RMRK RPG Maker Creation => VX => VX Scripts Database => Topic started by: worale on April 06, 2008, 03:37:17 AM
Title: +[Custom Title Screen Menu]+
Post by: worale on April 06, 2008, 03:37:17 AM
Custom Title Screen Menu Version 1.0 by Woratana Release Date: 04/04/2008
Introduction This script will help you add, arrange, and edit menu in title screen easier.
You can easily move, change its size, change skin, and change opacity.
Features Version 1.0 - Easy to Edit window's appearance (size, position, skin, opacity) - Easy to Add/Arrange commands - Included built-in method to help you make new command easier
#=============================================================== # ? [VX] ? Custom Title Screen Menu ? ? #-------------------------------------------------------------- # ? by Woratana [woratana@hotmail.com] # ? Version: 1.0 # ? Released on: 04/04/2008 #--------------------------------------------------------------
#----------------------------------------- # [+ FEATURES +] #--------------------------------------- # - Easy to Edit window's appearance (size, position, skin, opacity) # - Easy to Add/Arrange commands # - Included built-in method to help you make new command easier #------------------------------------------
class Scene_Title < Scene_Base #==================================================================== # +[START SETUP SCRIPT HERE]+ #-------------------------------------------------------------- #-------------------------------------------------------------------------- # ** Command Window Appearance Setup #---------------------------------------------------------------------- # * Type the integer number to use that value, # e.g. COMMAND_WINDOW_X = 200 # * or type script in '...' to use number calculate by script. # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2' # Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y #-------------------------------------------------------------------------- COMMAND_WINDOW_X = '(544 - @command_window.width) / 2' COMMAND_WINDOW_Y = 288 COMMAND_WINDOW_WIDTH = 172 COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1 COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count. COMMAND_WINDOW_SPACING = 32
# ** Description ** # Command Index # << Command Index start from 0. The lower index will show above higher index # 'Text' # << Text you want to show for that command, type text in '...' # 'Script' # << Script to run when player choose that command, type script in '...'
#------------------------------------------------------------------------- # ** Built-in Method # * List of built-in method, you can put this in 'Script' in Template #------------------------------------------------------------------------- # 'command_new_game' : New Game # 'command_continue' : Continue Game # 'command_shutdown' : Shut down Game
# 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new' # e.g. 'scene("Scene_End.new")' # e.g.2 'scene("Scene_Menu.new(2)")'
# 'new(Map ID, X, Y, Members)' : New Game in specific location and members # e.g. 'new(1, 10, 8, [1,2,3])' # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party # Note: You may use this method for Game Tutorial #-------------------------------------------------------------------------- COMMAND = Array.new #-------------------------------------------------------------------------- COMMAND[0] = ['New Game', 'command_new_game'] COMMAND[1] = ['Load Game', 'command_continue'] COMMAND[2] = ['End Game', 'command_shutdown']
LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game. # (This command will unable to use if there's no save file available) #------------------------------------------------------------------------- # +[END SETUP SCRIPT HERE]+ #-------------------------------------------------------------------------
if @continue_enabled # If continue is enabled @command_window.index = LOAD_COMMAND_INDEX # Move cursor over command else # If disabled @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) eval(COMMAND[@command_window.index][1]) end end #-------------------------------------------------------------------------- # * Call Scene #-------------------------------------------------------------------------- def scene(scene_name) Sound.play_decision $scene = eval(scene_name) end #-------------------------------------------------------------------------- # * New Game in Other Location #-------------------------------------------------------------------------- def new(map_id, x, y, member_ary) Sound.play_decision $game_party.custom_starting_members(member_ary) $game_map.setup(map_id) $game_player.moveto(x, y) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end end
class Game_Party < Game_Unit #-------------------------------------------------------------------------- # * Custom Party Setup #-------------------------------------------------------------------------- def custom_starting_members(member_ary) @actors = [] member_ary.each {|i| @actors.push(i) } end end
#-------------------------------------------------------------------------- # ** Command Window Appearance Setup #---------------------------------------------------------------------- # * Type the integer number to use that value, # e.g. COMMAND_WINDOW_X = 200 # * or type script in '...' to use number calculate by script. # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2' # Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y #--------------------------------------------------------------------------
# ** Description ** # Command Index # << Command Index start from 0. The lower index will show above higher index # 'Text' # << Text you want to show for that command, type text in '...' # 'Script' # << Script to run when player choose that command, type script in '...'
