The RPG Maker Resource Kit

RMRK RPG Maker Creation => VX => VX Scripts Database => Topic started by: DoctorTodd on February 20, 2012, 03:59:05 AM

Title: One Person Menu
Post by: DoctorTodd on February 20, 2012, 03:59:05 AM
One Person Menu
Version: 1.1.0
Author: DoctorTodd
Date: 02/19/2012

Version History



Planned Future Versions


Description


A menu that is modified to work as if you are only using one
actor.

Features


Screenshots
(Click to enlarge).
(http://www.freeimagehosting.net/t/o63m9.jpg) (http://www.freeimagehosting.net/o63m9)

Instructions

Paste above main.

Script


Code: [Select]
#===============================================================================
#
# DT's One Person Menu
# Author: DoctorTodd
# Date (02/19/2012)
# Type: (Menu)
# Version: (1.1.0)
# Level: (Simple)
# Email: BeaconGames2011@gmail.com
#
#===============================================================================
#
# Description: A menu that is modified to work as if you are only using one
# actor.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Editing begins 30 and ends 32.
#
#===============================================================================
module DTOPM
 
  #Window skin to use, place in system.
  WINDOW = ('Window')
 
end

class Scene_Menu < Scene_Base
  include DTOPM
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @status_window = Window_MenuStatus.new (200, 75)
    @status_window.windowskin = Cache.system(DTOPM::WINDOW)
    @gold_window = Window_Gold.new(40, 250)
    @gold_window.windowskin = Cache.system(DTOPM::WINDOW)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.x = 40
    @command_window.y = 75
    @command_window.windowskin = Cache.system(DTOPM::WINDOW)
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1      # Skill
         @actor = $game_party.members[1]
         $scene = Scene_Skill.new
      when 2      # Equip
         @actor = $game_party.members[1]
         $scene = Scene_Equip.new
      when 3      # Status
         @actor = $game_party.members[1]
         $scene = Scene_Status.new
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # End Game
        $scene = Scene_End.new
      end
    end
  end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays the characters status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x : window X coordinate
  #     y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 300, 231)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
     @actor = $game_party.members[0]
      draw_actor_face(@actor, 0, 0)
      draw_actor_name(@actor, 110, 5)
      draw_actor_level(@actor, 190, 5)
      draw_actor_hp(@actor, 110 ,40)
      draw_actor_mp(@actor, 110 , 65)
      draw_actor_parameter(@actor, 0, 100, 0)
      draw_actor_parameter(@actor, 0, 124, 1)
      draw_actor_parameter(@actor, 0, 148, 2)
      draw_actor_parameter(@actor, 0, 172, 3)
      draw_actor_graphic(@actor, 220, 160)
      draw_actor_state(@actor, 190, 180, width = 96)
    end
  end
end


Credit



Support

Post here for quickest support, or send an email to BeaconGames2011@gmail.com

Known Compatibility Issues

None known so far, but overwrites Scene_Menu and Window_MenuStatus. So won't work with anything that uses that.

Demo

Pointless

Author's Notes


I decided to write this script because long before I knew anything about scripting I always wanted a menu like this but never requested it.

Restrictions

Free for non-commercial and commercial games. You must credit me! If you use this in a commercial game I expect a free copy.
Title: Re: One Person Menu
Post by: modern algebra on February 20, 2012, 04:12:34 AM
That's a pretty design DoctorTodd.
Title: Re: One Person Menu
Post by: DoctorTodd on February 20, 2012, 04:13:32 AM
Thanks  :)
Title: Re: One Person Menu
Post by: D&P3 on February 20, 2012, 04:21:16 AM
I remember someone requested this kind of script recently.
Looks like we can tell them where to find it now.

Keep it up DT ;)
Title: Re: One Person Menu
Post by: pacdiggity on February 20, 2012, 10:38:03 AM
Nice design, DT!
Again, there are some things that don't need to be there, and some things that could've been aliased, but a good job nonetheless.
Would you mind if I included this design in PAC MM? You would, of course, be credited.
Title: Re: One Person Menu
Post by: Xabaras on February 20, 2012, 11:17:17 AM
Quote
I remember someone requested this kind of script recently.
Looks like we can tell them where to find it now.

I think it was me!

This is exactly what I needed, my warmest thanks and compliments DoctorTodd!!

