REQUEST, Custom menu (Only "Item" "Save" and "End game" tab. PLEASE HELP

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Started by Greytizi 5 posts View original ↗
  1. Im making a RPG horror game and I want a menu that has only the "Item" "Save" and "End game" tab. I dont want the "Skills" "Status" or "Equip" there. Im not good at scripting or anything. PLEASE help. Im using RPG XP if that helps any 
  2. Ahhh, crumbs! It'd have to be XP, wouldn't it? I was just about to post one I'd already done in Ace for someone else's request.


    Wish XP's classes were as streamlined as Ace's. Here you go - paste this into a new slot above Main and below all other scripts:

    Spoiler
    Spoiler


    Code:
    class Scene_Menu
      #--------------------------------------------------------------------------
      # * Main Processing
      #--------------------------------------------------------------------------
      def main
        # Make command window
        s1 = $data_system.words.item
        s2 = "Save"
        s3 = "End Game"
        @command_window = Window_Command.new(160, [s1, s2, s3])
        @command_window.index = @menu_index
        
        # If number of party members is 0
        if $game_party.actors.size == 0
          # Disable items, skills, equipment, and status
          @command_window.disable_item(0)
        end
        
        # If save is forbidden
        if $game_system.save_disabled
          # Disable save
          @command_window.disable_item(1)
        end
        
        # Make play time window
        @playtime_window = Window_PlayTime.new
        @playtime_window.x = 0
        @playtime_window.y = 224
        
        # Make steps window
        @steps_window = Window_Steps.new
        @steps_window.x = 0
        @steps_window.y = 320
        
        # Make gold window
        @gold_window = Window_Gold.new
        @gold_window.x = 0
        @gold_window.y = 416
        
        # Make status window
        @status_window = Window_MenuStatus.new
        @status_window.x = 160
        @status_window.y = 0
        
        # Execute transition
        Graphics.transition
        
        # Main loop
        loop do
          # Update game screen
          Graphics.update
          # Update input information
          Input.update
          # Frame update
          update
          # Abort loop if screen is changed
          if $scene != self
            break
          end
        end
        
        # Prepare for transition
        Graphics.freeze
        
        # Dispose of windows
        @command_window.dispose
        @playtime_window.dispose
        @steps_window.dispose
        @gold_window.dispose
        @status_window.dispose
      end
      #--------------------------------------------------------------------------
      # * Frame Update (when command window is active)
      #--------------------------------------------------------------------------
      def update_command
        # If B button was pressed
        if Input.trigger?(Input::B)
          # Play cancel SE
          $game_system.se_play($data_system.cancel_se)
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
        
        # If C button was pressed
        if Input.trigger?(Input::C)
          # If command other than save or end game, and party members = 0
          if $game_party.actors.size == 0 and @command_window.index < 1
            # Play buzzer SE 
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          # Branch by command window cursor position
          case @command_window.index
            when 0# item
              # Play decision SE
              $game_system.se_play($data_system.decision_se)
              # Switch to item screen
              $scene = Scene_Item.new
            when 1# save
              # If saving is forbidden
              if $game_system.save_disabled
                # Play buzzer SE 
                $game_system.se_play($data_system.buzzer_se)
                return
              end 
              # Play decision SE
              $game_system.se_play($data_system.decision_se)
              # Switch to save screen
              $scene = Scene_Save.new
            when 2# end game
              # Play decision SE
              $game_system.se_play($data_system.decision_se)
              # Switch to end game screen
              $scene = Scene_End.new
          end 
          return
        end
      end
    end
    
    class Scene_Save < Scene_File
      #--------------------------------------------------------------------------
      # * Decision Processing
      #--------------------------------------------------------------------------
      def on_decision(filename)
        # Play save SE
        $game_system.se_play($data_system.save_se)
        # Write save data
        file = File.open(filename, "wb")
        write_save_data(file)
        file.close
        
        # If called from event
        if $game_temp.save_calling
          # Clear save call flag
          $game_temp.save_calling = false
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
        
        # Switch to menu screen
        $scene = Scene_Menu.new(1)
      end
      #--------------------------------------------------------------------------
      # * Cancel Processing
      #--------------------------------------------------------------------------
      def on_cancel
        # Play cancel SE
        $game_system.se_play($data_system.cancel_se)
        
        # If called from event
        if $game_temp.save_calling
          # Clear save call flag
          $game_temp.save_calling = false
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
        
        # Switch to menu screen
        $scene = Scene_Menu.new(1)
      end
    end
    
    class Scene_End
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        # Update command window
        @command_window.update
        
        # If B button was pressed
        if Input.trigger?(Input::B)
          # Play cancel SE
          $game_system.se_play($data_system.cancel_se)
          # Switch to menu screen
          $scene = Scene_Menu.new(2)
          return
        end
        
        # If C button was pressed
        if Input.trigger?(Input::C)
          # Branch by command window cursor position
          case @command_window.index
            when 0# to title
              command_to_title
            when 1# shutdown
              command_shutdown
            when 2# quit
              command_cancel
            end
          return
        end
      end
      #--------------------------------------------------------------------------
      # *Process When Choosing [Cancel] Command
      #--------------------------------------------------------------------------
      def command_cancel
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to menu screen
        $scene = Scene_Menu.new(2)
      end
    end

    I've moved this thread to RGSS (XP) Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
  3. Shaz said:
    Ahhh, crumbs! It'd have to be XP, wouldn't it? I was just about to post one I'd already done in Ace for someone else's request.


