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SojaBird
New Menu Items

Version v1.0.3
Author SojaBird
Release Date
v1.0 > 05-06-'09
v1.0.1 > 05-06-'09
v1.0.2 > 07-06-'09
v1.0.3 > 07-06-'09
v1.0.4 > 12-06-'09


Introduction
Are you tierd of all those scripts who change the way your menu is going to look?
A script that adds an menu-option wich causes you to put in lost of effort to get a good scripter to make your menu compatible with others with doe the same?

That time is gone!!
With New Menu Items you can easily manage your menucommand-list and add ones of your own.
But what's more!?
Scripters can implent a function in their script so that you don't have to add their menu-items to your list...they'll appear on their own!

No more hard scripting, just a few clicks and New Menu Items is installed on your game.
Now you can add every script that modifies the menucommand-list that you want withouth the pain of letting them work to gether properly!


Features
v1.0
  • Simple menu-items management;
  • Make menu-disformer scripts compatible with each other in no time (follow the video-tutorial on how to get the correct information);
  • Easy implentation for scripters to make their scripts compatible with New Menu Items (look at the video how to do it);
  • The default menu-items are allready redesigned for the script!
v1.0.1
  • Bug fix: scripters add function moved from the ENGINE to the CONFIG part.
v1.0.2
  • The return_scene function is redefined, as well as the '$Menu_Items.new' creation for scripters.
v1.0.3
  • The '$Menu_Items.new' function can now also hold a string for the position. The new menu-item will be placed below the item with the string as name (for example,
    CODE
    $Menu_Items.new(Vocab::skill, "New Function", false, "p 'This is the new function!'")
    Will place the function with the name "New Function" below the menu-item with the name wich is equil to the System-vocabular of 'Skill').
  • You can now turn of the default return_scene fix in the engine (just below the warning). This can, for example, be usefull in combination with my 'The Lost Menu'-script.
v1.0.4
  • Fixed the return of the load screen.


To come features
- More if sugested...


Script
Click to view attachment
Click to view attachment


Video



Customization
  • The top part of the script, the CONFIG, allows you to control the menu-items and their functions. In this way you can easily add commands to the menu from other scripts wich change the scene-menu optionlist. This part should be at least above all other custom scripts. If not the script will cause errors or disfunctionality.
  • The bottom part, the ENGINE, should be pasted, just above "Main". No script should be put below, since it can cause problems or disfunctionality of the script.



Compatibility
VX only.
Can be used to make all scripts that modify the the menu-item list compatible with each other.


Installation
Put the CONFIG part of the script above all other custom scripts.
Put the ENGINE part of the script just above main and below all other scripts.
Configure the script if needed (when other scripts didn't implent the auto-add function for New Menu Items).
Credit me pls.


FAQ
Video's comming soon.


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.
SojaBird
I've done some updates...

Check version 1.0.2 for the newest way of implenting your menu-changing scripts together!


Greatzz,
SojaBird.


PS.
The video's will come soon.
BioDioxyde
Hey Soja,

I enjoy using your scripts, but this one i don't quite understand. Could you please explain to me how i can implement your Factions script into the KGC_CustomMenuCommand using this script?


--Dioxyde--
SojaBird
Hey,

I'm not quite femiliar with KGC's script.
Though, if you use this script you can add the menu-items from KGC's script in the config section.
When you're using the newest version of my Factions-script, that menu-item will be added to the list by itself.

If you wait a little more the video-tutorial on how to collect the data from other scripts and use them in this script will be completed.
Just some more time wink.gif


Greatzz,
SojaBird.
BioDioxyde
It's all good, thanks anyway. I just discovered that Yanfly has a customized version of the KGC_custommenu that includes the option to add your factions script.
SojaBird
Well let's hope that you'll come back and use my script when you get how to use it tongue.gif wink.gif


Greatzz and goodluck,
SojaBird.
Yanfly
Oh wow. =o
You created one of these, too? Σ(゚Д゚ )
SojaBird
Yep...
So whut ya think?


Greatzz,
SojaBird.
Garlyle
I think I'd need a bit more info on how it works/screenshots to be able to compare it to Yanfly's, but having options is never bad.

(Of course, I just script my own damn menu in the end anyway)
Octople Threat
Well I don't know... Yanfly's Custom Menu let's you code common events in there very easily. Theoretically, you could have a menu with every script that has a scene call in it... even scripts that don't really have a purpose on the menu. and it's easy too. Hell, I could throw together a demo in 10 minutes that would have over 50 things on the menu...
Yanfly
The nice thing about having different scripters creating similar scripts is that if one doesn't work for someone, they would still have options to use the other. For instance, if mine isn't suitable for someone, Sojabird's can be of use to that person. =]
Octople Threat
QUOTE (Yanfly @ Jun 11 2009, 06:38 PM) *
The nice thing about having different scripters creating similar scripts is that if one doesn't work for someone, they would still have options to use the other. For instance, if mine isn't suitable for someone, Sojabird's can be of use to that person. =]


Of course. Variety is always good. But what you've done with your Scene Menu ReDux... I just don't know if you, or anybody else for that matter, could really change it that much to show more... I decided after my post to just see how many items I could put in the menu... I so far have about 30+ menu commands in there, and the only issue I have had is that if you have more than about 16 menu commands it disables the ability to scroll for some reason... Then again I put so many scripts into a blank project without really making sure they wouldn't overwrite or anything, so who knows what might have happened.