#------------------------------------------------------------------------- # ** Built-in Method # * List of built-in method, you can put this in 'Script' in Template #------------------------------------------------------------------------- # 'command_new_game' : New Game # 'command_continue' : Continue Game # 'command_shutdown' : Shut down Game
# 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new' # e.g. 'scene("Scene_End.new")' # e.g.2 'scene("Scene_Menu.new(2)")'
# 'new(Map ID, X, Y, Members)' : New Game in specific location and members # e.g. 'new(1, 10, 8, [1,2,3])' # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party # Note: You may use this method for Game Tutorial
Compatibility This script rewrite methods update and create_command_window
so it may not work with scripts that need to edit those methods.
Author's Notes Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.
Please do not redistribute this script without permission. If you want to post it on any forum, please link to this topic.
Title: Re: +[Custom Title Screen Menu]+
Post by: Rune on May 31, 2008, 11:20:18 PM
Pretty handy script there, nice work. Maybe after some more practice, you could go on to letting people make their own Menu systems and stuff? Up to you though, this could still help newbies spruce up their game. ;D
Title: Re: +[Custom Title Screen Menu]+
Post by: Demonic Blade on June 01, 2008, 08:12:28 AM
Very nice. It is a great idea, and it is very easy to use! Keep it up! I will definetly use this ;)
Title: Re: +[Custom Title Screen Menu]+
Post by: krepta8 on October 08, 2008, 09:28:01 AM
Hi worale, great script! This and your Random Title Screen are a great way for newbies like me to add variety to our title screens in a simple and effect way. Thanks!
I wanted to point out what I think might be an error in the code. When I first installed this script, I kept getting an NameError on line 101 when trying to start the game: uninitialized constant Scene_Title::load_command_index.
I took a careful look and noticed an inconsistency in that line as compared to the surrounding lines.
Quote
if @continue_enabled # If continue is enabled @command_window.index = LOAD_COMMAND_INDEX # Move cursor over command
is supposed to look like:
Quote
if @continue_enabled # If continue is enabled @command_window.index = LOAD_GAME_COMMAND_INDEX # Move cursor over command
I fixed it up in my game and everything works fine now, so I just wanted to point this out in case someone else tried to use the script and encountered the same problem. Thanks again for the scripts!
Title: Re: +[Custom Title Screen Menu]+
Post by: HEast on May 13, 2010, 08:25:40 PM
I know this Topic is old, but this Script has a bug. I found the bug so Im gonna post the solution here.
#=============================================================== # [VX] Custom Title Screen Menu #-------------------------------------------------------------- # by Woratana [woratana@hotmail.com] # Version 1.0 # Released on 04042008 #--------------------------------------------------------------
#----------------------------------------- # [+ FEATURES +] #--------------------------------------- # - Easy to Edit window's appearance (size, position, skin, opacity) # - Easy to AddArrange commands # - Included built-in method to help you make new command easier #------------------------------------------
class Scene_Title Scene_Base #==================================================================== # +[START SETUP SCRIPT HERE]+ #-------------------------------------------------------------- #-------------------------------------------------------------------------- # Command Window Appearance Setup #---------------------------------------------------------------------- # Type the integer number to use that value, # e.g. COMMAND_WINDOW_X = 200 # or type script in '...' to use number calculate by script. # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) 2' # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y #-------------------------------------------------------------------------- COMMAND_WINDOW_X = '(544 - @command_window.width) 2' COMMAND_WINDOW_Y = 288 COMMAND_WINDOW_WIDTH = 172 COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1 COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count. COMMAND_WINDOW_SPACING = 32
# Description # Command Index # Command Index start from 0. The lower index will show above higher index # 'Text' # Text you want to show for that command, type text in '...' # 'Script' # Script to run when player choose that command, type script in '...'
