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RMRK RPG Maker Creation => XP => XP Scripts Database => Topic started by: IAMFORTE on September 07, 2009, 12:18:10 AM

Title: Unlimited Actors Custom Menu System
Post by: IAMFORTE on September 07, 2009, 12:18:10 AM
Unlimited Actors Custom Menu System
Version: 1.0
Author: Albertfish
Date: September 5, 2009 (of most recent version)

Planned Future Versions

Increase compatibility with other scripts by using aliases.

Description


This is a complete redesign of the default menu system redesigned for a 14 player party.

Features


Screenshots

Character selection:
Spoiler for:
(http://img7.imageshack.us/img7/2590/characterselect.png)
Displays 4 characters at a time. As you move the cursor down, it starts scrolling through the other characters.

Equipment screen:
Spoiler for:
(http://img7.imageshack.us/img7/5637/equip1j.png)
(http://img16.imageshack.us/img16/1145/equip2.png)

Items menu:
Spoiler for:
(http://img7.imageshack.us/img7/8158/items1.png)
(http://img3.imageshack.us/img3/3746/items2.png)
The items menu is separated into categories. The recent items category displays the 20 most recently obtained items.

Skill/Item target:
Spoiler for:
(http://img33.imageshack.us/img33/4883/skilltarget.png)

Status screen:
Spoiler for:
(http://img38.imageshack.us/img38/6676/statuskk.png)

Menu options:
Spoiler for:
(http://img3.imageshack.us/img3/2133/systemy.png)

Instructions

Instructions in the Script

Script


Quote
See Demo

Credit



Thanks


Support


You can reach albertfish by sending him a pm.

Known Compatibility Issues

Since this edits the menu and the battle menu, this may be incompatible with scripts that modify those.

Demo


See Attached

Author's Notes


Enjoy  :D

Restrictions

You may use this script in your game as long as proper credit is given.
Title: Re: 14 man Custom Menu System
Post by: Lazer Ki on September 07, 2009, 12:21:26 AM
Whoa - fourteen people?
Title: Re: 14 man Custom Menu System
Post by: albertfish on September 07, 2009, 05:26:40 AM
Whoa - fourteen people?
Well, technically it's limitless.
Title: Re: 14 man Custom Menu System
Post by: IAMFORTE on September 07, 2009, 11:37:56 AM
14 is the number i needed for my game XD
Title: Re: 14 man Custom Menu System
Post by: Lazer Ki on September 07, 2009, 03:00:40 PM
14 is the number i needed for my game XD
Wow...

Well, good luck on your game. I won't use this script since I only have twelve characters...
Title: Re: 14 man Custom Menu System
Post by: albertfish on September 07, 2009, 03:52:41 PM
14 is the number i needed for my game XD
Wow...

Well, good luck on your game. I won't use this script since I only have twelve characters...
It would work fine with twelve. I'll post some screen shot of the menu so you can see what it looks like.
Title: Re: 14 man Custom Menu System
Post by: modern algebra on September 10, 2009, 07:53:19 PM
It sounds pretty neat. I would like to see some screenshots though.

In any case, this is definitely going to the database.
Title: Re: 14 man Custom Menu System
Post by: albertfish on September 11, 2009, 05:50:12 AM
Yea sorry for not posting them, just started back up at school so I've been busy buying all my books and stuff. I will get some up though!

Edit: Okay here are some screen shots!

Character selection:
Spoiler for:
(http://img7.imageshack.us/img7/2590/characterselect.png)
Displays 4 characters at a time. As you move the cursor down, it starts scrolling through the other characters.

Equipment screen:
Spoiler for:
(http://img7.imageshack.us/img7/5637/equip1j.png)
(http://img16.imageshack.us/img16/1145/equip2.png)

Items menu:
Spoiler for:
(http://img7.imageshack.us/img7/8158/items1.png)
(http://img3.imageshack.us/img3/3746/items2.png)
The items menu is separated into categories. The recent items category displays the 20 most recently obtained items.

Skill/Item target:
Spoiler for:
(http://img33.imageshack.us/img33/4883/skilltarget.png)

Status screen:
Spoiler for:
(http://img38.imageshack.us/img38/6676/statuskk.png)

Menu options:
Spoiler for:
(http://img3.imageshack.us/img3/2133/systemy.png)
Title: Re: 14 man Custom Menu System
Post by: modern algebra on September 11, 2009, 11:19:25 AM
That looks very cool. Great job! Added those screens to the first post.
Title: Re: 14 man Custom Menu System
Post by: albertfish on September 11, 2009, 09:55:14 PM
Thanks :). This was my first CMS, and I have only been scripting for about a month now, so the code is slightly messy. I may spend sometime cleaning it up.
Title: Re: 14 man Custom Menu System
Post by: modern algebra on September 12, 2009, 05:22:16 PM
If you don't mind, I'm going to change the name of this topic to Unlimited Actor Custom Menu System, since 14-man seems unnecessarily restrictive and people might think the number can't be changed.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on September 12, 2009, 06:02:01 PM
okay... Sorry about that XD
i used 14 because it was my max XD
Title: Re: Unlimited Actors Custom Menu System
Post by: modern algebra on September 12, 2009, 08:52:59 PM
Oh, no; there's nothing to apologize for. I just wanted to make sure it gets as much traffic as possible.
Title: Re: Unlimited Actors Custom Menu System
Post by: Lazer Ki on September 12, 2009, 10:45:31 PM
Well, this looks pretty neat after seeing those screenshots. I won't use it since I don;t have facesets and I don't have battlers for my game.
Title: Re: Unlimited Actors Custom Menu System
Post by: albertfish on September 12, 2009, 11:38:26 PM
Well, this looks pretty neat after seeing those screenshots. I won't use it since I don;t have facesets and I don't have battlers for my game.
Well, you just gave me an idea of what I can do for a future update.

I might make it so you can turn on and off the face set display along with the battlers display.
Title: Re: Unlimited Actors Custom Menu System
Post by: albertfish on September 16, 2009, 06:58:43 PM
New updated release, version 2.0!

