The RPG Maker Resource Kit

RMRK RPG Maker Creation => VX => VX Scripts Database => Topic started by: DoctorTodd on February 20, 2012, 01:16:59 AM

Title: Picture Menu
Post by: DoctorTodd on February 20, 2012, 01:16:59 AM
Picture Menu
Version: 1.0.1
Author: DoctorTodd
Date: 2/19/2012

Version History



Planned Future Versions


Description


Sets the windows opacity to 0 and uses a picture instead.

Features


Screenshots

Put this in System and feel free to edit it. (Click on it for full size). There really isn't any point in a screenshot.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.freeimagehosting.net%2Ft%2Fjp4lc.jpg&hash=e2455e03a7cde4d35cdd2f8ed949356ad181d79d) (http://www.freeimagehosting.net/jp4lc)

Instructions

1) Paste above main.
2) Put the picture in system and PUT THE CORRECT NAME between the quotation marks.

Script


Code: [Select]
#===============================================================================
#
# DT's Picture Menu
# Author: DoctorTodd (edited by Pacman)
# Date (01/17/2012)
# Type: (Menu)
# Version: (1.0.0)
# Level: (Simple)
# Email: BeaconGames2011@gmail.com
#
#===============================================================================
#
# Description: Sets the windows opacity to 0 and uses a picture instead.
#
# Credits: Me (DoctorTodd), Pacman
#
#===============================================================================
#
# Instructions
# Paste above main.
# Put the picture in system and PUT THE CORRECT NAME between the quotation marks.

#===============================================================================
#
# Editing begins at line 29 and ends at 31
#
#===============================================================================

module DT_PICMENU
  #Picture name.
  BACKGROUND = ('Menu_GUI')
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  alias dt_picmenu_start start
  def start(*args)
    dt_picmenu_start(*args)
    @GUI = Sprite.new
    @GUI.bitmap = Cache.system (DT_PICMENU::BACKGROUND)
    @gold_window.opacity = 0
    @status_window.opacity = 0
    @command_window.opacity = 0
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  alias dt_picmenu_terminate terminate
  def terminate(*args)
    dt_picmenu_terminate(*args)
    @GUI.dispose
  end
end


Credit



Support

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

Known Compatibility Issues
None known of but I assume it won't work with other menus.

Demo


Pointless...

Author's Notes


I hate using the window skin for scenes, so I use pictures instead.

Restrictions

Free for commercial and non-commercial work but you must credit me.
Title: Re: Picture Menu
Post by: yuyu! on February 20, 2012, 01:18:59 AM
Is this your first script? :o If so, then I offer my congratulations! :V If not, then I look like an idiot.
Title: Re: Picture Menu
Post by: DoctorTodd on February 20, 2012, 01:20:39 AM
Thanks  :) I also have this one http://rmrk.net/index.php/topic,44901.0.html (http://rmrk.net/index.php/topic,44901.0.html)
Title: Re: Picture Menu
Post by: yuyu! on February 20, 2012, 01:28:51 AM
Well, I'm dense. Haha. :) So that's your first script? Understood.

I'll go properly congratulate you on your first script.
Title: Re: Picture Menu
Post by: pacdiggity on February 20, 2012, 09:26:11 AM
Yuyubabe looks like an idiot :P

Interesting script, but it could be reduced a lot more, and made more efficient. What you've done is basically copied the Scene_Menu default script and made some slight edits to it. This is, while not entirely bad, a big compatibility issue for other menu scripts. You also didn't dispose the GUI bitmap at termination of the scene. It's also a good idea to store configuration inside a module so it's secure and suspect to being overwritten by usage of common names. Another thing I noticed was that you could alias all the methods you've altered here.
This isn't mocking your work or anything, I'm just giving you some critique. Here's what I would've done.
Code: [Select]
#===============================================================================
#
# DT's Picture Menu
# Author: DoctorTodd (edited by Pacman)
# Date (01/17/2012)
# Type: (Menu)
# Version: (1.0.0)
# Level: (Simple)
# Email: BeaconGames2011@gmail.com
#
#===============================================================================
#
# Description: Sets the windows opacity to 0 and uses a picture instead.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
# Put the picture in system and PUT THE CORRECT NAME between the quotation marks.

#===============================================================================
#
# Editing begins at line 29 and ends at 31
#
#===============================================================================

module DT_PICMENU
  #Picture name.
  BACKGROUND = ('Menu_GUI')
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  alias dt_picmenu_start start
  def start(*args)
    dt_picmenu_start(*args)
    @GUI = Sprite.new
    @GUI.bitmap = Cache.system (DT_PICMENU::BACKGROUND)
    @gold_window.opacity = 0
    @status_window.opacity = 0
    @command_window.opacity = 0
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  alias dt_picmenu_terminate terminate
  def terminate(*args)
    dt_picmenu_terminate(*args)
    @GUI.dispose
  end
end
Title: Re: Picture Menu
Post by: yuyu! on February 20, 2012, 10:13:49 AM
Yuyubabe looks like an idiot :P

       :mad:             :mad:                  :mad:            :mad: :mad: :mad:
     :mad:   :mad:    :mad:    :mad:            :mad:     :mad:        :mad:        :mad:
    :mad:      :mad:          :mad:        :mad:    :mad:   :mad:      :mad:        :mad:
   :mad:                     :mad:     :mad:              :mad:    :mad: :mad: :mad:

It took me forever to do that - it better show up right. ;)
Title: Re: Picture Menu
Post by: DoctorTodd on February 20, 2012, 05:43:47 PM
@Pacman: I'm still quite new to scripting and I don't know to much about modules or aliasing methods, but I'll look over that to see if I can get a better understanding. Do you mind if I upload this as the most recent version?
Title: Re: Picture Menu
Post by: pacdiggity on February 20, 2012, 07:40:02 PM
That'd be fine.
Title: Re: Picture Menu
Post by: haloOfTheSun on February 20, 2012, 09:49:15 PM
Yuyubabe looks like an idiot :P

       :mad:             :mad:                  :mad:            :mad: :mad: :mad:
     :mad:   :mad:    :mad:    :mad:            :mad:     :mad:        :mad:        :mad:
    :mad:      :mad:          :mad:        :mad:    :mad:   :mad:      :mad:        :mad:
   :mad:                     :mad:     :mad:              :mad:    :mad: :mad: :mad:

It took me forever to do that - it better show up right. ;)

Your efforts have not gone unappreciated.
Title: Re: Picture Menu
Post by: yuyu! on February 20, 2012, 09:54:53 PM
Thanks, Halo! 8) It may have taken me 30 minutes. I was purely bored.

I'm never

       :mad:             :mad:                  :mad:            :mad: :mad: :mad:
     :mad:   :mad:    :mad:    :mad:            :mad:     :mad:        :mad:        :mad:
    :mad:      :mad:          :mad:        :mad:    :mad:   :mad:      :mad:        :mad:
   :mad:                     :mad:     :mad:              :mad:    :mad: :mad: :mad:

at Pacman. :V