#------------------------------------------------------------------------- # Built-in Method # List of built-in method, you can put this in 'Script' in Template #------------------------------------------------------------------------- # 'command_new_game' New Game # 'command_continue' Continue Game # 'command_shutdown' Shut down Game
# 'scene(Scene_Name.new)' Change Scene to 'Scene_Name.new' # e.g. 'scene(Scene_End.new)' # e.g.2 'scene(Scene_Menu.new(2))'
# 'new(Map ID, X, Y, Members)' New Game in specific location and members # e.g. 'new(1, 10, 8, [1,2,3])' # New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party # Note You may use this method for Game Tutorial #-------------------------------------------------------------------------- COMMAND = Array.new #-------------------------------------------------------------------------- COMMAND[0] = ['New Game', 'command_new_game'] COMMAND[1] = ['Load Game', 'command_continue'] COMMAND[2] = ['End Game', 'command_shutdown']
LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game. # (This command will unable to use if there's no save file available) #------------------------------------------------------------------------- # +[END SETUP SCRIPT HERE]+ #-------------------------------------------------------------------------
if @continue_enabled # If continue is enabled @command_window.index = LOAD_GAME_COMMAND_INDEX # Move cursor over command else # If disabled @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger(InputC) eval(COMMAND[@command_window.index][1]) end end #-------------------------------------------------------------------------- # Call Scene #-------------------------------------------------------------------------- def scene(scene_name) Sound.play_decision $scene = eval(scene_name) end #-------------------------------------------------------------------------- # New Game in Other Location #-------------------------------------------------------------------------- def new(map_id, x, y, member_ary) Sound.play_decision $game_party.custom_starting_members(member_ary) $game_map.setup(map_id) $game_player.moveto(x, y) $game_player.refresh $scene = Scene_Map.new RPGBGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPGBGM.stop $game_map.autoplay end end
class Game_Party Game_Unit #-------------------------------------------------------------------------- # Custom Party Setup #-------------------------------------------------------------------------- def custom_starting_members(member_ary) @actors = [] member_ary.each {i @actors.push(i) } end end
Title: Re: +[Custom Title Screen Menu]+
Post by: cozziekuns on May 13, 2010, 10:30:06 PM
#=============================================================== # [VX] Custom Title Screen Menu #-------------------------------------------------------------- # by Woratana [woratana@hotmail.com] # Version 1.0 # Released on 04042008 #--------------------------------------------------------------
#----------------------------------------- # [+ FEATURES +] #--------------------------------------- # - Easy to Edit window's appearance (size, position, skin, opacity) # - Easy to AddArrange commands # - Included built-in method to help you make new command easier #------------------------------------------
class Scene_Title Scene_Base #==================================================================== # +[START SETUP SCRIPT HERE]+ #-------------------------------------------------------------- #-------------------------------------------------------------------------- # Command Window Appearance Setup #---------------------------------------------------------------------- # Type the integer number to use that value, # e.g. COMMAND_WINDOW_X = 200 # or type script in '...' to use number calculate by script. # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) 2' # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y #-------------------------------------------------------------------------- COMMAND_WINDOW_X = '(544 - @command_window.width) 2' COMMAND_WINDOW_Y = 288 COMMAND_WINDOW_WIDTH = 172 COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1 COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count. COMMAND_WINDOW_SPACING = 32
# Description # Command Index # Command Index start from 0. The lower index will show above higher index # 'Text' # Text you want to show for that command, type text in '...' # 'Script' # Script to run when player choose that command, type script in '...'
#------------------------------------------------------------------------- # Built-in Method # List of built-in method, you can put this in 'Script' in Template #------------------------------------------------------------------------- # 'command_new_game' New Game # 'command_continue' Continue Game # 'command_shutdown' Shut down Game
# 'scene(Scene_Name.new)' Change Scene to 'Scene_Name.new' # e.g. 'scene(Scene_End.new)' # e.g.2 'scene(Scene_Menu.new(2))'
# 'new(Map ID, X, Y, Members)' New Game in specific location and members # e.g. 'new(1, 10, 8, [1,2,3])' # New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party # Note You may use this method for Game Tutorial #-------------------------------------------------------------------------- COMMAND = Array.new #-------------------------------------------------------------------------- COMMAND[0] = ['New Game', 'command_new_game'] COMMAND[1] = ['Load Game', 'command_continue'] COMMAND[2] = ['End Game', 'command_shutdown']
LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game. # (This command will unable to use if there's no save file available) #------------------------------------------------------------------------- # +[END SETUP SCRIPT HERE]+ #-------------------------------------------------------------------------
if @continue_enabled # If continue is enabled @command_window.index = LOAD_GAME_COMMAND_INDEX # Move cursor over command else # If disabled @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger(InputC) eval(COMMAND[@command_window.index][1]) end end #-------------------------------------------------------------------------- # Call Scene #-------------------------------------------------------------------------- def scene(scene_name) Sound.play_decision $scene = eval(scene_name) end #-------------------------------------------------------------------------- # New Game in Other Location #-------------------------------------------------------------------------- def new(map_id, x, y, member_ary) Sound.play_decision $game_party.custom_starting_members(member_ary) $game_map.setup(map_id) $game_player.moveto(x, y) $game_player.refresh $scene = Scene_Map.new RPGBGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPGBGM.stop $game_map.autoplay end end
class Game_Party Game_Unit #-------------------------------------------------------------------------- # Custom Party Setup #-------------------------------------------------------------------------- def custom_starting_members(member_ary) @actors = [] member_ary.each {i @actors.push(i) } end end
I don't quite understand what your saying, but if you're saying there's a bug in his script, it's because your version of his script has some errors.
