Event Based Custom Menu Tutorial

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Started by ViperX420 3 posts View original ↗
  1. Video above explains the process I used to create an event based custom menu screen.

    Programs recommended:

    Photoshop C6S, Fireworks C6S, GIMP2.0, GraphicsGale, or when all else fails MSPaint.

    Next you need to create all the image's you'll be cycling through in your menu keep them organized by naming them in a numerical sequence.

    MenuList v1

    Spoiler
    Menu001

    Menu002

    Menu003

    Menu004

    Menu005
    if you have submenus simply put an alphanumerical value to remind yourself there is a submenu for that option.

    MenuList v2

    Spoiler
    Menu001

    Menu001a

    Menu001b

    Menu001c

    Menu002

    Menu002a

    Menu002b

    Menu002c

    Menu003

    Menu003a

    Menu004

    Menu004a

    Menu005

    Menu005a
    Now if your sub-menu has a sub-menu lol confusing i know, but try to stay with me here if you have a sub-menu with a submenu inside it then add a number to that picture after the alphanumerical value. Example "Menu4a1"

    MenuList v3

    Spoiler
    Menu001

    Menu001a

    Menu001b

    Menu001c

    Menu002

    Menu002a

    Menu002b

    Menu002c

    Menu003

    Menu003a

    Menu004

    Menu004a

    Menu004a1

    Menu004a2

    Menu005

    Menu005a

    Menu005a1

    Menu005a2

    Menu005a3
    Once you have completed your list of pictures the go with your options for menu then we can start building our custom menu with events.

    Step 1

    Spoiler


    Ok first lets make our new event.---------------------------------------------------------------------Change Menu Access: Disable # this disables the old menu system.Conditional Branch: Script: Input.trigger?:) # This means when we push the Esc button our event will be triggeredPlay SE: 'SoundEffectName', 100,100# This tells the event when you push 'Esc' play this sound.Control Switches: [0001:EventName] = ON# This turns on the event we call when 'Esc' is pushed.Branch End#Event Page Ends---------------------------------------------------------------------Type : FixedSpeed: 6: x4 FasterFreq: 5: Highest# frequency settings for movement.---------------------------------------------------------------------Priority: Below CharacterTrigger: Parallel Process# Priority changes where it will be and wheather or not you can pass it.# Trigger functions control how the event is triggered.--------------------------------------------------------------------- 
    Step 2

    Spoiler


    Next Menu we need to program sections and movement triggers. Create and new event page and lets get started.---------------------------------------------------------------------Checked the switch box and set to number of event that we turned on.---------------------------------------------------------------------Conditional Branch: Script: Input.trigger?:)DOWN) # scrolls down on menuConditional Branch: Variable: [0100: EventName] < 4# amount of slots in menu going down before stopping 4 = 5Play SE: 'SoundEffectName', 100,100# This tells the event when you push 'DOWN' play this sound.Branch End#Event Page EndsConditional Branch: Script: Input.trigger?:)UP)# scrolls up on menuConditional Branch: Variable: [0100:EventName] > 0# amount of slots in menu going up before stopping 0 = 1Play SE: 'SoundEffectName', 100,100# This tells the event when you push 'UP' play this sound.Branch End#Event Page Ends---------------------------------------------------------------------Conditional Branch: Variable: [0100:EventName] == 0# When Variable is equal to 0 run below script.Show Picture: 1, 'FILENAME', Upper Left (0,0), (100%,100%), 255, Normal# Shows picture selected on layer one and position of picture.Branch End#Event Page EndsConditional Branch: Variable: [0100:EventName] == 1# When Variable is equal to 1 run below script.Show Picture: 1, 'FILENAME1', Upper Left (0,0), (100%,100%), 255, Normal# Shows picture selected on layer one and position of picture.Branch End#Event Page EndsConditional Branch: Variable: [0100:EventName] == 2# When Variable is equal to 2 run below script.Show Picture: 1, 'FILENAME2', Upper Left (0,0), (100%,100%), 255, Normal# Shows picture selected on layer one and position of picture.Branch End#Event Page EndsConditional Branch: Variable: [0100:EventName] == 3# When Variable is equal to 3 run below script.Show Picture: 1, 'FILENAME3', Upper Left (0,0), (100%,100%), 255, Normal# Shows picture selected on layer one and position of picture.Branch End#Event Page EndsConditional Branch: Variable: [0100:EventName] == 4# When Variable is equal to 4 run below script.Show Picture: 1, 'FILENAME4', Upper Left (0,0), (100%,100%), 255, Normal# Shows picture selected on layer one and position of picture.Branch End#Event Page Ends---------------------------------------------------------------------Type : FixedSpeed: 6: x4 FasterFreq: 5: Highest# frequency settings for movement.---------------------------------------------------------------------Priority: Below CharacterTrigger: Autorun# Priority changes where it will be and wheather or not you can pass it.# Trigger functions control how the event is triggered.--------------------------------------------------------------------- 
    Step 3

