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> Neo Menu System v1.12 LITE + Shoppe, Customize the Items in your menu *NEW LAYOUTS*
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new
post Jan 2 2012, 05:30 AM
Post #121



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Type: Designer
Alignment: Chaotic Evil




@zetu: i think he wants a version where it only shows the full stats of 1 actor.. there's no prev actor or next actor. so something like a full status view..
@greenguy: tomoaky has a script for that.. i remember someone requesting for a script like this before.


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download here
(Ask before using a bar from someone's sig -Touchfuzzy)
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Zetu
post Jan 3 2012, 06:15 PM
Post #122


Has broken out of Staby Rehab!
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Type: Undisclosed
Alignment: Chaotic Evil




Ah. Well, if you want the full status screen for a single actor, I'll still need a mock up. It's hard to know what to fill in all that space.


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My Scripts:

Best. Error. Evah!!!
Spoiler:


Team JIFZ: Jet, Ice, Fenix, Zetu

A stabbing Gesture is a friendly Gesture
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miserysyndrome
post Jan 8 2012, 08:57 PM
Post #123



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Type: Designer
Alignment: Unaligned




I just noticed that when a character reaches level 99. The script (N.E.O. Style Menu v1.01) On line 105 if I'm not mistaking, because the script divides through the max exp.
I thought an if/else loop might fixed the problem. But then i had another error with my level 99 character. smile.gif
I really love the script, but I thought I'd just post this smile.gif


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eldorno
post Mar 3 2012, 10:16 AM
Post #124


The Grand Arbiter
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Type: Designer
Alignment: True Neutral




Hey, could you please put together a layout that looks like this?
Attached File  WindowLayoutConcept.png ( 167.19K ) Number of downloads: 40

(please excuse the badly done photoshopping) >.<
As you can see, it's very similar to the default one, but since I only plan to use 3 party members, the space at the bottom would be better used for a map name box, and there would be a time window above the currency counter.
I would be really thankful if you could make this smile.gif

Oh, and would it be possible to show the currency symbol to the left of the number rather than the right?
Thanks in advance
-eldorno
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Project667
post Mar 18 2012, 11:20 PM
Post #125



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Type: Designer
Alignment: Chaotic Good




Loving the Slide-Menu Style. Looks great!!

Thanks!!


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QUOTE
Does this work in flash?


For making games, I use:
Spoiler:
Adobe Flash
Stencyl
RPG Maker VX (Quiet like it, need more experience.)
Unreal Engine 3
Unity 3d
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froman2686
post Apr 11 2012, 05:29 PM
Post #126



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Type: Designer
Alignment: Lawful Neutral




Is there a way to duplicate the Disable behavior but make it so the option doesn't appear at all? I have a quest item attached to a menu option and I don't want it visible until this item is gained.
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irfan
post Dec 22 2012, 12:22 PM
Post #127



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Type: Designer




How to put the Add-On Script?
I Always error!
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Apocalympse1992
post Feb 25 2013, 11:14 PM
Post #128



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Type: Musician




I Am New To Rpg Maker VX And Have No Scripting Knowledge Whatsoever ANd I Have
No Idea If You Check This any more because its from 2011
but if you do i was hoping you can make a menu system like kingdom hearts!


http://www.supercheats.com/guides/files/gu...arts/start4.jpg
and equipment screen like this
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NoctPanda
post Jun 26 2013, 05:43 PM
Post #129



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Type: Artist
Alignment: Chaotic Good




Spoiler:
Hi~

I'm sorry for having to ask, but don't know scripting too much at all, and I keep getting this error when trying to save my game from the menu while using the LITE version of this script:


And this is the line it's talking about:
CODE
        if eval(DISABLES[selection])


I'd really appreciate any help I can get!

If you need to know, I deleted the line for the "Equip" Menu item, since there won't be any equipable items in this game. I wasn't sure whether or not to delete all of them, so this is what my first part looks like if it means anything:
Spoiler:
CODE
module Z6
# If script includes '@status_window.index', it will prompt you to
# select an actor.
MENU_ITEMS = [
#symbol, label, command $scene = ???
[:item, "Item", 'Scene_Item.new'],
[:skill, "Skill", 'Scene_Skill.new(@status_window.index)'],
[:status, "Status", 'Scene_Status.new(@status_window.index)'],
[:save, "Save", 'Scene_File.new(true, false, false)'],
[:endgame, "Quit", 'Scene_End.new']
] # DO NOT REMOVE

#Expression that tests if script is to be disabled.
DISABLES = {#Disable option if true.
#This shows disabling if Save Game is disabled.
:save => '$game_system.save_disabled',
#This shows disabling if game switch id 11 if off.
:examp1 => '$game_switches[11] == false',
#This shows disabling if variable id 1 is equal to or larger than 8.
:examp2 => '$game_variables[1] >= 8'
} # DO NOT REMOVE

ICONS = { #Optional: Will not display an icon if nil.
:item => 144,
:skill => 137,
:equip => 1,
:status => 130,
:save => 200,
:endgame => 224
} # DO NOT REMOVE


# $m_index is last selected menu index (for return scenes)


Thanks in advance! ^^


EDIT: Nevermind, I've found a way to make it work.

This post has been edited by NoctPanda: Jun 27 2013, 09:59 PM
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