For example, on line 17, it should be class Scene_Title < Scene_Base, not class Scene_Title Scene_Base. And one line 30, it should be COMMAND_WINDOW_X = '(544 - @command_window.width) / 2', not COMMAND_WINDOW_X = '(544 - @command_window.width) 2'.
If you have a problem with it, just re-download Wora's script.
Title: Re: +[Custom Title Screen Menu]+
Post by: HEast on May 14, 2010, 12:28:55 AM
#=============================================================== # [VX] Custom Title Screen Menu #-------------------------------------------------------------- # by Woratana [woratana@hotmail.com] # Version 1.0 # Released on 04042008 #--------------------------------------------------------------
#----------------------------------------- # [+ FEATURES +] #--------------------------------------- # - Easy to Edit window's appearance (size, position, skin, opacity) # - Easy to AddArrange commands # - Included built-in method to help you make new command easier #------------------------------------------
class Scene_Title Scene_Base #==================================================================== # +[START SETUP SCRIPT HERE]+ #-------------------------------------------------------------- #-------------------------------------------------------------------------- # Command Window Appearance Setup #---------------------------------------------------------------------- # Type the integer number to use that value, # e.g. COMMAND_WINDOW_X = 200 # or type script in '...' to use number calculate by script. # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) 2' # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y #-------------------------------------------------------------------------- COMMAND_WINDOW_X = '(544 - @command_window.width) 2' COMMAND_WINDOW_Y = 288 COMMAND_WINDOW_WIDTH = 172 COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1 COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count. COMMAND_WINDOW_SPACING = 32
# Description # Command Index # Command Index start from 0. The lower index will show above higher index # 'Text' # Text you want to show for that command, type text in '...' # 'Script' # Script to run when player choose that command, type script in '...'
#------------------------------------------------------------------------- # Built-in Method # List of built-in method, you can put this in 'Script' in Template #------------------------------------------------------------------------- # 'command_new_game' New Game # 'command_continue' Continue Game # 'command_shutdown' Shut down Game
# 'scene(Scene_Name.new)' Change Scene to 'Scene_Name.new' # e.g. 'scene(Scene_End.new)' # e.g.2 'scene(Scene_Menu.new(2))'
# 'new(Map ID, X, Y, Members)' New Game in specific location and members # e.g. 'new(1, 10, 8, [1,2,3])' # New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party # Note You may use this method for Game Tutorial #-------------------------------------------------------------------------- COMMAND = Array.new #-------------------------------------------------------------------------- COMMAND[0] = ['New Game', 'command_new_game'] COMMAND[1] = ['Load Game', 'command_continue'] COMMAND[2] = ['End Game', 'command_shutdown']
LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game. # (This command will unable to use if there's no save file available) #------------------------------------------------------------------------- # +[END SETUP SCRIPT HERE]+ #-------------------------------------------------------------------------
if @continue_enabled # If continue is enabled @command_window.index = LOAD_GAME_COMMAND_INDEX # Move cursor over command else # If disabled @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger(InputC) eval(COMMAND[@command_window.index][1]) end end #-------------------------------------------------------------------------- # Call Scene #-------------------------------------------------------------------------- def scene(scene_name) Sound.play_decision $scene = eval(scene_name) end #-------------------------------------------------------------------------- # New Game in Other Location #-------------------------------------------------------------------------- def new(map_id, x, y, member_ary) Sound.play_decision $game_party.custom_starting_members(member_ary) $game_map.setup(map_id) $game_player.moveto(x, y) $game_player.refresh $scene = Scene_Map.new RPGBGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPGBGM.stop $game_map.autoplay end end
class Game_Party Game_Unit #-------------------------------------------------------------------------- # Custom Party Setup #-------------------------------------------------------------------------- def custom_starting_members(member_ary) @actors = [] member_ary.each {i @actors.push(i) } end end
I don't quite understand what your saying, but if you're saying there's a bug in his script, it's because your version of his script has some errors.
For example, on line 17, it should be class Scene_Title < Scene_Base, not class Scene_Title Scene_Base. And one line 30, it should be COMMAND_WINDOW_X = '(544 - @command_window.width) / 2', not COMMAND_WINDOW_X = '(544 - @command_window.width) 2'.
