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Unlimited Actors Custom Menu System

0 Members and 3 Guests are viewing this topic.

*
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Level 85
I solve practical problems.
For taking arms in the name of your breakfast.
what version of the script are you using, and what is your script load order?

**
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Level 82
I have Version 1.0. and it's it first in my list of scripts above the Cold Module, Dubealex's Message script, and El Conducter's Monster Book.

*
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Level 85
I solve practical problems.
For taking arms in the name of your breakfast.
I have a feeling that the monster book may be causing a problem...

Try removin the script temporarily and see if that helps

*
A-pow 2015
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Level 81
2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
Hey, I was wondering if theres was any way to edit the script to make it compatible with Charlie Fleed's CTB. Everything works except for the skills section, because of the separate magic classes the CTB uses.

*
Rep:
Level 85
I solve practical problems.
For taking arms in the name of your breakfast.
I can't help you atm, bt i can give you one possible solution, Back up the menu script, and find where the changes to scene skill are, delete that entire part that modifies scene skill, there shouldn't be a problem after that

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A-pow 2015
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Level 81
2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
Thanks so much. It works just fine now. ^_^

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Level 85
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For taking arms in the name of your breakfast.
glad to help :P

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A-pow 2015
Rep:
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2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
Ah... I spoke too soon. ^^;
It seems that there is a compatibility issue with my title screen script.

It says 'line 208: NoMethodError occured. undefined method 'face' for nil:Nilclass

line 208:     face = RPG::Cache.picture("Faces/" + $change_face.face(actor.id))

It works just fine without the script, but with it, it won't let me call the menu at all. :/

*
Rep:
Level 85
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Try moving the title sript above or below the menu script, see if that works

*
A-pow 2015
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2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
Above makes the title screen glitch. Below makes the title okay, but the menu won't work.

*
Rep:
Level 85
I solve practical problems.
For taking arms in the name of your breakfast.
Hmm, What title script are you using?

*
A-pow 2015
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2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
This one here: http://www.atelier-rgss.com/RGSS/Menu/XP_Menu10.html

I also tried it with another simpler title script and got the same results.

Here's what the simpler script looks like:
Spoiler for:
Code: [Select]
SEPERATE_CONTINUE_DISABLED_IMAGES = true
TRANSITION_FRAMES = 5

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @back_sprite = Sprite.new
    @back_sprite.z = @sprite.z - 10
   
    @index = 0
    @count = -1
    @delta = 255 / TRANSITION_FRAMES
   
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @index = 1
      @sprite.bitmap = RPG::Cache.title("1")
    else
      if SEPERATE_CONTINUE_DISABLED_IMAGES
        @sprite.bitmap = RPG::Cache.title("0d")
      else
        @sprite.bitmap = RPG::Cache.title("0")
      end
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # 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 title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
    @back_sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if @count > -1
      if @count == 0
        if SEPERATE_CONTINUE_DISABLED_IMAGES and !@continue_enabled
          @sprite.bitmap = RPG::Cache.title(@index.to_s + 'd')
        else
          @sprite.bitmap = RPG::Cache.title(@index.to_s)
        end
        @sprite.opacity = 255
      else
        @sprite.opacity -= @delta
      end
      @count -= 1
      return
    end
   
    if Input.repeat?(Input::UP) or Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @index = (@index - 1) % 3
      @count = TRANSITION_FRAMES
      if SEPERATE_CONTINUE_DISABLED_IMAGES and !@continue_enabled
        @back_sprite.bitmap = RPG::Cache.title(@index.to_s + 'd')
      else
        @back_sprite.bitmap = RPG::Cache.title(@index.to_s)
      end
    end
   
    if Input.repeat?(Input::DOWN) or Input.repeat?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @index = (@index + 1) % 3
      @count = TRANSITION_FRAMES
      if SEPERATE_CONTINUE_DISABLED_IMAGES and !@continue_enabled
        @back_sprite.bitmap = RPG::Cache.title(@index.to_s + 'd')
      else
        @back_sprite.bitmap = RPG::Cache.title(@index.to_s)
      end
    end
   
   
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @index
      when 0  # New game
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      end
    end
  end
end

