[RMVX ACE] CHANGES TO MAIN MENU APPEARANCE
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Hi, folks.
I want my RPG Vx Ace main menu changed to appear like this.

This example (terribly made with MS paint) should help you to get a feeling for what I'm looking for. The menu window should cover the whole screen. As for the blank picture space on the right: You don't have to do any graphic-related stuff like doing pictures for me. I just want the functionality included to show several pictures in that space depending on which menu point is hovered.
Unfortunately, I didn't progress far enough in scripting to do stuff like that, but for someone else who is able to do this, I think it shouldn't be a tough challenge.
Would someone like to help? :)
Greetings,
Tw0Face
I want my RPG Vx Ace main menu changed to appear like this.

This example (terribly made with MS paint) should help you to get a feeling for what I'm looking for. The menu window should cover the whole screen. As for the blank picture space on the right: You don't have to do any graphic-related stuff like doing pictures for me. I just want the functionality included to show several pictures in that space depending on which menu point is hovered.
Unfortunately, I didn't progress far enough in scripting to do stuff like that, but for someone else who is able to do this, I think it shouldn't be a tough challenge.
Would someone like to help? :)
Greetings,
Tw0Face
Hi. I updated the topic to hopefully make a little bit clearer what I'm looking for. I hope I could explain it in a proper way to you.
Greetings,
Tw0Face
Greetings,
Tw0Face
I think what you're describing is something I did for Mechanima...
...though, I'm not 100% sure if that scene made it into the current version.
Though, I suppose the army-battle system of Baclyae Revolution...
...might include similar concepts.

...though, I'm not 100% sure if that scene made it into the current version.
Though, I suppose the army-battle system of Baclyae Revolution...

...might include similar concepts.
Do you want the menu to be colorless? That's something that you can do without coding.
The other stuff I'm not sure about.
author=Tw0Face
Well, ok. Thanks for the pictures then.
I'm... not sure how to respond to this comment. I mean, I could probably reference what I did in those projects to cobble together something. However, I'm not 100% sure if you'd be interested in that?
Also, what with that signature at the end of your posts?
*Edit: Meh, what the hell. Why not.
class Scene_Menu < Scene_MenuBase def start super create_help_window create_command_window create_gold_window create_status_window end def create_help_window @help_window = Window_Help.new end def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler(:item, method(:command_item)) #@command_window.set_handler(:skill, method(:command_personal)) @command_window.set_handler(:equip, method(:command_personal)) #@command_window.set_handler(:status, method(:command_personal)) #@command_window.set_handler(:formation, method(:command_formation)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end def create_status_window #@status_window = Window_MenuStatus.new(@command_window.width, 0) @status_window = Window_MenuPicture.new(@command_window.width) end def update super @help_window.clear case @command_window.current_symbol when :item @help_window.set_text("Accesses Items screen.") @status_window.set_pic("Items.png") when :equip @help_window.set_text("Accesses Equipment screen.") @status_window.set_pic("Equipment.png") when :save @help_window.set_text("Saves the game.") @status_window.set_pic("Save.png") when :game_end @help_window.set_text("Quits the game, or sends you to the title screen.") @status_window.set_pic("Exit.png") else @help_window.set_text("UNKNOWN") @status_window.set_pic("Menu.png") end end end class Window_MenuCommand < Window_Command def initialize super(0, fitting_height(2)) select_last end def make_command_list add_main_commands #add_formation_command #add_original_commands add_save_command add_command("Menu Point", :menu, false) add_command("Menu Point", :menu, false) add_game_end_command end def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) #add_command(Vocab::skill, :skill, main_commands_enabled) add_command(Vocab::equip, :equip, main_commands_enabled) #add_command(Vocab::status, :status, main_commands_enabled) end end class Window_MenuPicture < Window_Base def initialize(x) super(x, fitting_height(2), Graphics.width - x, Graphics.height - fitting_height(2)) @picture = nil end def set_pic(file) contents.clear @picture = Cache.picture(file) contents.blt(0,0,@picture,@picture.rect) end end
*Edit2: To be fair, I was going off the picture in the OP, and took the "Menu Point" displayed in it as yet-to-be-determined functions. If those are supposed to be something else that actually does something, or not supposed to be there at all, there would be some changes.
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