If you have a problem with it, just re-download Wora's script.
Im nut sure if the lines you have mentioned as Errors are "Bugs". But since I edited the Script I dont have the NameError on line 101 anymore. Anyways, if you want to know what I mean do following:
1. Start a new Project 2. Copy worale's Script above Main
#=============================================================== # ? [VX] ? Custom Title Screen Menu ? ? #-------------------------------------------------------------- # ? by Woratana [woratana@hotmail.com] # ? Version: 1.0 # ? Released on: 04/04/2008 #--------------------------------------------------------------
#----------------------------------------- # [+ FEATURES +] #--------------------------------------- # - Easy to Edit window's appearance (size, position, skin, opacity) # - Easy to Add/Arrange commands # - Included built-in method to help you make new command easier #------------------------------------------
class Scene_Title < Scene_Base #==================================================================== # +[START SETUP SCRIPT HERE]+ #-------------------------------------------------------------- #-------------------------------------------------------------------------- # ** Command Window Appearance Setup #---------------------------------------------------------------------- # * Type the integer number to use that value, # e.g. COMMAND_WINDOW_X = 200 # * or type script in '...' to use number calculate by script. # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2' # Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y #-------------------------------------------------------------------------- COMMAND_WINDOW_X = '(544 - @command_window.width) / 2' COMMAND_WINDOW_Y = 288 COMMAND_WINDOW_WIDTH = 172 COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1 COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count. COMMAND_WINDOW_SPACING = 32
# ** Description ** # Command Index # << Command Index start from 0. The lower index will show above higher index # 'Text' # << Text you want to show for that command, type text in '...' # 'Script' # << Script to run when player choose that command, type script in '...'
#------------------------------------------------------------------------- # ** Built-in Method # * List of built-in method, you can put this in 'Script' in Template #------------------------------------------------------------------------- # 'command_new_game' : New Game # 'command_continue' : Continue Game # 'command_shutdown' : Shut down Game
# 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new' # e.g. 'scene("Scene_End.new")' # e.g.2 'scene("Scene_Menu.new(2)")'
# 'new(Map ID, X, Y, Members)' : New Game in specific location and members # e.g. 'new(1, 10, 8, [1,2,3])' # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party # Note: You may use this method for Game Tutorial #-------------------------------------------------------------------------- COMMAND = Array.new #-------------------------------------------------------------------------- COMMAND[0] = ['New Game', 'command_new_game'] COMMAND[1] = ['Load Game', 'command_continue'] COMMAND[2] = ['End Game', 'command_shutdown']
LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game. # (This command will unable to use if there's no save file available) #------------------------------------------------------------------------- # +[END SETUP SCRIPT HERE]+ #-------------------------------------------------------------------------
if @continue_enabled # If continue is enabled @command_window.index = LOAD_COMMAND_INDEX # Move cursor over command else # If disabled @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) eval(COMMAND[@command_window.index][1]) end end #-------------------------------------------------------------------------- # * Call Scene #-------------------------------------------------------------------------- def scene(scene_name) Sound.play_decision $scene = eval(scene_name) end #-------------------------------------------------------------------------- # * New Game in Other Location #-------------------------------------------------------------------------- def new(map_id, x, y, member_ary) Sound.play_decision $game_party.custom_starting_members(member_ary) $game_map.setup(map_id) $game_player.moveto(x, y) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end end
class Game_Party < Game_Unit #-------------------------------------------------------------------------- # * Custom Party Setup #-------------------------------------------------------------------------- def custom_starting_members(member_ary) @actors = [] member_ary.each {|i| @actors.push(i) } end end
3. Start Game 4. Save Game 5. Exit the game back to the Main Title 6. Load Game This is the Point where the game should crash with the following Error: uninitialized constant Scene_Title::load_command_index.
Now do following Replace worale's Script with mine
#=============================================================== # [VX] Custom Title Screen Menu #-------------------------------------------------------------- # by Woratana [woratana@hotmail.com] # Version 1.0 # Released on 04042008 #--------------------------------------------------------------
#----------------------------------------- # [+ FEATURES +] #--------------------------------------- # - Easy to Edit window's appearance (size, position, skin, opacity) # - Easy to AddArrange commands # - Included built-in method to help you make new command easier #------------------------------------------
class Scene_Title Scene_Base #==================================================================== # +[START SETUP SCRIPT HERE]+ #-------------------------------------------------------------- #-------------------------------------------------------------------------- # Command Window Appearance Setup #---------------------------------------------------------------------- # Type the integer number to use that value, # e.g. COMMAND_WINDOW_X = 200 # or type script in '...' to use number calculate by script. # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) 2' # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y #-------------------------------------------------------------------------- COMMAND_WINDOW_X = '(544 - @command_window.width) 2' COMMAND_WINDOW_Y = 288 COMMAND_WINDOW_WIDTH = 172 COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1 COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count. COMMAND_WINDOW_SPACING = 32
# Description # Command Index # Command Index start from 0. The lower index will show above higher index # 'Text' # Text you want to show for that command, type text in '...' # 'Script' # Script to run when player choose that command, type script in '...'
