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> [YERD] Scene Menu ReDux (updated 06.22), KGC CustomMenu Imported, Launch Common Events, etc.
Yanfly
post Jun 6 2009, 06:56 PM
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Scene Menu ReDux
Last Update: 2009.06.22
By: Yanfly Engine ReDux

Introduction
This is more or less a revision of the menu scene. Included in the script are a couple of features. Note that I will NOT take credit for KGC's custom menu command script as all I did was merely import it into this script and finished up the excluded functions that he's left behind. Everything else I did add to the script.

COMMAND CONTROL - by KGC
Add, remove, and re-order commands akin to KGC's CustomMenuCommands. Akin to this feature will include what KGC's original script was missing and that was easy functionality to include custom menu commands without hassling the core script itself. Also added is the ability to launch common events from the main menu itself for those who wish to event unique commands.

REDUX MENUS
The redux menus are completely optional and are mostly nothing other than visual changes to the menu scene. You can add icons to the command window, display more than just gold on the main menu screen, and added experience bars to the party window.

PLEASE READ THE INSTRUCTIONS BEFORE ASKING QUESTIONS!

Screenshots


Script
Click here to view the main script.

Instructions
There's a few things to go through so I'll post some screenshots. But first things first, there's two things you must do:

1. Place all of the non-KGC and non-Yanfly scripts that have new scenes above this script. That way, they will not alter the menu.
2. Place all KGC and Yanfly scripts below this script to develop compatibility amongst all of the scripts.

This is done to enforce compatibility and to actually make this script work.

---------



Of the easy things you can edit, you may edit which button needs to be pressed in order to launch the menu. This has always bugged me about RPG Maker (that you have to press the cancel button to launch the menu rather than a dedicated button). Now, you can bind the menu call button to what you desire and dedicate other things to your cancel button (like jumping, but I haven't made a script for that yet). The starting index can also be changed. This is where the cursor starts when the menu is loaded. And finally, you may shift the command window over to the right hand side if you desire without needing to do much other than setting RIGHT_SIDE_COMMAND to true.

MENU_BUTTON
This adjusts the button press to open the said menu.

START_INDEX
This is where the menu cursor starts by default.

RIGHT_SIDE_COMMAND
This will set the command window over to the right hand side.

---------



Imported from KGC's CustomMenuCommand is the ability to add, remove, and reorder commands with ease. Just insert the representing number for the command and it'll appear there if you have the script installed. Changing the order around isn't a problem either. They do not have to be in numeric order as indicated by the screenshot above. However, there's a few extra functionalities that the script includes which KGC has not. Note that I will NOT take credit for any of KGC's hard work.



Included is the ability to launch common events from the main menu. You can hide and disable these common events in the menu through game switches easily. When a common event launches, it will kick the player out of the main menu to perform the event. For instance, in the screenshot above, when the player selects the Camp option, it will take the player to a little dungeon where Ralph can talk with his party members, rest up, save, and buy items from a wandering vendor. Note that menu commands 101 through 200 are reserved for common events.



And although KGC's script originally had this feature, the method for easily imported scenes did not exist in his public script. Scene Menu ReDux provides and easy and accessible way to open up new scenes with close to little trouble. Just like the common event menu commands, there are switches you can bind to hide and disable the commands. Note that any custom rules the imported scripts had for disabling and appear in the menu will not apply to this method. You will have to understand how those scripts disable and hide menu commands and mimic their methods through switches. Already imported in the script are a few of the popular scripts throughout the RPG Maker VX community to save people some headache in trying to figure this thing out.

---------



Of the few new features, you can choose whether or not to use icons in your menu. If you do, go look for COMMAND_ICONS and set it to true. Binding the icons to the commands is pretty easy as well. Just go to ICON_SETS and alter the hash there to reflect the icon ID with the desired command. Note that the way the command is written out matters. If using a script that has varying command text, include icons for all of the variations. Unlisted commands will reveal the "Unlisted" icon.

---------



And finally, you may display more than just gold in the command window. Choose a variable or two or three to display by adding it to the VARIABLES_SHOWN, array. The order they appear will determine the order the variables appear. If 0 is inputted into the array, it will return the party's gold amount. Under the VARIABLES_HASH, you can decide the icons and text used for each of the variables.

———
IF YOU ARE HAVING PROBLEMS WITH THESE SCRIPTS, REVIEW THE TROUBLESHOOTING PAGE FIRST!

Compatibility
- Anything that customizes the menu will have issues unless you follow the instructions I've posted.
Please report any compatibility issues and I'll try my best to fix them.

Terms and Conditions
Just give credit where due.

Credits and Thanks
- Credits to KGC for the original CustomMenuCommands. TOMY did the majority of this script.

Originally Found Here: Here


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nevious
post Jun 6 2009, 07:07 PM
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o very handy... youare a true master....


