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Menù battle ad icone

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Iconxp Menù battle ad icone

Messaggio Da Spanciai il Gio Mag 10, 2012 7:36 pm

Menù battle ad icone

Descrizione
Al posto di "combatti", "Magia" ecc..Gli puoi inserire le icone..

Autore
Momo

Screen
Menù battle ad icone Screen2rj7

Script
Spoiler:

Codice:
###################################################
# アイコンコマンドウィンドウ
#
# 戦闘中に出てくるコマンドウィンドウの代わりに
# アイコンを並べたウィンドウを表示するようになります。
# アイコン画像はツクールのアイコンフォルダから検索してるので
# 自分で画像を用意する場合はツクールでアイコンにインポートしてください。
#
# 2005.8.15 バグ修正
# ・戦闘突入時、左上に一瞬アイコンが表示されるのを修正。
#
# 2006.2.17
# ・拡大縮小機能を詳しく設定できるように。

if true # ←デバッグ用 trueで有効、falseで無効

module Momo_IconCommand
# アイコンファイル名設定
ATTACK_ICON_NAME = "001-Weapon01" # 攻撃
SKILL_ICON_NAME = "044-Skill01" # スキル
GUARD_ICON_NAME = "009-Shield01" # 防御
ITEM_ICON_NAME = "032-Item01" # アイテム
# ウィンドウのx座標補正
X_PLUS = -60
# ウィンドウのy座標補正
Y_PLUS = -170
# アイコン選択時の動作
# 0:フラッシュ 1:拡大
SELECT_TYPE = 1
# フラッシュ時の色
FLASH_COLOR = Color.new(255, 255, 255, 128)
# フラッシュにかける時間(フレーム)
FLASH_DURATION = 10
# フラッシュする間隔(フレーム)
FLASH_INTERVAL = 20

ZOOM_MAX = 1.5 # 最大倍率(1.0以上)
ZOOM_MIN = 0.5 # 最小倍率(1.0以下)
ZOOM_INTERVAL1 = 4 # 等倍→最大倍率にかけるフレーム数
ZOOM_INTERVAL2 = 4 # 最大倍率→当倍にかけるフレーム数
ZOOM_INTERVAL3 = 4 # 等倍→最小倍率にかけるフレーム数
ZOOM_INTERVAL4 = 4 # 最小倍率→当倍にかけるフレーム数
ZOOM_TYPE = true # 拡大→縮小ならtrue、縮小→拡大ならfalse

# コマンド文字列を表示するかどうか
COM_NAME_DROW = true
# 文字列を流すかどうか
COM_NAME_MOVE = true
# 表示する文字列
ATTACK_NAME = "Attack" # 攻撃
SKILL_NAME = "Skills" # スキル
GUARD_NAME = "Defend" # 防御
ITEM_NAME = "Items" # アイテム
# 文字列色
COM_NAME_COLOR = Color.new(255, 255, 255, 255)
# コマンド文字列の座標補正
COM_NAME_X_PLUS = 60
COM_NAME_Y_PLUS = 60
end

class Window_CommandIcon < Window_Selectable
attr_accessor :last_index
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, commands)
super(520, 150, 40, 160)
# ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする

@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
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
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

# 更新
def update
super
icon_update
com_name_update if Momo_IconCommand::COM_NAME_DROW
if move_index?
@last_index = self.index
end
end
# アイコンの更新
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
# コマンドネームの更新
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

# アイコン用スプライト
class Sprite_Icon < Sprite
attr_accessor :active
attr_accessor :icon_name
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
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
# 拡大縮小
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
# 拡大処理
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
# 縮小処理
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

# コマンドネーム用スプライト
class Sprite_Comm_Name < Sprite
attr_accessor :active
attr_accessor :name
attr_accessor :need_reset
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● プレバトルフェーズ開始
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● アクターコマンドウィンドウのセットアップ
#--------------------------------------------------------------------------
# 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
# アクターコマンドウィンドウの位置を設定
# @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

Per cambiare le icone
Codice:
ATTACK_ICON_NAME = "001-Weapon01" # 攻撃  SKILL_ICON_NAME = "044-Skill01"  # スキル  GUARD_ICON_NAME = "009-Shield01"  # 防御  ITEM_ICON_NAME = "032-Item01"  # アイテム
Cambiare per esempio 001-Weapon01 con il nome dell'icone che volete inserire!
Spanciai
Spanciai

Data d'iscrizione : 08.07.11
Età : 40
Località : Tap Mountain

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