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> Lite Menu Version 1.0, *Change your menu to simple style~
woratana
post Feb 2 2008, 12:25 AM
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Lite Menu Version 1.01
by Woratana
Released on: 03/02/2008

Introduction
I script this because request of turtleman, so I want to share here. Maybe you guys will like it~^^

This script will change your menu style similar to Dragon Warrior style menu.

Request Picture:


Screenshot


Script
place it above main
CODE
#==============================================================================
# ¦ [RMVX] Lite Menu Version 1.01
#------------------------------------------------------------------------------
# by Woratana [woratana@hotmail.com]
# released on 03/02/2008
#
# Features Version 1.01
# - Fixed Bug in Gold_Text
# Features Version 1.0
# - Allow user to config menu
# - Add Gold/Location Window (user can turn on/off)
#==============================================================================

module Wor_Litemenu
  #================
  # SETUP Script Here!
  #================
  MENU_WINDOW_Y = 50
  CHARA_WINDOW_Y = 160
  CHARA_WINDOW_WIDTH = 175
  SHOW_LV = true
  SHOW_LOCATION_WINDOW = true
  VOCAB_LOCATION = "Location:"
  VOCAB_GOLD = "Gold:"
  LOCATION_WINDOW_Y = 295
  LOCATION_TEXT_X = 96
  GOLD_TEXT_X = 84
end

class Scene_Menu < Scene_Base

  def initialize(menu_index = 0)
    @menu_index = menu_index
  end

  def start
    super
    create_menu_background
    create_command_window
    lite_create_location_window if Wor_Litemenu::SHOW_LOCATION_WINDOW == true
    lite_create_actor_window
  end

# START LITE METHOD
  def lite_create_actor_window
    member = []
    @item_max = $game_party.members.size
    for actor in $game_party.members
     member.push ((actor.name) + " Lv." + (actor.level.to_s)) if Wor_Litemenu::SHOW_LV == true
     member.push (actor.name) if Wor_Litemenu::SHOW_LV == false
    end
    @status_window = Window_Command.new(Wor_Litemenu::CHARA_WINDOW_WIDTH, member)
    @status_window.index = @menu_index
    @status_window.x = (554 /2) - (@status_window.width/2)
    @status_window.y = Wor_Litemenu::CHARA_WINDOW_Y
    @status_window.visible = false
  end

  def lite_get_map_name
    mapdata = load_data("Data/MapInfos.rvdata")
    map_id = $game_map.map_id
    @map_name = mapdata[map_id].name
  end
  
  def lite_draw_currency_value(value, x, y, width)
    cx = @location_window.contents.text_size(Vocab::gold).width
    @location_window.contents.font.color = @location_window.normal_color
    @location_window.contents.draw_text(x+53, y, @location_window.width+cx, 24, value, 0)
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(x+(($game_party.gold).to_s.size * 8)+68, y, @location_window.width, 24, Vocab::gold, 0)
  end
  
  def lite_create_location_window
    width = 300
    height = 90
    x = (554 /2) - (width/2)
    y = Wor_Litemenu::LOCATION_WINDOW_Y
    @location_window = Window_Base.new(x, y, width, height)
    @location_window.create_contents
    lite_get_map_name
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(0, 0, 300, 24, Wor_Litemenu::VOCAB_GOLD)
    @location_window.contents.font.color = @location_window.normal_color
    lite_draw_currency_value($game_party.gold, 4, 0, Wor_Litemenu::GOLD_TEXT_X)
    @location_window.contents.font.color = @location_window.system_color
    @location_window.contents.draw_text(0, 32, 300, 24, Wor_Litemenu::VOCAB_LOCATION)
    @location_window.contents.font.color = @location_window.normal_color
    @location_window.contents.draw_text(Wor_Litemenu::LOCATION_TEXT_X, 32, 300, 24, @map_name)
  end

