xthexendxhasxcomex
Member
can someone help either combine the rtab script with this script or at least make it compatible. it's a icon command window, screenshot is at the bottom
I keep getting an error here in the RTAB script
http://img379.imageshack.us/img379/2919/rgssiconwindowfi3.jpg[/IMG]
I keep getting an error here in the RTAB script
Code:
when 4
update_phase4_step4(battler)
Code:
# アイコンコマンドウィンドウ
#
# 戦闘ä¸ã«å‡ºã¦ãるコマンドウィンドウã®ä»£ã‚ã‚Šã«
# アイコンを並ã¹ãŸã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’表示ã™ã‚‹ã‚ˆã†ã«ãªã‚Šã¾ã™ã€‚
# アイコン画åƒã¯ãƒ„クールã®ã‚¢ã‚¤ã‚³ãƒ³ãƒ•ã‚©ãƒ«ãƒ€ã‹ã‚‰æ¤œç´¢ã—ã¦ã‚‹ã®ã§
# 自分ã§ç”»åƒã‚’用æ„ã™ã‚‹å ´åˆã¯ãƒ„クールã§ã‚¢ã‚¤ã‚³ãƒ³ã«ã‚¤ãƒ³ãƒãƒ¼ãƒˆã—ã¦ãã ã•ã„。
#
# 2005.8.15 ãƒã‚°ä¿®æ£
# ・戦闘çªå…¥æ™‚ã€å·¦ä¸Šã«ä¸€çž¬ã‚¢ã‚¤ã‚³ãƒ³ãŒè¡¨ç¤ºã•ã‚Œã‚‹ã®ã‚’ä¿®æ£ã€‚
#
# 2006.2.17
# ・拡大縮å°æ©Ÿèƒ½ã‚’詳ã—ãè¨å®šã§ãるよã†ã«ã€‚
if true # â†ãƒ‡ãƒãƒƒã‚°ç”¨ trueã§æœ‰åŠ¹ã€falseã§ç„¡åŠ¹
module Momo_IconCommand
# アイコンファイルåè¨å®š
ATTACK_ICON_NAME = "001-Weapon01" # 攻撃
SKILL_ICON_NAME = "044-Skill01" # スã‚ル
GUARD_ICON_NAME = "009-Shield01" # 防御
ITEM_ICON_NAME = "032-Item01" # アイテãƒ
# ウィンドウã®x座標補æ£
X_PLUS = -40
# ウィンドウã®y座標補æ£
Y_PLUS = -180
# アイコンé¸æŠžæ™‚ã®å‹•ä½œ
# 0:フラッシュ 1:拡大
SELECT_TYPE = 1
# フラッシュ時ã®è‰²
FLASH_COLOR = Color.new(255, 255, 255, 128)
# フラッシュã«ã‹ã‘る時間(フレーム)
FLASH_DURATION = 10
# フラッシュã™ã‚‹é–“éš”(フレーム)
FLASH_INTERVAL = 20
ZOOM_MAX = 1.5 # 最大å€çŽ‡(1.0以上)
ZOOM_MIN = 0.5 # 最å°å€çŽ‡(1.0以下)
ZOOM_INTERVAL1 = 4 # ç‰å€â†’最大å€çŽ‡ã«ã‹ã‘るフレーム数
ZOOM_INTERVAL2 = 4 # 最大å€çŽ‡â†’当å€ã«ã‹ã‘るフレーム数
ZOOM_INTERVAL3 = 4 # ç‰å€â†’最å°å€çŽ‡ã«ã‹ã‘るフレーム数
ZOOM_INTERVAL4 = 4 # 最å°å€çŽ‡â†’当å€ã«ã‹ã‘るフレーム数
ZOOM_TYPE = false # 拡大→縮å°ãªã‚‰trueã€ç¸®å°â†’拡大ãªã‚‰false
# コマンド文å—列を表示ã™ã‚‹ã‹ã©ã†ã‹
COM_NAME_DROW = true
# æ–‡å—列をæµã™ã‹ã©ã†ã‹
COM_NAME_MOVE = true
# 表示ã™ã‚‹æ–‡å—列
ATTACK_NAME = "攻撃" # 攻撃
SKILL_NAME = "スã‚ル" # スã‚ル
GUARD_NAME = "防御" # 防御
ITEM_NAME = "アイテム" # アイテãƒ
# æ–‡å—列色
COM_NAME_COLOR = Color.new(255, 255, 255, 255)
# コマンド文å—列ã®åº§æ¨™è£œæ£
COM_NAME_X_PLUS = 0
COM_NAME_Y_PLUS = 0
end
class Window_CommandIcon < Window_Selectable
attr_accessor :last_index
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize(x, y, commands)
super(x, y, 32, 32)
# ウィンドウスã‚ンã«ç©ºæ–‡å—列を指定ã—ã¦ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’æç”»ã—ãªã„よã†ã«ã™ã‚‹
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
#--------------------------------------------------------------------------
# â— é …ç›®ã®æç”»
#--------------------------------------------------------------------------
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ã®æ›´æ–°
def icon_update
for i in 0...@sprite.size
@sprite[i].active = (self.index == i)
@sprite[i].x = self.x + i * 24
@sprite[i].y = self.y + 0
@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ãƒãƒ¼ãƒ ã®æ›´æ–°
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åˆæœŸåŒ–
#--------------------------------------------------------------------------
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å°
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ç†
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å°å‡¦ç†
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ãƒãƒ¼ãƒ 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åˆæœŸåŒ–
#--------------------------------------------------------------------------
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ãƒãƒˆãƒ«ãƒ•ã‚§ãƒ¼ã‚ºé–‹å§‹
#--------------------------------------------------------------------------
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ã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—
#--------------------------------------------------------------------------
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ã®ä½ç½®ã‚’è¨å®š
@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
http://img379.imageshack.us/img379/2919/rgssiconwindowfi3.jpg[/IMG]