    Spoiler


    Ok now we gotta program ways to interact with the interface both an interact and cancel button.---------------------------------------------------------------------Conditional Branch: Script: Input.trigger?:) # This means when we push the Esc it will trigger script that followsPlay SE: 'SoundEffectName', 100,100# This tells the event when you push 'ESC' play this sound.Control Variables: [0100:VariableName] = 0# think of this as a refresh variable so list resets.Erase Picture: 1# self explainitory it erases picture in slot 1.Control Switches: [0001:EventName] = OFF# Turns MENU HUD off when you press 'ESC'---------------------------------------------------------------------Conditional Branch: Script: Input.trigger?:)C) # This means when we push the 'Enter' it will trigger script that followsPlay SE: 'SoundEffectName', 100,100# This tells the event when you push 'Enter' play this sound.Conditional Branch: Variable: [0100:Menu] == 0# When Variable is equal to 0 run below script.Control Switches: [0099:EventName] = ON# Sub Menu 1 Slot activatesBranch End#Event Page EndsConditional Branch: Variable: [0100:Menu] == 1# When Variable is equal to 1 run below script.Control Switches: [0098:EventName] = ON# Sub Menu 2 Slot activatesBranch End#Event Page EndsConditional Branch: Variable: [0100:Menu] == 2# When Variable is equal to 2 run below script.Control Switches: [0097:EventName] = ON# Sub Menu 3 Slot activatesBranch End#Event Page EndsConditional Branch: Variable: [0100:Menu] == 3# When Variable is equal to 3 run below script.Control Switches: [0096:EventName] = ON# Sub Menu 4 Slot activatesBranch End#Event Page EndsConditional Branch: Variable: [0100:Menu] == 4# When Variable is equal to 4 run below script.Control Switches: [0095:EventName] = ON# Sub Menu 5 Slot activatesBranch End#Event Page Ends--------------------------------------------------------------------- 
    Step 4

    Spoiler


    Ok time to make another event page and start again.Make sure you set everything on the leftside correctly before proceeding to next step.---------------------------------------------------------------------First thing you'll notice is we'll have 2 switches on 1 is the menu switch the other is the submenu we just accessed. make sure both are checked on before proceeding.---------------------------------------------------------------------Type : FixedSpeed: 6: x4 FasterFreq: 5: Highest# frequency settings for movement.---------------------------------------------------------------------Priority: Below CharacterTrigger: Autorun Process# Priority changes where it will be and wheather or not you can pass it.# Trigger functions control how the event is triggered.---------------------------------------------------------------------Conditional Branch: Script: Input.trigger?:) # This means when we push the Esc it will trigger script that followsPlay SE: 'SoundEffectName', 100,100# This tells the event when you push 'ESC' play this sound.Control Variables: [0099:VariableName] = 0# think of this as a refresh variable so list resets.Erase Picture: 1# self explainitory it erases picture in slot 1.Control Switches: [0099:EventName] = OFF# Turns SUBMENU off when you press 'ESC'---------------------------------------------------------------------Conditional Branch: Script: Input.trigger?:)C) # This means when we push the 'Enter' it will trigger script that followsPlay SE: 'SoundEffectName', 100,100# This tells the event when you push 'Enter' play this sound.Conditional Branch: Variable: [0099:VariableName] == 0# When Variable is equal to 0 run below script.Script: SceneManager.call(Scene_Item)# Calls Item Window SceneBranch End#Event Page EndsConditional Branch: Variable: [0099:VariableName] == 1# When Variable is equal to 1 run below script.Script: SceneManager.call(Scene_Skill)# Calls Skill Window SceneBranch End#Event Page EndsConditional Branch: Variable: [0099:VariableName] == 2# When Variable is equal to 2 run below script.Script: SceneManager.call(Scene_Equip)# Calls Equipment Window SceneBranch End#Event Page Ends--------------------------------------------------------------------- 
    Once you have completed all these steps you are ready to test your first build. Enjoy and Happy gaming!

    Now rinse and repeat these steps in more event pages til you build youself a complex event scripted menu like show in my video.

    Enjoy and Happy Gaming :)
  2. Interesting code, but why use a script when you can just use "Button: 'x' is being pressed"? It does the same thing.
  3. whoa, it looks real clean and sweet! My, my, to see an event-based CMS in this day and age... ;w; this is sweet <3

    I'll take a closer inspection as soon as I rest. But looks real awesome!