I have even gone so far as to code in 'god powers' for the player, like the ability to switch tilesets, in game, at any time you want, with five minutes of your time you can give the player abilities like controlling the weather or pretty much anything else you can think of.

I'm not saying your script is perfect, but I honestly I can't see how many more options a person could want, or how much more customization you could want, or even how much more compatibility you could want... Although it would be great if it worked anywhere you placed it...

But, I don't know... I totally agree variety is a truly great thing... But I also believe something comes along every now and again that just becomes a standard, or is good enough at what it does that others that do the same thing can't even hold a candle to it. So maybe it isn't for everybody, and I have no problem with that, but I see very few good reasons not to use your script.
SojaBird
Thanks for the feedback all.

Well at first I want to say that I think I'm going to make a videotour on this script, since it's quite diffecult to manage all the scripts these days. There are so many scripts and all that it's just very hard to find out wich one you want and wich ya don't. So I'll be helping everyone out to make their decission (to use my script tongue.gif) to wheter or not they have use of this script.
I will also be explaning how this script can be configured since it isn't that easy. You need to get info from scripts that rewrite your menu options so that can be a though one...if the scripts don't have the automatic add-function for this script (as my Factions-script has).
For the scripters I'll be telling how to put the auto-add option in it.

So that's it for the video...

I hope I didn't miss any response of your replies (I'm sure I did but just can't think of any now (since it doesn't realy fit's this topic (but it's oke with me) or says anything about my script...)).

So just wait a little more and the video will appear wink.gif


Greatzz,
SojaBird.


PS. Keep posting wink.gif

PPS. Oh yes that's what I forgot to say.
Yanfly, sometimes when I see your scripts, I say to myself: "What's the use that you keep scripting if Yanfly does it allready?" This I say because your scripts are just very good. Though it also makes me feel useless...but that's nothing for you to worry about...So that's it I guess.


Greatzz again and cya around all.
baikanp
I think I found a bug here.

When I start a game and insert into load screen

and press cancel key to try back to title,

then menu screen appears.
SojaBird
Yes you're right.
I've posted an update (v1.0.4) wich fixes this wink.gif


Greatzz,
SojaBird.
Octople Threat
QUOTE (pim321 @ Jun 12 2009, 02:07 AM) *
PPS. Oh yes that's what I forgot to say.
Yanfly, sometimes when I see your scripts, I say to myself: "What's the use that you keep scripting if Yanfly does it allready?" This I say because your scripts are just very good. Though it also makes me feel useless...but that's nothing for you to worry about...So that's it I guess.

Greatzz again and cya around all.


Yes, Yanfly's scripts are great, but I'd be the first to tell you that they aren't perfect. There is no reason to feel useless as a scripter... You have a talent that many people take for granted. That being said there will always be a demand for scripters, and the more the merrier. Like Yanfly said, variety is good, and hell I don't know, your menu script might be even better than Yanfly's.
SojaBird
Oke so sorry for "Lie'ng"...

But no video jet.
Though I do am working on a very nice way to show the scripts to you all.
So I've been working on a site (not scriptology yet, that's on a temporary stop now), wich is very fun and nice if I may say so tongue.gif
Anyway, I hope to get that one to my saticfaction soon so that I can start using it smile.gif

That's it for now.
Oh yes...I also didn't made the video cause I've been working on a REBORN version of my AutoLight wich is turning out pretty good smile.gif ...well it's almost the same though it works better now and is better compatible with other scripts biggrin.gif

Anyway...greatzz for now.


Good night,
SojaBird.
Octople Threat
QUOTE (pim321 @ Jun 14 2009, 02:41 PM) *
Oke so sorry for "Lie'ng"...

But no video jet.
Though I do am working on a very nice way to show the scripts to you all.
So I've been working on a site (not scriptology yet, that's on a temporary stop now), wich is very fun and nice if I may say so tongue.gif
Anyway, I hope to get that one to my saticfaction soon so that I can start using it smile.gif

That's it for now.
Oh yes...I also didn't made the video cause I've been working on a REBORN version of my AutoLight wich is turning out pretty good smile.gif ...well it's almost the same though it works better now and is better compatible with other scripts biggrin.gif

Anyway...greatzz for now.


Good night,
SojaBird.


Really? I loved your AutoLight script. The only problem I had with it was that it required multiple picture files for each map... That made me sad... Anyways, when do you think the REBORN version will be done?
SojaBird
Not sure...
The engine part is like done I guess...just need to create some userfunctions so that it's easier to change values smile.gif

Hope to have it on tomorow or sth wink.gif


Greatzz,
SojaBird.
DanielRussell4
I need this but i can not get it to work, i need to use both the factions script and a phone script by necrozard. Can you tell me when the the video will be done?
SojaBird
Well actualy the video is allready done but a bit large...so I didn't manage to upload it yet.

Greatzzz,
SojaBird.
tarzanboy
Pl help here: www.rpgmakervx.net/index.php?showtopic=16707
SojaBird
I've got the video up and working now wink.gif
Enjoy the movie...

Greatzz,
SojaBird.
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