Main Menu
  • Welcome to The RPG Maker Resource Kit.

[RESOLVED] Full BattleMenu/Menu Control Commands

Started by Grafikal, August 10, 2008, 05:12:43 AM

0 Members and 1 Guest are viewing this topic.

Grafikal

I swear I've seen this somewhere but I cannot find it at ALL.

Places Searched:
RMRK.net
RPGMakerVX.net
RPGRevolution.com
Google.com

Searched for:
Menu Tutorials
Command Controls
Menu Controls
etc.



Purpose of the Script:

Like in FFX when the game goes through a tutorial of the menu and explains each function, I'd like to have a similar process. This is so that in the beginning of a game, this script can control the functions of battle menus/commands and out of battle menus/commands to teach the player the basics of the game.

Ex. You learn your first skill and you need to equip it. The menu screen will be prompted, text will appear at the bottom (or top) of the screen that explains what is going on. The cursor scrolls down to the 'Equip Skills' menu, some text is displayed about this new menu. The 'Equip Skills' menu is then prompted, some text displays how this menu is used. While the text is rolling through, the cursor will basically mimic what the text is saying. [like, "Text: The right side of the menu displays your currently available skills," and the cursor will move to the right of the screen and scroll up and down that area to display the skills and such.]. Then after the 'Equip Skills' menu has been fully explained, all the menus close and gameplay resumes.

Ex. Your first battle. The script will teach you what each command means and how it functions in game. [ie. "Text: Your first command is Attack. It will command the current active character to physically attack with their equipped weapon(s)." Then the script scrolls to the Attack command. Then after that it would explain the next command, and so on.]



Basic Funtion of the Script:

By using some sort of method, like perhaps calling a script in an event and in a battle event page, I can control every aspect of the battle menu and out of battle menu(s) commands, the player has no control while it's active (so they cannot do anything but watch), and prioritize text above all windows while this is active (,or during battle just have the text in the usual placement which is just above the commands).




I hope this has been very explanitory, please ask me to clarify anything if there are any questions.

Leventhan

I'm honestly also really eager to know how this woud be done.  :lol:
This could even prove useful in making other scripts.

Be kind, everyone you meet is fighting a hard battle.

Arclight

KGC Script Library @ rpgmakervx.net has a script that does this, however their site is offline at the moment so i dont have a link for you.
Arclight

A Jack of all Trades
An Ace of None

Grafikal

Ughhh. Of course the site is down when there is hopes of such a script.  ;9

Grafikal

Bump


Quote from: Arclight on August 12, 2008, 04:30:58 AM
KGC Script Library @ rpgmakervx.net has a script that does this, however their site is offline at the moment so i dont have a link for you.

I have the demo with all the scripts in it. I finally got around to redownloading it and checking the scripts. I have NO idea which one does that. I don't see any that would have the player temporarily 'lose' control of any menu while I do somewhat of a tutorial of the menu. I do see a menu script to change the names of things, but that's not what I'm after.

Arclight

Arclight

A Jack of all Trades
An Ace of None

modern algebra

#6
It's not an easy script to imagine - but I think I will give it a shot when I have more time. Don't count on it soon though, and I won't make any promises. I will only do it if I can think of an intuitive way for the user to setup what he wants to happen.

modern algebra

Alright, this script is coming along nicely - I had a good idea (good in my opinion anyway).

The only thing is that I will not be able to allow Cursor movement while a text box is displayed. I hope that's okay with you.

Grafikal

Do you mean that I wouldn't be able to use an animated cursor? Because if you do, that's completely fine. I've been using one for some time now, but it just looks......odd. So I'm taking it out anyway.

modern algebra

No, you can use an animated cursor. I just meant that you wouldn't be able to, say, move the cursor down to the End command while a textbox is up. Either the textbox runs, or the cursor does. Also, I am thinking about it hard, but for now it looks like the textbox won't be able to respond to player input during a tutorial, simply because of the way I have designed the script.

EDIT::

Disregard that last comment actually. I can think of a way.

Grafikal

This sounds awesome. It sounds like everything is going really well! I really appreciate it MA  :D

modern algebra

Alright, well I'm going to put this request on hold for a little while as I am working on a new version of the ATS. Basically, the only thing this script is missing right now that I've planned is the ability to have choices and a text window. I am putting it on hold because I hope to make every feature of the ATS compatible with this script, and the way it is set up now it will not completely (though a lot of it will).

Anyway, just an update.

Leventhan


Be kind, everyone you meet is fighting a hard battle.

modern algebra