See the Installation part in the first post. =/ Probably is just that.
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Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.
Anyone using this script in their game is welcome to give me a screenshot of your skill tree usage, and it will be placed on the first post as a link to your project.
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Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.
Group: Member
Posts: 11
Type: Writer
RM Skill: Intermediate
Man, this script saved my life! It was difficult looking for a custom menu that would support a party of only three, but it was impossible for a non-scripter like me to add custom commands to the script. This script here helped me with that so great.
I just have one issue. You see, the custom command I have added is a skill tree, but I'm not using a skill tree script. This is where your script came in handy, because it supports common events. I've created my skill tree purely of events on a map. Now, I can get to the skill tree map through the menu fine...but how can I get back to the map I was on previously?
Please help.
This post has been edited by Pyro21: Jun 9 2011, 09:34 AM
Man, this script saved my life! It was difficult looking for a custom menu that would support a party of only three, but it was impossible for a non-scripter like me to add custom commands to the script. This script here helped me with that so great.
I just have one issue. You see, the custom command I have added is a skill tree, but I'm not using a skill tree script. This is where your script came in handy, because it supports common events. I've created my skill tree purely of events on a map. Now, I can get to the skill tree map through the menu fine...but how can I get back to the map I was on previously?
Please help.
With the option to hide/unhide menu commands you can swap the one that puts you in the skill tree scene, for the other that brings you back. But the most obvious way to do it is just in the same common event... you save the player actual position in variables before moving it to the skill tree scene... and then you use those saved variables to put the player back on where it was.
Is just eventing. Good luck-
__________________________
Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.
Group: Member
Posts: 11
Type: Writer
RM Skill: Intermediate
QUOTE (leongon @ Jun 9 2011, 11:59 AM)
QUOTE (Pyro21 @ Jun 9 2011, 09:33 AM)
Man, this script saved my life! It was difficult looking for a custom menu that would support a party of only three, but it was impossible for a non-scripter like me to add custom commands to the script. This script here helped me with that so great.
I just have one issue. You see, the custom command I have added is a skill tree, but I'm not using a skill tree script. This is where your script came in handy, because it supports common events. I've created my skill tree purely of events on a map. Now, I can get to the skill tree map through the menu fine...but how can I get back to the map I was on previously?
Please help.
With the option to hide/unhide menu commands you can swap the one that puts you in the skill tree scene, for the other that brings you back. But the most obvious way to do it is just in the same common event... you save the player actual position in variables before moving it to the skill tree scene... and then you use those saved variables to put the player back on where it was.
Is just eventing. Good luck-
Thanks. It's all good, now. It's all working
This is great. I'll definitely hold onto this script.
So I managed to have fun getting the menu to work - the custom menu thing you have going on with a lot of scene_bla - for example scene_factions will add the factions command to the menu. any ways I noticed with KGC scripts they dont have this alot of them do that
CODE
class Scene_Menu < Scene_Base if KGC::DistributeParameter::USE_MENU_DISTRIBUTE_PARAMETER_COMMAND #-------------------------------------------------------------------------- # ◠コマンドウィンドウã®ä½œæˆ #-------------------------------------------------------------------------- alias create_command_window_KGC_DistributeParameter create_command_window def create_command_window create_command_window_KGC_DistributeParameter
return if $imported["CustomMenuCommand"]
@__command_distribute_parameter_index = @command_window.add_command(Vocab.distribute_parameter) if @command_window.oy > 0 @command_window.oy -= Window_Base::WLH end @command_window.index = @menu_index end end
I am wondering from this what would be the command to call it into the menu that you've included with the talent script.
Most of the time you can get it from the scene_menu.
I can post the actual script if you would like -I cant remeber if you mentioned something about KGC scripts or not.
My incompetence is win: Scene_DistributeParameter
This post has been edited by Adrien.: Jun 17 2011, 08:57 PM
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Games I am working on | Each image is a link to the game
So I managed to have fun getting the menu to work - the custom menu thing you have going on with a lot of scene_bla - for example scene_factions will add the factions command to the menu. any ways I noticed with KGC scripts they dont have this alot of them do that
CODE
class Scene_Menu < Scene_Base if KGC::DistributeParameter::USE_MENU_DISTRIBUTE_PARAMETER_COMMAND #-------------------------------------------------------------------------- # �—� �‚��ƒž�ƒ��ƒ‰�‚��‚��ƒ��ƒ‰�‚�ã®ï¿ ½Å“�ˆ� #-------------------------------------------------------------------------- alias create_command_window_KGC_DistributeParameter create_command_window def create_command_window create_command_window_KGC_DistributeParameter
return if $imported["CustomMenuCommand"]
@__command_distribute_parameter_index = @command_window.add_command(Vocab.distribute_parameter) if @command_window.oy > 0 @command_window.oy -= Window_Base::WLH end @command_window.index = @menu_index end end
I am wondering from this what would be the command to call it into the menu that you've included with the talent script.
