Help - Search - Members - Calendar
Full Version: The Lost Menu
RPG RPG Revolution Forums > Scripting > Script Tutorials > RGSS2
SojaBird
The Lost Menu

Version v2.0.2
Author SojaBird
Release Date
v1.0 > 12-07-08
v2.0 > 12-07-08
v2.0.1 > 30-07-08
v2.0.2 > 09-03-09


Introduction
Disables the menu, open+close item/skill/equip/status/save/end with keys.


Features
v1.0
- Determine wich input is used for the opening of every window.
v2.0
- Determine wich input is used for the closing of every window.
v2.0.1
- Fixed bugs.
v2.0.2
- Fixed save bug.

To come features
- Only on request.


Script
Click to view attachment


Customization
All the customazation is explained in the script self.
It's easy to use.
Read the comments to know how to customise the script.

The setup in the script starts from
CODE
#############
# Start SETUP
#############


and ends with
CODE
############
# End SETUP
############



Compatibility
VX only.


Installation
Put the script above main.
Customise the script to your needs.
Credit me pls.


FAQ
Yet 2 come.


Terms and Conditions
Credit me with site, and the script is free for use in NONCOMERCIAL projects.
If anyone want some changes, please pm me or post it here, I'll track the topic.
RoxasXIII
Nice...It gets annoying sometimes having to press more than one button to get to the manus...This will work well...
chase10
Yes! I was just about to request this! Thanks man I needed this.

Hey just a quick edit! Would it be possible to make it so when you open the item menu (F5)
intead of pressing ESC to close, how about just pressing F5 again?
SojaBird
yea that's easy.
SojaBird
update to version v2.0
chase10
Thanks! Good job.
But I'm getting some errors.

EDIT: Ok.. I fixed the F9 problem by pasting the script above the NEO SAVE SYSTEM.
But now when I press F9 again, it wont close the menu.
SojaBird
UPDATE TO V2.0.1

Fixed the bugs
maker2008
laugh.gif Thank you very much SojaBird!
redm
I noticed F9 for save doesn't actually bring up the save menu, it brings up a load menu. By changing the first parameter on the following line
scene = Scene_File.new(false, false, true)
from false to true, fixes that.


As a side question for those more familiar with the language, where are those parameters defined? I figured out what each did by playing around, but I couldn't find where they were defined.


Sorry if this is considered a necro-post, but figured if anyone else grabbed this script they might want to know about that.
RuGeaR1277
i wanna make a request! can you make the input be any keys on the keyboard... i mean the alphabets only...
example:
Q - Equipment
K - Skills
I - Items
S - Status
etc...
thanks in advanced! happy.gif
SojaBird
@redm
thanks for the notice, I didn't see that wink.gif thanks a lot
in the next version I'll have this updated

@RuGeaR1277
it is possible to use the whole keyboard, though I won't include this in this script since ya can use an other script (from ccoa if I'm right) that let you do just that thing
only thing you have to do is put the correct code at this script so that you can use it
...I'll look that script up for ya
RuGeaR1277
okay... thanks! happy.gif
Demos Kerrigan
Nice! It sounds like a customized menu like when we play some average MMORPG games. Something sure, your script is very interesting. Good work! wink.gif
Speeddevilx
how do i add to my game?
RuGeaR1277
QUOTE (Speeddevilx @ Oct 30 2008, 07:29 AM) *
how do i add to my game?

just download the script and copy paste under materials...
and configure~
that's all... =)
SojaBird
when myj typing tool is fineshed, I could add the function to like type "open menu" wich will open the menu and all, that would be interesting I guess...

anyway, check my scripting past and leave a comment biggrin.gif
Darastrix
It's a good script,but there is a phew things I don't like about it,such as status appearing for the actor your using,and not the whole party,same goes for items and the such,also it would be nice to have the menu still enabled,so you have the option of using shortcuts or opening the menu to go to the extra window from another script,in my case KGC stat distribution,I probably wont use it because of these faults but great script nonetheless smile.gif
SojaBird
Heya,

I did an update to v2.0.2 wink.gif
Haha, it's been a long time, though I just though I do it quickly wink.gif

Hope someone is still interested in this smile.gif


EDIT:
@Darastrix,
Heya, sure I'll be able to make it so that you still can open the menu.
It's very easy.
And for extra options, perhaps I'll redo this script so that you can easy add these kinda things.
(Like if you do the next, it'll work: "kgc_stats.new", input::F5, input::B. So that this would make the kgc_stats window appear on pressing F5, and closing on escape)


Greatzz,
SojaBird.
Darastrix
QUOTE (pim321 @ Mar 8 2009, 11:42 PM) *
Heya,

I did an update to v2.0.2 wink.gif
Haha, it's been a long time, though I just though I do it quickly wink.gif

Hope someone is still interested in this smile.gif


EDIT:
@Darastrix,
Heya, sure I'll be able to make it so that you still can open the menu.
It's very easy.
And for extra options, perhaps I'll redo this script so that you can easy add these kinda things.
(Like if you do the next, it'll work: "kgc_stats.new", input::F5, input::B. So that this would make the kgc_stats window appear on pressing F5, and closing on escape)


Greatzz,
SojaBird.


Oh yeah that's true,instead of opening save it would open load,forgot about that in my post above, and you don't have to worry about it tonight,but,is there nothing you can do about it opening only the character your using?
SojaBird
Yep, the update opens the save now properly instead of the load tongue.gif

For the question you're asking, I don't realy get it...
What ya meen with opening for your character only? Like the status window or sth?


Greatzz,
SojaBird.
Darastrix
Say my character is Ralph,when I open the status window It goes directly to he's stats,while in the menu when you press enter you have the option of choosing who's status in your party that you want to see
SojaBird
Aha, I'll get it.