So what is new is version 2.0?
Version 2.0: September 16, 2009
         - The command $change_face.new("name", "image name") has been changed
           to $game_party.change_face("name", "image name")
         - Removed unneeded code
         - Removed unnecessary global variables
         - Added hp and sp bars to the battle screen and skills menu
         - Added the ability to turn off and on the following
             - Face display
             - Battler display
             - Element display

The demo is available and attached to this post.
Title: Re: Unlimited Actors Custom Menu System
Post by: game_guy on September 24, 2009, 01:52:50 PM
Okay I'm confuzed. Who made it? IAMFORTE or albertfish? O_o?

EDIT:
Nevermind lol I was confuzed I see now.

Anyways nice job albertifish its done very well.
Title: Re: Unlimited Actors Custom Menu System
Post by: AyameMajikku on January 01, 2010, 01:28:55 AM
First of all, I want to say that I absolutely love this code. It's the first working code for changing out party members that I found, and I love the menu update.

However, I seem to be having difficulties adding new items to the inventory, and I can't figure out why... I want the main character to start out with no weapons and armor, but when I try to add one in the game, it gets a NoMethodError, saying that 'push' is an undefined method... Do you know how I might fix this? Oh, and I tested it if he starts with weapons and armor, and it works fine then... but then I tried to add a regular item and it errored again.

Thanks!

Edit: Update on my problem:
It works perfectly fine, whether I start with items or not, if I don't look at the menu. However, if I look at the menu, it errors out. Also, I noticed that while it adds the potion-type items to the 'potion' menu in 'items', it doesn't add them to 'recent items'. I have no other codes added in, so I'm really not sure why it's doing this... It seems to work perfectly fine in the demo, which confuses me even more. Any help with this would be appreciated.
Title: Re: Unlimited Actors Custom Menu System
Post by: albertfish on January 01, 2010, 08:00:51 PM
Hmm, well I am not really sure what the problem is. However, it might have to do with the recent items script. I released a separate and more recent version of the script here (http://rmrk.net/index.php/topic,34799.0.html). Try putting that below the menu script and tell me if it works. I will also look into this error, thanks you letting me know.
Title: Re: Unlimited Actors Custom Menu System
Post by: AyameMajikku on January 02, 2010, 03:48:03 AM
:D It works now! Thank you very much!
Title: Re: Unlimited Actors Custom Menu System
Post by: MagnusXIX on February 05, 2010, 10:33:49 AM
I get an error: [undefined method 'Icon_name' for nilClass] everytime I try to view the items sub menu after an event in which an item was taken away from the inventory :( I can't seem to figure it out!
Title: Re: Unlimited Actors Custom Menu System
Post by: albertfish on February 08, 2010, 06:51:27 AM
I get an error: [undefined method 'Icon_name' for nilClass] everytime I try to view the items sub menu after an event in which an item was taken away from the inventory :( I can't seem to figure it out!
Can you post what line the error occurs on?
Title: Re: Unlimited Actors Custom Menu System
Post by: MagnusXIX on February 10, 2010, 02:06:44 AM
Line 1404 ((THANK YOU!! for responding!))
Title: Re: Unlimited Actors Custom Menu System
Post by: XaineC on February 21, 2010, 11:38:25 PM
I get an error: [undefined method 'Icon_name' for nilClass] everytime I try to view the items sub menu after an event in which an item was taken away from the inventory :( I can't seem to figure it out!
Yeah, I get the same error.
Title: Re: Unlimited Actors Custom Menu System
Post by: nagato06112532 on March 24, 2010, 03:43:17 AM
Can you post what line the error occurs on?
what
Title: Re: Unlimited Actors Custom Menu System
Post by: nagato06112532 on March 24, 2010, 03:45:34 AM
Can you post what line the error occurs on?
Title: Re: Unlimited Actors Custom Menu System
Post by: nagato06112532 on March 30, 2010, 07:49:44 AM
i why  ..........
Title: Re: Unlimited Actors Custom Menu System
Post by: patmi on April 29, 2010, 10:10:00 AM
hello there i got an error on line  3014. It says : NoMethodError occured. undefined method ´[]' for nil:NilClass i got this in version 2 of the script. It wont open the menu and crash.
How can this be fixed please?
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 07, 2010, 06:20:43 PM
Hi, I really love this menu system. I love the way the menus are laid out. But I have a question. I don't really need a bestiary but I'd really like to add a mission or quest log instead. I've got a quest log system I like and have been able to add it to the menu in the regular menu system. But I'd like to use this menu script since it's so much better than the default. So is there a way that I can remove the Bestiary option and replace it with the option to go to the questlog script that I have?

Thanks so much.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on June 07, 2010, 09:51:36 PM
yes there is XD
whats the call script for the quest log.
and, if you happen to have the copy of this menu system that you're using, could you attach it as a txt file XD
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 08, 2010, 08:49:36 PM
Hi. this is the script to call the quest log:

Code: [Select]
$scene = Scene_Quest.new

And here's the txt file of the menu script that I want to use. I want to actually get rid of the bestiary and have the option of turning off the formation (though I know that's kind of the point of the script, but what I really want is to have the main character, the ship's captain to stay the head one.) Although I haven't experimented with the formation part of the script. So maybe that's possible and I just need to look it over more carefully. Anyway, thanks for the help!
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on June 08, 2010, 09:23:38 PM
bang :D

finished

that fixes you're menu problem
as for that formation issue, i'm dont know how to do that XD

Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 08, 2010, 09:47:56 PM
Wow. That works great! Thanks!  ;D
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 09, 2010, 08:59:25 PM
I have another question and I'm wondering if it's possible to do. Here's a screenshot of how the menu system looks currently:

Spoiler for:
(http://a.imagehost.org/t/0129/menu_problem.jpg) (http://a.imagehost.org/view/0129/menu_problem)

Now I like the look of how each menu choice is in it's own box, but it throws off my mouse script so that the actual selection doesn't match up with the mouse position. I think the mouse script expects all the menu choices to be right next to each other in one box, if that makes sense. So what I'm wondering is, is it possible to change the menu script so that each menu choice in one box instead of it's own little box? Or would that be a pain to do?

It's not the end of the world if it can't be done but I also wanted to add a menu option for that achievement script somebody made, and there's no room with the current way the menu is spaced out. So also if someone could help me add that menu option or tell me on what line in the script, approx., that it should be added, I'd appreciate it too.

I've attached to menu script I'm using. The script for adding the achievements is:

Code: [Select]
$scene = Scene_Achievements.new

Thanks so much.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on June 09, 2010, 09:53:03 PM
adding a another button should be piece of cake (THE CAKE IS A LIE :P)

i will try to get on that soon, if not now, then this weekend.

