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> Sky's Menu Edit, Easy adding of buttons without much editing
Sky00Valentine
post May 5 2010, 04:05 AM
Post #1


Cold Fire
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Type: Coder
Alignment: Neutral Good




Sky's Menu Edit Version 1.0
Created By Sky00Valentine


Introduction
Have some of you non scripters, or maybe even some scripters ever thought, *sigh* I don't feel like editting the menu I don't want to screw anything up.
Well fear not this script will make it alot easier than before you only have to input limited information.

Features

CODE
Features :
    Version 1.0 -
       - Edit Commands easily even if your a non scripter


Updates

None since posting

Screenshots

none needed

How to use

CODE
Instructions & Installation
# ---------------------------
# -Plug and play
#
# -edit the @menu hash in the ways you want, here is an outline of
# the defining properties of the @menu hash.
#
# @menu = {
#
# 'KEY' 'COMMAND' 'SCENE' 'CHARACTER'
# | | | |
# | | | |
# V V V V
# 0 => ["Item"], Scene_Item.new, false],
#
# Alright so the KEY is the place you want a COMMAND to show up in the menu
# with 0 being the first position.
#
# so if the KEY was (3) and the COMMAND was (THIS COMMAND)
#
# Example 1 <-- 'Key' is 0
# Example 2 <-- 'Key' is 1
# Example 3 <-- 'Key' is 2
# THIS COMMAND <-- 'Key' is 3
# Example 5 <-- 'Key' is 4
#
# SCENE is what scene the command will take you to. In the above example
# the Item COMMAND will take you to Scene_Item.
#
# CHARACTER is whether it is required to bring out the character selection
# screen when choosing a COMMAND. Kind of like when you want to view your
# skills you would choose the Skill COMMAND and then the character selection
# screen would pop up so you could choose which character's skills you
# wanted to view.
#
# So if you understand the above all you would have to do is add in your
# own things. I will give you an example.
#
# The default menu would be like this :
#
# @menu = {
# 0 => ["Item",Scene_Item.new,false],
# 1 => ["Skill",Scene_Skill.new(@index),true],
# 2 => ["Equip",Scene_Equip.new(@index),true],
# 3 => ["Status",Scene_Status.new(@index),true],
# 4 => ["Save",Scene_File.new(true,false,false),false],
# 5 => ["End",Scene_End.new,false],
# }
#
# This is how it shows up in game.
#
# ---------------
# | Item |
# | Skill |
# | Equip |
# | Status |
# | Save |
# | End |
# ---------------
#
# An example of an updated menu where someone has My Party Script
# and My Achievements Script and they want them included in their
# menu
#
# @menu = {
# 0 => ["Item",Scene_Item.new,false],
# 4 => ["Skill",Scene_Skill.new(@index),true],
# 2 => ["Equip",Scene_Equip.new(@index),true],
# 3 => ["Status",Scene_Status.new(@index),true],
# 1 => ["Save",Scene_File.new(true,false,false),false],
# 7 => ["End",Scene_End.new,false],
# 5 => ["Party",Scene_Party.new,false],
# 6 => ["Achievements",Scene_Achievements.new,false],
# }
#
# This is how it would show up in game.
#
# ---------------
# | Item |
# | Save |
# | Equip |
# | Status |
# | Skill |
# | Party |
# | Achievements |
# | End |
# ---------------
#
# -The COMMAND Save, and COMMAND End must be unchanged or an error may occur.
#
# -So good luck with this script


