DMV Map Buttons

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  1. DMV Map Buttons


    By Dekita


     


    Introduction:


    This plugin creates upto 25 map buttons that can be used to run almost any code you desire. By default, 7 of these buttons trigger the main menu scenes, and the others are left unused to allow for expansion with custom plugins that create a new scene.


    Each button consists of two states - hot, and cold. Cold state means that the button is not being pressed, hot means that it is. Each state also has its own image, in this case, an icon. This means that each map button is designated two icon id's, one for hot, and one for cold.


    Screenshots:


    mapbuttons.png


    Plugin:


    Link


    FAQ:


    None yet


    Credits:


    Dekita / DekitaRPG
  2. Map...menu buttons? I don't quite understand what this plugin does.
  3. It's like a hotbar, so you can click the icon and open certain menus, or scenes. Instead of having to open the main menu to get to everything else.
  4. It creates buttons on the map scene that trigger the game menu options, such as status, items, custom code... :)
  5. ...............I'm having a little bit of trouble figuring this one out. Could you make a demo, please?
  6. All you have to do is put the plugin in the project, make sure its loaded up and switched on, and hit play... I really dont see how a demo could help. :)
  7. Oh yesssssss!!! Great! This is berry berry good! :D

    Thank you.
  8. you seem berry appreciative, so you are welcome ^_^
  9. This requires MVCommons and your DMV_Core, correct?

    Edit: Without those 2 scripts the icons don't show, I'm guessing that's where Silent Darkness' confusion is coming from.
  10. As long as the MVCommons, DMV Core, and this plugin are in your game (in that order), and switched on, this plugin will create 'buttons' on the game map that can be clicked via mouse or touchpad (on mobiles). When the buttons are clicked, they will run some custom code - by default, the code opens the regular menu scenes.

    Sorry, but i am way to busy atm to make up a demo. I probably will be doing that sometime in the future though. :)
  11. Seems very good for mobile/touch users, will definitely use this when exporting to those interfaces :) thanks dektia!
  12. Sorry to be annoying, but do you happen to know a way to a button call a common event? (IE. I'm trying to work on a party chat feature.)
  13. I havent checked the Game_Temp default class yet, but I suspect is would be something like;

    $gameTemp.reserveCommonEvent( ID );- also link...
  14. Sorry to bother you again but I've done everything you've said and I still don't see the icons. What plugins are you aware of that stop this from working?
  15. Just got a friend to try it out on his end, here is what he done:

    First, included the three plugins..

    dc34b9235a.png

    Then he hit play, and went onto the map, aannnndddd...

    9251f768b8.png

    Voila!

    If you still need more help, I have just uploaded a plugins.js file to my github. You can install the plugins.js file in place of the one in the project already and it will run fine - providing you also have MVCommons along with ALL my other plugins. <link>
  16. Got it up, but I still haven't been able to call the common event. At least I found a use beyond the main menu.
  17. Pretty neat plugin! Is there a way to hide/reveal specific icons during gameplay? Or it's permanent?
  18. Ok, I just tested with button nine, and common events work fine.

    For the button funk, use:

    $gameTemp.reserveCommonEvent(1)And make sure the button has x and y co-ordinates other than the default -1, and that it has hot and cold icons setup too. (the button data setting)
  19. Got it working almost for the party chat. The only problem I have at the moment right now is that if I press the same icon twice, the dialogue comes up again the moment I hit the confirm key.