Its simple what I need.
I need it so that in battle theres a Icon next to the choices Attack, Magic, Item and Defend. Next to attack is the icon of the weapon the player is using, in magic is the icon of Skill01, In item is the icon Item01 and it defend is the icon Shield01. All of which are on the left side of the words. Think anyone could do it? Ill describe it again if you need.
I used this in epic game:
###################################################
# ?????????????
#
# ??????????????????????
# ??????????????????????????
# ?????????????????????????????
# ???????????????????????????????????
#
# 2005.8.15 ????
# ???????????????????????????
#
# 2006.2.17
# ????????????????????
if true # ?????? true????false???
module Momo_IconCommand
# ???????????
ATTACK_ICON_NAME = "Weapon01" # ??
SKILL_ICON_NAME = "Skill01" # ???
GUARD_ICON_NAME = "menu2" # ??
ITEM_ICON_NAME = "Item01" # ????
# ??????x????
X_PLUS = -60
# ??????y????
Y_PLUS = -170
# ??????????
# 0:????? 1:??
SELECT_TYPE = 1
# ????????
FLASH_COLOR = Color.new(255, 255, 255, 128)
# ???????????(????)
FLASH_DURATION = 10
# ?????????(????)
FLASH_INTERVAL = 20
ZOOM_MAX = 1.2 # ????(1.0??)
ZOOM_MIN = 0.5 # ????(1.0??)
ZOOM_INTERVAL1 = 4 # ????????????????
ZOOM_INTERVAL2 = 4 # ????????????????
ZOOM_INTERVAL3 = 4 # ????????????????
ZOOM_INTERVAL4 = 4 # ????????????????
ZOOM_TYPE = true # ???????true????????false
# ????????????????
COM_NAME_DROW = true
# ??????????
COM_NAME_MOVE = true
# ???????
ATTACK_NAME = "Attack" # ??
SKILL_NAME = "Skills" # ???
GUARD_NAME = "Defend" # ??
ITEM_NAME = "Items" # ????
# ????
COM_NAME_COLOR = Color.new(255, 255, 255, 255)
# ????????????
COM_NAME_X_PLUS = 60
COM_NAME_Y_PLUS = 60
end
class Window_CommandIcon < Window_Selectable
attr_accessor :last_index
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize(x, y, commands)
super(520, 150, 40, 160)
# ??????????????????????????????????
@item_max = commands.size
@commands = commands
@row_max = commands.size
@index = 0
@last_index = nil
@name_sprite = nil
@sprite = []
self.opacity = 160
refresh
end
def dispose
super
for sprite in @sprite
sprite.dispose unless sprite.nil?
end
@name_sprite.dispose unless @name_sprite.nil?
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
@name_sprite.dispose unless @name_sprite.nil?
for sprite in @sprite
sprite.dispose unless sprite.nil?
end
@name_sprite = nil
draw_com_name if Momo_IconCommand::COM_NAME_DROW
@sprite = []
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def draw_item(index)
@sprite[index] = Sprite_Icon.new(nil, @commands[index])
@sprite[index].z = self.z + 1
end
def draw_com_name
@name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
end
# ??
def update
super
icon_update
com_name_update if Momo_IconCommand::COM_NAME_DROW
if move_index?
@last_index = self.index
end
end
# ???????
def icon_update
for i in 0...@sprite.size
@sprite[i].active = (self.index == i)
@sprite[i].x = self.x + 20#+ i * 24
@sprite[i].y = self.y + i * 30 +32
@sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1
@sprite[i].visible = self.visible
@sprite[i].update
end
end
# ??????????
def com_name_update
if move_index?
@name_sprite.name = get_com_name
end
@name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS
@name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
@name_sprite.z = self.z + 1
@name_sprite.active = self.active
@name_sprite.visible = self.visible
@name_sprite.update
end
def get_com_name
make_name_set if @name_set.nil?
name = @name_set[self.index]
name = "" if name.nil?
return name
end
def make_name_set
@name_set = []
@name_set[0] = Momo_IconCommand::ATTACK_NAME
@name_set[1] = Momo_IconCommand::SKILL_NAME
@name_set[2] = Momo_IconCommand::GUARD_NAME
@name_set[3] = Momo_IconCommand::ITEM_NAME
end
def move_index?