    Wish XP's classes were as streamlined as Ace's. Here you go - paste this into a new slot above Main and below all other scripts:


    Hidden Content


    I've moved this thread to RGSS (XP) Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.

     I am trying to put this script in my game, and it is not pasting into the script editor. I think it is because it is not numbered for each line, but I could be wrong. Help please!
  4. This Is AOONI's SceneMenu Script for Rpg maker Xp
    But if you want to edit it edit it.
    Also if your game is done credit Nonprops Scene_menu script

    SCRIPT

    #==============================================================================
    # ¦ Scene_Menu
    #------------------------------------------------------------------------------
    # ??????????????????
    #==============================================================================

    class Scene_Menu
    #--------------------------------------------------------------------------
    # ? ?????????
    # menu_index : ?????????????
    #--------------------------------------------------------------------------
    def initialize(menu_index = 0)
    @menu_index = menu_index
    end
    #--------------------------------------------------------------------------
    # ? ?????
    #--------------------------------------------------------------------------
    def main
    # ????????????
    s1 = "Item"
    s2 = "Save"
    s3 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3])
    @command_window.index = @menu_index

    if $game_switches[180] == false
    if $game_switches[168] == true and $game_switches[169] == true
    if $game_switches[170] == true
    if $game_map.map_id == 67 and $game_player.x == 9 and $game_player.y == 14
    if $game_player.direction == 2
    $game_variables[1] = 3
    $game_switches[178] = true
    $game_party.add_actor(6)
    $game_party.remove_actor(5)
    Audio.bgm_play("Audio/BGM/horor-b",100,100)
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    end
    end
    end
    end
    end

    # ??????? 0 ????
    if $game_party.actors.size == 0
    # ?????????????????????
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    @command_window.disable_item(3)
    end
    # ????????
    if $game_system.save_disabled
    # ?????????
    @command_window.disable_item(4)
    end
    # ?????????????
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 384
    # ??????????
    # @steps_window = Window_Steps.new
    # @steps_window.x = 0
    # @steps_window.y = 320
    # ????????????
    # @gold_window = Window_Gold.new
    # @gold_window.x = 0
    # @gold_window.y = 416
    # ?????????????
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    # ?????????
    Graphics.transition
    # ??????
    loop do
    # ????????
    Graphics.update
    # ???????
    Input.update
    # ??????
    update
    # ????????????????
    if $scene != self
    break
    end
    end
    # ?????????
    Graphics.freeze
    # ????????
    @command_window.dispose
    @playtime_window.dispose
    # @steps_window.dispose
    # @gold_window.dispose
    @status_window.dispose
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def update
    # ????????
    @command_window.update
    @playtime_window.update
    # @steps_window.update
    # @gold_window.update
    @status_window.update
    # ??????????????????: update_command ???
    if @command_window.active
    update_command
    return
    end
    # ???????????????????: update_status ???
    if @status_window.active
    update_status
    return
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????? (??????????????????)
    #--------------------------------------------------------------------------
    def update_command
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ??????????
    $scene = Scene_Map.new
    return
    end
    # C ??????????
    if Input.trigger?(Input::C)

    if $game_switches[178] == true
    $game_system.se_play($data_system.buzzer_se)
    return
    end

    # ??????? 0 ??????????????????????
    if $game_party.actors.size == 0 and @command_window.index < 4
    # ??? SE ???
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    # ???????????????????
    case @command_window.index
    when 0 # ????
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ???????????
    $scene = Scene_Item.new
    when 1 # ???
    # ????????
    if $game_system.save_disabled
    # ??? SE ???
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ??????????
    $scene = Scene_Save.new
    when 2 # ?????
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ????????????
    $scene = Scene_End.new
    end
    return
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????? (???????????????????)
    #--------------------------------------------------------------------------
    def update_status
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ??????????????????
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
    return
    end
    # C ??????????
    if Input.trigger?(Input::C)
    # ???????????????????
    case @command_window.index
    when 1 # ???
    # ???????????? 2 ?????
    if $game_party.actors[@status_window.index].restriction >= 2
    # ??? SE ???
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ??????????
    $scene = Scene_Skill.new(@status_window.index)
    when 2 # ??
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ?????????
    $scene = Scene_Equip.new(@status_window.index)
    when 3 # ?????
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ????????????
    $scene = Scene_Status.new(@status_window.index)
    end
    return
    end
    end
    end