However :/
I don't really understand what else youwanted
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 09, 2010, 10:20:30 PM
That's ok, it was kind of hard to explain. If you look at the picture I posted, each menu option (eg., Status, Quest Log, Formation, etc.) has it's own little window box with a border around it. I like that look, but because the original menu had all the options inside a single window box with a border around them all. It wouldn't be a big deal but because the extra borders around each menu option space the options farther apart than in the regular menu screen that my mouse script doesn't work well with this menu script. Sorry, this probably isn't making sense. Here's a picture of how it is currently:

(http://a.imagehost.org/t/0129/menu_problem.jpg) (http://a.imagehost.org/view/0129/menu_problem)

Here's a concept of how I was wondering if the menu could be changed to. You notice that all the menu options are in one box with a big frame around all of them as opposed to the first image where each one has it's own frame around it. I hope that makes sense. It's kind of hard to explain it.

(http://a.imagehost.org/t/0366/Menu_concept.jpg) (http://a.imagehost.org/view/0366/Menu_concept)

But if you can't do that part, it's ok. If you can add the Achievements option to the menu that'd be awesome. Thanks so much!  :D
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 10, 2010, 04:19:50 AM
Yay! I figured out how to script everything in today. I couldn't have done it without looking how you added the quest option for me. I still need to tweak it a bit but I'm pretty proud I was able to figure it out. Thanks for all your help. This CMS is really awesome! I love it.  ;D
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 13, 2010, 02:02:47 PM
Sorry for posting so much. I've managed to get most everything the way I want but there is a problem I'm having with the Party_Size script. For my game I want the main player to be the Captain of a warship and all the other characters are his crew. I love that I can have a large crew and decide who will go with the captain on away missions. The problem I'm having right now is that it's possible to swap the main character out of the battle party and not even use him.

I was wondering if it's possible to adjust the script so that there's the option for not allowing the player to swap out the main character from being in first place in the party. Sorry for being a bother. I've attached the script. This is by far my favorite CMS script. It's really great work. Thanks so much.

Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on June 13, 2010, 03:16:38 PM
hmmm, i can't help you out much until i finish exams this week, go look at all the other cms scripts...i swear there's one that makes one player permanently in the system, find it, and look in it and try to see what is done, then try to mirror that in the actual cms.
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 13, 2010, 05:01:06 PM
Thanks so much for the idea. I found the original party changer script by Fomar and he had an add on that allowed you to lock a character in the main party. All I had to do was add the script below the Party_Size script and change the part where it says 4 for battle party size, to six in order to match the other formation script. This works great. For anyone else who's interested in this feature of locking certain main characters I hope it's ok to post Fomar's add on script so no one else has to go searching for it.

Spoiler for:
Code: [Select]
# By Fomar0153
# By default this forces the player to always have to have Hilda in the battle party (8th character).
# @locked = [8]
# Is the line you need to change to affect the defualt party. Other than that
# $game_party.locked.push(1) # As if you'd lock Aluxes
# $game_party.locked.delete(1) # That's more like it
#

class Game_Party
 
  attr_accessor   :locked
 
  alias locked_initialize initialize
  def initialize
    locked_initialize
    @locked = [1]
  end
 
end

class Scene_Menu
 
  alias locked_update update
  def update
    if @locked_window != nil
      if Input.trigger?(Input::B) or Input.trigger?(Input::C)
        @locked_window.dispose
        @locked_window = nil
      end
      return
    end
    locked_update
  end
 
  alias locked_update_command update_command
  def update_command
    if Input.trigger?(Input::B)
      if $game_party.locked == [] or $game_party.actors.size <= 6 or $game_party.locked.size > 6
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
        return
      end
      locked = $game_party.locked.clone
      for i in 0...6
        locked.delete($game_party.actors[i].id)
      end
      if locked == []
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
      else
        $game_system.se_play($data_system.buzzer_se)
        @locked_window = Locked.new($game_actors[locked[0]])
      end
      return
    end
    locked_update_command
  end
 
end



class Locked < Window_Base
 
  def initialize(actor)
    super(((640 - 460)/2), ((480 - 70)/2), 460, 70)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 5000
    @actor = actor
    refresh
  end
 
  def refresh
    self.contents.clear
    text = @actor.name + ' needs to be in the active party'
    self.contents.draw_text(4, 0, 460, 32, text)
  end
end
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on June 13, 2010, 08:26:41 PM
yay you found it : D
thats the one i was thinking about, great job!
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 13, 2010, 10:12:52 PM
Thanks  ;D And thanks for all your help. I'm slowly starting to get a feel for how scripting works, and I really love it.
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 23, 2010, 01:25:36 PM
Hi. The more I use this CMS and compare it to others the more I like it. But I was wondering. I'm use Mousie! The mouse system, and it works perfect with the cms except for in the items screen. The categories and the fact you have to use the down arrow to access the items. So it won't work with the mouse input. I've tried adjusting it myself but haven't been successful. It might be hard to make it work with Mousie System and keep the categories, but is there any way we could have a plug in script that replaces the fancy items menu in the CMS with a simple one that works with the mouse script? Thank you so much. Oh, and I've attached to script I'm using. Let me know if I need to attach the mouse scripts.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on June 23, 2010, 02:30:37 PM
like one that is a generic inventory script?
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 23, 2010, 02:37:17 PM
Yes. Just like that. Or perhaps just like it is now, but without the categories.  Of course, if I could have anything, I'd have one like Blizzards CMS that allows sorting and stuff, but that's too much trouble and I don't want to ask so much. You've been so kind to help. I've tried to get rid of the categories myself, and almost had it but then it stopped working all together. I basically changed it so that instead of the Up and Down arrows it used B and C so that it would work with the mouse.

So I guess to make a long story short ( too late ) just a simple item screen like the default or maybe like it is in the CMS just without categories.  Thanks so much for taking the trouble.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on June 23, 2010, 02:48:16 PM
well :/

I have a few things that you can try

 Move the windowitem  script underneath the entire menu

actually just one thing
the other option is to comment out all things pertaining to the menu

Ima take a look at it later

can you send me the mouse script your using
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 23, 2010, 02:53:57 PM
Sure. I'm sorry to be so much trouble. :/  I'll keep trying to figure it out. Here's the mouse scripts I'm using. I hope it works ok to upload the demo. There's icons and stuff that come with it. Again, sorry to be so much trouble. Thank you for the help and I'll try to do the first thing you suggested.