Most of the time you can get it from the scene_menu.
I can post the actual script if you would like -I cant remeber if you mentioned something about KGC scripts or not.
My incompetence is win: Scene_DistributeParameter
Actually my script is pretty simple, you just need to read and follow the syntax help, and if you know was does the scene you're adding, will know what settings you need...
For name... ("Parameters")?... For Scene (Scene_DistributeParameter)?... For actor? I don't know if that scene needs to select an actor before loading... For dis_0? I don't know if that scene is usefull without actors in your party... the remaining options are all at your will.
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Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.
I figured it out - how ever I am wondering if your script supports:
If switch x is on, add command to the menu.
It does but... C'mon, you can read the first post instead of waiting for me to answer this. -pats-
__________________________
Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.
Group: Member
Posts: 12
Type: Developer
RM Skill: Skilled
Not what im looking for but i still have to give you a mass amount of credit for this unique script. and please sir dont take offense to me not using it i just lookin for a specific menu screen thats all
Anyways goodjob mate
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"Take losing well and be a sportsman about it... Winning earns us nothing in life apart from the prizes which you receive of others.. doesnt that make you the low man?"
Victory should be acheived for GLORY and HONOUR not for the gifts of others.
That's pretty obvious. You DO need to choose an actor before running the Skill Tree script.
__________________________
Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.
That's another case... I understand now what you need.
Replace the command line for the skill tree, with a common event one. And use a common event that runs a script call to open that specific actor skill tree. The method to use script calls for the skill trees are explained in the demo in case you don't understand it in the script description.
The possibility of using common events as menu commands in my script, is what allows you to do all this custom script calls
This post has been edited by leongon: Sep 8 2011, 08:47 AM
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Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.
Group: Local Mod
Posts: 1,250
Type: Event Designer
RM Skill: Masterful
Rev Points: 90
I apologize for posting after so long, but I have run into a small problem that I cannot seem to work through. I am attempting to use Yanfly's beastiary and scan script and when I attempt to allow it to show up on your main menu manager I am getting an error, I'm pretty sure it's because I don't know what to call on this screen since it doesn't have a scene_whatever to fill in. This is the scene_menu section from the script.
CODE
class Scene_Menu < Scene_Base
#-------------------------------------------------------------------------- # alias create command window #-------------------------------------------------------------------------- alias create_command_window_dse create_command_window unless $@ def create_command_window create_command_window_dse return if $imported["CustomMenuCommand"] if $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH] scc_text = YE::MENU::MONSTER::BESTIARY_TITLE @command_bestiary = @command_window.add_command(scc_text) if @command_window.oy > 0 @command_window.oy -= Window_Base::WLH end end @command_window.index = @menu_index end
I hope that is enough to show you what I mean. ISorry for asking such a noob question, but I am unable to figure this out myself.
I apologize for posting after so long, but I have run into a small problem that I cannot seem to work through. I am attempting to use Yanfly's beastiary and scan script and when I attempt to allow it to show up on your main menu manager I am getting an error, I'm pretty sure it's because I don't know what to call on this screen since it doesn't have a scene_whatever to fill in. This is the scene_menu section from the script.
CODE
class Scene_Menu < Scene_Base
#-------------------------------------------------------------------------- # alias create command window #-------------------------------------------------------------------------- alias create_command_window_dse create_command_window unless $@ def create_command_window create_command_window_dse return if $imported["CustomMenuCommand"] if $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH] scc_text = YE::MENU::MONSTER::BESTIARY_TITLE @command_bestiary = @command_window.add_command(scc_text) if @command_window.oy > 0 @command_window.oy -= Window_Base::WLH end end @command_window.index = @menu_index end
I hope that is enough to show you what I mean. ISorry for asking such a noob question, but I am unable to figure this out myself.
I'll need a link to see that script's thread to have a chance to tell you how to call it properly.
__________________________
Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.
Group: Member
Posts: 36
Type: Writer
RM Skill: Intermediate
A few points... 1.Script works awesome, I love your scripts! (I use Munkis' Bestairy and wanted to put it in the menu, did it with a common event) 2.How does this require a rainy day?!? 3.HAPPY NEWYEAR LEONGON!!
This post has been edited by Fonstw: Jan 1 2012, 07:41 AM
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Haven't you ever noticed that "four" is the only number with the same amount of letters as it's definition in the entire English language?
A few points... 1.Script works awesome, I love your scripts! (I use Munkis' Bestairy and wanted to put it in the menu, did it with a common event) 2.How does this require a rainy day?!? 3.HAPPY NEWYEAR LEONGON!!
1. thanks xD glad you like it 2. Because it was raining here when I published it, so I made it a requirement for using the script :trollface: 3. Happy new year for you aswell
__________________________
Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.