Demo

None Needed

Script

Spoiler:
CODE
#===========================================================================
#
# Sky's Scene Menu Edit
# Version 1.0
# May 4, 2010 Started and completed
#
#
#===========================================================================
#
# Features :
#    Version 1.0 -
#       - Edit Commands easily even if your a non scripter
#
#===========================================================================
#
# Credit
# Sky00Valentine :creator and editor  
#
#===========================================================================
#
# Terms of Use
# ------------
#
#     Crediting Rpgmakervx.net is the only thing I ask.
#     However feel free to credit Sky00Valentine if you
#     see fit.
#
#===========================================================================
#
# Future improvement
# ------------------
#  
#    - None come to mind, but maybe new menu layouts would probably be good.
#  
#===========================================================================
#
# Instructions & Installation
# ---------------------------
# -Plug and play
#
# -edit the @menu hash in the ways you want, here is an outline of
#  the defining properties of the @menu hash.
#
# @menu = {
#
#  'KEY'      'COMMAND'     'SCENE'  'CHARACTER'
#    |            |            |          |
#    |            |            |          |
#    V            V            V          V
#    0    =>  ["Item"], Scene_Item.new, false],
#  
#  Alright so the KEY is the place you want a COMMAND to show up in the menu
#  with 0 being the first position.
#  
#  so if the KEY was (3) and the COMMAND was (THIS COMMAND)
#  
#  Example 1     <-- 'Key' is 0
#  Example 2     <-- 'Key' is 1
#  Example 3     <-- 'Key' is 2
#  THIS COMMAND  <-- 'Key' is 3
#  Example 5     <-- 'Key' is 4
#  
#  SCENE is what scene the command will take you to.  In the above example
#  the Item COMMAND will take you to Scene_Item.
#  
#  CHARACTER is whether it is required to bring out the character selection
#  screen when choosing a COMMAND.  Kind of like when you want to view your
#  skills you would choose the Skill COMMAND and then the character selection
#  screen would pop up so you could choose which character's skills you
#  wanted to view.
#
#  So if you understand the above all you would have to do is add in your
#  own things. I will give you an example.
#
#  The default menu would be like this :
#  
#  @menu = {
#     0 => ["Item",Scene_Item.new,false],
#     1 => ["Skill",Scene_Skill.new(@index),true],
#     2 => ["Equip",Scene_Equip.new(@index),true],
#     3 => ["Status",Scene_Status.new(@index),true],
#     4 => ["Save",Scene_File.new(true,false,false),false],
#     5 => ["End",Scene_End.new,false],
#     }
#
# This is how it shows up in game.
#
#  ---------------
# |  Item         |
# |  Skill        |
# |  Equip        |
# |  Status       |
# |  Save         |
# |  End          |
#  ---------------
#
#  An example of an updated menu where someone has My Party Script
#  and My Achievements Script and they want them included in their
#  menu
#
#  @menu = {
#     0 => ["Item",Scene_Item.new,false],
#     4 => ["Skill",Scene_Skill.new(@index),true],
#     2 => ["Equip",Scene_Equip.new(@index),true],
#     3 => ["Status",Scene_Status.new(@index),true],
#     1 => ["Save",Scene_File.new(true,false,false),false],
#     7 => ["End",Scene_End.new,false],
#     5 => ["Party",Scene_Party.new,false],
#     6 => ["Achievements",Scene_Achievements.new,false],
#     }
#
# This is how it would show up in game.
#
#  ---------------
# |  Item         |
# |  Save         |
# |  Equip        |
# |  Status       |
# |  Skill        |
# |  Party        |
# |  Achievements |
# |  End          |
#  ---------------
#
# -The COMMAND Save, and COMMAND End must be unchanged or an error may occur.
#
# -So good luck with this script
#===========================================================================

module Sky
  module Menu_Items
    
    def index(num)
      @index = num
    end
    
    GAME_SAVE = "Save"  #What you want the Save Command to say
    GAME_END = "End"    #What you want the exit menu Command to say.
    
    def create
      @menu = {
      0 => ["Item",Scene_Item.new,false],
      1 => ["Skill",Scene_Skill.new(@index),true],
      2 => ["Equip",Scene_Equip.new(@index),true],
      3 => ["Status",Scene_Status.new(@index),true],
      4 => [GAME_SAVE,Scene_File.new(true,false,false),false],
      5 => [GAME_END,Scene_End.new,false],
      }
    end
    def menu
      return @menu
    end
  end
end

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  include Sky
  include Menu_Items
  def initialize(menu_index = 0)
    @menu_index = menu_index
    index(0)
    create
  end
  
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @commands = []
    for i in 0...menu.size
      @commands.push(menu[i][0])
    end
    @command_window = Window_Command.new(160, @commands)
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      for i in 0...menu.size
        if not menu[i][0] == GAME_END
          @command_window.draw_item(i, false)     # Disable most of the menu
        end
      end
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when @command_window.index
        if menu[@command_window.index][2]
          start_actor_selection
        else
          $scene = menu[@command_window.index][1]
        end
      end
    end
  end

  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      index(@status_window.index)
      create
      case @command_window.index
      when @command_window.index
        $scene = menu[@command_window.index][1]
      end
    end
  end
end


FAQ

Will update as necessary

Bugs & Compatability

No known bugs atm please let me know.

100% compatible with all scripts

Credit
Sky00Valentine for making the script
If using this script you don't have to include me but please include rpgmakervx.net in your credits


--------------------
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sgt massacre
post May 5 2010, 04:55 AM
Post #2


FRS_SgtMassacre
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Type: Designer
Alignment: True Neutral




nicked it lolz tongue.gif thanks for this dude im making some menu bachgrounds and custom menu's now tongue.gif where can i get ur achievement script mate? i also need a scripter for my team so if all ur work is good FRS may hire you tongue.gif if you want too that is lol tongue.gif


--------------------
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Sky00Valentine
post May 5 2010, 05:41 AM
Post #3


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




QUOTE (sgt massacre @ May 5 2010, 12:55 AM) *
nicked it lolz tongue.gif thanks for this dude im making some menu bachgrounds and custom menu's now tongue.gif where can i get ur achievement script mate? i also need a scripter for my team so if all ur work is good FRS may hire you tongue.gif if you want too that is lol tongue.gif


it can be found here http://www.rpgmakervx.net/index.php?showto...st&p=269729

And you can find more of my scripts here in the completed scripts forum. I should really add links to the in my sig.

But As for hiring me. I may be interested lol, if you really want to do so, let me know and give me a tour of your team and what not.

This post has been edited by Sky00Valentine: May 5 2010, 05:44 AM


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Celianna
post May 5 2010, 05:59 AM
Post #4



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Type: Artist
Alignment: Chaotic Evil




Well this looks pretty simple. I would have used it if I weren't using Yanfly's Scene Menu Redux, which lets you customize the menu and even add common event to the menu, really useful.

