Kuroyami Forum Master
Nombre de messages : 76 Age : 29 Localisation : Amatsu Date d'inscription : 10/05/2007
Ragnarok Character Job: Priest ANti Injustice :-) Lvl Base: (76/500) Lvl Job: (66/250)
| Sujet: Remplacer le menu combat par des icônes. Jeu 17 Mai - 22:06 | |
| Auteur : Inconnu Fonction : Permet de remplacer le menu du combat par des icônes (voir screen ci-dessous) Ressource(s) : aucune Remarque : Testé et fonctionnel. Installation : Copiez le code, ouvrez l'éditeur de script ( F11 ) et créez en un nouveau au dessus de 'Main'. Nommez ce script " Momo_WindowCommand " et collez le code. Utilisation : aucun Code: # ????????????? # # ?????????????????????? # ?????????????????????????? # ????????????????????????????? # ???????????????????????????????????
module Momo_IconCommand # ??????????? ATTACK_ICON_NAME = "001-Weapon01" # ?? SKILL_ICON_NAME = "044-Skill01" # ??? GUARD_ICON_NAME = "009-Shield01" # ?? ITEM_ICON_NAME = "032-Item01" # ???? # ??????x???? X_PLUS = -40 # ??????y???? Y_PLUS = -180 # ?????????? # 0:????? 1:?? SELECT_TYPE = 1 # ???????? FLASH_COLOR = Color.new(255, 255, 255, 128) # ???????????(????) FLASH_DURATION = 10 # ?????????(????) FLASH_INTERVAL = 20 # ???????????????? COM_NAME_DROW = true # ?????????? COM_NAME_MOVE = true # ??????? ATTACK_NAME = "??" # ?? SKILL_NAME = "???" # ??? GUARD_NAME = "??" # ?? ITEM_NAME = "????" # ???? # ???? COM_NAME_COLOR = Color.new(255, 255, 255, 255) # ???????????? COM_NAME_X_PLUS = 0 COM_NAME_Y_PLUS = 0 end
class Window_CommandIcon < Window_Selectable attr_accessor :last_index #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize(x, y, commands) super(x, y, 32, 32) # ?????????????????????????????????? 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 #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- 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 + 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 # ?????????? 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 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 @count += 1 case Momo_IconCommand::SELECT_TYPE when 0 icon_flash when 1 icon_zoom end @count = 0 if @count == 20 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 end def icon_zoom 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.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]) @actor_command_window.y = 160 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false 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 | |
|