Edit: I tried putting the windowitem script beneath the entire menu and it didn't work. But I've almost got it working. Here's the latest version of the script. I commented out a bunch of stuff. The categories don't show up now which I wanted. The only thing I messed up is that now when I click on an item it won't use it or do anything. So like clicking on a potion doesn't do anything. Here's the latest script.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on June 23, 2010, 03:04:36 PM
Got it, Move SCENEITEM script below the menu XD
its a temp fix, but I believe it works
Title: Re: Unlimited Actors Custom Menu System
Post by: outlandish on June 23, 2010, 03:08:19 PM
Thank you! Thank you! Thank you! It works perfect now  ;D Thank you so much for your help!
Title: Re: Unlimited Actors Custom Menu System
Post by: XaineC on July 13, 2010, 05:24:36 AM
Heya. I'm getting an error on line 1931 that says "NoMethodError occured. undefined method `update' for nil:NilClass"
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on July 13, 2010, 01:59:13 PM
what version of the script are you using, and what is your script load order?
Title: Re: Unlimited Actors Custom Menu System
Post by: XaineC on July 14, 2010, 06:44:22 PM
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.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on July 14, 2010, 06:52:22 PM
I have a feeling that the monster book may be causing a problem...

Try removin the script temporarily and see if that helps
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on July 29, 2010, 06:38:16 PM
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.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on July 29, 2010, 06:44:44 PM
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
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on July 29, 2010, 08:21:25 PM
Thanks so much. It works just fine now. ^_^
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on July 29, 2010, 08:39:15 PM
glad to help :P
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on July 29, 2010, 09:14:29 PM
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. :/
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on July 29, 2010, 09:17:52 PM
Try moving the title sript above or below the menu script, see if that works
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on July 29, 2010, 09:41:53 PM
Above makes the title screen glitch. Below makes the title okay, but the menu won't work.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on July 29, 2010, 09:52:14 PM
Hmm, What title script are you using?
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on July 29, 2010, 10:26:56 PM
This one here: http://www.atelier-rgss.com/RGSS/Menu/XP_Menu10.html (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.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on July 30, 2010, 01:11:57 AM
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)
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on July 30, 2010, 03:01:30 AM
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. :)
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on July 30, 2010, 01:22:32 PM
Great :D
Title: Re: Unlimited Actors Custom Menu System
Post by: Haydenap on July 30, 2010, 09:28:23 PM
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.
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on August 03, 2010, 03:21:43 AM
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.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 03, 2010, 02:09:01 PM
Do you have a script that does that?
Changing the link in the menu would be easy.
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on August 04, 2010, 12:55:41 AM
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?
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 04, 2010, 01:24:04 PM
Not that i know of :/
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on August 05, 2010, 05:49:32 AM
Oh, mkays. Its not that important anyway. Thanks again. ^_^
Title: Re: Unlimited Actors Custom Menu System
Post by: blakerrdurr on August 07, 2010, 07:39:09 PM
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.
Title: Re: Unlimited Actors Custom Menu System
Post by: blakerrdurr on August 14, 2010, 04:24:27 AM
Would it be possible to get Version 2.0 with the quest log instead of the bestiary?
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 15, 2010, 10:55:32 PM
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.
Title: Re: Unlimited Actors Custom Menu System
Post by: blakerrdurr on August 25, 2010, 03:05:08 AM
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.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 25, 2010, 03:08:41 AM
AHA!

*points to demo*, download the demo and look inside the zip folder, that text file that says for 4 man, goes underneath the menu script, that should fix it I believe.

Look at the demo if its confusing. XD

sorry bout that, hopefully that works.
Title: Re: Unlimited Actors Custom Menu System
Post by: blakerrdurr on August 25, 2010, 03:22:13 AM
So i downloaded the demo again and opened the file folder but there is no test file that says 4 man. I see the usually files like "data" and "game" and "graphics".
Am I looking in the wrong place?

I right click the demo and click extract files and then this is what I get. :/
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 25, 2010, 03:24:46 AM
here then :3
Title: Re: Unlimited Actors Custom Menu System
Post by: blakerrdurr on August 25, 2010, 03:27:34 AM
thank you so much!! Sorry im a mental retarded when it comes to this kind of stuff :/ haha
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 25, 2010, 03:28:30 AM
that you are, that you are :P



just kidding, i fail at directions anyways XD
Title: Re: Unlimited Actors Custom Menu System
Post by: blakerrdurr on August 25, 2010, 04:27:15 AM
haha i pretty much am, but I make up for it in other areas :)
I think everyone just has something they're bad at when it comes to this making games stuff cause there's just so many different aspects to it.
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on August 26, 2010, 09:32:22 PM
Hey, is there a way to replace the save option with an options menu? I looked for a call script, but I can't find it. :/
Title: Re: Unlimited Actors Custom Menu System
Post by: meiko_suzuki on August 27, 2010, 12:03:36 AM
I have a question-it seems that I can't use any "single ally" skills on the 5th and 6th characters in battle. It only lets me cycle through the first four o_O Did I miss an update?

Eg "Cure" only works on charas 1-4 in battle.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 27, 2010, 02:26:15 AM
Acoylte-do you have intention of totally removing the save menu itself?

Meiko- I suggest you check formarrs actual script for that issue
Title: Re: Unlimited Actors Custom Menu System
Post by: meiko_suzuki on August 27, 2010, 03:18:21 AM
._. I am horrible with scripting, but I shall give it a shot lmao. Could you tell me where to look, if you have any idea?
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 27, 2010, 01:39:18 PM
I would check chaos project.
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on August 29, 2010, 06:27:46 AM
Acoylte-do you have intention of totally removing the save menu itself?

From the menu, at least. I'm using save points instead.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 29, 2010, 02:13:28 PM
okay, thats easy... i think

Providing you do have something to put for options
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on August 29, 2010, 07:42:16 PM
Yeah, I have a script for it.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 30, 2010, 12:06:04 AM
Does said script have a callscript?
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on August 30, 2010, 12:51:16 AM
Yes it does. ^_^
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 30, 2010, 01:05:55 PM
*facepalms*

now is when you tell me XD

EDIT

while you're at it, post whatever version of the menu that you're using
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on August 30, 2010, 11:08:15 PM
Version 2. ^.^
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on August 31, 2010, 02:19:24 AM
ACK

sorry, not what I meant, post the actual script that you're using

and post the call script, i will modify it so that the menu has options instead of save
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on September 02, 2010, 10:08:48 PM
It says it exceeds the maximum post length. D:
 
 
Heres the call script anyway: $scene =  Scene_Option.new
 
Should I post the script in pieces?
 