I think you should add the option to change icons for the scenes, to customize it further smile.gif
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Sky00Valentine
post May 5 2010, 07:11 AM
Post #5


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




QUOTE (Celianna @ May 5 2010, 01:59 AM) *
Well this looks pretty simple. I would have used it if I weren't using Yanfly's Scene Menu Redux, which lets you customize the menu and even add common event to the menu, really useful.

I think you should add the option to change icons for the scenes, to customize it further smile.gif


Oh yeah Yanfly does have something similar but I couldn't remember if you had to go in and edit in many different places to add items. Oh and yeah after I finish some of my more complicated scripts I will consider that.


--------------------
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zehcnas
post Jul 6 2010, 06:56 AM
Post #6



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Type: Designer
Alignment: True Neutral




i added a load selection in the menu; my problem is when i selected the "load" and pressed "x" button it will not go back to the menu it will return to the map (it's like i pressed the"x" button twice) and when i selected the "end" and pressed "x", it will point in the "load" (do you know what i mean? if not just tell me) i want it to point itself

here is the one i edited the one with the load selection
Spoiler:

#===========================================================================
#
# Sky's Scene Menu Edit
# Version 1.0
# May 4, 2010 Started and completed
#
#
#===========================================================================
#
# Features :
# Version 1.0 -
# - Edit Commands easily even if your a non scripter
#
#===========================================================================
#
# Credit
# Sky00Valentine :creator and editor
#
#===========================================================================
#
# Terms of Use
# ------------
#
# Crediting Rpgmakervx.net is the only thing I ask.
# However feel free to credit Sky00Valentine if you
# see fit.
#
#===========================================================================
#
# Future improvement
# ------------------
#
# - None come to mind, but maybe new menu layouts would probably be good.
#
#===========================================================================
#
# Instructions & Installation
# ---------------------------
# -Plug and play
#
# -edit the @menu hash in the ways you want, here is an outline of
# the defining properties of the @menu hash.
#
# @menu = {
#
# 'KEY' 'COMMAND' 'SCENE' 'CHARACTER'
# | | | |
# | | | |
# V V V V
# 0 => ["Item"], Scene_Item.new, false],
#
# Alright so the KEY is the place you want a COMMAND to show up in the menu
# with 0 being the first position.
#
# so if the KEY was (3) and the COMMAND was (THIS COMMAND)
#
# Example 1 <-- 'Key' is 0
# Example 2 <-- 'Key' is 1
# Example 3 <-- 'Key' is 2
# THIS COMMAND <-- 'Key' is 3
# Example 5 <-- 'Key' is 4
#
# SCENE is what scene the command will take you to. In the above example
# the Item COMMAND will take you to Scene_Item.
#
# CHARACTER is whether it is required to bring out the character selection
# screen when choosing a COMMAND. Kind of like when you want to view your
# skills you would choose the Skill COMMAND and then the character selection
# screen would pop up so you could choose which character's skills you
# wanted to view.
#
# So if you understand the above all you would have to do is add in your
# own things. I will give you an example.
#
# The default menu would be like this :
#
# @menu = {
# 0 => ["Item",Scene_Item.new,false],
# 1 => ["Skill",Scene_Skill.new(@index),true],
# 2 => ["Equip",Scene_Equip.new(@index),true],
# 3 => ["Status",Scene_Status.new(@index),true],
# 4 => ["Save",Scene_File.new(true,false,false),false],
# 5 => ["End",Scene_End.new,false],
# }
#
# This is how it shows up in game.
#
# ---------------
# | Item |
# | Skill |
# | Equip |
# | Status |
# | Save |
# | End |
# ---------------
#
# An example of an updated menu where someone has My Party Script
# and My Achievements Script and they want them included in their
# menu
#
# @menu = {
# 0 => ["Item",Scene_Item.new,false],
# 4 => ["Skill",Scene_Skill.new(@index),true],
# 2 => ["Equip",Scene_Equip.new(@index),true],
# 3 => ["Status",Scene_Status.new(@index),true],
# 1 => ["Save",Scene_File.new(true,false,false),false],
# 7 => ["End",Scene_End.new,false],
# 5 => ["Party",Scene_Party.new,false],
# 6 => ["Achievements",Scene_Achievements.new,false],
# }
#
# This is how it would show up in game.
#
# ---------------
# | Item |
# | Save |
# | Equip |
# | Status |
# | Skill |
# | Party |
# | Achievements |
# | End |
# ---------------
#
# -The COMMAND Save, and COMMAND End must be unchanged or an error may occur.
#
# -So good luck with this script
#===========================================================================

module Sky
module Menu_Items

def index(num)
@index = num
end

GAME_SAVE = "Save" #What you want the Save Command to say
GAME_END = "End" #What you want the exit menu Command to say.

def create
@menu = {
0 => ["Item",Scene_Item.new,false],
1 => ["Skill",Scene_Skill.new(@index),true],
2 => ["Equipments",Scene_Equip.new(@index),true],
3 => ["Status",Scene_Status.new(@index),true],
4 => [GAME_SAVE,Scene_File.new(true,false,false),false],
6 => [GAME_END,Scene_End.new,false],
5 => ["Load",Scene_File.new(false,false,true),false],
}
end
def menu
return @menu
end
end
end

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
include Sky
include Menu_Items
def initialize(menu_index = 0)
@menu_index = menu_index
index(0)
create
end

