RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Script Request

0 Members and 1 Guest are viewing this topic.

****
Rep:
Level 88
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.

pokeball :)OfflineMale
********
Cheese
Rep:
Level 95
?
I used this in epic game:

Code: [Select]
###################################################
# ?????????????
#
# ??????????????????????
# ??????????????????????????
# ?????????????????????????????
# ???????????????????????????????????
#
# 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
« Last Edit: March 29, 2007, 04:05:28 PM by Blizzard »
Watch out for: HaloOfTheSun

**
Dupe account made by Blizzard =(
Rep:
Level 87
hey the script doesnt work for some reason
what!? ur not supposed to see this!

****
Rep:
Level 88
It dont activate Noumon... I want a perfect self activating one... No script adding needed...

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.


Get DropBox, the best free file syncing service there is!

pokeball :)OfflineMale
********
Cheese
Rep:
Level 95
?
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)
Watch out for: HaloOfTheSun

****
Rep:
Level 88
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...