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[REQUEST] Menu that opens on top of Map Scene

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**
Rep: +0/-0Level 82
My ability to make/edit scripts is VERY limited and I've been trying for days to find a way to find a solution to this problem...

I prefer RMXP over RMVX for a few reasons but there were a few things about RMVX that caught my attention. One of those things includes using the map scene as a background for the menu. In other words, when you open the menu, the map scene dims a bit and the menu comes up using the map scene as a background. In RMXP, the background for the menu is completely black. I need a script that allows me to do that for RMXP.

I've tried examining the RMVX scripts, looking everywhere on a bunch of forums and even tried merging scripts of other games with a similar function to a new project but nothing seems to be working. Can anybody help me?

****
Rep:
Level 83
oh, i just recently figured out how to do that my self...

Spoiler for do it your self:
in Scene_Menu look for line " @command_window.index = @menu_index "
then add this below that,

Code: [Select]
@command_window.opacity = 180
@spriteset = Spriteset_Map.new

then look for line " @status_window.dispose "
then add this below that,
Code: [Select]
@spriteset.dispose


after those lines are added, you'll have to change the opacity of the windows.

At these lines...
Code: [Select]
   # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    # Make steps window
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0

add these lines..
Code: [Select]
   @playtime_window.opacity = 180
    @steps_window.opacity = 180
    @gold_window.opacity = 180
    @status_window.opacity = 180

180 is the opacity of the window.

Spoiler for already done:
Paste this script into the database above main but bellow the default scripts.
Code: [Select]
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

# See throughness of menu
MENU_OPACITY = 180
# Show Map
SHOW_MAP = true

#  ** END EDIT **

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    @spriteset = Spriteset_Map.new if SHOW_MAP
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.opacity = MENU_OPACITY
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    # Make steps window
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    @playtime_window.opacity = MENU_OPACITY
    @steps_window.opacity = MENU_OPACITY
    @gold_window.opacity = MENU_OPACITY
    @status_window.opacity = MENU_OPACITY
    # 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 windows
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @spriteset.dispose if SHOW_MAP
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
#      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

For the already done version edit the CONSTANTS at the top is all you have to do, how ever this will only edit the menu, scenes Equip, Item, End, Save... are all different scripts, but they all can be edited in the same way.
« Last Edit: March 16, 2010, 01:36:12 PM by Mr_Wiggles »
Spoiler for:
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    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

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**
Rep: +0/-0Level 82
That's awesome! Now I can add it to all the other menu windows easily. Thanks a lot!

The only thing left now is to figure out how to prevent the other party members in the caterpillar from disappearing when I open the menu... Any ideas?
« Last Edit: March 17, 2010, 12:15:20 AM by ZevynDeluxe »

****
Rep:
Level 83
Hmmm.... well i can put a project together with the scripts and poke around and see what i can do. Honestly don't know, but it was worth a shot.  You are using "Caterpillar walking script by Fukuyama"? Cause that is the script i used for the sprites.
« Last Edit: March 17, 2010, 03:41:13 AM by Mr_Wiggles »
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
Rep: +0/-0Level 82
Yep! I had the Fukuyama Caterpillar script which caused the other characters to disappear when I turned the menu on but I replaced it with Blizzard's Caterpillar script which I got here...

http://downloads.chaos-project.com/scripts/Tons%20of%20Add-ons%201.txt

and it worked like a charm! Thanks for all your help Mr_Wiggles!  ;D

****
Rep:
Level 83
ok, cool, nice to hear you found a way to get it to work.
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com