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Full Version: Basic - Main Menu Manager - of Awesome v1.1
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leongon
vx script main menu command manager controller system

Basic Main Menu Manager of Awesome

Version: 1.1
Author: Leongon
Release: July 20 2010
Last Actualization: - August 3 2010
Exclusive: at RPG RPG Revolution
Requires: A rainy day.


Introduction
Extremely straight and easy to use main menu commands manager script, no more editing things around script sections like others. You just need to know the name of the scene you want to include access in the menu, and insert it with the options on how it must work.
wink.gif

Features
  • Single line data for each command. No more need to navigate setting things around script sections.
  • Commands appear in the same order from the script. No more need to organize things around script sections.
  • Can use common events as menu commands.
  • Can add icons.
  • Can keep or remove blank spaces for commands with no icons.
  • Can auto control the cursor position when returning from a submenu to the main one. No more setting cursor index things in each script.
  • Can use actor selection.
  • Can disable commands if zero party members.
  • Can assign game-switches to eventually disable any command. Disabling a command fades it's name and made it unusable.
  • Can assign game-switches to eventually hide any command. Hidding a command prevents it from appearing in the menu.
  • Keeps the functionality of "Change Menu Access" and "Change Save Access" event actions.

Screenshot
Unnecesary.

Script
Click to view attachment

DEMO
Unnecesary.

Customization
At the beginning of the script, you can handle the visual and working aspects of the system.
Read the script's instructions!

Compatibility
Should not mess anything but other scripts that do the same or changes how the menu works.

Installation
Plug above main and below all other scripts(at least the ones that you'll add menu commands for).

History
v1.0
- Release.
v1.1
- Now can use Common Events as menu commands.
- Now can use Game-Switches to hide commands.
Please report any bug you find.

Terms and Conditions
Use on commercial and non-commercial proyects, just give credit.
Don't post it outside www.rpgrevolution.com If you want to share this, use only a link to here.

Credits
Leongon
leongon
Added common event support and hide commands.

<edit>
Reuploaded. I mispelled something in the instructions.
leongon
Over 140 downloads with 0 replyes... I wonder if the script just suck, or is that flawless, simple and complete that doesn't need any feedback, hahaha.
hit268
Screen shots are very necessary. I wasn't sure what this script was when I read the title so I assumed that it was a party changer script and I still don't know what it is. Demos are very necessary too. If I did get this script, I will have no clue how to work it. Please make a demo.
leongon
If you did get the script probably will read the instructions inside it about how to work it. But prior to it, if you read the topic introduction will know what the script does even if you don't know what is the Main Menu in RPG Maker.


- I'll not add screenies because there is nothing to show on them.
- I'll not make a demo because there is nothing to explain further than what the instructions in the script already tells.

I don't care if you use the script or not, I don't charge for them.
hit268
You see, I still don't get it. I went through it but I don't understand what it is. 2nd thing is that I'm not a scripter so I don't know how to do any of this. Your probably thinking scripting has nothing to know to how call this script. Well, even if you do tell me in the script how, I'll just get very confused and frustrated onto it so I give up and the script just like I do with a lot of good scripts and I wish they would just make a demo so it would be easy on me and everyone else.
leongon
Maybe if you just ask for detailed guidance for a very very beginner I will help you with a smile in my face, but instead you came telling me how wrong i did with not adding ss or demo.

I know the people that needs this kind of script will found it easily. I don't care about lurkers that are glancing over every script on the forum.
hit268
QUOTE (leongon @ Nov 5 2010, 02:07 PM) *
Maybe if you just ask for detailed guidance for a very very beginner I will help you with a smile in my face, but instead you came telling me how wrong i did with not adding ss or demo.

I know the people that needs this kind of script will found it easily. I don't care about lurkers that are glancing over every script on the forum.

I never said thats it was wrong not adding an screen shot or making a demo I said that it would help if you did add them.
leongon
I already told you that even if you say how necessary are screenshots and demos, this script does not need them. It has instruction beside of how intuitive is.

I quit.

You are just flaming, and not asking for help. Good luck.
clout1
Amazing script very easy to use and love being able to add icons, great work.
KevinWagner
I get a problem with line 60
leongon
missing ],

follow the syntax
KevinWagner
QUOTE (leongon @ Nov 30 2010, 04:11 AM) *
missing ],

follow the syntax

All that the syntax says is "Script ' ' line 60: Syntax Error occured
so where am I to put the "]"
sebas1475
This script are same to the menu scrip of the melody engine, the menu melody alow to add common events and others scripts more easy, and can change the side of the menu (left(Default) and Rigth)

PD: Sorry for my really bad english xD xD xD
KillerRed9
This is a really good script and all, but does anyone know how to add KGC's EnemyGuide?
leongon
QUOTE (KillerRed9 @ Feb 6 2011, 10:16 AM) *
This is a really good script and all, but does anyone know how to add KGC's EnemyGuide?

