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> +[Custom Title Screen Menu]+, Easy way to Add/Arrange/Edit Menu in Title Screen~!
woratana
post Apr 4 2008, 07:32 PM
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Custom Title Screen Menu
Version 1.0
by Woratana
Release Date: 04/04/2008


Introduction
This script will help you add, arrange, and edit menu in title screen easier.

You can easily move, change its size, change skin, and change opacity.


Features
Version 1.0
- Easy to Edit window's appearance (size, position, skin, opacity)
- Easy to Add/Arrange commands
- Included built-in method to help you make new command easier


Script
Place it above main

Attached File  CustomTitleMenu10.txt ( 6.66K ) Number of downloads: 1130



Instruction
- Setup script between this line...
CODE
  #====================================================================
  # +[START SETUP SCRIPT HERE]+
  #--------------------------------------------------------------

and this line...
CODE
  #-------------------------------------------------------------------------
  # +[END SETUP SCRIPT HERE]+
  #-------------------------------------------------------------------------


Here are the setup guides from script:
CODE
  #--------------------------------------------------------------------------
  # ** Command Window Appearance Setup
  #----------------------------------------------------------------------
  # * Type the integer number to use that value,
  # e.g. COMMAND_WINDOW_X = 200
  # * or type script in '...' to use number calculate by script.
  # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
  # Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
  #--------------------------------------------------------------------------


CODE
  #--------------------------------------------------------------------------
  # ** Commands List Setup
  #----------------------------------------------------------------------
  # ** Template **
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene("Scene_Test.new")]
  
  # ** Description **
  # Command Index
  # << Command Index start from 0. The lower index will show above higher index
  # 'Text'
  # << Text you want to show for that command, type text in '...'
  # 'Script'
  # << Script to run when player choose that command, type script in '...'


CODE
  #-------------------------------------------------------------------------
  # ** Built-in Method
  # * List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game' : New Game
  # 'command_continue' : Continue Game
  # 'command_shutdown' : Shut down Game
  
  # 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new'
  # e.g. 'scene("Scene_End.new")'
  # e.g.2 'scene("Scene_Menu.new(2)")'
  
  # 'new(Map ID, X, Y, Members)' : New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note: You may use this method for Game Tutorial



Compatibility
This script rewrite methods update and create_command_window

so it may not work with scripts that need to edit those methods.


Author's Notes
Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.

Please do not redistribute this script without permission. If you want to post it on any forum, please link to this topic.


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Senreichi
post Apr 4 2008, 07:44 PM
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Sounds good. I'm gonna go try it out. laugh.gif


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Irockman1
post Apr 14 2008, 11:06 PM
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This works fine for me, unless I have a save game.



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woratana
post Apr 14 2008, 11:46 PM
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Oh, I got it.

find this in the script:
CODE
LOAD_COMMAND_INDEX


change to
CODE
LOAD_GAME_COMMAND_INDEX


smile.gif


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SojaBird
post Apr 21 2008, 10:58 PM
Post #5


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I cant get the new commands working

Like I tried
CODE
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
  COMMAND[3] = ['Tutorial', 'new(2, 8, 5, [9, 10])]']

but when I do 3, it gives a synthac error....what do I do wrong?

This post has been edited by pim321: Apr 21 2008, 10:58 PM


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Random Stuff
OMG, it's Hab!!


This is a crazy drawing application! (by me)

How did I learned to script
QUOTE
Hey pim! I'm the Law G14!

For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.

Thanks in advance.


Hey there,

Well I don't make battle neither though I can still teach you some things :)...
The way I've learned to script is by reading other scripts for the most part.
I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!!
The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script.
You also need to feel the competition that's around in the scripting-community.
Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P
So that's an other thing...
You also don't need to be afraid to learn from others or helpfiles.
When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember.
Then, you must be calm, cause you need to try the script a lot of times.
When I write a script, I test it after almost every changes.
First I set up the major structure.
Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base
def initialize(x,y,width,height)
super(x,y,width,height)
refresh
end

def refresh
self.contents.clear
draw_contents
end

def draw_contents
draw_something(with, some, parameters)
end

def update
refresh if @something != @what_it_should_be
end
end
So that's also very important.
Then, the biggest thing I learned scripting from is TRIAL AND ERROR.
That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.