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Garlyle
post Jun 6 2009, 07:20 PM
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hmm... good! n.n;

Except... I won't need it o.o [which makes this one of the few XD]

But good anyway +_+-b


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Ember
post Jun 6 2009, 09:21 PM
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Awesome. Really awesome. I think the only problem with YERD is that it is expanding so god damn quickly XD (A rather comfortable problem actually).

Anyway, well done with all of this, Yanfly.



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Rexxon
post Jun 6 2009, 09:58 PM
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I'm very glad to see this script, Thank you. smile.gif

Any chance you could add the option to include map name or game time (length you've been playing)? Either in a serperate window or in the same window as gold/alternate variables? If you could, that would be swell.

Thank you for your time.
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The Wizard 007
post Jun 6 2009, 10:10 PM
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Nice work Yerd. I was wondering if you had any plans about rewriting the shop menu to display more stat increases/decreases, etc.


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Yanfly
post Jun 6 2009, 10:14 PM
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QUOTE (Rexxon @ Jun 6 2009, 10:58 PM) *
I'm very glad to see this script, Thank you. smile.gif

Any chance you could add the option to include map name or game time (length you've been playing)? Either in a serperate window or in the same window as gold/alternate variables? If you could, that would be swell.

Thank you for your time.

I did have plans for that but wasn't sure how to fit them in (since map names can get quite long). I'll take another look though.

QUOTE (The Wizard 007 @ Jun 6 2009, 11:10 PM) *
Nice work Yerd. I was wondering if you had any plans about rewriting the shop menu to display more stat increases/decreases, etc.

I did, but it wasn't so much rewriting the shop scene (the shop scene is fine by my standards) but rewriting/redrawing the shop windows since those are a bit lacking.


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TimmahX
post Jun 7 2009, 03:48 AM
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This looks amazing! I've been trying to find a script like those the longest time, and now there's finally one that works! laugh.gif


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Xeyla
post Jun 7 2009, 04:27 AM
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Dude, you script so fast, that people need to keep adding scripts to their games! I'm one of them tongue.gif

Like Ember said, its i good problem that im willing to work with biggrin.gif


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iBash
post Jun 7 2009, 05:57 AM
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Great script, everything works find until I tried to exit Modern Algebra's Quest log menu, I got this error:


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Octople Threat
post Jun 7 2009, 06:01 AM
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Damn... Just when you think you're done... They pull you RIGHT BACK IN!!! I think I officially have over 60 scripts now...

But seriously though, thanks a lot, this is perfect! biggrin.gif

This post has been edited by Octople Threat: Jun 7 2009, 06:02 AM


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Yanfly
post Jun 7 2009, 06:07 AM
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That's actually easily fixed. Go to Modern Algebra's quest journal script, find this part:

CODE
if $game_system.quest_menuaccess
$scene = Scene_Menu.new ('Quest')
else # Returning to Map
$scene = Scene_Map.new
end

change this line:

$scene = Scene_Menu.new ('Quest')

into
i = whatever index position quest is at
$scene = Scene_Menu.new(i)



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DestinMancer
post Jun 7 2009, 08:03 AM
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You know what future scripts you plan on working on?


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thefuneralpyre66...
post Jun 7 2009, 05:36 PM
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For some reason, upon attemptign to enter the status scene (of which I have yours) I get this error thrown at me:
----------------------------------------------

Script 'Window_Base' line 158: NoMethodError occurred.

undefined method `' for nil:NilClass

----------------------------------------------
Here is line 158 and the surrounding lines:
-------------------------------------------------
def draw_icon(icon_index, x, y, enabled = true)
bitmap = Cache.system("Iconset")
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
self.contents.blt(x, y, bitmap, rect, enabled ? 255 : 128)
end
-------------------------------------------------
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Yanfly
post Jun 7 2009, 05:44 PM
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That means you're using an Icon ID that doesn't exist. Chances are, it's most likely in the status script settings. Try disabling this script and entering the status menu to see if the same problem persists.


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thefuneralpyre66...
post Jun 7 2009, 08:51 PM
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Strange...it works if I remove the script....are the icons used in your Scene_Status ReDux require to use or optional? Cause for some reason they're what's clashing...which doesn't make sense to me...
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Yanfly
post Jun 7 2009, 09:06 PM
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QUOTE (thefuneralpyre666 @ Jun 7 2009, 09:51 PM) *
Strange...it works if I remove the script....are the icons used in your Scene_Status ReDux require to use or optional? Cause for some reason they're what's clashing...which doesn't make sense to me...

Which script did you remove? The menu or the status window?


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thefuneralpyre66...
post Jun 7 2009, 09:15 PM
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The status script.
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Yanfly
post Jun 7 2009, 09:19 PM
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QUOTE (thefuneralpyre666 @ Jun 7 2009, 10:15 PM) *
The status script.

Go to the status script and check your icon ID's to make sure nothing is wrong. If you're using the default icons, then either you have shrunk your iconset or your download of the script's been set off in some wrong direction.


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thefuneralpyre66...
post Jun 7 2009, 09:33 PM
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Sadly...the same problem occurs, and I've even redone the icons just to make sure.
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