Here's the more complex one:
Spoiler for:
Code: [Select]
#_________________________________________________
# MOG_Animated Title Sofia V1.1           
#_________________________________________________
# By Moghunter 
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Auto Fullscreen.   
FULL_SCREEN = false
#Logo Picture Name.
LOGO_PIC = "logo"
#Logo Time.
LOGO_TIME = 220
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "062-Slow05"
MUSIC2 = "058-Slow01"
MUSIC3 = "030-Town08"
#Active Title BGS.   
BGS_ON = false
#Set Title BGS.   
BGS = "004-Wind04"
#Set BGS volume.   
BGS_VOL = 10
#Transition Type.
TRANS_TITLE = "020-flat01"
#Transition Time.
TRANS_TIME = 60
#Texto para acessar o menu de opções(Press any Key)
T_B = "Press any key"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posição do texto na horizontal.(Press any Key)
T_B_X = 250
#Posição do texto na vertical.(Press any Key)
T_B_Y = 300
#Som ao apertar a tecla.(Press any Key)
T_B_SE = "105-Heal01"
#Ativar Zoom reverso na imagem de fundo.
BACK_ZOOM = true
#Nome da picture de opções de comando.
#É necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Back"#Nome da imagem.
PIC_FD_OX = 1  #Velocidade de movimento na horizontal.
PIC_FD_OY = 0  #Velocidade de movimento na vertical.
PIC_FD_PRIOR = 1 #Prioridade da imagem.
PIC_FD_OPA = 255 #Transparência da imagem.
PIC_FD_BLEND = 0 #Tipo de Blend.
#-----------------
# Letras do Titulo
#-----------------
PIC_TEXTO = "Texto"#Nome da imagem.
PIC_TEXTO_OX = 0  #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0  #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog01" #Nome da imagem.
PIC_FOG_RAND = true #Ativar Sistema de Vento.
PIC_FOG_MOV = 100  #Time para mudar de direção.
PIC_FOG_OX_01 = 2  #Velocidade de movimento na horizontal.
PIC_FOG_OY_01 = 2  #Velocidade de movimento na vertical.
PIC_FOG_OX_02 = 3  #Velocidade de movimento na horizontal.
PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical.
PIC_FOG1_PRIOR = 3 #Prioridade da imagem.
PIC_FOG1_BLEND = 1 #Tipo de Blend.
PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal.
PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical.
PIC_FOG1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "Fog02" #Nome da imagem.
PIC_FOG2_RAND = true #Ativar Sistema de Vento.
PIC_FOG2_MOV = 100 #Time para mudar de direção. 
PIC_FOG2_PRIOR = 2 #Prioridade da imagem.
PIC_FOG2_BLEND = 1 #Tipo de Blend.
PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OPA = 50  #Transparência da imagem.
#-----------------
# Imagem Camada 3
#-----------------
PIC_FOG3 = "Tree"  #Nome da imagem.
PIC_FOG3_RAND = false #Ativar Sistema de Vento.
PIC_FOG3_MOV = 100 #Time para mudar de direção. 
PIC_FOG3_PRIOR = 7 #Prioridade da imagem.
PIC_FOG3_BLEND = 0 #Tipo de Blend.
PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG3_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "Leaf01" #Nome da imagem.
PIC_LEAF1_RAND = true #Ativar Sistema de Vento.
PIC_LEAF1_MOV = 200  #Time para mudar de direção.
PIC_LEAF1_PRIOR = 10 #Prioridade da imagem.
PIC_LEAF1_BLEND = 0 #Tipo de Blend.
PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 02
#-----------------
PIC_LEAF2 = "Leaf02" #Nome da imagem.
PIC_LEAF2_RAND = true #Ativar Sistema de Vento.
PIC_LEAF2_MOV = 150 #Time para mudar de direção.
PIC_LEAF2_PRIOR = 8 #Prioridade da imagem.
PIC_LEAF2_BLEND = 0 #Tipo de Blend.
PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OPA = 255 #Transparência da imagem.
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma opção de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redução da Transparência imagem.
DIS_PIC1_OPA = 0
DIS_PIC2_OPA = 5
DIS_PIC3_OPA = 0
DIS_PIC4_OPA = 0
DIS_PIC5_OPA = 0
DIS_PIC6_OPA = 0
DIS_PIC_LEAF1_OPA = 5
DIS_PIC_LEAF2_OPA = 5
#Movimento da imagem
DIS_PIC1_OX = -6
DIS_PIC1_OY = 0
DIS_PIC2_OX = 0
DIS_PIC2_OY = 0
DIS_PIC3_OX = 0
DIS_PIC3_OY = 0
DIS_PIC4_OX = 0
DIS_PIC4_OY = 0
DIS_PIC5_OX = 4
DIS_PIC5_OY = 0
DIS_PIC6_OX = 0
DIS_PIC6_OY = 0
DIS_PIC_LEAF1_OX = 0
DIS_PIC_LEAF1_OY = 0
DIS_PIC_LEAF2_OX = 0
DIS_PIC_LEAF2_OY = 0
#Zoom da imagem