#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@commands = []
for i in 0...menu.size
@commands.push(menu[i][0])
end
@command_window = Window_Command.new(160, @commands)
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
for i in 0...menu.size
if not menu[i][0] == GAME_END
@command_window.draw_item(i, false) # Disable most of the menu
end
end
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when @command_window.index
if menu[@command_window.index][2]
start_actor_selection
else
$scene = menu[@command_window.index][1]
end
end
end
end

#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
index(@status_window.index)
create
case @command_window.index
when @command_window.index
$scene = menu[@command_window.index][1]
end
end
end
end


--------------------
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+Quote Post
   
Downr
post Jul 6 2010, 07:34 PM
Post #7


Penguin
Group Icon


Type: Artist
Alignment: Lawful Neutral




Thank you for making this, I really needed an easy to learn script like this. I tried menu rearranging scripts before and for some reason I just couldn't get things like how I wanted, or they added something that clashed with other scripts I was using.


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+Quote Post
   
Sky00Valentine
post Jul 6 2010, 09:31 PM
Post #8


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




QUOTE (zehcnas @ Jul 6 2010, 02:56 AM) *
i added a load selection in the menu; my problem is when i selected the "load" and pressed "x" button it will not go back to the menu it will return to the map (it's like i pressed the"x" button twice) and when i selected the "end" and pressed "x", it will point in the "load" (do you know what i mean? if not just tell me) i want it to point itself

here is the one i edited the one with the load selection
Spoiler:

#===========================================================================
#
# Sky's Scene Menu Edit
# Version 1.0
# May 4, 2010 Started and completed
#
#
#===========================================================================
#
# Features :
# Version 1.0 -
# - Edit Commands easily even if your a non scripter
#
#===========================================================================
#
# Credit
# Sky00Valentine :creator and editor
#
#===========================================================================
#
# Terms of Use
# ------------
#
# Crediting Rpgmakervx.net is the only thing I ask.
# However feel free to credit Sky00Valentine if you
# see fit.
#
#===========================================================================
#
# Future improvement
# ------------------
#
# - None come to mind, but maybe new menu layouts would probably be good.
#
#===========================================================================
#
# Instructions & Installation
# ---------------------------
# -Plug and play
#
# -edit the @menu hash in the ways you want, here is an outline of
# the defining properties of the @menu hash.
#
# @menu = {
#
# 'KEY' 'COMMAND' 'SCENE' 'CHARACTER'
# | | | |
# | | | |
# V V V V
# 0 => ["Item"], Scene_Item.new, false],
#
# Alright so the KEY is the place you want a COMMAND to show up in the menu
# with 0 being the first position.
#
# so if the KEY was (3) and the COMMAND was (THIS COMMAND)
#
# Example 1 <-- 'Key' is 0
# Example 2 <-- 'Key' is 1
# Example 3 <-- 'Key' is 2
# THIS COMMAND <-- 'Key' is 3
# Example 5 <-- 'Key' is 4
#
# SCENE is what scene the command will take you to. In the above example
# the Item COMMAND will take you to Scene_Item.
#
# CHARACTER is whether it is required to bring out the character selection
# screen when choosing a COMMAND. Kind of like when you want to view your
# skills you would choose the Skill COMMAND and then the character selection
# screen would pop up so you could choose which character's skills you
# wanted to view.
#
# So if you understand the above all you would have to do is add in your
# own things. I will give you an example.
#
# The default menu would be like this :
#
# @menu = {
# 0 => ["Item",Scene_Item.new,false],
# 1 => ["Skill",Scene_Skill.new(@index),true],
# 2 => ["Equip",Scene_Equip.new(@index),true],
# 3 => ["Status",Scene_Status.new(@index),true],
# 4 => ["Save",Scene_File.new(true,false,false),false],
# 5 => ["End",Scene_End.new,false],
# }
#
# This is how it shows up in game.
#
# ---------------
# | Item |
# | Skill |
# | Equip |
# | Status |
# | Save |
# | End |
# ---------------
#
# An example of an updated menu where someone has My Party Script
# and My Achievements Script and they want them included in their
# menu
#
# @menu = {
# 0 => ["Item",Scene_Item.new,false],
# 4 => ["Skill",Scene_Skill.new(@index),true],
# 2 => ["Equip",Scene_Equip.new(@index),true],
# 3 => ["Status",Scene_Status.new(@index),true],
# 1 => ["Save",Scene_File.new(true,false,false),false],
# 7 => ["End",Scene_End.new,false],
# 5 => ["Party",Scene_Party.new,false],
# 6 => ["Achievements",Scene_Achievements.new,false],
# }
#
# This is how it would show up in game.
#
# ---------------
# | Item |
# | Save |
# | Equip |
# | Status |
# | Skill |
# | Party |
# | Achievements |
# | End |
# ---------------
#
# -The COMMAND Save, and COMMAND End must be unchanged or an error may occur.
#
# -So good luck with this script
#===========================================================================

module Sky
module Menu_Items

def index(num)
@index = num
end

GAME_SAVE = "Save" #What you want the Save Command to say
GAME_END = "End" #What you want the exit menu Command to say.

