The RPG Maker Resource Kit

RMRK RPG Maker Creation => VX Ace => VXA Scripts Database => Topic started by: pacdiggity on July 11, 2012, 03:53:29 PM

Title: PAC Main Menu Ace
Post by: pacdiggity on July 11, 2012, 03:53:29 PM
PAC Main Menu Ace
Version: 1.2
Author: Pacman
Date: 12th of July, 2012

Version History



Planned Future Versions

No specifics, but I plan on releasing different, smaller scripts (add-ons) that simply add more graphical customization, much like the compact or ring options for the original VX script.

Description


This is the PAC Main Menu converted to VX Ace. On a basic level, this offers a configurable setup for your main menu, allowing the user to create, alter and move the position of menu commands at their pleasure. It can be used very simply to merely reorder the default commands, or to its' fullest potential, that is creating commands to put custom scenes into the menu. It also offers two graphical features: adding an EXP gauge into the menu status window, and adding icons into the command display. Both are optional and customizable.

Also here is the Compact Addon. This script requires PAC Main Menu Ace to work. This is a graphical change to the menu, "compacting" the menu screen to only display the status window when required. The extra windows (the gold, map and playtime windows) can now by closed by pressing a designated button.

Features

Compact:

Screenshots

(http://i.imgur.com/7A6su.jpg)
Here we see the menu being AWESOME.
(http://i.imgur.com/PMSgo.jpg)
Here is the Compact Addon in action.

Instructions

Paste above Main, below Materials. For best compatibility put it at the top of your custom scripts list. There are detailed configuration instructions in the script header. If you have any inquiries, please ask me.

If you want to use the Compact Addon, paste the addon immediately below the base script.

Script


PAC Main Menu Ace (http://pastebin.com/Z7JN31gT).

Compact Addon (http://pastebin.com/7aBZ4raK).

Credit



Thanks


Support


Just post here. This script can be very complicated, so please do not hesitate to ask questions.

Known Compatibility Issues

If you expect this to work with another menu system, please don't expect that.

Demo


I don't think it's very necessary. There are no in-game options, and the script itself is a demo.

Author's Notes


My favourite note this week is the D above middle C (293.665 Hz), and my favourite synthetic tone is a sine wave.

Terms of Use


You may use this script in any non-commercial project with credit. Contact me if you wish to use this in a commercial project. You may edit this script and use it in your own project, or even release it as your own script, as long as I am credited (being notified would also be nice).
Title: Re: PAC Main Menu Ace
Post by: pacdiggity on July 12, 2012, 02:26:21 PM
Updated to include more arbitrary and ultimately superficial features.
Title: Re: PAC Main Menu Ace
Post by: D&P3 on July 12, 2012, 04:10:19 PM
:moar:


~Compact mode (cause it's awesome and shit)




Also, nice script (as always ;8)
Title: Re: PAC Main Menu Ace
Post by: pacdiggity on July 12, 2012, 05:01:57 PM
Compact comes next >:O
Title: Re: PAC Main Menu Ace
Post by: pacdiggity on July 16, 2012, 10:36:39 AM
Compact has happened >:O
Title: Re: PAC Main Menu Ace
Post by: DoctorTodd on July 16, 2012, 06:09:10 PM
Hey weren't you going to put my one actor menu in this?
Title: Re: PAC Main Menu Ace
Post by: pacdiggity on July 16, 2012, 09:11:46 PM
Was I?
Title: Re: PAC Main Menu Ace
Post by: DoctorTodd on July 16, 2012, 10:11:47 PM
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: PAC Main Menu Ace
Post by: pacdiggity on July 17, 2012, 11:06:07 AM
I guess I just never got around to it. But that's a VX script anyway.
Title: Re: PAC Main Menu Ace
Post by: Irock on July 17, 2012, 12:26:35 PM
WHY IS THE TIME WINDOW SO LARGE OH MY GOD
Title: Re: PAC Main Menu Ace
Post by: pacdiggity on July 17, 2012, 01:36:09 PM
Yeah, that's been fixed (it's also changeable so you can have as monstrously ugly and large as you want). I really should update the screenshot.
Title: Re: PAC Main Menu Ace
Post by: Irock on July 17, 2012, 01:51:51 PM
Oh, alright then.
Title: Re: PAC Main Menu Ace
Post by: Necrofenser on August 14, 2013, 06:14:48 PM
This script is not working with Quest Journal, please fix it
Title: Re: PAC Main Menu Ace
Post by: yuyu! on August 14, 2013, 06:49:35 PM
Well, at least he said "please".
Title: Re: PAC Main Menu Ace
Post by: &&&&&&&&&&&&& on August 14, 2013, 07:01:40 PM
Yeah, too bad he isn't on IRC.
Title: Re: PAC Main Menu Ace
Post by: &&&&&&&&&&&&& on August 14, 2013, 07:02:36 PM
This script is not working with Quest Journal, please fix it

Why are you throwing a bunch of Menus scripts together and expecting them to work?
Title: Re: PAC Main Menu Ace
Post by: &&&&&&&&&&&&& on August 14, 2013, 07:02:50 PM
Oh, alright then.

Why did you leave?
Title: Re: PAC Main Menu Ace
Post by: Username21 on January 04, 2016, 02:11:02 AM
Hey,
I was wondering if someone could tell me how do I disable the save menu (for ex. if I want to save only at checkpoints?). A little help would be really appreciated ^^
Title: Re: PAC Main Menu Ace
Post by: &&&&&&&&&&&&& on January 04, 2016, 02:20:00 AM
Remove lines 111 -> 114

These
Code: [Select]
    ['Save',
    'command_save',
    117,
    'save_enabled'],
Title: Re: PAC Main Menu Ace
Post by: Username21 on January 04, 2016, 02:30:47 AM
Oh, thanks for the answer!  :lol: But is there a way I can make the player able to save only at certain maps?  ???
Title: Re: PAC Main Menu Ace
Post by: &&&&&&&&&&&&& on January 04, 2016, 02:54:41 AM
Oh. RPG maker has that function built into it.

(http://i.imgur.com/jObX52h.png)
Title: Re: PAC Main Menu Ace
Post by: Username21 on January 04, 2016, 02:58:39 AM
Yeah.. well actually that function doesn't work with the script.  :'(
Title: Re: PAC Main Menu Ace
Post by: &&&&&&&&&&&&& on January 04, 2016, 03:48:48 AM
Oh, sorry.
That's strange.

I'll take a look and see what I can come up with.