Well perhaps I'll go to there soon.
Anyway, time 2 sleep now.


Greatzz,
SojaBird.
Darastrix
QUOTE (pim321 @ Mar 9 2009, 12:18 AM) *
Aha, I'll get it.

Well perhaps I'll go to there soon.
Anyway, time 2 sleep now.


Greatzz,
SojaBird.


Alright,good to know happy.gif

Good night to you,I still got stinky rotten homework to do sad.gif

There was something else I wanted to say,but I forgot now,maybe i'l

Never mind,I remember now,I read the board guidelines and nothing there says anything about double posting or 48 hours huh.gif
.Tobi
Wow nice thanks It works perfectly! biggrin.gif
SojaBird
smile.gif Thanks
Let's hope you enjoy it biggrin.gif


Greatzz,
SojaBird.
.Tobi
BTW
just post if you have updated the thing about Skills menu biggrin.gif
FauxMask
Hey can you make it so that it doesnt disable the menu, so that it still pops up when you press a button? I know someone else already asked this, but you didnt give a solution on how to edit the script to allow it.
Thanks
SojaBird
Hey,

I don't know about anybody els asking for it but you'll be the one that will be heared smile.gif
It's not a real hard job but it'll have to wait till I return from my holiday break to Sweden.
I'll be back at the forum, say the 5th or 6th of August '09.

But thanks in advance.
You all can still keep posting, I'll awnser all replies when I get back.

Post about what you think of the script, what can be improved and if you have suggestions or found any bugs.


Greatzz and a happy holiday to you all,
SojaBird.
FauxMask
QUOTE (pim321 @ Jul 18 2009, 03:37 PM) *
Hey,

I don't know about anybody els asking for it but you'll be the one that will be heared smile.gif
It's not a real hard job but it'll have to wait till I return from my holiday break to Sweden.
I'll be back at the forum, say the 5th or 6th of August '09.

But thanks in advance.
You all can still keep posting, I'll awnser all replies when I get back.

Alright, and thanks for being friendly happy.gif

So the question remains, does anyone else know how to get back the main menu by pressing Q?
Much please and thank you.
Shanghai
Here's a good suggestion:

Could you make it that the players themselves could set the keys to what they want opened? Like I'd use X to open up Skills while my friend would use X to open up Items instead. That'd allow for better and more personal customization.
RPGManiac3030
I noticed a problem if you didn't know yet...Anytime during an event, if you press the buttons to activate the menus, the events stop and the menu comes up. Also, if there is no character in the party, the script gets an error.
SojaBird
Hey hey,

I think I'm going to spend more time revieuwing all of my old scripts and make reborn versions of it so that it has more features and more throughthought things...and that all is working tongue.gif
So this script will be one of them.
Though perhaps I'll update it wink.gif

Thanks for the tips and bug-reports.


Greatzz,
SojaBird.
KuramaBingyi
I found a glitch that I troubleshooted myself.

Code

CODE
class Scene_Item < Scene_Base
def update_item_selection
if Input.trigger?(SojaBird_TLM::Item2)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
@item = @item_window.item
if @item != nil
$game_party.last_item_id = @item.id
end
if $game_party.item_can_use?(@item)
Sound.play_decision
determine_item
else
Sound.play_buzzer
end
end
end
end


There's three lines missing at the beginning, under class Scene_Item < Scene_Base. Essentially, what happens without these three extra lines is that whenever you exit the Items menu, it takes you back to the actual main menu.

Here's the fix.

Code Fix

CODE
class Scene_Item < Scene_Base
def return_scene
$scene = Scene_Map.new
end
def update_item_selection (Don't add this. It's already in there.)


Derp to me if someone's already figured this out before me and posted it.
Jackal26
I apologize for reviving a thread, but what am I suppose to do, make a new thread about something that has already been made. I know it tick people off to ask for something that has been repeated already. It also ticks people off to revive a thread. So either way I will be ticking people off, because it is unavoidable. But here goes...


Question about this script!




How will I go about setting it so that I can have skills set as the hotkeys and not the menu options. So that instead of cycling through all of the menus I can hit 1 or F1 to do "Fire Ball Attack?" While having the Menu as an optional way of selecting attack or pick another skill the player has, but did not set as a hotkey? Also how would you go about making these hotkeys customizable, so that I may be able to set my skill for any button on the keyboard?
radis
How to make it compatible with
Yanfly Engine RD - Menu System Options????

when i press Esc (default: end game, there is an error, so i change to go to menu,,,
please help
SojaBird
@Jackal26
Guess I'll add some life to the topic aswell smile.gif
Now it is true that the script supports a methode of shortcut keys.
Though the request you make can not be done with this script, I'm afraid (and very sorry).
Linking to a skill or item or other sub-component will require addition code and conditions since they act differently.
For example: Linking a skill to a hot key requires it to check if it is allowed to be cast (can't be cause on map for example, or you'd need a map-battle-system).
I'm pretty sure I've seen other scripts do just that going around the forums somewhere.
I'm sorry that the script didn't do what you'd hope it would.


@radis
My motto used to be that my scripts were as compatible as they could be, so they could be used with any other propperly scripted scripts.
Now this might not have been applied to this script, since it was one of my earlier ones.
I'm known a bit with Yanfly's work and I have to say, it's a shame that the feature that my script adds to the game, isn't implemented her menu system script.
I also have to say that the scripts Yanfly makes, aren't really optimized to be used with other scripts since they should provide a huge library of functionalities (shamefully not the one of shortcuts and such).
I'm sorry to say, but it would be up to Yanfly to add the functionality or make her script compatible with this one smile.gif


Goodluck and greatzz,
SojaBird.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2013 Invision Power Services, Inc.