def create
@menu = {
0 => ["Item",Scene_Item.new,false],
1 => ["Skill",Scene_Skill.new(@index),true],
2 => ["Equipments",Scene_Equip.new(@index),true],
3 => ["Status",Scene_Status.new(@index),true],
4 => [GAME_SAVE,Scene_File.new(true,false,false),false],
6 => [GAME_END,Scene_End.new,false],
5 => ["Load",Scene_File.new(false,false,true),false],
}
end
def menu
return @menu
end
end
end

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
include Sky
include Menu_Items
def initialize(menu_index = 0)
@menu_index = menu_index
index(0)
create
end

#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@commands = []
for i in 0...menu.size
@commands.push(menu[i][0])
end
@command_window = Window_Command.new(160, @commands)
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
for i in 0...menu.size
if not menu[i][0] == GAME_END
@command_window.draw_item(i, false) # Disable most of the menu
end
end
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when @command_window.index
if menu[@command_window.index][2]
start_actor_selection
else
$scene = menu[@command_window.index][1]
end
end
end
end

#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
index(@status_window.index)
create
case @command_window.index
when @command_window.index
$scene = menu[@command_window.index][1]
end
end
end
end


If I am understanding your problem it isn't my script thats the problem. Its the load scene. If you need help figuring that out pm me.

@downr thanks. I am glad you like it. This script is made to avoid conflict with other script and because you don't need alot of knowledge of how scripts work.

This post has been edited by Sky00Valentine: Jul 6 2010, 09:34 PM


--------------------
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+Quote Post
   
FragTitans
post Aug 15 2011, 10:57 AM
Post #9



Group Icon


Type: Undisclosed




Hi

I have problem with the script when i add your achievement menu he work but when i leave the achievement menu i have an error




CODE
def create_command_window
@commands = []
for i in 0...menu.size <---------- line 175
@commands.push(menu[i][0])
end
@command_window = Window_Command.new(160, @commands)
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
for i in 0...menu.size
if not menu[i][0] == GAME_END
@command_window.draw_item(i, false) # Disable most of the menu
end
end
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save
end
end


All

CODE
#===========================================================================
#
# Sky's Scene Menu Edit
# Version 1.0
# May 4, 2010 Started and completed
#
#
#===========================================================================
#
# Features :
# Version 1.0 -
# - Edit Commands easily even if your a non scripter
#
#===========================================================================
#
# Credit
# Sky00Valentine :creator and editor
#
#===========================================================================
#
# Terms of Use
# ------------
#
# Crediting Rpgmakervx.net is the only thing I ask.
# However feel free to credit Sky00Valentine if you
# see fit.
#
#===========================================================================
#
# Future improvement
# ------------------
#
# - None come to mind, but maybe new menu layouts would probably be good.
#
#===========================================================================
#
# Instructions & Installation
# ---------------------------
# -Plug and play
#
# -edit the @menu hash in the ways you want, here is an outline of
# the defining properties of the @menu hash.
#
# @menu = {
#
# 'KEY' 'COMMAND' 'SCENE' 'CHARACTER'
# | | | |
# | | | |
# V V V V
# 0 => ["Item"], Scene_Item.new, false],
#
# Alright so the KEY is the place you want a COMMAND to show up in the menu
# with 0 being the first position.
#
# so if the KEY was (3) and the COMMAND was (THIS COMMAND)
#
# Example 1 <-- 'Key' is 0
# Example 2 <-- 'Key' is 1
# Example 3 <-- 'Key' is 2
# THIS COMMAND <-- 'Key' is 3
# Example 5 <-- 'Key' is 4
#
# SCENE is what scene the command will take you to. In the above example
# the Item COMMAND will take you to Scene_Item.
#
# CHARACTER is whether it is required to bring out the character selection
# screen when choosing a COMMAND. Kind of like when you want to view your
# skills you would choose the Skill COMMAND and then the character selection
# screen would pop up so you could choose which character's skills you
# wanted to view.
#
# So if you understand the above all you would have to do is add in your
# own things. I will give you an example.
#
# The default menu would be like this :
#
# @menu = {
# 0 => ["Item",Scene_Item.new,false],
# 1 => ["Skill",Scene_Skill.new(@index),true],
# 2 => ["Equip",Scene_Equip.new(@index),true],
# 3 => ["Status",Scene_Status.new(@index),true],
# 4 => ["Save",Scene_File.new(true,false,false),false],
# 5 => ["End",Scene_End.new,false],
# }
#
# This is how it shows up in game.
#
# ---------------
# | Item |
# | Skill |
# | Equip |
# | Status |
# | Save |
# | End |
# ---------------
#
# An example of an updated menu where someone has My Party Script
# and My Achievements Script and they want them included in their
# menu
#
# @menu = {
# 0 => ["Item",Scene_Item.new,false],
# 4 => ["Skill",Scene_Skill.new(@index),true],
# 2 => ["Equip",Scene_Equip.new(@index),true],
# 3 => ["Status",Scene_Status.new(@index),true],
# 1 => ["Save",Scene_File.new(true,false,false),false],
# 7 => ["End",Scene_End.new,false],
# 5 => ["Party",Scene_Party.new,false],
# 6 => ["Achievements",Scene_Achievements.new,false],
# }
#
# This is how it would show up in game.
#
# ---------------
# | Item |
# | Save |
# | Equip |
# | Status |
# | Skill |
# | Party |
# | Achievements |
# | End |
# ---------------
#
# -The COMMAND Save, and COMMAND End must be unchanged or an error may occur.
#
# -So good luck with this script
#===========================================================================

module Sky
module Menu_Items

def index(num)
@index = num
end

GAME_SAVE = "Sauvegarder" #What you want the Save Command to say
GAME_END = "Retour Windows" #What you want the exit menu Command to say.

