NightmareMMZero
Member
This is my first time making a request, so forgive me if it's hard to understand. I'll try to make it as clear as possible. And if something like this has already been done, I apologize. I searched around and couldn't find anything, thus why I'm making this topic.
What I'm looking for
I've only been using RPG Maker VX for two weeks now, and I've been having lots of fun with it. I had an idea for a really cool menu, and played around with some scripts I found to try and make it possible.
In short, what I wanted was a Menu that displayed the Location, Play Time, and had the "Party", "Order", and "Load" options added to the options list on the side of the menu.
This is what I'm talking about;
http://img443.imageshack.us/img443/113/menuexample1ue1.th.png[/img]
This would be my ideal Menu for my game.
With the help of Dargor's amazing Custom Commands and Party Changer scripts, as well as these two beaufitul scripts;
I modified this one slightly to get the window's size how I wanted it.
I was able to get a step closer to the menu I want. This is what it currently looks like;
http://img220.imageshack.us/img220/4271/menuexample2pa2.th.png[/img]
Onto the formal request.
The Request
Most importantly, I would like help adding a "Load" option to the menu between the "Save" and "Exit" commands, as shown in my first picture. I think compatability wise, it should be written with Dargor's Custom Commands script (though I'm not 100% certain it's necessary. I'm no scripter.)
I've never really done anything like this before, so I can't say for certain how difficult this would be, but I just want an option added to bring up the Load Screen (it doesn't need to be a conditional thing, I want people to be able to load another data whenever they have Menu Access.
Script Assistance
As for the other part of this thread... I'm not sure if I should put this here or not, please correct my if I'm wrong.
I'd like help in figuring out how the Dargor Party Changer commands work... Currently, I get an error whenever I try to use the "Order" or "Party" commands.
When I choose "Order" and then a character, I get the following message;
http://img443.imageshack.us/img443/3927/ordererror1uc9.th.png[/img] http://img443.imageshack.us/img443/6584/ordererror2xz7.th.png[/img]
The second image is the line the error is on (sorry the image doesn't reflect this, it's in the Party Changer script [Only things I changed in the script was how many options display on the menu, and took out the icons that appear next to the options.])
And when I choose "Party", I get the following error;
http://img294.imageshack.us/img294/8738/partyerror1cd1.th.png[/img] http://img294.imageshack.us/img294/9016/partyerror2uz6.th.png[/img]
Again, the second image is the line the error is on, and it's in the Party Changer script.
I have several other scripts in currently, but none of them seem to have compatability issues with the Party Changer or Custom Commands scripts, and I moved the scripts into a new project to test, and I still get errors when choosing "Order" and "Party."
I would have asked Dargor himself for assistance on this, but I believe one of those script topics said that he was done taking request, so I didn't want to bother him about it.
Conclusion
I hope this request is understandable/doable. If there's any other information I need to provide to make this process easier, please let me know.
If anyone can help me make that Load option and/or help me to understand how the Custom Command/Party Changer scripts work/fix the errors, it would be very much appreciated.
Thank you all for your time. ^_^
~NMMZ
What I'm looking for
I've only been using RPG Maker VX for two weeks now, and I've been having lots of fun with it. I had an idea for a really cool menu, and played around with some scripts I found to try and make it possible.
In short, what I wanted was a Menu that displayed the Location, Play Time, and had the "Party", "Order", and "Load" options added to the options list on the side of the menu.
This is what I'm talking about;
http://img443.imageshack.us/img443/113/menuexample1ue1.th.png[/img]
This would be my ideal Menu for my game.