#------------------------------------------------------------------------- # Built-in Method # List of built-in method, you can put this in 'Script' in Template #------------------------------------------------------------------------- # 'command_new_game' New Game # 'command_continue' Continue Game # 'command_shutdown' Shut down Game
# 'scene(Scene_Name.new)' Change Scene to 'Scene_Name.new' # e.g. 'scene(Scene_End.new)' # e.g.2 'scene(Scene_Menu.new(2))'
# 'new(Map ID, X, Y, Members)' New Game in specific location and members # e.g. 'new(1, 10, 8, [1,2,3])' # New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party # Note You may use this method for Game Tutorial #-------------------------------------------------------------------------- COMMAND = Array.new #-------------------------------------------------------------------------- COMMAND[0] = ['New Game', 'command_new_game'] COMMAND[1] = ['Load Game', 'command_continue'] COMMAND[2] = ['End Game', 'command_shutdown']
LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game. # (This command will unable to use if there's no save file available) #------------------------------------------------------------------------- # +[END SETUP SCRIPT HERE]+ #-------------------------------------------------------------------------
if @continue_enabled # If continue is enabled @command_window.index = LOAD_GAME_COMMAND_INDEX # Move cursor over command else # If disabled @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger(InputC) eval(COMMAND[@command_window.index][1]) end end #-------------------------------------------------------------------------- # Call Scene #-------------------------------------------------------------------------- def scene(scene_name) Sound.play_decision $scene = eval(scene_name) end #-------------------------------------------------------------------------- # New Game in Other Location #-------------------------------------------------------------------------- def new(map_id, x, y, member_ary) Sound.play_decision $game_party.custom_starting_members(member_ary) $game_map.setup(map_id) $game_player.moveto(x, y) $game_player.refresh $scene = Scene_Map.new RPGBGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPGBGM.stop $game_map.autoplay end end
class Game_Party Game_Unit #-------------------------------------------------------------------------- # Custom Party Setup #-------------------------------------------------------------------------- def custom_starting_members(member_ary) @actors = [] member_ary.each {i @actors.push(i) } end end
And repeat step 3 - 6 :)
Title: Re: +[Custom Title Screen Menu]+
Post by: cozziekuns on May 14, 2010, 12:37:25 AM
Your script does seem to fix the errors, but new ones appear. For example:
Syntax Error, Line 17.
I took the liberty of fixing these errors for you (hope you don't mind).
#=============================================================== # [VX] Custom Title Screen Menu #-------------------------------------------------------------- # by Woratana [woratana@hotmail.com] # Version 1.0 # Released on 04042008 #--------------------------------------------------------------
#----------------------------------------- # [+ FEATURES +] #--------------------------------------- # - Easy to Edit window's appearance (size, position, skin, opacity) # - Easy to AddArrange commands # - Included built-in method to help you make new command easier #------------------------------------------
class Scene_Title < Scene_Base #==================================================================== # +[START SETUP SCRIPT HERE]+ #-------------------------------------------------------------- #-------------------------------------------------------------------------- # Command Window Appearance Setup #---------------------------------------------------------------------- # Type the integer number to use that value, # e.g. COMMAND_WINDOW_X = 200 # or type script in '...' to use number calculate by script. # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) 2' # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y #-------------------------------------------------------------------------- COMMAND_WINDOW_X = '(544 - @command_window.width) / 2' COMMAND_WINDOW_Y = 288 COMMAND_WINDOW_WIDTH = 172 COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1 COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count. COMMAND_WINDOW_SPACING = 32
# Description # Command Index # Command Index start from 0. The lower index will show above higher index # 'Text' # Text you want to show for that command, type text in '...' # 'Script' # Script to run when player choose that command, type script in '...'