def create
@menu = {
0 => ["Objets",Scene_Item.new,false],
1 => ["Compétences",Scene_Skill.new(@index),true],
2 => ["Equipements",Scene_Equip.new(@index),true],
3 => ["Etats",Scene_Status.new(@index),true],
4 => [GAME_SAVE,Scene_File.new(true,false,false),false],
6 => [GAME_END,Scene_End.new,false],
5 => ["Succes",Scene_Achievements.new,false],
}
end
def menu
return @menu
end
end
end

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
include Sky
include Menu_Items
def initialize(menu_index = 0)
@menu_index = menu_index
index(0)
create
end

#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@commands = []
for i in 0...menu.size
@commands.push(menu[i][0])
end
@command_window = Window_Command.new(160, @commands)
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
for i in 0...menu.size
if not menu[i][0] == GAME_END
@command_window.draw_item(i, false) # Disable most of the menu
end
end
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when @command_window.index
if menu[@command_window.index][2]
start_actor_selection
else
$scene = menu[@command_window.index][1]
end
end
end
end

#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
index(@status_window.index)
create
case @command_window.index
when @command_window.index
$scene = menu[@command_window.index][1]
end
end
end
end
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+Quote Post
   
Sky00Valentine
post Aug 17 2011, 03:09 PM
Post #10


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




QUOTE (FragTitans @ Aug 15 2011, 06:57 AM) *
Hi

I have problem with the script when i add your achievement menu he work but when i leave the achievement menu i have an error




CODE
def create_command_window
@commands = []
for i in 0...menu.size <---------- line 175
@commands.push(menu[i][0])
end
@command_window = Window_Command.new(160, @commands)
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
for i in 0...menu.size
if not menu[i][0] == GAME_END
@command_window.draw_item(i, false) # Disable most of the menu
end
end
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save
end
end


All

CODE
#===========================================================================
#
# Sky's Scene Menu Edit
# Version 1.0
# May 4, 2010 Started and completed
#
#
#===========================================================================
#
# Features :
# Version 1.0 -
# - Edit Commands easily even if your a non scripter
#
#===========================================================================
#
# Credit
# Sky00Valentine :creator and editor
#
#===========================================================================
#
# Terms of Use
# ------------
#
# Crediting Rpgmakervx.net is the only thing I ask.
# However feel free to credit Sky00Valentine if you
# see fit.
#
#===========================================================================
#
# Future improvement
# ------------------
#
# - None come to mind, but maybe new menu layouts would probably be good.
#
#===========================================================================
#
# Instructions & Installation
# ---------------------------
# -Plug and play
#
# -edit the @menu hash in the ways you want, here is an outline of
# the defining properties of the @menu hash.
#
# @menu = {
#
# 'KEY' 'COMMAND' 'SCENE' 'CHARACTER'
# | | | |
# | | | |
# V V V V
# 0 => ["Item"], Scene_Item.new, false],
#
# Alright so the KEY is the place you want a COMMAND to show up in the menu
# with 0 being the first position.
#
# so if the KEY was (3) and the COMMAND was (THIS COMMAND)
#
# Example 1 <-- 'Key' is 0
# Example 2 <-- 'Key' is 1
# Example 3 <-- 'Key' is 2
# THIS COMMAND <-- 'Key' is 3
# Example 5 <-- 'Key' is 4
#
# SCENE is what scene the command will take you to. In the above example
# the Item COMMAND will take you to Scene_Item.
#
# CHARACTER is whether it is required to bring out the character selection
# screen when choosing a COMMAND. Kind of like when you want to view your
# skills you would choose the Skill COMMAND and then the character selection
# screen would pop up so you could choose which character's skills you
# wanted to view.
#
# So if you understand the above all you would have to do is add in your
# own things. I will give you an example.
#
# The default menu would be like this :
#
# @menu = {
# 0 => ["Item",Scene_Item.new,false],
# 1 => ["Skill",Scene_Skill.new(@index),true],
# 2 => ["Equip",Scene_Equip.new(@index),true],
# 3 => ["Status",Scene_Status.new(@index),true],
# 4 => ["Save",Scene_File.new(true,false,false),false],
# 5 => ["End",Scene_End.new,false],
# }
#
# This is how it shows up in game.
#
# ---------------
# | Item |
# | Skill |
# | Equip |
# | Status |
# | Save |
# | End |
# ---------------
#
# An example of an updated menu where someone has My Party Script
# and My Achievements Script and they want them included in their
# menu
#
# @menu = {
# 0 => ["Item",Scene_Item.new,false],
# 4 => ["Skill",Scene_Skill.new(@index),true],
# 2 => ["Equip",Scene_Equip.new(@index),true],
# 3 => ["Status",Scene_Status.new(@index),true],
# 1 => ["Save",Scene_File.new(true,false,false),false],
# 7 => ["End",Scene_End.new,false],
# 5 => ["Party",Scene_Party.new,false],
# 6 => ["Achievements",Scene_Achievements.new,false],
# }
#
# This is how it would show up in game.
#
# ---------------
# | Item |
# | Save |
# | Equip |
# | Status |
# | Skill |
# | Party |
# | Achievements |
# | End |
# ---------------
#
# -The COMMAND Save, and COMMAND End must be unchanged or an error may occur.
#
# -So good luck with this script
#===========================================================================

module Sky
module Menu_Items

def index(num)
@index = num
end

GAME_SAVE = "Sauvegarder" #What you want the Save Command to say
GAME_END = "Retour Windows" #What you want the exit menu Command to say.

