Um script criado por Momo permite que você troque o menu de texto da batalha, por um menu de ícone, com animação em zoom.
É um script em RGSS, para o RPG Maker XP.
O script é bem simples, e para instalá-lo no seu projeto, coloque-o acima do script Main.
########################################################### # Batalha Modificada # SCRIPT criado por Momo ########################################################### module Momo_IconCommand ATTACK_ICON_NAME = "001-Weapon01" SKILL_ICON_NAME = "044-Skill01" GUARD_ICON_NAME = "009-Shield01" ITEM_ICON_NAME = "032-Item01" X_PLUS = -40 Y_PLUS = -180 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 @actor_command_window.update 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
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