#------------------------------------------------------------------------- # Built-in Method # List of built-in method, you can put this in 'Script' in Template #------------------------------------------------------------------------- # 'command_new_game' New Game # 'command_continue' Continue Game # 'command_shutdown' Shut down Game
# 'scene(Scene_Name.new)' Change Scene to 'Scene_Name.new' # e.g. 'scene(Scene_End.new)' # e.g.2 'scene(Scene_Menu.new(2))'
# 'new(Map ID, X, Y, Members)' New Game in specific location and members # e.g. 'new(1, 10, 8, [1,2,3])' # New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party # Note You may use this method for Game Tutorial #-------------------------------------------------------------------------- COMMAND = Array.new #-------------------------------------------------------------------------- COMMAND[0] = ['New Game', 'command_new_game'] COMMAND[1] = ['Load Game', 'command_continue'] COMMAND[2] = ['End Game', 'command_shutdown']
LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game. # (This command will unable to use if there's no save file available) #------------------------------------------------------------------------- # +[END SETUP SCRIPT HERE]+ #-------------------------------------------------------------------------
if @continue_enabled # If continue is enabled @command_window.index = LOAD_GAME_COMMAND_INDEX # Move cursor over command else # If disabled @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) eval(COMMAND[@command_window.index][1]) end end #-------------------------------------------------------------------------- # Call Scene #-------------------------------------------------------------------------- def scene(scene_name) Sound.play_decision $scene = eval(scene_name) end #-------------------------------------------------------------------------- # New Game in Other Location #-------------------------------------------------------------------------- def new(map_id, x, y, member_ary) Sound.play_decision $game_party.custom_starting_members(member_ary) $game_map.setup(map_id) $game_player.moveto(x, y) $game_player.refresh $scene = Scene_Map.new RPGBGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPGBGM.stop $game_map.autoplay end end
class Game_Party < Game_Unit #-------------------------------------------------------------------------- # Custom Party Setup #-------------------------------------------------------------------------- def custom_starting_members(member_ary) @actors = [] member_ary.each {i @actors.push(i) } end end
Title: Re: +[Custom Title Screen Menu]+
Post by: Mishka on May 29, 2010, 07:33:05 AM
#=============================================================== # [VX] Custom Title Screen Menu #-------------------------------------------------------------- # by Woratana [woratana@hotmail.com] # Version 1.0 # Released on 04042008 #--------------------------------------------------------------
#----------------------------------------- # [+ FEATURES +] #--------------------------------------- # - Easy to Edit window's appearance (size, position, skin, opacity) # - Easy to AddArrange commands # - Included built-in method to help you make new command easier #------------------------------------------
class Scene_Title < Scene_Base #==================================================================== # +[START SETUP SCRIPT HERE]+ #-------------------------------------------------------------- #-------------------------------------------------------------------------- # Command Window Appearance Setup #---------------------------------------------------------------------- # Type the integer number to use that value, # e.g. COMMAND_WINDOW_X = 200 # or type script in '...' to use number calculate by script. # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) 2' # Note You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y #-------------------------------------------------------------------------- COMMAND_WINDOW_X = '(544 - @command_window.width) / 2' COMMAND_WINDOW_Y = 288 COMMAND_WINDOW_WIDTH = 172 COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1 COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count. COMMAND_WINDOW_SPACING = 32
# Description # Command Index # Command Index start from 0. The lower index will show above higher index # 'Text' # Text you want to show for that command, type text in '...' # 'Script' # Script to run when player choose that command, type script in '...'
#------------------------------------------------------------------------- # Built-in Method # List of built-in method, you can put this in 'Script' in Template #------------------------------------------------------------------------- # 'command_new_game' New Game # 'command_continue' Continue Game # 'command_shutdown' Shut down Game
# 'scene(Scene_Name.new)' Change Scene to 'Scene_Name.new' # e.g. 'scene(Scene_End.new)' # e.g.2 'scene(Scene_Menu.new(2))'
# 'new(Map ID, X, Y, Members)' New Game in specific location and members # e.g. 'new(1, 10, 8, [1,2,3])' # New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party # Note You may use this method for Game Tutorial #-------------------------------------------------------------------------- COMMAND = Array.new #-------------------------------------------------------------------------- COMMAND[0] = ['New Game', 'command_new_game'] COMMAND[1] = ['Load Game', 'command_continue'] COMMAND[2] = ['End Game', 'command_shutdown']
LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game. # (This command will unable to use if there's no save file available) #------------------------------------------------------------------------- # +[END SETUP SCRIPT HERE]+ #-------------------------------------------------------------------------
if @continue_enabled # If continue is enabled @command_window.index = LOAD_GAME_COMMAND_INDEX # Move cursor over command else # If disabled @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) eval(COMMAND[@command_window.index][1]) end end #-------------------------------------------------------------------------- # Call Scene #-------------------------------------------------------------------------- def scene(scene_name) Sound.play_decision $scene = eval(scene_name) end #-------------------------------------------------------------------------- # New Game in Other Location #-------------------------------------------------------------------------- def new(map_id, x, y, member_ary) Sound.play_decision $game_party.custom_starting_members(member_ary) $game_map.setup(map_id) $game_player.moveto(x, y) $game_player.refresh $scene = Scene_Map.new RPGBGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPGBGM.stop $game_map.autoplay end end
class Game_Party < Game_Unit #-------------------------------------------------------------------------- # Custom Party Setup #-------------------------------------------------------------------------- def custom_starting_members(member_ary) @actors = [] member_ary.each {i @actors.push(i) } end end
Actually, yours comes up with undefined local variable and name errors Here:
EDIT: By the way, when I try to run this script with the Vampyr VTP ABS (using an additional new game option with different starting members), I get a NoMethod Error on line 397 of the VTP ABS script.