# END LITE METHOD

  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @location_window.dispose if @location_window
    @status_window.dispose
  end
  
  def update
    super
    update_menu_background
    @command_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      @status_window.update
      update_actor_selection
    end
  end

  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6],2,3)
    @command_window.index = @menu_index
    @command_window.x = (554 /2) - (@command_window.width/2) #167
    @command_window.y = Wor_Litemenu::MENU_WINDOW_Y
    if $game_party.members.size == 0
      @command_window.draw_item(0, false)
      @command_window.draw_item(1, false)
      @command_window.draw_item(2, false)
      @command_window.draw_item(3, false)
    end
    if $game_system.save_disabled
      @command_window.draw_item(4, false)
    end
  end

  def start_actor_selection
    @command_window.active = false
    @status_window.visible = true
    @status_window.active = true
    @status_window.index = 0
  end

  def end_actor_selection
    @command_window.active = true
    @status_window.visible = false
    @status_window.active = false
    @status_window.index = -1
  end
  
end


Note
This script started because request of other member, and you are allow to use, and post in other forum if credit included.

Please do not redistribute if there's no permission.

Comment? Question? feel free to post~^^


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Rory
post Feb 2 2008, 12:38 AM
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Nice! I wouldn't use this unless I'm making a fan-game for Dragon Warrior though, doesn't look flashy or cool like new RPGs.


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Guest_Black Shadow_*
post Feb 3 2008, 02:05 PM
Post #3





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There's a bug in this menu.

If you have over 100 gold, the numbers will go over the Gold: thingy.

Atleast, it happen to me O_o

Other from that, it's a rather good menu, but it's to empty for my taste.
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woratana
post Feb 3 2008, 03:25 PM
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@Blackshadow:
Thanks!

The bug fixed now~^^

Updated to Version 1.01
- Fixed Gold_Text Bug


If you're using version 1.00, please update the script~^^


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Endzeit
post Feb 3 2008, 05:48 PM
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This is a nice looking script! Flashy or not, it gets the job done. I prefer simplicity over flashiness anyway so I'll probably use it. Would it be alright if I used this script and built upon it? I'm learning RGSS (slowly tongue.gif) and I like to tinker with scripts I use.


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woratana
post Feb 3 2008, 06:28 PM
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@Dethecus
Your're welcome for that smile.gif

You may want to get to Scene_Menu in original script for more information about this,
because this script didn't include all methods from Scene_Menu.


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BurnZer0
post Feb 3 2008, 11:51 PM
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I may use this in a future project.Dragon warrior (Dragon Quest) is my favorite series ^^ banana.gif


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Guest_Black Shadow_*
post Feb 4 2008, 01:47 AM
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Great that you fixed the bug^^

Can't wait to see more menus from you smile.gif
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woratana
post Feb 4 2008, 02:00 AM
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@Black Shadow
In face, I'm not good at menus though, and I don't have any idea about new menu yet.

If anyone have any idea or picture of idea you want me to make, post it~^^

Anyway, the script that I'm working on is about battle background. If anyone has any idea about that, I will be happy to know.


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Heavyblues
post Feb 5 2008, 08:18 AM
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aww, I was hoping for the system from DQ8 ;3

but this is still really sweet biggrin.gif
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neclords
post Feb 6 2008, 06:52 AM
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So simple, beautiful and elegant!!!


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D3wil666
post Feb 14 2008, 08:00 AM
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problems with 30:class Scene_Menu < Scene_Base
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jasonicus
post Feb 14 2008, 10:47 AM
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You should probably elaborate if you want help with the error. What is the problem?
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woratana
post Feb 15 2008, 07:55 PM
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@D3will666

I think it may has some mistake when you put script in.

Try put script in again, because it works fine when I test it~^^


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Nechi
post Feb 16 2008, 03:38 AM
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Great Work,Wor-kun!!!
I will edit look for me use.