DIS_PIC1_ZOOMX = 0.02
DIS_PIC1_ZOOMY = 0.02
DIS_PIC2_ZOOMX = 0
DIS_PIC2_ZOOMY = 0
DIS_PIC3_ZOOMX = 0
DIS_PIC3_ZOOMY = 0
DIS_PIC4_ZOOMX = 0
DIS_PIC4_ZOOMY = 0
DIS_PIC5_ZOOMX = 0.004
DIS_PIC5_ZOOMY = 0.004
DIS_PIC6_ZOOMX = 0
DIS_PIC6_ZOOMY = 0
DIS_PIC_LEAF1_ZOOMX = 0
DIS_PIC_LEAF1_ZOOMY = 0
DIS_PIC_LEAF2_ZOOMX = 0
DIS_PIC_LEAF2_ZOOMY = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["title_sofia"] = true
#-------------------------------------------------------------------------------
# Scene_Title
#-------------------------------------------------------------------------------
$full_screen = 0
class Scene_Title 
  def main
    if $BTEST
      battle_test
      return
    end
    $full_screen += 1
    if MOG::FULL_SCREEN == true and $full_screen == 1
    $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
    $showm.call(18,0,0,0)
    $showm.call(13,0,0,0)
    $showm.call(13,0,2,0)
    $showm.call(18,0,2,0)
    end         
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    $game_system = Game_System.new
    s1 = ""
    s2 = ""
    s3 = ""
    @command_window = Window_Command.new(160, [s1, s2, s3])
    @command_window.opacity = 0
    @command_window.x = 0 - @command_window.width / 2
    @command_window.y = 0
    @command_window.visible = false
    @command_window.active = false   
    @mb01 = Plane.new
    @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
    @mb01.opacity = MOG::PIC_FD_OPA
    @mb01.z = MOG::PIC_FD_PRIOR
    @mb01.blend_type = MOG::PIC_FD_BLEND
    @mb02 = Plane.new
    @mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)
    @mb02.z = MOG::PIC_TEXTO_PRIOR
    @mb02.opacity = MOG::PIC_TEXTO_OPA
    @mb02.blend_type = MOG::PIC_TEXTO_BLEND     
    @mb03 = Plane.new
    @mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)
    @mb03.z = MOG::PIC_FOG1_PRIOR
    @mb03.zoom_x = MOG::PIC_FOG1_ZOOMX
    @mb03.zoom_y = MOG::PIC_FOG1_ZOOMY
    @mb03.blend_type = MOG::PIC_FOG1_BLEND
    @mb03.opacity = MOG::PIC_FOG1_OPA
    @mb04 = Plane.new
    @mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)
    @mb04.z = MOG::PIC_FOG2_PRIOR
    @mb04.zoom_x = MOG::PIC_FOG2_ZOOMX
    @mb04.zoom_y = MOG::PIC_FOG2_ZOOMY
    @mb04.blend_type = MOG::PIC_FOG2_BLEND
    @mb04.opacity = MOG::PIC_FOG2_OPA
    @mb05 = Plane.new
    @mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)
    @mb05.z = MOG::PIC_FOG3_PRIOR
    @mb05.zoom_x = MOG::PIC_FOG3_ZOOMX
    @mb05.zoom_y = MOG::PIC_FOG3_ZOOMY
    @mb05.blend_type = MOG::PIC_FOG3_BLEND
    @mb05.opacity = MOG::PIC_FOG3_OPA
    @mb07 = Plane.new
    @mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)
    @mb07.z = MOG::PIC_LEAF1_PRIOR
    @mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX
    @mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY   
    @mb07.blend_type = MOG::PIC_LEAF1_BLEND 
    @mb07.opacity = MOG::PIC_LEAF1_OPA
    @mb08 = Plane.new
    @mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)
    @mb08.z = MOG::PIC_LEAF2_PRIOR
    @mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX
    @mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY   
    @mb08.blend_type = MOG::PIC_LEAF2_BLEND     
    @mb08.opacity = MOG::PIC_LEAF2_OPA   
    @bot = Sprite.new
    @bot.bitmap = Bitmap.new(160,100)
    @bot.x = MOG::T_B_X
    @bot.y = MOG::T_B_Y
    @bot.z = 9999
    @bot.opacity = 0
    @bot.bitmap.font.size = MOG::T_B_FONT
    @bot.bitmap.font.bold = true
    @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
    @bot2 = Sprite.new
    @bot2.bitmap = Bitmap.new(160,100)
    @bot2.x = MOG::T_B_X
    @bot2.y = MOG::T_B_Y
    @bot2.z = 9998
    @bot2.opacity = 0
    @bot2.bitmap.font.size = MOG::T_B_FONT
    @bot2.bitmap.font.bold = true
    @bot2.color.set(0,0,0)
    @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
    @com = Sprite.new
    @com.bitmap = RPG::Cache.title(MOG::COM + "_01")
    @com.z = 10000
    @com.opacity = 0
    @com.y = 300
    @logo = Plane.new
    @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
    @logo.z = 999999
    @logo.opacity = 0   
    @time = 0
