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Author Topic: Udah pada pake AwesomeMod belon?  (Read 666 times)
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LyNx
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Gupyah~


« Reply #15: July 03, 2009, 09:42:31 AM »

oh iya frameworknya belum :eek
:shake thanks gilang/ka gilang/om gilang :peace
lagi di donlot dulu nih, hehe

Udah bisa, thx banget gilang! :shake
« Last Edit: July 03, 2009, 10:27:51 AM by LyNx » Logged

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niezzz
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« Reply #16: October 26, 2009, 05:03:00 PM »

aduh om gilang..bingung nii apa tu code2 n buat apa? pusing ah..btw cheat extra nya apa aja ni? :mesum  :ngayal
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edhot43
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« Reply #17: February 22, 2010, 12:22:15 PM »

Apanya bang yg bingung? Gw juga bingung.. Hahahahahahaha

(Bingung gw knapa gw sering bgt dipanggil om....  :eek Gw kan masih mudaa...  :mcred)

Nih biar tambah bingung  :hahak.. Salah satu script BookSkill.. Gw jg nggak tau nih script ngapain.  :ngebut

Code:
public class BookSkill : Book, IOmniPlantFeedable, IGameObject, IScriptObject, IScriptLogic, IHasScriptProxy, IObjectUI, IExportableContent, ISkillCallbackUser
{
    // Fields
    [Tunable, TunableComment("Description:  Minutes before sending kFinishdBoookEvent")]
    private static float kMinutesBeforeFinished = 20f;
    private Sim mSimReading;

    // Methods
    public IGameObject CloneForOmniPlant()
    {
        return base.Clone();
    }

    public override IGameObject Copy(bool movingOut)
    {
        BookSkill skill = null;
        BookSkillData data = base.Data as BookSkillData;
        if (data != null)
        {
            skill = CreateOutOfWorld(data);
        }
        return skill;
    }

    public static BookSkill CreateOutOfWorld(BookSkillData data)
    {
        BookSkill skill = GlobalFunctions.CreateObjectOutOfWorld("BookSkill") as BookSkill;
        skill.InitBookCommon(data);
        return skill;
    }

    public static ObjectGuid CreateOutOfWorldID(BookSkillData data, ref Simulator.ObjectInitParameters initData)
    {
        IGameObject obj2 = GlobalFunctions.CreateObjectOutOfWorld("BookSkill", null, initData);
        if (obj2 == null)
        {
            return ObjectGuid.InvalidObjectGuid;
        }
        return obj2.ObjectId;
    }

    public void FinishOneUse()
    {
        if (!Config.BooksNotMagicScrolls)
        {
            base.mOneShotDelete = true;
        }
    }

    public void FinishUnlockSkill(Sim Actor, BookSkillData sData)
    {
        Actor.SkillManager.AddElement(sData.SkillGuid);
        base.BookDialog(Localization.LocalizeString(Actor.IsFemale, "Gameplay/Objects/BookSkill:SkillUnlockDialogText", new object[] { Actor, sData.Skill }), Actor);
    }

    public override void FirstTimeFinished(Sim actor)
    {
        BookSkillData sData = base.Data as BookSkillData;
        if (sData != null)
        {
            if (sData.UnlockSkill)
            {
                this.FinishUnlockSkill(actor, sData);
            }
            if (sData.OneUse)
            {
                this.FinishOneUse();
            }
        }
    }

    public Skill.SkillLevelUpCallback GetSkillCallback()
    {
        return new Skill.SkillLevelUpCallback(this.SkillLevelUpCallback);
    }

    public bool IsFeedable()
    {
        return true;
    }

    public override void LoopDel(StateMachineClient smc, Sim Actor, bool isBookWorm, float deltaTime, float lifeTime)
    {
        ReadBook currentInteraction = Actor.CurrentInteraction as ReadBook;
        if (((currentInteraction != null) && !currentInteraction.mHasSentEventThisInteraction) && (lifeTime > kMinutesBeforeFinished))
        {
            EventTracker.SendEvent(EventTypeId.kReadBook, Actor, this);
            currentInteraction.mHasSentEventThisInteraction = true;
        }
        base.LoopDel(smc, Actor, isBookWorm, deltaTime, lifeTime);
    }

    public override void OnLoad()
    {
        BookSkillData data;
        if (BookData.BookSkillDataList.TryGetValue(base.mBookId, out data))
        {
            base.Data = data;
        }
        base.OnLoad();
    }

    public static void ProcessCallback(BookSkillData data, BookSkill book)
    {
        book.InitBookCommon(data);
        book.RemoveFromWorld();
    }