Give me a link to that script and I can tell you the dataline you need to add it in the menu. However, if you read the syntax help in this script you should understand by yourself what data you need to enter.
KillerRed9
https://dl.dropbox.com/u/11017392/RMVX%20Pu...-02-15-2009.txt

Here's the script.
leongon
I need just the link, please delete the rest. You're flooding this thread, and also screwing the script as this forum changes some stuff into emoticons.


Well, it looks like that script changes how the menu works and most of the base functions are no longer used... This script as it is can't tag with that one without some scripting work to merge both. You'll need a scripter to do that, try the RGSS2 Script Requests area. Sorry I can't help you further, good luck.
KillerRed9
https://dl.dropbox.com/u/11017392/RMVX%20Pu...-02-15-2009.txt

Here's a website of a TRANSLATED version of KGC's LargeParty script.

Oh, yeah, thanks for taking the (crapload) of time to help me xP

EDIT (Look here o-o)-Wow I feel stupid. With this, you can set it to a COMMON EVENT. Kay, never mind. Thanks for the extremely convenient script.
Xer0
I have a question, hopefully it can be answered.

"Script 'MMM_setup' line 50: NameError occured.
uninitialized constant MMM_Setup::Scene_SkillTree"
Error occured. Here is line 50

["ST_setup::ST_menu", Scene_SkillTree, true, true, 132, false, false],

I know it has to deal with the scene of the Tree, but idk.
I am using your Skill Tree and have it working so far. I am just trying to see if it will run before I implement anything.
I hope it is something silly I need to fix because if it isn't I don't want to create to much work for you. Thanks.
leongon
See the Installation part in the first post. =/ Probably is just that.
pradana777
Great!i use them for all my game!i will write your name,"leongon" on credit in my game!
leongon
Thanks n_n

Anyone using this script in their game is welcome to give me a screenshot of your skill tree usage, and it will be placed on the first post as a link to your project.
Pyro21
Man, this script saved my life!
It was difficult looking for a custom menu that would support a party of only three, but it was impossible for a non-scripter like me to add custom commands to the script. This script here helped me with that so great.

I just have one issue. You see, the custom command I have added is a skill tree, but I'm not using a skill tree script. This is where your script came in handy, because it supports common events. I've created my skill tree purely of events on a map. Now, I can get to the skill tree map through the menu fine...but how can I get back to the map I was on previously?

Please help.
leongon
QUOTE (Pyro21 @ Jun 9 2011, 09:33 AM) *
Man, this script saved my life!
It was difficult looking for a custom menu that would support a party of only three, but it was impossible for a non-scripter like me to add custom commands to the script. This script here helped me with that so great.

I just have one issue. You see, the custom command I have added is a skill tree, but I'm not using a skill tree script. This is where your script came in handy, because it supports common events. I've created my skill tree purely of events on a map. Now, I can get to the skill tree map through the menu fine...but how can I get back to the map I was on previously?

Please help.

With the option to hide/unhide menu commands you can swap the one that puts you in the skill tree scene, for the other that brings you back. But the most obvious way to do it is just in the same common event... you save the player actual position in variables before moving it to the skill tree scene... and then you use those saved variables to put the player back on where it was.

Is just eventing. Good luck-
Pyro21
QUOTE (leongon @ Jun 9 2011, 11:59 AM) *
QUOTE (Pyro21 @ Jun 9 2011, 09:33 AM) *
Man, this script saved my life!
It was difficult looking for a custom menu that would support a party of only three, but it was impossible for a non-scripter like me to add custom commands to the script. This script here helped me with that so great.

I just have one issue. You see, the custom command I have added is a skill tree, but I'm not using a skill tree script. This is where your script came in handy, because it supports common events. I've created my skill tree purely of events on a map. Now, I can get to the skill tree map through the menu fine...but how can I get back to the map I was on previously?

Please help.

With the option to hide/unhide menu commands you can swap the one that puts you in the skill tree scene, for the other that brings you back. But the most obvious way to do it is just in the same common event... you save the player actual position in variables before moving it to the skill tree scene... and then you use those saved variables to put the player back on where it was.

Is just eventing. Good luck-


Thanks. It's all good, now. It's all working smile.gif

This is great. I'll definitely hold onto this script.
Adrien.
So I managed to have fun getting the menu to work - the custom menu thing you have going on with a lot of scene_bla - for example scene_factions will add the factions command to the menu. any ways I noticed with KGC scripts they dont have this alot of them do that

CODE
class Scene_Menu < Scene_Base
  if KGC::DistributeParameter::USE_MENU_DISTRIBUTE_PARAMETER_COMMAND
  #--------------------------------------------------------------------------
  # — ‚ƒžƒƒ‰‚‚ƒƒ‰‚のœˆ
  #--------------------------------------------------------------------------
  alias create_command_window_KGC_DistributeParameter create_command_window
  def create_command_window
    create_command_window_KGC_DistributeParameter

    return if $imported["CustomMenuCommand"]

    @__command_distribute_parameter_index =
      @command_window.add_command(Vocab.distribute_parameter)
    if @command_window.oy > 0
      @command_window.oy -= Window_Base::WLH
    end
    @command_window.index = @menu_index
  end
  end


I am wondering from this what would be the command to call it into the menu that you've included with the talent script.

