hey blizz, is this compatable with Momo's battle icon command script?
Momo's Battle Icon Command Script###################################################
# ?????????????
#
# ??????????????????????
# ??????????????????????????
# ?????????????????????????????
# ???????????????????????????????????
#
# 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 = 1.5 # ????(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