    public override void ReadPostLoop(bool succeeded, Sim Actor, InteractionInstance interaction)
    {
        BookSkillData data = base.Data as BookSkillData;
        Skill element = Actor.SkillManager.GetElement(data.SkillGuid);
        Actor.SkillManager.StopSkillGain(element.Guid);
        this.mSimReading = null;
        ReadBook book = interaction as ReadBook;
        if (succeeded && !book.mHasSentEventThisInteraction)
        {
            EventTracker.SendEvent(EventTypeId.kReadBook, Actor, this);
            book.mHasSentEventThisInteraction = true;
        }
        element.UnRegisterForSkillLevelUpEvent(new Skill.SkillLevelUpCallback(this.SkillLevelUpCallback), this);
        book.RegisteredSkillEvent = false;
    }

    public override bool ReadPreLoop(Sim Actor, InteractionInstance inst)
    {
        BookSkillData data = base.Data as BookSkillData;
        Skill skill = Actor.SkillManager.AddElement(data.SkillGuid);
        ReadBook book = inst as ReadBook;
        skill.RegisterForSkillLevelUpEvent(new Skill.SkillLevelUpCallback(this.SkillLevelUpCallback), this);
        book.RegisteredSkillEvent = true;
        if (skill.GatedFromLevelingUp)
        {
            base.BookDialog(Localization.LocalizeString("Gameplay/Objects/BookSkill:LackRequirementsDialogText", new object[] { Actor, data.Skill }), Actor);
            return false;
        }
        float pagesMinNorm = data.PagesMinNorm;
        if (Actor.TraitManager.HasElement((TraitNames) (-5175480303478029936L)))
        {
            pagesMinNorm = data.PagesMinBW;
        }
        if (Actor.LotCurrent.GetMetaAutonomyVenueType() == MetaAutonomyVenueType.Library)
        {
            pagesMinNorm += base.BookLibraryReadPPMBonus;
        }
        float rate = pagesMinNorm * data.SkillPointsPerPage;
        data = null;
        Actor.SkillManager.StartSkillGain(skill.Guid, rate);
        this.mSimReading = Actor;
        return true;
    }

    public void SkillLevelUpCallback(int skillLevel)
    {
        BookSkillData data = base.Data as BookSkillData;
        if (skillLevel >= data.MaxSkill)
        {
            this.mSimReading.AddExitReason(ExitReason.Finished);
        }
    }

    public override bool TestReadBook(Sim Actor, bool isAutonomous, ref GreyedOutTooltipCallback greyedOutTooltipCallback)
    {
        GreyedOutTooltipCallback callback = null;
        GreyedOutTooltipCallback callback2 = null;
        GreyedOutTooltipCallback callback3 = null;
        GreyedOutTooltipCallback callback4 = null;
        BookSkillData sData = base.Data as BookSkillData;
        if (sData == null)
        {
            return false;
        }
        if (!sData.ChildCanRead && (Actor.SimDescription.Age == 4))
        {
            if (callback == null)
            {
                callback = delegate {
                    return Localization.LocalizeString(Actor.IsFemale, "Gameplay/Actors/Sim:ChildSkillBookFailure", new object[] { Actor });
                };
            }
            greyedOutTooltipCallback = callback;
            return false;
        }
        if (((sData.MinSkill > 0) && (sData.MinSkill > Actor.SkillManager.GetSkillLevel(sData.SkillGuid))) || (!sData.ChildCanRead && (Actor.SimDescription.Age == 4)))
        {
            if (callback2 == null)
            {
                callback2 = delegate {
                    return Localization.LocalizeString(Actor.IsFemale, "Gameplay/Objects/BookSkill:CannotReadDialogText", new object[] { Actor, sData.Skill });
                };
            }
            greyedOutTooltipCallback = callback2;
            return false;
        }
        if (sData.MaxSkill <= Actor.SkillManager.GetSkillLevel(sData.SkillGuid))
        {
            if (callback3 == null)
            {
                callback3 = delegate {
                    return Localization.LocalizeString(Actor.IsFemale, "Gameplay/Objects/BookSkill:SimTooAdvancedText", new object[] { Actor, sData.Skill });
                };
            }
            greyedOutTooltipCallback = callback3;
            return false;
        }
        if (Actor.MoodManager.StressInteractionTest())
        {
            if (callback4 == null)
            {
                callback4 = delegate {
                    return Localization.LocalizeString("Gameplay/Actors/Sim:StressFailure", new object[] { Actor });
                };
            }
            greyedOutTooltipCallback = callback4;
            return false;
        }
        if (isAutonomous)
        {
            Skill element = Actor.SkillManager.GetElement(sData.SkillGuid);
            if (element == null)
            {
                return sData.UnlockSkill;
            }
            if (element.GatedFromLevelingUp || (sData.MinSkill > Actor.SkillManager.GetSkillLevel(sData.SkillGuid)))
            {
                return false;
            }
        }
        return true;
    }
}

 

Sebenernya ini juga ga cocok dibilang sekedar script. Ini memang bener-bener library program, yang harus di-compile terlebih dahulu, serta menggunakan konsep programming OOP. (Waduh.. omongannya tambah jorok nih..  :ngebut)

ntu kan JAVA, kalo nyoba compilenya bisa pake neatbean atau pake CMD. tapi kalo lwt CMD musti install JDK ama setting Environtment Variable dulu.
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