With the help of Dargor's amazing Custom Commands and Party Changer scripts, as well as these two beaufitul scripts;
Code:
#==============================================================================
#Â Â Â Â Â Â Final Fantasy 9 Styled Menu - MRA_FF9StyleMenu
#Â Â Â Â Â Â Â Â Â Â Â Â Â Author: Mr. Anonymous
#Â Â Â Â Â Â Â Â Â Â Â Â Â Created: 7/31/08
#Â Â Â Â Â Â Â Â Â Â Â Â Request by: hrdcorferlife
#------------------------------------------------------------------------------
#Â This script places the command window and gold window to the left of the
# menu status window, as well as repositions the Actor name/level/HP/etc fields.
#==============================================================================
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#Â This class performs the menu screen processing.
#==============================================================================
class Scene_MenuÂ
 #--------------------------------------------------------------------------
 # * Start processing
 #--------------------------------------------------------------------------
 alias start_MRA_FF9Menu start
 def start
  # Run original process.
  start_MRA_FF9Menu
  # Define gold and status window's x coordinates.
  @gold_window.x = 384
  @status_window.x = 0 Â
 end
Â
 #--------------------------------------------------------------------------
 # * Create Command Window
 #--------------------------------------------------------------------------
 alias create_command_window_MRA_FF9Menu create_command_window
 def create_command_window
  # Run original process.
  create_command_window_MRA_FF9Menu
  # Define command window's x coordinate.
  @command_window.x = 384
  @command_window.opacity = 255
 end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#Â This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # * Refresh
 # ***Note*** This method is redefined. I was having trouble getting the
 #  alias to work correctly here. It may cause problems with KGC_LargeParty.
 #--------------------------------------------------------------------------
 def refresh
  self.contents.clear
  @item_max = $game_party.members.size
  for actor in $game_party.members
   draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
   x = 104
   y = actor.index * 96 + WLH / 2
   # Redefine name, states, level, etc parameter positions.
   draw_actor_name(actor, x, y - 12)
   draw_actor_state(actor, x + 120, (y - 12) + WLH * 1)
   draw_actor_class(actor, x + 120, y - 12)
   draw_actor_level(actor, x, (y - 12) + WLH * 1)
   draw_actor_hp(actor, x, (y - 12) + WLH * 2)
   draw_actor_mp(actor, x, (y - 14) + WLH * 3)
  end
 end
end
I modified this one slightly to get the window's size how I wanted it.
Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ â—† Play Time And Location Window - MRA_LocationPlayTimeWindow â—† VX â—†
#_/ â—‡ Last Update: 2008/05/01 â—‡
#_/ â—† Created by Mr. Anonymous â—†
#_/-----------------------------------------------------------------------------
#_/ Installation: Insert this script above main.
#_/=============================================================================
#_/ This script adds a location and playtime window into the menu.
#_/-----------------------------------------------------------------------------
#_/ â—† 2008/05/01 UPDATE [MRA] â—†
#_/ Added a toggle to use a combined playime/location window.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#==============================================================================#
# ★ Customization ★ #
#==============================================================================#
module MRA
module LocationPlayTimeWindow
# â—† Full Size Location and Play Time Windows Toggle â—†
# This toggle allows you to enable/disable the full-size Location and Play
# Time windows that display the below-specified messages above the values.
# true = Full Sized windows in effect.
# false = Compact windows in effect.
FULL_SIZE_WINDOWS = true
# â—† Use Combined PlatTime/Location Window â—†
USE_COMBINED_WINDOW = true
# â—† Location Window Text â—†
LOC_TEXT = "Location:"
# â—† PlayTime Window Text â—†
PT_TEXT = "Play Time:"
end
end
#==============================================================================
# â– Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# â— Open Global Variable
#--------------------------------------------------------------------------
attr_reader :map_id
#--------------------------------------------------------------------------
# â— Convert and Load Map Name
#--------------------------------------------------------------------------
def map_name
$map_name = load_data("Data/MapInfos.rvdata")