    @time_zoom = 0
    @time_music = 0
    @time_logo = MOG::LOGO_TIME
    @logo_r = 0
    @rs = 0
    @mb01.visible = false     
    @mb02.visible = false 
    @mb03.visible = false 
    @mb04.visible = false 
    @mb05.visible = false 
    @mb07.visible = false 
    @mb08.visible = false 
    @com.visible = false 
    @logo.visible = true
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    Audio.bgm_stop
    Audio.me_stop
    Audio.bgs_stop
    if MOG::BGS_ON == true
    Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
    end
    Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    if MOG::DIS_MOV == true
    for i in 1..MOG::DIS_TIME
    @mb01.opacity -= MOG::DIS_PIC1_OPA     
    @mb02.opacity -= MOG::DIS_PIC2_OPA
    @mb03.opacity -= MOG::DIS_PIC3_OPA
    @mb04.opacity -= MOG::DIS_PIC4_OPA
    @mb05.opacity -= MOG::DIS_PIC5_OPA
    @mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA
    @mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA
    @com.opacity -= MOG::DIS_PIC2_OPA
    @mb01.ox += MOG::DIS_PIC1_OX
    @mb01.oy += MOG::DIS_PIC1_OY
    @mb02.ox += MOG::DIS_PIC2_OX
    @mb02.oy += MOG::DIS_PIC2_OY
    @mb03.ox += MOG::DIS_PIC3_OX
    @mb03.oy += MOG::DIS_PIC3_OY
    @mb04.ox += MOG::DIS_PIC4_OX
    @mb04.oy += MOG::DIS_PIC4_OY
    @mb05.ox += MOG::DIS_PIC5_OX
    @mb05.oy += MOG::DIS_PIC5_OY
    @mb07.ox += MOG::DIS_PIC_LEAF1_OX
    @mb07.oy += MOG::DIS_PIC_LEAF1_OY
    @mb08.ox += MOG::DIS_PIC_LEAF2_OX
    @mb08.oy += MOG::DIS_PIC_LEAF2_OY
    @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
    @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
    @mb02.zoom_x += MOG::DIS_PIC2_ZOOMX
    @mb02.zoom_y += MOG::DIS_PIC2_ZOOMY
    @mb03.zoom_x += MOG::DIS_PIC3_ZOOMX
    @mb03.zoom_y += MOG::DIS_PIC3_ZOOMY
    @mb04.zoom_x += MOG::DIS_PIC4_ZOOMX
    @mb04.zoom_y += MOG::DIS_PIC4_ZOOMY
    @mb05.zoom_x += MOG::DIS_PIC5_ZOOMX
    @mb05.zoom_y += MOG::DIS_PIC5_ZOOMY
    @mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX
    @mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY
    @mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX
    @mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY
    @bot.opacity -= 10
    @bot2.opacity -= 10
    Graphics.update
    end
    end
    Graphics.freeze
    @command_window.dispose
    @mb01.dispose
    @mb02.dispose
    @mb03.dispose
    @mb04.dispose
    @mb05.dispose
    @mb07.dispose
    @mb08.dispose
    @bot.dispose
    @bot2.dispose
    @com.dispose
    @logo.dispose
  end
  def update
    @time_logo -= 1
    if @time_logo <= 0
       @time_logo = 0
    end   
    if @logo.opacity < 30 and @logo_r == 1
       @logo.visible = false
       @logo.opacity = 0
       @logo.bitmap = RPG::Cache.title("")
    end
    if @bot.opacity < 30 and @command_window.active == true
       @bot.visible = false
       @bot2.visible = false
       @bot.bitmap.draw_text(0, 0, 32, 32,"")
       @bot2.bitmap.draw_text(0, 0, 32, 32,"")
    end   
    if @logo_r == 0 and @logo.opacity <= 250
    @logo.opacity += 2   
    elsif @time_logo <= 0 
    @logo_r = 1
    @logo.opacity -= 2
    @mb01.visible = true     
    @mb02.visible = true 
    @mb03.visible = true 
    @mb04.visible = true 
    @mb05.visible = true 
    @mb07.visible = true 
    @mb08.visible = true
    @com.visible = true
    @bot.opacity += 2
    @bot2.opacity +=  2
    Audio.me_fade(500)
    if @bot.opacity >= 255
       @bot.opacity = 255
       @bot2.opacity = 255       
    end 
    end   
    if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
    @rs += 1
    case rand(3)
    when 0
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
    when 1
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
    when 2 
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 100, 100)
    end
    else   
    if @logo_r == 1 and @rs == 1
    $game_system.bgm_play($data_system.title_bgm)
    @rs += 1
    end 
    end     
    if @command_window.active == true
    @bot.opacity -= 5
    @bot2.opacity -=  5
    @bot.x -= 5
    @bot2.x += 5
    @com.opacity += 2