EDIT

I think i found a little error in the script:

Code: [Select]
  when 1      # Skill
         @actor = $game_party.members[1]
         $scene = Scene_Skill.new
      when 2      # Equip
         @actor = $game_party.members[1]
         $scene = Scene_Skill.new

placing Scene_Equip.new instead of  the second Scene_Skill.new seems to fix it :)
Title: Re: One Person Menu
Post by: DoctorTodd on February 20, 2012, 05:35:34 PM
@Pacman: sure that's fine  :)

@Xabaras: Oops sorry about that once I'm back on my computer I'll upload the fixed version.
Title: Re: One Person Menu
Post by: DoctorTodd on March 07, 2012, 02:38:41 AM
1.1! You now have the option to choose what window skin you wish to use.

Code: [Select]
#===============================================================================
#
# DT's One Person Menu
# Author: DoctorTodd
# Date (02/19/2012)
# Type: (Menu)
# Version: (1.1.0)
# Level: (Simple)
# Email: BeaconGames2011@gmail.com
#
#===============================================================================
#
# Description: A menu that is modified to work as if you are only using one
# actor.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Editing begins 30 and ends 32.
#
#===============================================================================
module DTOPM
 
  #Window skin to use, place in system.
  WINDOW = ('Window')
 
end

class Scene_Menu < Scene_Base
  include DTOPM
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @status_window = Window_MenuStatus.new (200, 75)
    @status_window.windowskin = Cache.system(DTOPM::WINDOW)
    @gold_window = Window_Gold.new(40, 250)
    @gold_window.windowskin = Cache.system(DTOPM::WINDOW)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.x = 40
    @command_window.y = 75
    @command_window.windowskin = Cache.system(DTOPM::WINDOW)
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1      # Skill
         @actor = $game_party.members[1]
         $scene = Scene_Skill.new
      when 2      # Equip
         @actor = $game_party.members[1]
         $scene = Scene_Equip.new
      when 3      # Status
         @actor = $game_party.members[1]
         $scene = Scene_Status.new
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # End Game
        $scene = Scene_End.new
      end
    end
  end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays the characters status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x : window X coordinate
  #     y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 300, 231)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
     @actor = $game_party.members[0]
      draw_actor_face(@actor, 0, 0)
      draw_actor_name(@actor, 110, 5)
      draw_actor_level(@actor, 190, 5)
      draw_actor_hp(@actor, 110 ,40)
      draw_actor_mp(@actor, 110 , 65)
      draw_actor_parameter(@actor, 0, 100, 0)
      draw_actor_parameter(@actor, 0, 124, 1)
      draw_actor_parameter(@actor, 0, 148, 2)
      draw_actor_parameter(@actor, 0, 172, 3)
      draw_actor_graphic(@actor, 220, 160)
      draw_actor_state(@actor, 190, 180, width = 96)
    end
  end
end
Title: Re: One Person Menu
Post by: Fall From Eden on March 07, 2012, 02:51:38 AM
Marc: Salaam. :)

Something that I wanted to note regarding both this script and your battle status script... it would be positively wonderful if the scripts could check for the size of the party, and display the "single member" versions upon returning a single party member while retaining the original style for parties of a larger size. Hopefully this is functionality you could consider adding in the future. ;)

I would also like to add that these scripts are very aesthetically pleasing, and are quite nice for those of us making games with a single character. Keep it up, they can be very useful. :)

(Oh, and on a separate note: you do not need to include the module DTOPM if you are referencing its contents with the DTOPM::Window syntax. Just for future reference. :))
Title: Re: One Person Menu
Post by: DoctorTodd on March 07, 2012, 02:55:29 AM
I'll make sure to keep that in mind about the syntax thing. Also that's a good a idea, I might try that at one point. Thanks for your feedback.  ;)
Title: Re: One Person Menu
Post by: Fall From Eden on March 07, 2012, 02:58:11 AM
I'll make sure to keep that in mind about the syntax thing. Also that's a good a idea, I might try that at one point. Thanks for your feedback.  ;)

Marc: Of course. :)

I was also assuming that you would like ideas about how to improve upon your scripts and better acquaint yourself with scripting in general, thus my suggestion. I believe figuring out how to do that adequately would provide an interesting and (hopefully) helpful task.

Good luck. :)
Title: Re: One Person Menu
Post by: DoctorTodd on March 07, 2012, 03:00:28 AM
As soon as I finish my game (March 14th) I'll try that.
Title: Re: One Person Menu
Post by: EvilM00s on March 07, 2012, 04:34:09 AM
This and the other one-actor scripts just gave me a game idea...
Title: Re: One Person Menu
Post by: IpickZero on March 12, 2012, 12:29:45 AM
 :blizj:
 Awesome
 :blizj: :blizj: :blizj: