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Can anyone arrange this script? simple request

can anybody rearrange this god forsaken script? i hate it when i find a good script and i cant use it cos its all mumbled up! please someone unscramble this for me!



It reaches the point where the window which arranges the #
idea contest in place of the command window which appears in during #
idea contest command window # # fighting is indicated. Being to
have searched from the idea contest folder of ツクール, when you
prepare the picture # by your, with ツクール please import the #
idea contest picture in the idea contest. At the time of # #
2005.8.15 bug correction # battle thrust, correcting the fact that the
instant idea contest is indicated on the left. Way # # 2006.2.17
# enlargement reduction function can be set in detail. If true #
<- in one for debugging true validity, with false x coordinate
revision X_PLUS of invalid module Momo_IconCommand # idea contest file
name setting ATTACK_ICON_NAME = "001-Weapon01" # attack
SKILL_ICON_NAME = "044-Skill01" # skill GUARD_ICON_NAME =
"009-Shield01" # defense ITEM_ICON_NAME = "032-Item01" # item # window
= -40 Y-coordinate revision Y_PLUS of # window = -180 operational # 0:
at time of # idea contest selection Flash 1: If color
FLASH_COLOR at the time of the enlargement SELECT_TYPE = 1 # flash =
Color.new (255, 255, 255, 128) the time when you spend on the # flash
(the frame) the interval which the FLASH_DURATION = 10 # flashes is
done (the frame) FLASH_INTERVAL = 20 ZOOM_MAX = 1.5 # maximum
magnification ratio (1.0 or more) ZOOM_MIN = 0.5 # smallest
magnification ratio (1.0 or less) ZOOM_INTERVAL1 = 4 # identical
dimensions -> frame several ZOOM_INTERVAL2 = 4 # maximum magnification
ratios which are bet on maximum magnification ratio -> frame several
ZOOM_INTERVAL3 = 4 # identical dimensions which are bet on this time
-> frame several ZOOM_INTERVAL4 = 4 # smallest magnification ratios
which are bet on the smallest magnification ratio -> frame several
ZOOM_TYPE = false # enlargements which are bet on this time ->
reduction true and reduction -> If enlargement whether or not
the false # command character string is indicated, whether or not the
COM_NAME_DROW = true # character string is let flow, the COM_NAME_MOVE
= true # the character string ATTACK_NAME = "attack" # attack
SKILL_NAME = "skill" # skill GUARD_NAME = "defense" # defense
ITEM_NAME = "item" # item # character string color COM_NAME_COLOR =
Color.new which is indicated (255, 255, 255, 255) coordinate revision
COM_NAME_X_PLUS in the # command character string = 0 COM_NAME_Y_PLUS
= 0 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(x, y, 32, 32)
# 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
self.windowskin = RPG::Cache.windowskin("")
@item_max = commands.size
@commands = commands
@column_max = commands.size
@index = 0
@last_index = nil
@name_sprite = nil
@sprite = []
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

# æ›´æ–°
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.active = (self.index == i)
@sprite.x = self.x + i * 24
@sprite.y = self.y + 0
@sprite.z = (self.index == i) ? self.z + 2 : self.z + 1
@sprite.visible = self.visible
@sprite.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 # enlargement processing def zoom_in (zoom_max and 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 # reduction processing 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)/sprite class for 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 # command name 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.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])
@actor_command_window.y = 160
@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
 
You must've gotten this script from a SPOILER tag other than that of the RMXP.org?

I tried copying scripts from spoilered scripts in dubealex's Creation Asylum and yes, it was scrambled too...

Try going through the page again, copy the script, then paste it first in NOTEPAD.. It MIGHT work...
 
Don't ever use babblefished scripts in your project. Visit the site in japanese for the working version, you only need to translate it in another window if you want to read comments.
 

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