    if @com.y > 0
       @com.y -= 5     
    elsif @com.y < 0
       @com.y = 0
       @com.opacity = 255
    end
    end
    r = rand(100) + 150
    g = rand(100) + 150
    b = rand(100) + 150
    @command_window.update
    @time += 2
    @time_zoom += 1
    if @time_zoom > 1000
       @time_zoom = 0
    end
    if @time_zoom > 500 and MOG::BACK_ZOOM == true
    @mb01.zoom_x += 0.004
    @mb01.zoom_y += 0.004
    if @mb01.zoom_x >= 2
       @mb01.zoom_x = 2
       @mb01.zoom_y = 2   
    end
    elsif MOG::BACK_ZOOM == true
    @mb01.zoom_x -= 0.004
    @mb01.zoom_y -= 0.004
    if @mb01.zoom_x <= 1
       @mb01.zoom_x = 1
       @mb01.zoom_y = 1   
    end
    end 
    @mb01.ox -= MOG::PIC_FD_OX
    @mb01.oy -= MOG::PIC_FD_OY
    @mb02.ox -= MOG::PIC_TEXTO_OX
    @mb02.oy -= MOG::PIC_TEXTO_OY
    @mb02.opacity += 2
    Graphics.frame_rate = MOG::PER
    if  @time < MOG::PIC_LEAF1_MOV and  MOG::PIC_LEAF1_RAND == true
    @mb07.ox += MOG::PIC_LEAF1_OX2
    @mb07.oy -= MOG::PIC_LEAF1_OY2
    else
    @mb07.ox -= MOG::PIC_LEAF1_OX1
    @mb07.oy -= MOG::PIC_LEAF1_OY1
    end 
    if  @time < MOG::PIC_LEAF2_MOV and  MOG::PIC_LEAF2_RAND == true
    @mb08.ox -= MOG::PIC_LEAF2_OX2
    @mb08.oy -= MOG::PIC_LEAF2_OY2
    else
    @mb08.ox += MOG::PIC_LEAF2_OX1
    @mb08.oy -= MOG::PIC_LEAF2_OY1
    end   
    if @time < MOG::PIC_FOG_MOV and  MOG::PIC_FOG_RAND == true
    @mb03.ox -= MOG::PIC_FOG_OX_02
    @mb03.oy -= MOG::PIC_FOG_OY_02 
    else
    @mb03.ox += MOG::PIC_FOG_OX_01
    @mb03.oy -= MOG::PIC_FOG_OY_01     
    end   
    if @time < MOG::PIC_FOG2_MOV and  MOG::PIC_FOG2_RAND == true
    @mb04.ox -= MOG::PIC_FOG2_OX_02
    @mb04.oy -= MOG::PIC_FOG2_OY_02
    else
    @mb04.ox -= MOG::PIC_FOG2_OX_01
    @mb04.oy -= MOG::PIC_FOG2_OY_01
    end
    if @time < MOG::PIC_FOG3_MOV and  MOG::PIC_FOG3_RAND == true
    @mb05.ox -= MOG::PIC_FOG3_OX_02
    @mb05.oy -= MOG::PIC_FOG3_OY_02
    else
    @mb05.ox -= MOG::PIC_FOG3_OX_01
    @mb05.oy -= MOG::PIC_FOG3_OY_01
    end
    @bot.color.set(r,g,b)   
    if @time > 400
       @time = 0
    end       
    if @rs == 0
    Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
    @rs += 1
    end
    if @logo.opacity <= 100 and @logo_r == 1
    if Input.trigger?(Input::C) and @command_window.active == true
      case @command_window.index
      when 0 
        command_new_game
      when 1
        command_continue
      when 2 
        command_shutdown
      end
    elsif Input.trigger?(Input::C) and @command_window.active == false or
      Input.trigger?(Input::B) and @command_window.active  == false
      Audio.se_play("Audio/SE/" + MOG::T_B_SE)
      @command_window.active = true
    end
    end
    case @command_window.index
     when 0       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_01")   
     when 1       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_02")
     when 2       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_03")   
     end
  end
  def command_new_game
    Audio.bgs_fade(800)
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_stop
    Graphics.frame_count = 0
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    $game_party.setup_starting_members
    $game_map.setup($data_system.start_map_id)
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $game_map.autoplay
    $game_map.update
    $scene = Scene_Map.new
  end
  def command_continue
    unless @continue_enabled
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    Audio.bgs_fade(800)
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Load.new
  end
  def command_shutdown
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    $scene = nil
  end
  def battle_test
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    Graphics.frame_count = 0
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    $game_party.setup_battle_test_members
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    $game_system.se_play($data_system.battle_start_se)
    $game_system.bgm_play($game_system.battle_bgm)
    $scene = Scene_Battle.new
  end
end


