Non-Combat Menu

● ARCHIVED · READ-ONLY
Started by mjshi 20 posts View original ↗
  1. Non-Combat Menu 1.03
    by mjshi- OK for use in all projects with credit
    Get it here! (direct link)

    Introduction
    My first actual script that isn't an edit or an addon!
    Featuring a fully customizable menu for less combat-oriented games. Mystery, exploration, survival-horror, point and click (or walk and press Z, I suppose)... you can configure pretty much anything in this script to suit your non-combat game's needs!

    Features
    • Configure what can be shown on the menu (currently configurable: Item, Save, Load, Exit("shutdown"))
    • Configure whether or not to have a gold window, where the window should be, and how wide
    • Change what the item menu shows
    • Change where the item description box will go
    Screens
    Spoiler
    HkzN75R.png
    bPOTjWw.png

    Installation
    Installation: Paste this script above Main, and preferably above other custom scripts as well.


    Downloads
    Direct Link: pastebin

    Alternate version (link) by Roninator2
    customize every window's width, plus an addon to the status menu for when a single actor is active at a time​

    Addons:
    Single Item Tab- Skip the item/key item/weapon/armor selection and go straight to the item list. Ideal for projects that only have one tab.​
    Roninator2's Gold Menu- A gold menu anchored to a corner of the menu screen.​
    ZS Non-Combat Menu - Gold Window Addon- A gold menu attached to the top/bottom of the command window​

    How to add custom scenes/tabs to the menu
    I get a lot of requests for these kinds of things, and every "compatibility addon" is pretty much the same.
    Spoiler
    Look in the script that you want to add to the Non Combat Menu, and CTRL+F "Scene_" to find the part where it says "Scene_Quest" or "Scene_Achievements" or "Scene_NewWindowThing". Just replace NEWWINDOWTHING below with whatever NewWindowThing you found.

    Then, add to the menu list:

    ['Custom Scene', :NEWWINDOWTHING],

    Then add a general compatibility script under the Non Combat Menu script:

    Code:
    class Scene_End
      def command_NEWWINDOWTHING
        SceneManager.call(Scene_NEWWINDOWTHING)
      end
    end

    This method works for 99% of scripts.
    [additional elaboration if you still need help] [an example]

    Version history/Planned Updates:
    - Configure if you want a status menu or not Done! Updated to 1.0a
    - Configure if you want the status to be shown in the menu Done! Updated to 1.01
    - Configure height and width based on percentages so it doesn't take up the entire screen
    - Change the order in which commands appear Done! Updated to 1.0b

    - Added formation commands
    - Added support for most quest logs. Updated to 1.03

    Credit

    mjshi
  2. Line 129 errors when I access the item menu and SHOW_GOLD_WINDOW is false.


    That line contains: @gold_window.y = @help_window.height
  3. On it, give me half an hour or so.

    edit: Fixed, updated to v1.01b.
  4. I really like this menu system- but I was wondering if there's any way to put formation back in the menu. There isn't any real combat in my game, but switching characters would be nice.
  5. I mean, sure I can. It's not going to be the prettiest thing ever, though, since I completely overwrote some of the existing stuff needed to call up that right window (the one with the faces and hp and mp). 

    But here you go. Updated to 1.02, newest version on pastebin.
  6. Howdy! Great script you have here!


    I was wondering if there's any way to allow you to access certain scripts from this menu. In this instance, I'm working with modern algebra's quest journal and I'd like to be able to open it from the menu.


    Here's a link to the script I'm talking about: http://rmrk.net/index.php?topic=45127.0


    Thanks for making this awesome menu by the way! I love how streamlined and minimalist it looks. :)
  7. @blueperiod


    Currently updating to a version that supports most quest log scripts.


    After I've updated the script, simply place this somewhere in your command list (the item/equip/status part of the configuration)

    Code:
    ['Quest Log', :quests],

    edit: updated.
  8. Oh wow! That was amazingly quick. 


    It's working splendidly. Thanks so much for helping me out!
  9. Hello MAKERS, how you could integrate this script with Script Pro Achievement?


    I leave the video explaining this script and the pastebin.


    Video:












    Pastebin: http://pastebin.com/qYw81etC


    Thanks !!
  10. Use this in your command list (the menu list)


    ['Achievements', :achieve],


    Then add this compatibility script under the Non Combat Menu:


    class Scene_End
    def command_achieve
    SceneManager.call(Scene_Achievements)
    end
    end


    Haven't yet tested it, but this is a generic solution that should work with calling most other script scenes.
  11. Very very thanks !! BD
  12. 02.07.2016 update:


    Created a generalized addon for the Non-Combat Menu- Single Item Tab.


    The Single Item Tab addon will skip the item/keyitem/weapon/armor selection in the item menu and go straight to picking an item, which is useful if you only have one of those tabs in your game.
    1.  Sorry about Necropost (if that happened)
    2.  I was wondering how you would go about making this compatible with Survival System v1.11 (formerly known as Needs System)
        Created by: Apellonyx

                             They currently DO work together, but I would like the "survival bars" to be able to show up when the menu is opened (or alternately when you click status they are                            there) as this menu deletes the other menu changes I've done, i.e. when this script adds the bars your script taketh away the bars.


    Not necessary to get back to me, but if you do find out how to do this, I'll give you credit and a free copy of the game or 6.


    Lemme know!!!

    Link to Survival System..... http://www.rpgmakercentral.com/topic/14084-survival-system/
  13. If you prepare a demo/test project with the scripts configured the way they currently are in your project, I can look into it for you. No guarantees as to whether or not I will be able to solve it, but I can try.


    I don't need a free copy of the game, and if you're using my scripts, you should've credited me anyway xD So no need to do anything special, just prepare the test project and I'll look into it for you.
  14. Okay here ya go, thanks again! (Hope I'm uploading correctly XD)


    (I didn't upload it correctly apparently, thoughts on how to put a demo on here? I shouldn't compress it or anything right?)
  15. Er, not exactly. Do you know how to make .zip files?


    If you have a windows computer: right click the folder that your project is contained in, then send to... compressed (zipped) folder.

    Spoiler
    54cfbba166554da7a33ea140360a1072.png



    Make one of those of your project, then upload it to either dropbox or sendpsace or expirebox, or https://uguu.se/, whichever you wish.
  16. Here's a link to the zip folder on my dropbox- Its called Samples.
    (DeadLink)

    Can't believe I didnt think about compressing into zip file before I tried uploading hahahaha


    Thanks again
  17. Please stop uploading separate files, and try to do what I said in the earlier post.
  18. mjshi said:
    Please stop uploading separate files, and try to do what I said in the earlier post.

    Haha Fixed - Earlier post wasn't showing up for me XD
  19. I can't use the link from your personal dropbox- give me the shared link.


    5f7278c57019465085a9b64ee4a928c3.png