 
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on September 02, 2010, 10:19:41 PM
Save the entire thing as a text file and post it as an attachment.
Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on September 03, 2010, 09:10:56 PM
Like this?
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on September 03, 2010, 09:13:56 PM
Done, Check if it works, ensure that saving is not disabled via rmxp

Title: Re: Unlimited Actors Custom Menu System
Post by: Acolyte on September 03, 2010, 10:17:09 PM
Woah, that was fast.  :lol:

Everything is working just fine. Thanks a lot! ^_^
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 10, 2010, 01:27:02 AM
Hello! This is really one awesome script!
I am having a problem, however. I am using Guillaume777's Multi Equip script in my game and I am having a problem. I can scroll down to where the other equipment should be, however its blank. It doesnt show the other weapon slots. Im not very good at scripting as im still getting used to it. Can anyone help? :3

here is a link to the other script:
http://houseslashers.b1.jcink.com/index.php?showtopic=51
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 11, 2010, 12:42:21 AM
I apologize, i have No idea. . wait I might i will look into it
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 11, 2010, 02:04:34 AM
Thanks :3
if you want i can send you what i have--which is basically just one map ive been testing scripts on--and you could see whats going on?
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 11, 2010, 02:08:19 AM
Did you try moving the script above and below the menu script?
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 11, 2010, 05:45:43 AM
doh no i didnt, ill that now!:O

.... Please wait... Loading!

OMG *snicker* as if it was that easy D:
i moved the menu script and the script with that above all my other added scripts and its working
i then reduced the number of shown equipment in the modules section of the multi-equip script and my equip screen looks pretty :3
thank you so much Forte!

EDIT:
it sorta works D:
the window that is supposed to be on the right in the equip screen with all the possible equipment is dropped to the bottom where the help screen is and overlaps

Screenshot
http://img.photobucket.com/albums/v107/ramenuzumaki/BrokenMenuSS.jpg
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 11, 2010, 02:58:21 PM
upload a txt file of Guillaumes script and your menu script  the problem is in one of them
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 11, 2010, 05:33:56 PM
The equip script has four different parts you need to put in so im giving you allf our
not sure if you had winrar so i didnt .rar them D:
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 11, 2010, 05:35:07 PM
The problem is definetly in equip screen windows

i will look into it alter today
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 11, 2010, 05:53:22 PM
Thank you very much Forte :3

EDIT:
i just realized that the equip screen changes the status screen too but thats not really a big deal i guess lol
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 12, 2010, 12:36:36 AM
Okay, i tried a few methods, but i don't know what the problem is. I have a feeling it has to do with some sort of display issue in either scripts.
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 12, 2010, 12:43:55 AM
Darn. i guess ill just have to trash my equip script then. For your menu script in the status does it use the battler? i was hoping to draw my battlers with their back facing the player so it is more accurate.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 12, 2010, 01:15:39 AM
yes but it can be turned off, or if you'd like, completly removed
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 12, 2010, 01:29:09 AM
how? :3

EDIT:
is there a way to make it use a seperate image?
Title: Re: Unlimited Actors Custom Menu System
Post by: Weavile on October 12, 2010, 09:53:29 AM
Very, very nice!
Im using it in one of my projects. I will credit you.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 12, 2010, 10:51:00 AM
Fortunetly, yes there is, i will either remove it or make it display a seperate image tonight
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 12, 2010, 04:59:11 PM
Thank you very much! I think im going to trash my multi equip script. i would much rather use this CMS *snicker*

EDIT:
I think i fixed the equip screen problem.

EDIT2:
I even got it to show the status screen from your CMS too. It doesnt show the extra equip slots from the multi-equip though.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 12, 2010, 09:19:59 PM
Wonderful, i fixed the other problem too, give me some time to upload it as i don;t have it with me atm
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 12, 2010, 09:34:54 PM
No problem take your time :3
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 12, 2010, 10:40:28 PM
Okay, here it is

put pictures in pictures folder with the name of the original battler name and add status.png to the end

so

battler name is "Arshes1"

battler for status menu should be "Arshes1status.png"

got it?

i think it works, but test it
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 12, 2010, 10:50:42 PM
Yep! It worked! :3
theres a problem with Battle Testing though.
When im in the database and i go to test a troop in the Troop tab i get an error:

Code: [Select]
Script'  Menu' line 3250: NoMetherError occured.
undefined method 'size' for nil:NilClass
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 12, 2010, 10:51:40 PM
what exactly is on that line?

i don't recall modifying anything around there

you removed all of the multislot script?
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 12, 2010, 10:57:48 PM
the line is

Code: [Select]
    for i in 0...$recent_items.size

i tried doing a battle test on the CMS demo and i got the same error.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 12, 2010, 11:03:24 PM
hmm
well

you go the menu to work with the script before?  Are you sure it was version 1.1

because i think this problem came up in version 1.0, which i noticed i was editing XD
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 12, 2010, 11:04:42 PM
oh i just looked at the top of the video it says version 1.0 >.<

EDIT:
the menu works. i just can't to troop tests to see if my enemies are too strong. i dont know any other way to set up enemies and stuff. *snicker* not sure how the stuff effects the damage and stuff. i think i had a calculator once
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 12, 2010, 11:09:32 PM
hmm
well, if you do enemies in a big block like i do, you could remove the script temporarily and then put it back in alter

however, you definitely should test all the battle related things to make sure that the script works there
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on October 12, 2010, 11:12:27 PM
i made a typo i meant i cant do the troop tests

to my knowledge the battles work. at the start of my project there is a little cutscene that leads into a battle. in the battle the person you are fighting asks you to use attack, then a skill, then defend, then an item. it was really hard to do cuz i am using an ATB battle system so technically there is only turn 0 so it was hard to get everything to work XD

EDIT:
I fixed this for the most part

EDIT2:
I just went to use an Ether from my menu and I got an error on line: 1404 of the menu script D:

Line 1404:
Code: [Select]
   bitmap = RPG::Cache.icon(item.icon_name)

Title: Re: Unlimited Actors Custom Menu System
Post by: DeckuZora on October 21, 2010, 07:06:46 AM
If you can get to me when you get to me, that'd be great. Having an issue with a line in the v.2 of the script. I haven't changed anything in the script yet so it shouldn't be too difficult to find, but after I get to a certain point in the test playthrough, the menu stops working and trying to load a save from the title screen gets the error:

Code: [Select]
Script 'af_CMSv2.0' line 1057: EOFError occurred

End of file reached.

