] if!pattern pattern < 0 sprite.visible = false next sprite.bitmap = pattern < sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern % 100 / 5 * 192, 192, 192) sprite.x - cell_data[i, 1] sprite.y + cell_data[i, 2] sprite.angle = (360 - cell_data[i, 4]) sprite.mirror = (cell_data[i, 5] == 0) else sprite.x + cell_data[i, 1] sprite.y + cell_data[i, 2] sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1)
23 23 sprite.z = self.z i sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / sprite.zoom_y = cell_data[i, 3] / sprite.opacity = cell_data[i, 6] * self.opacity / sprite.bl_type = cell_data[i, 7] * SE and Flash Timing Processing timing : Timing data (RPG::Animation::Timing) def animation_process_timing(timing) timing.se.play case timing.flash_scope when 1 self.flash(timing.flash_color, timing.flash_duration when 2 if viewport &&!@ani_duplicated viewport.flash(timing.flash_color, timing.flash_duration when 3 self.flash(nil, timing.flash_duration a. Module Tambahan
24 24 a. HUD Energi Module ini membuat tampilan energy yang digunakan sebagai tolak ukur masa akrif pemain per hari. def = = = = = = = = = Bitmap.new(544,416) if = = = = = = = = = Cache.system(BACKGROUND) unless = = = = []
25 = = = = FONT_SIZE def =!@use_hud if SceneManager.scene_is?(Scene_Map) def = $game_actors[id] self.update if SceneManager.scene_is?(Scene_Map) def self.use_hud def = wat
26 26 def self.actor def self.update(forced=false) unless forced return if return if not SceneManager.scene_is?(Scene_Map) return if return if == == == == == rect_bg = Rect.new(BG_X,BG_Y,BG_WIDTH,BG_HEIGHT) if rect =
27 27 b. Module Gold_Map Module yang memunculkan jumlah uang di interface. def initialize super(0, 0, window_width, fitting_height(1)) refresh * Get Window Width def window_width return 160 * Refresh def refresh contents.clear draw_currency_value(value, currency_unit, 4, 0, contents.width - 8) * Get Party Gold def value $game_party.gold Get Currency Unit
28 28 def currency_unit Vocab::currency_unit * Open Window def open refresh super
29 S U R A T K E T E R A N G A N Hasil Uji Program Tugas Akhir Yang bertanda tangan di bawah ini, menerangkan bahwa Mahasiswa Tugas Akhir Program Diploma 3 Teknik Informatika: N a m a : M. RIZKY ZULKARNAIN N I M : Program Studi Judul Tugas Akhir : D-III TEKNIK INFORMATIKA : PEMBUATAN GAME FRUIT ENTRPRENEUR DENGAN MENGGUNAKAN ENGINE RPG MAKER VX ACE Telah melaksanakan test program Tugas Akhir Mahasiswa tersebut di atas pada tanggal Dengan Hasil : Sukses / Gagal Demikian diterangkan untuk digunakan melengkapi syarat paftaran Ujian Meja Hijau Tugas Akhir Mahasiswa bersangkutan di Departemen Matematika FMIPA USU Medan. Medan, 2014 Dosen Pembimbing/Kepala Lab. Komputer, Drs. Partano Siagian M.Sc NIP
30 KEMENTERIAN PENDIDIKAN NASIONAL UNIVERSITAS SUMATERA UTARA FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM Jl. Bioteknologi No. 1 Kampus USU Telp. (061) Fax. (061) Medan Dekanat@FMIPA.USU.AC.ID Kartu Bimbingan Tugas Akhir Mahasiswa Nama : M. Rizky Zulkarnain Nomor Induk Mahasiswa : Judul Tugas Akhir Dosen Pembimbing : Pembuatan Game Fruit Entrepreneur Dengan Menggunkan Engine RPG Make Vx Ace : Drs. Partano Siagian M.Sc Tanggal Mulai Bimbingan : Agustus 2014 Tanggal Selesai Bimbingan : 2014 Tanggal Asisten Pembahasan Pada Asistensi No Bimbingan Mengenai, Pada Bab : 1 Proposal Tugas Akhir 2 Bab 1 3 Bab 2 4 Bab 3 5 Bab 4 6 Bab 5 7 Pengujian Program * Kartu ini harap dikembalikan ke Departemen Matematika bila bimbingan Mahasiswa telah selesai. Paraf Dosen Pembimbing Keterangan Diketahui, Ketua Program Studi D3 Teknik Informatika FMIPA USU Disetujui, Pembimbing Utama/ Penanggung Jawab Dr. Elly Rosmaini, M. Si Drs. Partano Siagian M.Sc NIP NIP
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