How the hell do I patch it (or is it even possible?)
Title: Re: +[Custom Title Screen Menu]+
Post by: cozziekuns on May 30, 2010, 01:37:54 AM
#=============================================================== # ? [VX] ? Custom Title Screen Menu ? ? #-------------------------------------------------------------- # ? by Woratana [woratana@hotmail.com] # ? Version: 1.0 # ? Released on: 04/04/2008 #--------------------------------------------------------------
#----------------------------------------- # [+ FEATURES +] #--------------------------------------- # - Easy to Edit window's appearance (size, position, skin, opacity) # - Easy to Add/Arrange commands # - Included built-in method to help you make new command easier #------------------------------------------
class Scene_Title < Scene_Base #==================================================================== # +[START SETUP SCRIPT HERE]+ #-------------------------------------------------------------- #-------------------------------------------------------------------------- # ** Command Window Appearance Setup #---------------------------------------------------------------------- # * Type the integer number to use that value, # e.g. COMMAND_WINDOW_X = 200 # * or type script in '...' to use number calculate by script. # e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2' # Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y #-------------------------------------------------------------------------- COMMAND_WINDOW_X = '(544 - @command_window.width) / 2' COMMAND_WINDOW_Y = 288 COMMAND_WINDOW_WIDTH = 172 COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1 COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count. COMMAND_WINDOW_SPACING = 32
# ** Description ** # Command Index # << Command Index start from 0. The lower index will show above higher index # 'Text' # << Text you want to show for that command, type text in '...' # 'Script' # << Script to run when player choose that command, type script in '...'
#------------------------------------------------------------------------- # ** Built-in Method # * List of built-in method, you can put this in 'Script' in Template #------------------------------------------------------------------------- # 'command_new_game' : New Game # 'command_continue' : Continue Game # 'command_shutdown' : Shut down Game
# 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new' # e.g. 'scene("Scene_End.new")' # e.g.2 'scene("Scene_Menu.new(2)")'
# 'new(Map ID, X, Y, Members)' : New Game in specific location and members # e.g. 'new(1, 10, 8, [1,2,3])' # << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party # Note: You may use this method for Game Tutorial #-------------------------------------------------------------------------- COMMAND = Array.new #-------------------------------------------------------------------------- COMMAND[0] = ['New Game', 'command_new_game'] COMMAND[1] = ['Load Game', 'command_continue'] COMMAND[2] = ['End Game', 'command_shutdown']
LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game. # (This command will unable to use if there's no save file available) #------------------------------------------------------------------------- # +[END SETUP SCRIPT HERE]+ #-------------------------------------------------------------------------
if @continue_enabled # If continue is enabled @command_window.index = LOAD_GAME_COMMAND_INDEX # Move cursor over command else # If disabled @command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) eval(COMMAND[@command_window.index][1]) end end #-------------------------------------------------------------------------- # * Call Scene #-------------------------------------------------------------------------- def scene(scene_name) Sound.play_decision $scene = eval(scene_name) end #-------------------------------------------------------------------------- # * New Game in Other Location #-------------------------------------------------------------------------- def new(map_id, x, y, member_ary) Sound.play_decision $game_party.custom_starting_members(member_ary) $game_map.setup(map_id) $game_player.moveto(x, y) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end end
class Game_Party < Game_Unit #-------------------------------------------------------------------------- # * Custom Party Setup #-------------------------------------------------------------------------- def custom_starting_members(member_ary) @actors = [] member_ary.each {|i| @actors.push(i) } end end