I cannot save a new game either, same error. I only can save if I delete previous saves, and sure enough, eventually, it happens all over again. I know what the error means, but I don't really understand how to fix it, so I figured it's about time I learned. Can you help me when you have the time?
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 21, 2010, 09:20:57 PM
okay

ramen, that looks liek a problem with the bitmaps of items, make sure everything is 100% a ok there

Decku, what is on that line?
Title: Re: Unlimited Actors Custom Menu System
Post by: DeckuZora on October 22, 2010, 02:11:13 AM
Line reads:
Code: [Select]
      @game_system = Marshal.load(file)

I attached a text document with the script too if that helps. Again, I didn't change anything though, so it should be fine.
Title: Re: Unlimited Actors Custom Menu System
Post by: meiko_suzuki on October 22, 2010, 02:27:27 AM
I'm having that same problem as well, actually, Decku o_o'
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 22, 2010, 09:23:16 PM
hmm

what may be the position of this script in your overall order?

try putting it first above all other custom scripts and see if that helps
Title: Re: Unlimited Actors Custom Menu System
Post by: DeckuZora on October 23, 2010, 12:49:42 AM
@ meiko_suzuki: I'm glad it's not just me anyway. Haha...

@ Ike: Nope =/ it didn't help any... I placed it before the custom scripts I had and I got the same error message...
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 23, 2010, 01:06:09 AM
try the script in a new project? is there a problem?

it might be something that is interfering with it

Title: Re: Unlimited Actors Custom Menu System
Post by: DeckuZora on October 23, 2010, 03:33:19 AM
In a new project, there is no problem as long as there is no save file previously there that's more then about an hour into the game. If I play on the new project and save regularly at set times, after a certain amount of playtime, the script will show the End of File message...
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on October 23, 2010, 03:34:35 AM
okay, this is something i can't figure out, I looked into it  a little bit while i waited for your response.  I can't fathom what the problem is. Sorry.
Title: Re: Unlimited Actors Custom Menu System
Post by: DeckuZora on October 24, 2010, 05:54:19 AM
It's okay, it's a bit of a shame though since I really like the menu system itself. Thank you for your help.
Title: Re: Unlimited Actors Custom Menu System
Post by: InvokingRainbows on October 25, 2010, 08:23:47 AM
Hey! :) Just want to say this is exactly the type of script I was looking for. Now here is the question. Is it compatible with any side-view battle systems? If not, could you make it so? That would be PERFECT! :)
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on November 26, 2010, 08:53:19 AM

ramen, that looks liek a problem with the bitmaps of items, make sure everything is 100% a ok there


sorry for the mega delay. have been dealing with some rl issues, and working on my game. everything seems to be fine now. the only problem i have is the battle tests. i get an error:

Code: [Select]
---------------------------
Æsir
---------------------------
Script '    Menu' line 3277: NoMethodError occurred.

undefined method `size' for nil:NilClass
---------------------------
OK   
---------------------------

that line is:
Code: [Select]
    for i in 0...$recent_items.size
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on November 26, 2010, 01:14:13 PM
I think that ahs aproblem to do with recent items, recall that it gives you an item and sends it to an imaginary inventory. Since recent items cannot be used, since there is no inventory. So, this problem can't really be fixed withought disabling the system :/
So as long as regular battles are unnafected, I'm afraid you'll have to deal with it.. :(
Title: Re: Unlimited Actors Custom Menu System
Post by: Gracie on November 26, 2010, 02:51:51 PM
I WANT TO USE THIS BUT MY GAME ONLY HAS ONE PLAYER IN IT.

Fuuuuuuuuuuuuuuuu..........

Oh well, it looks fantastic, great job!
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on November 26, 2010, 05:09:57 PM
I modified it to do thaqt for a project of mine :)

I'll send it to you later today
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on November 26, 2010, 08:09:44 PM
I think that ahs aproblem to do with recent items, recall that it gives you an item and sends it to an imaginary inventory. Since recent items cannot be used, since there is no inventory. So, this problem can't really be fixed withought disabling the system :/
So as long as regular battles are unnafected, I'm afraid you'll have to deal with it.. :(

i see! :O
thats fine :3
i could probably make two projects, and have one just for testing battles without the CMS in it...
i do love the CMS though :3
its really awesome!
i dont know why it was crashing with my old door events though lol i removed the variables and it works fine now
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on November 27, 2010, 05:01:23 PM
Sterotypical :)

i got you menu, let me know if anything doesn't work or if you need modifications to it
Title: Re: Unlimited Actors Custom Menu System
Post by: Gracie on December 01, 2010, 10:10:23 AM
My gosh, IAMFORTE I love you.
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on December 04, 2010, 08:27:58 PM
hey Ike? how do i go about hiding the hp/mp bars n such in the menu? my Monster HP Bar script for my battles renders bars in the menu as well so i have double D:
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on December 04, 2010, 10:06:42 PM
uhh, you might want to disable the bars in the monster hp/mp  script
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on December 04, 2010, 11:30:40 PM
i dont think i cant disable the hp bars in the hp script
when i tried to remove them with # and you get into a fight the game crashes XD
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on December 05, 2010, 02:52:40 AM
send me the script?
Title: Re: Unlimited Actors Custom Menu System
Post by: Ramenuzumaki on December 05, 2010, 03:03:51 AM
here you are :3

Did you want a .txt file? i attached one in case
also in case it didnt work i added a spoiler

Spoiler for:
Code: [Select]
#===========================================================================
# *** HP/MP/ATB/LimitBreak bar Slanted Style Compatible with RTAB ***
# *** Version 2.1
#---------------------------------------------------------------------------
# by Clive
# based on Cogwheel's Bars and Sephiroth Spawn's Slanted Bars.
#---------------------------------------------------------------------------
# ----- GREAT THANKS to DerVVulfman for solving the lag problem
#------This is a plug and play script so it should work without any problem!
#=============================================================================

# If using with Limit Break, must paste BELOW the Limit Break script as it re-
# writes the 'Gauge drawing' system.  Will cause an error if not properly put.