So that's it how I did it.
Now it's up to you.
Do some requests (if I didn't do it allready :P) and learn from them.

Hope that helped you out a little.
If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials.
Perhaps they're going to be usefull for you one day ;)


Greatzz,
SojaBird.
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woratana
post Apr 21 2008, 11:11 PM
Post #6


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QUOTE
'new(2, 8, 5, [9, 10])]'


change to
CODE
'new(2, 8, 5, [9, 10])'


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SojaBird
post Apr 22 2008, 02:35 AM
Post #7


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sweat.gif hehe allright thanks ill try again wink.gif

I'll try to make something like this i guess

CODE
  COMMAND[0] = ['New Good', 'new(1, 8, 5, [1])'
  COMMAND[1] = ['New Evil', 'new(2, 8, 5, [2])'
  COMMAND[2] = ['Load Good', 'command_continue_good']
  COMMAND[3] = ['Load Evil', 'command_continue_evil']
  COMMAND[4] = ['End Game', 'command_shutdown']


I guess i need to find a way to save to evil files when ya're evil and to good when ya're good
Perhaps ill try to make 2 menu's so ya can have a good and evil titlescreen and ya can switch between them...

like
[Show/Hide] Like this

Good menu
> New Game
> Load Game
> End Game

> Switch to Evil
_________________

Evil menu
> New Game
> Load Game
> End Game

> Switch to Good


but do you think i/you can make something that changes savefiles and have the two seperate load screens?
or perhaps i do something that when ya pull of a new game, you'll get an other screen (so it pops a new window) where ya can choose between good and evil, between male/female...and class?

mmm when i want to do this its going to cost me a lot of time cause i cant realy script tongue.gif but perhaps im lucky and can get it working rolleyes.gif
...well see...


otherwise, it IS a nice concept


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Art from the highest shelf?

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HUD's Request Lobby (multiple hud-scripts)


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

Random Stuff
OMG, it's Hab!!


This is a crazy drawing application! (by me)

How did I learned to script
QUOTE
Hey pim! I'm the Law G14!

For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.

Thanks in advance.


Hey there,

Well I don't make battle neither though I can still teach you some things :)...
The way I've learned to script is by reading other scripts for the most part.
I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!!
The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script.
You also need to feel the competition that's around in the scripting-community.
Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P
So that's an other thing...
You also don't need to be afraid to learn from others or helpfiles.
When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember.
Then, you must be calm, cause you need to try the script a lot of times.
When I write a script, I test it after almost every changes.
First I set up the major structure.
Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base
def initialize(x,y,width,height)
super(x,y,width,height)
refresh
end

def refresh
self.contents.clear
draw_contents
end

def draw_contents
draw_something(with, some, parameters)
end

def update
refresh if @something != @what_it_should_be
end
end
So that's also very important.
Then, the biggest thing I learned scripting from is TRIAL AND ERROR.
That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.

So that's it how I did it.
Now it's up to you.
Do some requests (if I didn't do it allready :P) and learn from them.

Hope that helped you out a little.
If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials.
Perhaps they're going to be usefull for you one day ;)


Greatzz,
SojaBird.
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Suraksin Varja
post May 10 2008, 11:40 PM
Post #8


Level 4
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Posts: 47
Type: Artist
RM Skill: Skilled




for some reason the script doesnt like to work if I keep the
@command_window.index = LOAD_COMMAND_INDEX
in it lol thats line 101 without the script being edited from what you posted. Works fine without though.
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Quin
post Aug 28 2008, 09:03 AM
Post #9


"Hey Look! My fist did go through your head!"
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Posts: 170
Type: Event Designer
RM Skill: Beginner




I have a small problem with this script...

I have changed it so that only one option is viewable at any one time, however, it only shows New Game, and nothing else.
Also, only the top arrow shows when scrolling through the menu.


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woratana
post Aug 29 2008, 10:24 AM
Post #10


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QUOTE (Quin @ Aug 28 2008, 09:25 AM) *
I have a small problem with this script...

I have changed it so that only one option is viewable at any one time, however, it only shows New Game, and nothing else.
Also, only the top arrow shows when scrolling through the menu.