Most of the time you can get it from the scene_menu.

I can post the actual script if you would like -I cant remeber if you mentioned something about KGC scripts or not.


My incompetence is win: Scene_DistributeParameter
leongon
QUOTE (Adrien. @ Jun 17 2011, 09:47 PM) *
So I managed to have fun getting the menu to work - the custom menu thing you have going on with a lot of scene_bla - for example scene_factions will add the factions command to the menu. any ways I noticed with KGC scripts they dont have this alot of them do that

CODE
class Scene_Menu < Scene_Base
  if KGC::DistributeParameter::USE_MENU_DISTRIBUTE_PARAMETER_COMMAND
  #--------------------------------------------------------------------------
  # �—� �‚��ƒž�ƒ��ƒ‰�‚��‚��ƒ��ƒ‰�‚�の
œ�ˆ�
  #--------------------------------------------------------------------------
  alias create_command_window_KGC_DistributeParameter create_command_window
  def create_command_window
    create_command_window_KGC_DistributeParameter

    return if $imported["CustomMenuCommand"]

    @__command_distribute_parameter_index =
      @command_window.add_command(Vocab.distribute_parameter)
    if @command_window.oy > 0
      @command_window.oy -= Window_Base::WLH
    end
    @command_window.index = @menu_index
  end
  end


I am wondering from this what would be the command to call it into the menu that you've included with the talent script.

Most of the time you can get it from the scene_menu.

I can post the actual script if you would like -I cant remeber if you mentioned something about KGC scripts or not.


My incompetence is win: Scene_DistributeParameter

Actually my script is pretty simple, you just need to read and follow the syntax help, and if you know was does the scene you're adding, will know what settings you need...

[ "Name", Scene, actor?, dis_0?, icon, dis_sw, hid_sw],

For name... ("Parameters")?... For Scene (Scene_DistributeParameter)?... For actor? I don't know if that scene needs to select an actor before loading... For dis_0? I don't know if that scene is usefull without actors in your party... the remaining options are all at your will.
Adrien.
I figured it out - how ever I am wondering if your script supports:

If switch x is on, add command to the menu.
leongon
QUOTE (Adrien. @ Jun 19 2011, 08:12 AM) *
I figured it out - how ever I am wondering if your script supports:

If switch x is on, add command to the menu.

It does but... C'mon, you can read the first post instead of waiting for me to answer this. -pats-
frenzy95
Not what im looking for but i still have to give you a mass amount of credit for this unique script. and please sir dont take offense to me not using it i just lookin for a specific menu screen thats all cool.gif

Anyways goodjob mate happy.gif
Helios
I'm using your menu manager and your skill tree script.

This is the line which connect them:

[ ST_setup::ST_menu, Scene_SkillTree, false, true, 594, false, false],

If the "actor?" is set to false, game will crash when trying to access skill tree. Line 161 "Wrong number of arguments".

Would you please take a look at this? smile.gif
leongon
That's pretty obvious. You DO need to choose an actor before running the Skill Tree script. smile.gif
Helios
Well, truth be told, my game is solo hero only, so selecting actor is kinda redundant...
leongon
That's another case... I understand now what you need.

Replace the command line for the skill tree, with a common event one. And use a common event that runs a script call to open that specific actor skill tree. The method to use script calls for the skill trees are explained in the demo in case you don't understand it in the script description.

The possibility of using common events as menu commands in my script, is what allows you to do all this custom script calls smile.gif
Helios
That did it! Thanks and keep rocking leongon! laugh.gif
Shaddow
I apologize for posting after so long, but I have run into a small problem that I cannot seem to work through. I am attempting to use Yanfly's beastiary and scan script and when I attempt to allow it to show up on your main menu manager I am getting an error, I'm pretty sure it's because I don't know what to call on this screen since it doesn't have a scene_whatever to fill in. This is the scene_menu section from the script.