# If used with Trickster's STEAL SCRIPT version 6 R1 (revision 1), then the
# height of RTAB's AT Bar (Draw Actor ATG) may not be smaller than 5 pixels
# due to a float-to-float error.  A height of 6 pixels is the smallest.


#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end


#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window 
 
  #==========================================================================
  # * Draw Slant Bar(by SephirothSpawn)
  #==========================================================================
  def draw_slant_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255),
      end_color = Color.new(255, 255, 60, 255))
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    # Draws Bar
    for i in 1..( (min.to_f / max.to_f) * width - 1)
      for j in 1..(height - 1)
        r = bar_color.red * (width - i) / width + end_color.red * i / width
        g = bar_color.green * (width - i) / width + end_color.green * i / width
        b = bar_color.blue * (width - i) / width + end_color.blue * i / width
        a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
        self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
 
  #==========================================================================
  # * Draw HP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #==========================================================================
  alias :draw_actor_hp_hpsp :draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)   
    draw_slant_bar(x, y + 12, actor.hp, actor.maxhp, width, 6,
      bar_color = Color.new(150, 0, 0, 255),
      end_color = Color.new(255, 255, 60, 255))
    draw_actor_hp_hpsp(actor, x, y, width)
   end
  #==========================================================================
  # * Draw SP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #==========================================================================
  alias :draw_actor_sp_hpsp :draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    draw_slant_bar(x, y + 12, actor.sp, actor.maxsp, width, 6,
      bar_color = Color.new(0, 0, 155, 255),
      end_color = Color.new(255, 255, 255, 255))
    draw_actor_sp_hpsp(actor, x, y, width)
  end
  #==========================================================================
  # * Draw EXP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #==========================================================================
  alias raz_bars_base_exp draw_actor_exp 
  def draw_actor_exp(actor, x, y)
    if actor.level == 99
      draw_slant_bar(x, y + 18, 1, 1, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
    else
      draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(255, 255, 255, 255))
    end
    raz_bars_base_exp(actor, x, y)
  end
  #==========================================================================
  # * Draw Parameter
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type (0-6)
  #==========================================================================
  alias raz_bars_base_parameter draw_actor_parameter 
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      para_color1 = Color.new(100,0,0)
      para_color2 = Color.new(255,0,0)
      para_begin = actor.atk
    when 1
      para_color1 = Color.new(100,100,0)
      para_color2 = Color.new(255,255,0)
      para_begin = actor.pdef
    when 2
      para_color1 = Color.new(100,0,100)
      para_color2 = Color.new(255,0,255)
      para_begin = actor.mdef
    when 3
      para_color1 = Color.new(50,0,100)
      para_color2 = Color.new(50,0,255)
      para_begin = actor.str
    when 4
      para_color1 = Color.new(0,100,0)
      para_color2 = Color.new(0,255,0)
      para_begin = actor.dex
    when 5
      para_color1 = Color.new(50,0,50)
      para_color2 = Color.new(255,0,255)
      para_begin = actor.agi
    when 6
      para_color1 = Color.new(0,100,100)
      para_color2 = Color.new(0,255,255)
      para_begin = actor.int
    end
    draw_slant_bar(x, y + 18, para_begin, 999, 155, 4, bar_color = para_color1,
      end_color = para_color2)
    raz_bars_base_parameter(actor, x, y, type)
  end
  #=========================================================================
  # * Draw Actor ATG
  #     actor : Actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #=========================================================================
  def draw_actor_atg(actor, x, y, width = 144, height = 6)
    if @at_gauge == nil
      # plus_x:     revised x-coordinate
      # rate_x:     revised X-coordinate as (%)
      # plus_y:     revised y-coordinate
      # plus_width: revised width
      # rate_width: revised width as (%)
      # height:     Vertical width
      # align1: Type 1 ( 0: left justify  1: center justify 2: right justify )
      # align2: Type 2 ( 0: Upper stuffing 1: Central arranging  2:Lower stuffing )
      # align3: Gauge type 0:Left justify 1: Right justify
      @plus_x = 0
      @rate_x = 0
      @plus_y = 16
      @plus_width = 0
      @rate_width = 100
      @width = @plus_width + width * @rate_width / 100
      @height = 6
      @align1 = 0
      @align2 = 1
      @align3 = 0
      # Gradation settings:  grade1: Empty gauge   grade2:Actual gauge
      # (0:On side gradation   1:Vertically gradation    2: Slantedly gradation?
      grade1 = 1
      grade2 = 0
      # Color setting. color1: Outermost framework, color2: Medium framework
      # color3: Empty framework dark color, color4: Empty framework light/write color
      color1 = Color.new(0, 0, 0)
      color2 = Color.new(255, 255, 192)
      color3 = Color.new(0, 0, 0, 192)
      color4 = Color.new(0, 0, 64, 192)
      # Color setting of gauge
      # Usually color setting of the time
      color5 = Color.new(0, 64, 80)
      color6 = Color.new(255, 255, 255)#(0, 128, 160)
      # When gauge is MAX, color setting
      color7 = Color.new(80, 0, 0)
      color8 = Color.new(255, 255,255) #(240,0,0)
      # Color setting at time of cooperation skill use
      color9 = Color.new(80, 64, 32)
      color10 = Color.new(255, 255, 255) #(240, 192, 96)
      # Color setting at time of skill permanent residence
      color11 = Color.new(80, 0, 64)
      color12 = Color.new(255,255, 255) #(240, 0, 192)
      # Drawing of gauge
      gauge_rect_at(@width, @height, @align3, color1, color2, color3, color4,
          color5, color6, color7, color8, color9, color10, color11, color12,
          grade1, grade2)
    end
    # Variable at substituting the width of the gauge which is drawn
    if actor.rtp == 0
      at = (width + @plus_width) * actor.atp * @rate_width / 10000
    else
      at = (width + @plus_width) * actor.rt * @rate_width / actor.rtp / 100
    end
    # AT Width Check
    if at > width
      at = width
    end
    # Revision such as the left stuffing central posture of gauge
    case @align1
    when 1
      x += (@rect_width - width) / 2
    when 2
      x += @rect_width - width
    end
    case @align2
    when 1
      y -= @height / 2
    when 2
      y -= @height
    end
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + 1.5 + i, y + 12 + height - i, width - 2 , 3,
        Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + 1.5 + i, y + 12 + height - i, width - 3, 3,
        Color.new(r, b, g, a))
    end
    # Rect_X control
    if @align3 == 0
      rect_x = 0
    else
      x += @width - at - 1
      rect_x = @width - at - 1
    end