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Ekras
post Apr 2 2008, 06:16 AM
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Great Menus.

Could we get the option to remove the "Save Game" from the menu entirely?

For future menu's I was thinking you could do a shop menu that looks like the DQ shops.
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woratana
post Apr 2 2008, 10:16 PM
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@EKras

What is DQ Shop looks like? smile.gif

For Save Game, I think you better just disable save option,
its easier this way tongue.gif


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Ekras
post Apr 3 2008, 02:23 AM
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Well first off let me add a few other tiny requests for this menu.

1- Could the menu's default location be moved to the upper left like it is in all the DQs?

[Show/Hide] Example



2- Could we get menu over-laps for sub-menus? (currently they appear off to the side of the menu)

3- Could we get the little arrow pointer (you'll see it in the various screenshot)instead of the highlight you currently have? It's more old-school but still looks VERY nice.

----------------------------------------

QUOTE (woratana @ Apr 2 2008, 10:30 PM) *
@EKras

What is DQ Shop looks like? smile.gif


[Show/Hide] Here are screenshots and descriptions


These are from a DQ5 weapon shop. An armor shop would be the same except showing armor value.

The system is very simple. I put a lot of screenshots so you can see the options in detail- if you need clarification on anything feel free to ask. I skipped a few screens and put what happens there in bold.

Image 1: This is what occurs when you first talk to a merchant.


After you select buy it asks which character wishes to buy the item - no screenshot for this.

Image 2: This is what happens when you click Buy on the main menu of the shop. 16 is your current Attack Power. 27 is your attack power with the new weapon equipped.


Image 3: This is what happens when you select an item to buy.


Image 4: This happens automaticly next. Asking the player if they wish to equip the item now (if not the item goes into the players inventory)


IF YOU SAY NO TO AUTO-EQUIP- it just give you a message, and puts the item into the inventory.

Image 5: If you say yes to auto equip It next displays a text box


Image 6: Than it informs the player that they have been equipped with the item

Image 7: Regardless of which choice you did it asks you next if he can help you with anything else


Image 8: This is what happens when you click Sell on the main menu of the shop



Image 9: This is what happens after clicking on the previous screen in the shop



Image 10: After selecting an item to sell



Image 11: Yes/No box



Image 12: If you say no you don't want to sell an item



If you do sell the item it gives you a message ("thanks for doing buisness") and loops back to asks if theres anything else he can do....

Finally it displays text when you exit the store ("Have a good day")



Additional Shot:

Didn't quite know where to put this one. When you try to buy an item that you cannot equip a text message comes up informing the player that he cannot equip it. It than asks yes or no, and if you select yes puts the item into inventory.








QUOTE (woratana @ Apr 2 2008, 10:30 PM) *
For Save Game, I think you better just disable save option,
its easier this way tongue.gif


Well with it "disabled" it still appears on the menu to the player. In DQ you need to save at a King or Church (House of Healing for those who've only played the NES games), and many other games have you save in places like a save point etc. With it on the menu the player might get confused and think there is a way to "unlock" menu-based saving.


Anyway thanks a ton for your work on this smile.gif I'm sure i'm not the only one who appreciates it smile.gif

This post has been edited by Ekras: Apr 3 2008, 02:47 AM
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Azuaya
post May 23 2008, 05:16 PM
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I'm sorry for this necropost but Woratana, may I ask for a favour? Can you also add play time within the menu please? Will appreciate it if you did ^^


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Pimex
post Dec 11 2008, 09:42 AM
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Is there anyway to fix a bug i've got here:

Ive got this script and also ACS(advanced crafting system)
and becuse of that my game end button appears when scrolled down and it doesent got the text Game End. unsure.gif
And the Phone button from that phone script biggrin.gif

This post has been edited by Pimex: Dec 11 2008, 09:43 AM
Attached File(s)
Attached File  untitled.PNG ( 151.69K ) Number of downloads: 57
 


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