CODE
class Scene_Menu < Scene_Base
  
  #--------------------------------------------------------------------------
  # alias create command window
  #--------------------------------------------------------------------------
  alias create_command_window_dse create_command_window unless $@
  def create_command_window
    create_command_window_dse
    return if $imported["CustomMenuCommand"]
    if $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH]
      scc_text = YE::MENU::MONSTER::BESTIARY_TITLE
      @command_bestiary = @command_window.add_command(scc_text)
      if @command_window.oy > 0
        @command_window.oy -= Window_Base::WLH
      end
    end
    @command_window.index = @menu_index
  end


I hope that is enough to show you what I mean. ISorry for asking such a noob question, but I am unable to figure this out myself.
leongon
QUOTE (shaddowval @ Dec 24 2011, 04:18 PM) *
I apologize for posting after so long, but I have run into a small problem that I cannot seem to work through. I am attempting to use Yanfly's beastiary and scan script and when I attempt to allow it to show up on your main menu manager I am getting an error, I'm pretty sure it's because I don't know what to call on this screen since it doesn't have a scene_whatever to fill in. This is the scene_menu section from the script.

CODE
class Scene_Menu < Scene_Base
  
  #--------------------------------------------------------------------------
  # alias create command window
  #--------------------------------------------------------------------------
  alias create_command_window_dse create_command_window unless $@
  def create_command_window
    create_command_window_dse
    return if $imported["CustomMenuCommand"]
    if $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH]
      scc_text = YE::MENU::MONSTER::BESTIARY_TITLE
      @command_bestiary = @command_window.add_command(scc_text)
      if @command_window.oy > 0
        @command_window.oy -= Window_Base::WLH
      end
    end
    @command_window.index = @menu_index
  end


I hope that is enough to show you what I mean. ISorry for asking such a noob question, but I am unable to figure this out myself.

I'll need a link to see that script's thread to have a chance to tell you how to call it properly.
Fonstw
A few points...
1.Script works awesome, I love your scripts! (I use Munkis' Bestairy and wanted to put it in the menu, did it with a common event)
2.How does this require a rainy day?!?
3.HAPPY NEWYEAR LEONGON!!
leongon
QUOTE (Fonstw @ Jan 1 2012, 07:40 AM) *
A few points...
1.Script works awesome, I love your scripts! (I use Munkis' Bestairy and wanted to put it in the menu, did it with a common event)
2.How does this require a rainy day?!?
3.HAPPY NEWYEAR LEONGON!!


1. thanks xD glad you like it
2. Because it was raining here when I published it, so I made it a requirement for using the script :trollface:
3. Happy new year for you aswell smile.gif
Oralom
Not sure if this is necro-posting or whatever you guys call it. I just wanted to say thanks for a great and easy to understand script. I also wanted to inquire about submenus. Is there a way to do them using your script?

Example: You have the basic menu options, but with... "Books" added to the list. When you select "Books", a second menu will pop-up and have a few sub-options. Things like Quest Log and Monster Log. When you select those, you are taken to their respective scenes.
leongon
Oh, a submenu... hmmm... I think you can't do that on this script without some scripting. You'll need to create a new scene being the actual new submenu, and then call it from this one.

If I come back to scripting, the idea for submenus will be taken in consideration for a possible update of this Main Menu Manager.

wink.gif
Oralom
Hmmm... My scripting skills are at beginner level, so I don't think I could pull it off without a lot of help. For now, I guess I could use a common event with the "show choices" option. It doesn't look very nice, but it should get the job done.

I'll look forward to you returning to scripting. I've seen some stuff you've done and you're pretty good at keeping it simple enough for beginners like me.
leongon
Thanks for the nice words smile.gif
adnan123
hi ..

oh man i have problem with line 198
it said undefined method '[]' ??

plsz help ..
leongon
QUOTE (adnan123 @ Feb 3 2012, 08:44 PM) *
hi ..

oh man i have problem with line 198
it said undefined method '[]' ??

plsz help ..

Hmm, I'm not sure.

I'd like to see your settings on my script.... copy all the "Command List Building" section and paste it here on code tags so I can see if there's something wrong.
Icenick99
Hello, Im a mega noob. First time dealing with scripts and im trying to learn myself and search but...

I get this error...

Script "MM Manager' line 72: TypeError occurred.
superclass mismatch for class Scene_Menu

I saw you skill tree menu demo and it is exactly what I am looking for ... Spend 2 hours trying to figure this out and im out of juice...
What do I need to do??

Also I dont know if it matters but im using RPG Maker VX Ace
leongon
you got this error from the beggining? I mean... you put this script on and get that error before setting it up to your wishes?

I believe the scripts made for VX are not totally compatible for Ace 8(
Icenick99
QUOTE (leongon @ Mar 18 2012, 11:00 AM) *
you got this error from the beggining? I mean... you put this script on and get that error before setting it up to your wishes?

I believe the scripts made for VX are not totally compatible for Ace 8(


Yes I put it in, read the instructions tried to figure it our, no such luck. My conclusion is that it is not compatible with Ace.. I did not know this and further research indicates that many scripts are not compatible.

At the least now you know lol.

Its a shame because your Skill Tree script was beautiful and I must get it for my game!
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