I would like to skip the Party Command window at the start of each turn in a battle, (The one that says "Fight" and "Escape") and also add an escape command to the Actor Command windows. However, I'm also using an icon commands script, and need the new escape command to be compatible with it.
Screen shots:
About what it should look like: link
The icon command script I'm using:
I'm not using an SDK, so please make sure that the script will work without one.
Thank you for your time, and thanks in advance if you're willing to help me.
Screen shots:
About what it should look like: link
The icon command script I'm using:
Code:
###################################################
# Idea Cntest Command Window
#
# In place of the command window which appears in while fighting
# It reaches the point where the window which arranges the idea contest is indicated.
# As for the idea contest picture 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 in the idea contest.
#
# 2005.8.15 ãƒã‚°ä¿®æ£
# When fighting and thrust, correcting the fact that the instant idea contest is indicated on the left.
#
# 2006.2.17
# Way enlargement reduction function can be set in detail.
if true # <- In one for debugging true validity, with false invalidity
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
# X coordinate revision of window
X_PLUS = -45
# Y-coordinate revision of window
Y_PLUS = -85
# Operation at time of idea contest selection
# 0: Flash 1: Enlargement
SELECT_TYPE = 0
# Color at time of flash
FLASH_COLOR = Color.new(255, 255, 255, 128)
# The time when you spend on the flash (the frame)
FLASH_DURATION = 10
# The flash the interval which is done (the frame)
FLASH_INTERVAL = 20
ZOOM_MAX = 1.5 # Maximum magnification ratio (1.0 or more)
ZOOM_MIN = 1.0 # The smallest magnification ratio (1.0 or less)
ZOOM_INTERVAL1 = 4 # Identical dimensions -> the number of frames which are bet on maximum magnification ratio
ZOOM_INTERVAL2 = 4 # Maximum magnification ratio -> the number of frames which are bet on this time
ZOOM_INTERVAL3 = 4 # Identical dimensions -> the number of frames which are bet on the smallest magnification ratio
ZOOM_INTERVAL4 = 4 # The smallest magnification ratio -> the number of frames which are bet on this time
ZOOM_TYPE = true # If enlargement -> reduction if true and reduction -> enlargement false
# Whether or not the command character string is indicated
COM_NAME_DROW = true
# Whether or not the character string is let flow
COM_NAME_MOVE = true
# The character string which it indicates
ATTACK_NAME = "Attack" # Attack
SKILL_NAME = "Skill" # Skill
GUARD_NAME = "Defend" # Defense
ITEM_NAME = "Item" # Item
# Character string color
COM_NAME_COLOR = Color.new(255, 255, 255, 255)
# Coordinate revision in command character string
COM_NAME_X_PLUS = 20
COM_NAME_Y_PLUS = 0
end
class Window_CommandIcon < Window_Selectable
attr_accessor :last_index
#--------------------------------------------------------------------------
# â— Object initialization
#--------------------------------------------------------------------------
def initialize(x, y, commands)
super(x, y, 32, 32)
# Appointing the null line to the window skin, try not to draw the window
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
#--------------------------------------------------------------------------
# â— Refreshment
#--------------------------------------------------------------------------
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— Drawing of item
#--------------------------------------------------------------------------
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
# Renewal of idea contest
def icon_update
for i in [email=0...@sprite.size]0...@sprite.size[/email]
@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
# Renewal of command name
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
# Sprite for idea contest
class Sprite_Icon < Sprite
attr_accessor :active
attr_accessor :icon_name
#--------------------------------------------------------------------------
# â— Object initialization
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# â— Release
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# â— Frame renewal
#--------------------------------------------------------------------------
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
# Enlargement reduction
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, 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) / 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
# Sprite for command name
class Sprite_Comm_Name < Sprite
attr_accessor :active
attr_accessor :name
attr_accessor :need_reset
#--------------------------------------------------------------------------
# â— Object initialization
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# â— Release
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# â— Frame renewal
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# â— Pre- battle phase start
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# â— Setup of actor command window
#--------------------------------------------------------------------------
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
# Setting the position of the actor 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
Thank you for your time, and thanks in advance if you're willing to help me.