def create
@menu = {
0 => ["Objets",Scene_Item.new,false],
1 => ["Compétences",Scene_Skill.new(@index),true],
2 => ["Equipements",Scene_Equip.new(@index),true],
3 => ["Etats",Scene_Status.new(@index),true],
4 => [GAME_SAVE,Scene_File.new(true,false,false),false],
6 => [GAME_END,Scene_End.new,false],
5 => ["Succes",Scene_Achievements.new,false],
}
end
def menu
return @menu
end
end
end

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
include Sky
include Menu_Items
def initialize(menu_index = 0)
@menu_index = menu_index
index(0)
create
end

#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@commands = []
for i in 0...menu.size
@commands.push(menu[i][0])
end
@command_window = Window_Command.new(160, @commands)
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
for i in 0...menu.size
if not menu[i][0] == GAME_END
@command_window.draw_item(i, false) # Disable most of the menu
end
end
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(@command_window.commands.index(GAME_SAVE), false)# Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when @command_window.index
if menu[@command_window.index][2]
start_actor_selection
else
$scene = menu[@command_window.index][1]
end
end
end
end

#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
index(@status_window.index)
create
case @command_window.index
when @command_window.index
$scene = menu[@command_window.index][1]
end
end
end
end


I cannot recreate the error. It has to be a script clashing with it or something.


--------------------
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+Quote Post
   
FragTitans
post Aug 18 2011, 02:49 AM
Post #11



Group Icon


Type: Undisclosed




I find where the problem is, if i not have your Scene_Menu script in the sky's achievements demo, the achievement menu crash.

Scene_Menu

Spoiler:
CODE
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
s7 = "Achievements"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s7, s6])
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5
$scene = Scene_Achievements.new
when 6 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end


But if I take the scene_menu script your Menu edit script doesn't work

Spoiler:



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+Quote Post
   
Sky00Valentine
post Aug 26 2011, 04:41 AM
Post #12


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




Im getting confused. So the problem is it isn't saying what you want it to say?


--------------------
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+Quote Post
   
Shinsei12
post Sep 3 2011, 08:48 PM
Post #13



Group Icon


Type: Writer
Alignment: Chaotic Good




I've had Rpg Maker VX for about a month now and would like to use your script in my first game. It looks like the simplest script i have seen so far but i have no idea how to script things. Any help, like a link to an instructional video or something?
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+Quote Post
   
Sky00Valentine
post Sep 4 2011, 05:38 PM
Post #14


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




Well its all in the instructions. But PM me and I can help from there.


--------------------
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+Quote Post
   
jesse120
post Sep 13 2011, 12:53 AM
Post #15


Master Eventer, Novice scripter, pathetic spriter
Group Icon


Type: Designer
Alignment: Chaotic Good




Is there a way to make the new comands so they dont give you an actor prompt.


--------------------
I might not post anything for a while, but I am still here, watching. You may not see me, but I see you.
Still taking event requests. Still watching topics. I will see comments to my posts and respond.
I will probably not update any of my scripts for a while.

I have not gone!!!

Spoiler:

Master eventer
Need an unusual event call me and i might be able to make it
ex vehicle, pet
search number
I do take event requests
search number 10519195120
Please don't put this number on any of your own posts or topics
note: the search number will be on any post I make to aid in searching by author. If I forget to put it on a topic please notify me.

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The ultimate video game

Legend of, Elder, Fear, of Fabled, Fallout, Call, of Modern, Gears, of Halo, Metal, Ghost, Assassin, Mass, Homicide, Fantasy, 5
That stands for
Legend of Zelda, Elder Scrolls, ?????, Fable, Fallout, Call of Duty, Modern Warfare, Gears of War, Halo, Metal Gears, Ghost Recon, Assassin's Creed, Mass Effect, Auto Homicide, Final Fantasy, 5
Let me know if you want a game added to the list

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Sky00Valentine
post Sep 13 2011, 01:45 AM
Post #16


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




Its in the instructions

CODE
#  'KEY'      'COMMAND'     'SCENE'  'CHARACTER'
#    |            |            |          |
#    |            |            |          |
#    V            V            V          V
#    0    =>  ["Item"], Scene_Item.new, false],

leave the last part to false if you don't want to select characters


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jesse120
post Sep 15 2011, 10:33 PM
Post #17


Master Eventer, Novice scripter, pathetic spriter
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Type: Designer
Alignment: Chaotic Good




QUOTE (Sky00Valentine @ Sep 12 2011, 06:45 PM) *
Its in the instructions

CODE
#  'KEY'      'COMMAND'     'SCENE'  'CHARACTER'
#    |            |            |          |
#    |            |            |          |
#    V            V            V          V
#    0    =>  ["Item"], Scene_Item.new, false],

leave the last part to false if you don't want to select characters

I tried that and it didnt work


--------------------
I might not post anything for a while, but I am still here, watching. You may not see me, but I see you.
Still taking event requests. Still watching topics. I will see comments to my posts and respond.
I will probably not update any of my scripts for a while.

