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Custom Menu script help needed

This script is a custom menue script I found. My question is pretty simple, how do you move the text/pictures (Start, load, and continue) left and right. I figured out how to move them up and down, but it won't let me move them left and right.

Here is the script:
Code:
#_______________________________________________________________________________
# MOG Game Mode V1.1            
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time  
GMODETT = 50
#Transition Type
GMODETN = "004-Blind04"
end
$mogscript = {} if $mogscript == nil
$mogscript["game_mode"] = true
###############
# Game Mode #
###############
class Scene_Title
  def main
    if $BTEST
    battle_test
    return
    end
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    $game_system = Game_System.new
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @ft_back = Plane.new
    @ft_back.bitmap = RPG::Cache.title("FT_Back")
    @ft_back.z = 10
    @ft_back.opacity = 80
    @ft_back.blend_type = 1
    @ft_back2 = Plane.new
    @ft_back2.bitmap = RPG::Cache.title("FT_Back")
    @ft_back2.z = 10
    @ft_back2.opacity = 80
    @ft_back2.blend_type = 1
    @ft_com1 = Sprite.new
    @ft_com1.bitmap = RPG::Cache.title("FT_Com01")
    @ft_com1.z = 100
    @ft_com1.x = -380
    @ft_com1.y = 140
    @ft_com2 = Sprite.new    
    @ft_com2.bitmap = RPG::Cache.title("FT_Com02b")
    @ft_com2.z = 100
    @ft_com2.x = 640
    @ft_com2.y = 210
    @ft_com3 = Sprite.new    
    @ft_com3.bitmap = RPG::Cache.title("FT_Com03b")
    @ft_com3.z = 100
    @ft_com3.x = -380
    @ft_com3.y = 280  
    @ft_opa = 100
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.visible = false
    @continue_enabled = false
    for i in 0..3
    if FileTest.exist?("Save#{i+1}.rxdata")
    @continue_enabled = true
    end
    end
    if @continue_enabled
    @command_window.index = 1
    else
    @command_window.disable_item(1)
    end
    $game_system.bgm_play($data_system.title_bgm)
    Audio.me_stop
    Audio.bgs_stop
    Graphics.transition(MOG::GMODETT, "Graphics/Transitions/" + MOG::GMODETN)
    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end
    for i in 0..40
    @ft_com1.x += 20
    @ft_com2.x -= 20
    @ft_com3.x += 20
    @ft_com1.opacity -= 10
    @ft_com2.opacity -= 10
    @ft_com3.opacity -= 10     
    Graphics.update  
    end  
    Graphics.freeze
    @command_window.dispose
    @sprite.bitmap.dispose
    @ft_back.dispose
    @ft_back2.dispose
    @ft_com1.dispose
    @ft_com2.dispose
    @ft_com3.dispose
    @sprite.dispose
  end
  def update
    if @ft_com1.x < 130
    @ft_com1.x += 10
    @ft_com3.x += 10
    elsif  @ft_com1.x >= 130  
    @ft_com1.x = 130
    @ft_com3.x = 130
    end
    if @ft_com2.x > 130
    @ft_com2.x -= 10
    elsif  @ft_com2.x <= 130  
    @ft_com2.x = 130
    end
    @ft_back.ox += 1
    @ft_back.oy += 2
    @ft_back2.ox -= 1
    @ft_back2.oy += 2
    @ft_opa += 10
    if @ft_opa > 255
    @ft_opa = 100
    end   
    case @command_window.index
    when 0
    @ft_com1.bitmap = RPG::Cache.title("FT_Com01")
    @ft_com2.bitmap = RPG::Cache.title("FT_Com02b")
    @ft_com3.bitmap = RPG::Cache.title("FT_Com03b")
    @ft_com1.opacity = @ft_opa
    @ft_com2.opacity = 255
    @ft_com3.opacity = 255  
    when 1
    @ft_com1.bitmap = RPG::Cache.title("FT_Com01b")
    @ft_com2.bitmap = RPG::Cache.title("FT_Com02")
    @ft_com3.bitmap = RPG::Cache.title("FT_Com03b")
    @ft_com1.opacity = 255
    @ft_com2.opacity = @ft_opa
    @ft_com3.opacity = 255  
    when 2
    @ft_com1.bitmap = RPG::Cache.title("FT_Com01b")
    @ft_com2.bitmap = RPG::Cache.title("FT_Com02b")
    @ft_com3.bitmap = RPG::Cache.title("FT_Com03")
    @ft_com1.opacity = 255
    @ft_com2.opacity = 255
    @ft_com3.opacity = @ft_opa      
    end      
    @command_window.update
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)      
    $scene = Scene_Title.new
    end  
    if Input.trigger?(Input::C)
    case @command_window.index
    when 0 
    for i in 0..30
    @ft_com1.opacity -= 7
    @ft_com1.zoom_x += 0.1
    @ft_com1.x -= 20
    Graphics.update  
    end  
    command_new_game
    when 1 
    if @continue_enabled == true
    for i in 0..30        
    @ft_com2.opacity -= 7
    @ft_com2.zoom_x += 0.1
    @ft_com2.x -= 20
    Graphics.update
    end
    end
    command_continue
    when 2          
    for i in 0..30        
    @ft_com3.opacity -= 7
    @ft_com3.zoom_x += 0.1
    @ft_com3.x -= 20
    Graphics.update
    end       
    command_shutdown
    end
    end
  end
  def command_new_game
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_stop
    Graphics.frame_count = 0
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    $game_party.setup_starting_members
    $game_map.setup($data_system.start_map_id)
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $game_map.autoplay
    $game_map.update
    $scene = Scene_Map.new
  end
  def command_continue
    unless @continue_enabled
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Load.new
  end
  def command_shutdown
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    $scene = nil
  end
  def battle_test
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    Graphics.frame_count = 0
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    $game_party.setup_battle_test_members
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    $game_system.se_play($data_system.battle_start_se)
    $game_system.bgm_play($game_system.battle_bgm)
    $scene = Scene_Battle.new
  end
end
 

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