Try press Down or Up.
If that still not work, post your setup part of the script in here. smile.gif

P.s. If you want to show 1 command at a time, the height of command box should be WLH (usually 24) + 32. biggrin.gif


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Kupo
post Sep 1 2008, 04:12 AM
Post #11


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Woratana how do you link the things together say if I wanted a bestairy and i had the script and everything else i've made th option 'beastairy' available from the menu screen how do I get the option to go into the bestairy and then when you close it back to the start menu? biggrin.gif


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woratana
post Sep 2 2008, 01:29 AM
Post #12


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Sorry, this script is not doing anything with menu >_>


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Quin
post Sep 11 2008, 09:24 AM
Post #13


"Hey Look! My fist did go through your head!"
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sorry for the long reply

CODE
COMMAND_WINDOW_X = 11
  COMMAND_WINDOW_Y = 172
  COMMAND_WINDOW_WIDTH = 378
  COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
  
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 1 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
  
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  # ** Commands List Setup
  #----------------------------------------------------------------------
  # ** Template **
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene("Scene_Test.new")]
  
  # ** Description **
  # Command Index
  # << Command Index start from 0. The lower index will show above higher index
  # 'Text'
  # << Text you want to show for that command, type text in '...'
  # 'Script'
  # << Script to run when player choose that command, type script in '...'
  
  #-------------------------------------------------------------------------
  # ** Built-in Method
  # * List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game' : New Game
  # 'command_continue' : Continue Game
  # 'command_shutdown' : Shut down Game
  
  # 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new'
  # e.g. 'scene("Scene_End.new")'
  # e.g.2 'scene("Scene_Menu.new(2)")'
  
  # 'new(Map ID, X, Y, Members)' : New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note: You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
  
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.



there we go... the command text does not show up, and the top arrow remains, even when scrolling


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woratana
post Sep 12 2008, 06:40 AM
Post #14


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Use this, it will work ^^
CODE
COMMAND_WINDOW_X = 11
  COMMAND_WINDOW_Y = 172
  COMMAND_WINDOW_WIDTH = 378
  COMMAND_WINDOW_HEIGHT = 56 # Type integer, or 'nil' for autosize.
  
  COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
  COMMAND_WINDOW_ROW_MAX = 3 # Type integer, or 0 for auto row count.
  COMMAND_WINDOW_SPACING = 32
  
  COMMAND_WINDOW_SKIN = 'Window' # Windowskin file must be in folder 'System'
  COMMAND_WINDOW_BACK_OPACITY = 200 # Window Background Opacity (0 - 255)
  COMMAND_WINDOW_OPACITY = 255 # Window Opacity (0 - 255)
  #--------------------------------------------------------------------------
  # ** Commands List Setup
  #----------------------------------------------------------------------
  # ** Template **
  # COMMAND[Command Index] = ['Text', 'Script']
  # e.g. COMMAND[1] = ['Test Command', 'scene("Scene_Test.new")]
  
  # ** Description **
  # Command Index
  # << Command Index start from 0. The lower index will show above higher index
  # 'Text'
  # << Text you want to show for that command, type text in '...'
  # 'Script'
  # << Script to run when player choose that command, type script in '...'
  
  #-------------------------------------------------------------------------
  # ** Built-in Method
  # * List of built-in method, you can put this in 'Script' in Template
  #-------------------------------------------------------------------------
  # 'command_new_game' : New Game
  # 'command_continue' : Continue Game
  # 'command_shutdown' : Shut down Game
  
  # 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new'
  # e.g. 'scene("Scene_End.new")'
  # e.g.2 'scene("Scene_Menu.new(2)")'
  
  # 'new(Map ID, X, Y, Members)' : New Game in specific location and members
  # e.g. 'new(1, 10, 8, [1,2,3])'
  # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
  # Note: You may use this method for Game Tutorial
  #--------------------------------------------------------------------------
  COMMAND = Array.new
  #--------------------------------------------------------------------------
  COMMAND[0] = ['New Game', 'command_new_game']
  COMMAND[1] = ['Load Game', 'command_continue']
  COMMAND[2] = ['End Game', 'command_shutdown']
  
  LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.


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Kakeru
post Nov 9 2008, 03:25 PM
Post #15


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Hehe Thanks im new how do you like change the title scene i put the script in and it works but nothings changed mellow.gif
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