I have not gone!!!

Spoiler:

Master eventer
Need an unusual event call me and i might be able to make it
ex vehicle, pet
search number
I do take event requests
search number 10519195120
Please don't put this number on any of your own posts or topics
note: the search number will be on any post I make to aid in searching by author. If I forget to put it on a topic please notify me.

I will try to check any posts/PMs around 7:30 AM, 3:00 PM, and after 6 PM most days (time in Pacific Time)

The ultimate video game

Legend of, Elder, Fear, of Fabled, Fallout, Call, of Modern, Gears, of Halo, Metal, Ghost, Assassin, Mass, Homicide, Fantasy, 5
That stands for
Legend of Zelda, Elder Scrolls, ?????, Fable, Fallout, Call of Duty, Modern Warfare, Gears of War, Halo, Metal Gears, Ghost Recon, Assassin's Creed, Mass Effect, Auto Homicide, Final Fantasy, 5
Let me know if you want a game added to the list

If you are a believer of Jesus Christ, believe he is the only way to heaven, and are 100% proud of it, put this in your sig.
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Sky00Valentine
post Sep 16 2011, 03:19 AM
Post #18


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




can you post it?


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jesse120
post Sep 18 2011, 04:07 AM
Post #19


Master Eventer, Novice scripter, pathetic spriter
Group Icon


Type: Designer
Alignment: Chaotic Good




It is the links to to Jet's Note Input script, Jet's credits script, and Nicke's Simple Journal that still ask for an actor selection.

CODE
@menu = {
0 => ["Item",Scene_Item.new,false],
1 => ["Skill",Scene_Skill.new(@index),true],
2 => ["Equip",Scene_Equip.new(@index),true],
3 => ["Status",Scene_Status.new(@index),true],
4 => ["NoteBook", $scene = Scene_NoteInput.new, (@index),false],
5 => ["QuestBook", $scene = Scene_Simple_Journal.new, (@index),false],
6 => [GAME_SAVE,Scene_File.new(true,false,false),false],
7 => ["Lode" ,$scene = Scene_File.new(false, false, false), false],
8 => [GAME_END,Scene_End.new,false],
9 => ["Credits", $scene = Scene_Credits.new("Scene_Map"), (@index),true],
}


--------------------
I might not post anything for a while, but I am still here, watching. You may not see me, but I see you.
Still taking event requests. Still watching topics. I will see comments to my posts and respond.
I will probably not update any of my scripts for a while.

I have not gone!!!

Spoiler:

Master eventer
Need an unusual event call me and i might be able to make it
ex vehicle, pet
search number
I do take event requests
search number 10519195120
Please don't put this number on any of your own posts or topics
note: the search number will be on any post I make to aid in searching by author. If I forget to put it on a topic please notify me.

I will try to check any posts/PMs around 7:30 AM, 3:00 PM, and after 6 PM most days (time in Pacific Time)

The ultimate video game

Legend of, Elder, Fear, of Fabled, Fallout, Call, of Modern, Gears, of Halo, Metal, Ghost, Assassin, Mass, Homicide, Fantasy, 5
That stands for
Legend of Zelda, Elder Scrolls, ?????, Fable, Fallout, Call of Duty, Modern Warfare, Gears of War, Halo, Metal Gears, Ghost Recon, Assassin's Creed, Mass Effect, Auto Homicide, Final Fantasy, 5
Let me know if you want a game added to the list

If you are a believer of Jesus Christ, believe he is the only way to heaven, and are 100% proud of it, put this in your sig.
Go to the top of the page
 
+Quote Post
   
Sky00Valentine
post Sep 19 2011, 02:51 PM
Post #20


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




QUOTE (jesse120 @ Sep 18 2011, 12:07 AM) *
It is the links to to Jet's Note Input script, Jet's credits script, and Nicke's Simple Journal that still ask for an actor selection.

CODE
@menu = {
0 => ["Item",Scene_Item.new,false],
1 => ["Skill",Scene_Skill.new(@index),true],
2 => ["Equip",Scene_Equip.new(@index),true],
3 => ["Status",Scene_Status.new(@index),true],
4 => ["NoteBook", $scene = Scene_NoteInput.new, (@index),false],
5 => ["QuestBook", $scene = Scene_Simple_Journal.new, (@index),false],
6 => [GAME_SAVE,Scene_File.new(true,false,false),false],
7 => ["Lode" ,$scene = Scene_File.new(false, false, false), false],
8 => [GAME_END,Scene_End.new,false],
9 => ["Credits", $scene = Scene_Credits.new("Scene_Map"), (@index),true],
}


notice for each of those for some reason you have , (@index), true.

I don't know what the (@index) is used for but you either take it out and/or remove the comma that comes before it. There should only be two commas in each one. Not three. And remember if you put false after the second comma the actor select screen won't pop up.

One last thing I don't think you need the (@index) for those three scripts so take them out.


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