    # Color setting of gauge
    if at == width
    #Gauge drawing at the time of MAX
      for i in 0..height
        self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y -i +
        @plus_y, @at_gauge, Rect.new(rect_x, @height * 2, at, @height))
      end
    else
      if actor.rtp == 0
        for i in 0..height
          # Usually gauge drawing of the time
          self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y- i +
            @plus_y, @at_gauge,Rect.new(rect_x, @height, at, @height))
        end
      else
        if actor.spell == true
          for i in 0..height
            #Gauge drawing at time of cooperation skill use
            self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i +
              @plus_y, @at_gauge, Rect.new(rect_x, @height * 3, at, @height))
          end
        else
          for i in 0..height             
            # Gauge drawing at time of skill permanent residence
            self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i +
              @plus_y, @at_gauge, Rect.new(rect_x, @height * 4, at, @height))
          end
        end
      end
    end
  end
end
Title: Re: Unlimited Actors Custom Menu System
Post by: starfoxluver on February 01, 2011, 07:29:38 PM
wow that sounds cool...Especially for my game (since i finally got myself RPG Maker XP I might as well try out some scripts) which has tons of playable characters.
Title: Re: Unlimited Actors Custom Menu System
Post by: Jaiden on February 21, 2011, 07:08:27 AM
Could I request this script without the Beastiary and Recent Items? I think the recent items are giving me a serious problem because it crashes every time I open the menu then do something to change the items. And the Beastiary is just dead weight.

In case it helps, the error I get is
Code: [Select]
Script 'CMS_Menu' line 3267: NoMethodError occurred.

undefined method `push' for 14:Fixnum

If it helps, I'm also running Mr Mo's ABS

Sorry, I know it's a bit much to ask.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on February 21, 2011, 04:38:34 PM
do you have a replacement script?

let me reprhase that, do you have soemthing you want to put in instead?
Title: Re: Unlimited Actors Custom Menu System
Post by: Luminescence on March 08, 2011, 11:32:11 AM
First off, let me say this is my favorite CMS out of all of the ones listed on this site, mostly because it works great with the font that I preferred to use, and because it's purdy. >.<

Anyways, I have a bit of a request or inquiry or whatever you want to call it.

I'd like to change the "Bestiary" option to have a pop-out menu like when you choose "System", but with only 2 options, Items and Monsters, so that I can give access to both the item book and the bestiary without having to add/change another option.

How would I go about doing this? Such as, which lines to change, and what to insert into the script.

I have zero knowledge of RGSS, so I must resort to asking for help.

Thanks in advance for your responses. :3

EDIT: I also need to know what to replace "$scene = Scene_Map.new" with in order to make the Bestiary and Item Book go back to the menu, rather than going back to the map.

EDIT #2: I'm probably asking for too much, but is it possible, when a character reaches level 99, to have their level change to MAX instead of displaying the number 99?
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on March 08, 2011, 10:23:06 PM
computer had aids so i was away for a couple of days, the first thing you want is fairly easy i hope >_<
the second is also easy
I have no idea how to do the third one, sorry

Ill start this soon
Title: Re: Unlimited Actors Custom Menu System
Post by: Luminescence on March 09, 2011, 01:46:34 AM
Yay. You rock. I'll keep checking back, no hurry though, I have plenty of time. :D
Title: Re: Unlimited Actors Custom Menu System
Post by: Luminescence on March 10, 2011, 01:24:32 PM
Ok, I have another question about this script. >.<

Is there a way to have a different picture for the in-game battler and the battler shown on the Status screen? I have busts of my characters that I want to use in battle, but I want a full body battler to show on the Status screen...

I know it's probably something to do with this line;

"battler = RPG::Cache.battler(@actor.battler_name, @actor.battler_hue)"

which I could probably change to something like;

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

and change "Faces/" to another folder... I just don't want to mess with the script until I know for sure what I'm doing.

Also, speaking of faces, does anyone know where I could find RTP faces that actually fit on the menu? Everything I've found is too big, I don't have PhotoShop, and when I try to resize anything in paint, it messes with the transparency.

So yeah, any help is greatly appreciated, eventually I'll actually get around to do something rather than testing scripts and events that I want... I currently have one map on my game, and I'm only using it for testing events. >.<
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on March 11, 2011, 08:41:19 PM
The relocation of iamges is bawlz easy, as for resizes, what stuff do you need, i could probs do it for you
or oyu could fetch gimp and use that :)
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on March 16, 2011, 05:35:59 PM
Hey, luminesence, do you need the formation tab? becuase itd be better if i add the items instead of formation.
Title: Re: Unlimited Actors Custom Menu System
Post by: FLAWL3SS_ST33Z on July 15, 2011, 08:23:32 AM
sorry but could someone tell me where the code is?
Title: Re: Unlimited Actors Custom Menu System
Post by: pacdiggity on July 15, 2011, 09:05:44 AM
You have to download the demo. It's attached at the end of the first post.
Title: Re: Unlimited Actors Custom Menu System
Post by: Princessbinas on January 29, 2012, 08:53:53 PM
I got a huge problem. I am working on a game and I have everything needed to make it work but it keeps saying I dont have the status icon when I do in the game. Help.
Title: Re: Unlimited Actors Custom Menu System
Post by: IAMFORTE on January 29, 2012, 08:55:20 PM
Are you certain that the icons you do have are located in the icons directory, and that the file names are exactly the same as in the script?
Title: Re: Unlimited Actors Custom Menu System
Post by: Toatapio on December 31, 2012, 06:04:28 AM
Hi

This script is awesome, I really love the CMS and everything in it... but I'm having problems making it work. :(
Whenever I have viewed the Bestiary, saving doesn't work. I try to save and it displays this message:

Script Menu line 2994: TypeError occured.
no marshal_dump is defined for class Window_Enemy

I'm a horrible scripter. Please help?