$map_name[@map_id].name
end
end
#==================================End Class===================================#
#==============================================================================
# â– Window_MapName
#------------------------------------------------------------------------------
# Create the window containing the current map's name.
#==============================================================================
if MRA::LocationPlayTimeWindow::USE_COMBINED_WINDOW == false
#--------------------------------------------------------------------------
# â— Initialize
#--------------------------------------------------------------------------
class Window_Mapname < Window_Base
def initialize(x, y)
if MRA::LocationPlayTimeWindow::FULL_SIZE_WINDOWS == true
super(x, y + 6, 300, WLH + 64)
else
super(x, y + 92, 300, WLH + 22)
end
refresh
end
#--------------------------------------------------------------------------
# â— Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
if MRA::LocationPlayTimeWindow::FULL_SIZE_WINDOWS == true
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, MRA::LocationPlayTimeWindow::LOC_TEXT)
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_map.map_name.to_s, 2)
else
self.contents.draw_text(4, -8, 120, 30, $game_map.map_name.to_s, 2)
end
end
end
end
#==================================End Class===================================#
#==============================================================================
# â– Window_Time
#------------------------------------------------------------------------------
# Create the window containing the running playtime.
#==============================================================================
if MRA::LocationPlayTimeWindow::USE_COMBINED_WINDOW == false
#--------------------------------------------------------------------------
# â— Initialize
#--------------------------------------------------------------------------
class Window_Time < Window_Base
def initialize(x, y)
if MRA::LocationPlayTimeWindow::FULL_SIZE_WINDOWS == true
super(x, y + 2, 160, WLH + 64)
else
super(x, y + 46, 160, WLH + 22)
end
refresh
end
#--------------------------------------------------------------------------
# â— Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if MRA::LocationPlayTimeWindow::FULL_SIZE_WINDOWS == true
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, MRA::LocationPlayTimeWindow::PT_TEXT)
end
@total_seconds = Graphics.frame_count / Graphics.frame_rate
hours = @total_seconds / 60 / 60
minutes = @total_seconds / 60 % 60
seconds = @total_seconds % 60
text = sprintf("%02d:%02d:%02d", hours, minutes, seconds)
self.contents.font.color = normal_color
if MRA::LocationPlayTimeWindow::FULL_SIZE_WINDOWS == true
self.contents.draw_text(4, 32, 120, 32, text, 2)
else
self.contents.draw_text(4, -8, 120, 30, text, 2)
end
end
#--------------------------------------------------------------------------
# â— Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_seconds
refresh
end
end
end
end
#==============================================================================
# â– Window_TimeMapName
#------------------------------------------------------------------------------
# Create the window containing the current play time and map's name.
#==============================================================================
if MRA::LocationPlayTimeWindow::USE_COMBINED_WINDOW == true
#--------------------------------------------------------------------------
# â— Initialize
#--------------------------------------------------------------------------
class Window_TimeMapname < Window_Base
def initialize(x, y)
super(x, y + 4, 160, WLH + 90)
refresh
end
#--------------------------------------------------------------------------
# â— Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(-2, -12, 120, 32, MRA::LocationPlayTimeWindow::LOC_TEXT)
self.contents.draw_text(-2, 38, 120, 32, MRA::LocationPlayTimeWindow::PT_TEXT)
self.contents.font.color = normal_color
self.contents.draw_text(4, 8, 120, 32, $game_map.map_name.to_s, 2)
@total_seconds = Graphics.frame_count / Graphics.frame_rate
hours = @total_seconds / 60 / 60
minutes = @total_seconds / 60 % 60
seconds = @total_seconds % 60
text = sprintf("%02d:%02d:%02d", hours, minutes, seconds)
self.contents.draw_text(4, 58, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