return self.index != @last_index
end
def need_reset
@name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
end
end
# ??????????
class Sprite_Icon < Sprite
attr_accessor :active
attr_accessor :icon_name
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize(viewport, icon_name)
super(viewport)
@icon_name = icon_name
@last_icon = @icon_name
@count = 0
@zoom_in = Momo_IconCommand::ZOOM_TYPE
self.bitmap = RPG::Cache.icon(@icon_name)
self.ox = self.bitmap.width / 2
self.oy = self.bitmap.height / 2
@active = false
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
if @icon_name != @last_icon
@last_icon = @icon_name
self.bitmap = RPG::Cache.icon(@icon_name)
end
if @active
case Momo_IconCommand::SELECT_TYPE
when 0
icon_flash
when 1
icon_zoom
end
else
icon_reset
end
end
def icon_flash
if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1
self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
end
@count += 1
end
# ????
def icon_zoom
if @zoom_in
interval1 = Momo_IconCommand::ZOOM_INTERVAL1
interval2 = Momo_IconCommand::ZOOM_INTERVAL2
zoom_max = Momo_IconCommand::ZOOM_MAX
zoom_in(zoom_max, interval1, interval2)
else
interval1 = Momo_IconCommand::ZOOM_INTERVAL3
interval2 = Momo_IconCommand::ZOOM_INTERVAL4
zoom_min = Momo_IconCommand::ZOOM_MIN
zoom_out(zoom_min, interval1, interval2)
end
@count += 1
if @count >= interval1 + interval2
@count = 0
@zoom_in ^= true
end
end
# ????
def zoom_in(zoom_max, interval1, interval2)
if interval1 >= @count
zoom = 1.0 + (zoom_max - 1.0) * (1.0 * @count / interval1)
else
zoom = zoom_max - (zoom_max - 1.0) * (1.0 * (@count - interval1) / interval2)
end
self.zoom_x = zoom
self.zoom_y = zoom
end
# ????
def zoom_out(zoom_min, interval1, interval2)
if interval1 >= @count
zoom = 1.0 - (1.0 - zoom_min) * (1.0 * @count / interval1)
else
zoom = zoom_min + (1.0 - zoom_min) * (1.0 * (@count - interval1) / interval2)
end
self.zoom_x = zoom
self.zoom_y = zoom
end
def icon_zoom000
case @count
when 1..10
zoom = 1.0 + @count / 10.0
when 11..20
zoom = 2.0 - (@count - 10) / 10.0
end
self.zoom_x = zoom
self.zoom_y = zoom
end
def icon_reset
@count = 0
self.zoom_x = 1.0
self.zoom_y = 1.0
end
end
# ?????????????
class Sprite_Comm_Name < Sprite
attr_accessor :active
attr_accessor :name
attr_accessor :need_reset
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize(viewport, name)
super(viewport)
@name = name
@last_name = nil
@count = 0
@x_plus = 0
@opa_plus = 0
@need_reset = false
@active = false
self.bitmap = Bitmap.new(160, 32)
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
if @active
if need_reset?
@need_reset = false
@last_name = @name
text_reset
end
move_text if Momo_IconCommand::COM_NAME_MOVE
end
end
def move_text
@count += 1
@x_plus = [@count * 8, 80].min
self.x = self.x - 80 + @x_plus
self.opacity = @count * 25
end
def text_reset
@count = 0
@x_plus = 0
self.bitmap.clear
self.bitmap.font.name = "Final Frontier"
self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
self.bitmap.draw_text(0, 0, 160, 32, @name)
end
def need_reset?
return (@name != @last_name or @need_reset)
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
alias scene_battle_icon_command_start_phase1 start_phase1
def start_phase1
com1 = Momo_IconCommand::ATTACK_ICON_NAME
com2 = Momo_IconCommand::SKILL_ICON_NAME
com3 = Momo_IconCommand::GUARD_ICON_NAME
com4 = Momo_IconCommand::ITEM_ICON_NAME
@actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4]) #Window_CommandIcon
@actor_command_window.y = 50
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.update
scene_battle_icon_command_start_phase1
end
#--------------------------------------------------------------------------
# ? ????????????????????
#--------------------------------------------------------------------------
# alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
# def phase3_setup_command_window
# scene_battle_icon_command_phase3_setup_command_window
# ???????????????????
# @actor_command_window.x = command_window_actor_x(@actor_index)
# @actor_command_window.y = command_window_actor_y(@actor_index)
# @actor_command_window.need_reset
# end
# def command_window_actor_x(index)
# $game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
# end
# def command_window_actor_y(index)
# $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
# end
end
end
hey the script doesnt work for some reason
It dont activate Noumon... I want a perfect self activating one... No script adding needed...
*fixes*
No script adding needed? um...I dont get it..this is a script request, that is a script...
here is how it looks:
(and the icons blink)
I mean that I don't need to use the 'Script...' in the Event Commands. Also I need it compatable with Blizzards Centre Battler add on... Although I think itll need adjustments... Also it needs to be the players weapon icon not just a sword and I still want the words there... I think its hard...