I could go with whatever one is workable.

*
Rep:
Level 85
I solve practical problems.
For taking arms in the name of your breakfast.
Hmm I've tried animated titles with this menu before, but no problems.

Try the animated title in Chaos projects tons of addons script

If that doesnt work, or its not to your liking, let me know, and attach the menu script you are using(with all modifacations)

*
A-pow 2015
Rep:
Level 81
2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
Disregard all of this. I just saw that there was a version 2 of the script. It fixed everything. Huzzah! :D

Thank you for your time. :)
« Last Edit: July 30, 2010, 04:22:46 AM by Acolyte »

*
Rep:
Level 85
I solve practical problems.
For taking arms in the name of your breakfast.

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Rep:
Level 76
<3 XP
Wow. Really good job on this. Although 14 members in my opinion seems to be a bit much for me and my games.  :P None the less I like it!

Now if only I knew scripting haha.

Completion: ██████████40%
Demo: ██████████70%

*
A-pow 2015
Rep:
Level 81
2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
Sorry to bother you again.^^
I was wondering if theres a way to edit the bestiary script to record something other than monster data, like info on places and people, sort of like an encyclopedia.

*
Rep:
Level 85
I solve practical problems.
For taking arms in the name of your breakfast.
Do you have a script that does that?
Changing the link in the menu would be easy.

*
A-pow 2015
Rep:
Level 81
2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
Okay, I found the call script for the menu and switched it out.
Is there any way I could disallow that menu choice at a certain point in the game?

*
Rep:
Level 85
I solve practical problems.
For taking arms in the name of your breakfast.
Not that i know of :/

*
A-pow 2015
Rep:
Level 81
2014 Best RPG Maker User - GraphicsFor frequently finding and reporting spam and spam bots2013 Most Unsung MemberSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.How can I help you? :Da^2 + b^2 = c^2Secret Santa 2012 ParticipantSilver - GIAW 10Silver - GIAW 9Bronze - GIAW HalloweenGold - Game In A Week VII
Oh, mkays. Its not that important anyway. Thanks again. ^_^

**
Rep: +0/-0Level 76
This is a really great script! Thanks for posting it!
But I am wondering how to change the number of actors in a battle. Right now if I have more than 6 people in my party the first 6 of them appear in battle. I want to change so only 4 of them appear in the battle but I can't figure how to change that.
If you could help I would really appreciate it.

**
Rep: +0/-0Level 76
Would it be possible to get Version 2.0 with the quest log instead of the bestiary?

*
Rep:
Level 85
I solve practical problems.
For taking arms in the name of your breakfast.
Heya!

I'll look at your first question momentarily, as for your second question, I suggest you ask Acolyte for their modifacation, if not, tell me the call script and i'll put it in for you.

**
Rep: +0/-0Level 76
thanks! I messaged Alcolyte about the questlog so hopefully she'll be able to help me out. The 6 fighters instead of 4 is still a pretty big problem. I tired fixing it myself but all I managed is only having 4 of them attack but the other 2 still show up in the battle.
Please I need some help! Scripting is not my thing at all.