# â— Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_seconds
refresh
end
end
end
end
#==================================End Class===================================#
#==============================================================================
# â– Scene_Menu
#------------------------------------------------------------------------------
# Update Scene_Menu class to include the new windows.
#==============================================================================
#--------------------------------------------------------------------------
# â— Start Processing
#--------------------------------------------------------------------------
class Scene_Menu < Scene_Base
alias start_MRA_LocationPlayTimeWindow start
def start
if MRA::LocationPlayTimeWindow::USE_COMBINED_WINDOW == false
@playtime_window = Window_Time.new(200, 270)
@mapname_window = Window_Mapname.new(200, 178)
@playtime_window.openness = 0
@mapname_window.openness = 0
@playtime_window.open
@mapname_window.open
else
@timemapname_window = Window_TimeMapname.new(544 - 160, 243)
@timemapname_window.openness = 0
@timemapname_window.open
end
=begin
if $imported["PlaceMission"]
@info_window = Window_Information.new
@info_window.back_opacity = 160
@info_window.x = 160
@info_window.y = 400
end
=end
start_MRA_LocationPlayTimeWindow
end
#--------------------------------------------------------------------------
# â— Termination Processing
#--------------------------------------------------------------------------
alias terminate_MRA_LocationPlayTimeWindow terminate
def terminate
if MRA::LocationPlayTimeWindow::USE_COMBINED_WINDOW == false
@playtime_window.dispose
@mapname_window.dispose
else
@timemapname_window.dispose
end
#@info_window.dispose if @info_window != nil
terminate_MRA_LocationPlayTimeWindow
end
#--------------------------------------------------------------------------
# â— Frame Update
#--------------------------------------------------------------------------
alias update_MRA_LocationPlayTimeWindow update
def update
if MRA::LocationPlayTimeWindow::USE_COMBINED_WINDOW == false
@mapname_window.update
@playtime_window.update
else
@timemapname_window.update
end
#@info_window.update if @info_window != nil
update_MRA_LocationPlayTimeWindow
end
end
#==================================End Class===================================#
I was able to get a step closer to the menu I want. This is what it currently looks like;
http://img220.imageshack.us/img220/4271/menuexample2pa2.th.png[/img]
Onto the formal request.
The Request
Most importantly, I would like help adding a "Load" option to the menu between the "Save" and "Exit" commands, as shown in my first picture. I think compatability wise, it should be written with Dargor's Custom Commands script (though I'm not 100% certain it's necessary. I'm no scripter.)
I've never really done anything like this before, so I can't say for certain how difficult this would be, but I just want an option added to bring up the Load Screen (it doesn't need to be a conditional thing, I want people to be able to load another data whenever they have Menu Access.
Script Assistance
As for the other part of this thread... I'm not sure if I should put this here or not, please correct my if I'm wrong.
I'd like help in figuring out how the Dargor Party Changer commands work... Currently, I get an error whenever I try to use the "Order" or "Party" commands.
When I choose "Order" and then a character, I get the following message;
http://img443.imageshack.us/img443/3927/ordererror1uc9.th.png[/img] http://img443.imageshack.us/img443/6584/ordererror2xz7.th.png[/img]
The second image is the line the error is on (sorry the image doesn't reflect this, it's in the Party Changer script [Only things I changed in the script was how many options display on the menu, and took out the icons that appear next to the options.])
And when I choose "Party", I get the following error;
http://img294.imageshack.us/img294/8738/partyerror1cd1.th.png[/img] http://img294.imageshack.us/img294/9016/partyerror2uz6.th.png[/img]
Again, the second image is the line the error is on, and it's in the Party Changer script.
I have several other scripts in currently, but none of them seem to have compatability issues with the Party Changer or Custom Commands scripts, and I moved the scripts into a new project to test, and I still get errors when choosing "Order" and "Party."
I would have asked Dargor himself for assistance on this, but I believe one of those script topics said that he was done taking request, so I didn't want to bother him about it.
Conclusion
I hope this request is understandable/doable. If there's any other information I need to provide to make this process easier, please let me know.
If anyone can help me make that Load option and/or help me to understand how the Custom Command/Party Changer scripts work/fix the errors, it would be very much appreciated.
Thank you all for your time. ^_^
~NMMZ