[RM2K3] CMS ISSUE NEED HELP

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Long Explanation
Hi all. I've been struggling to solve a simple programming issue on a complex CMS. Above is my CMS done with pictures. The green areas are content areas which I'm not having issues with. The stuff in the red box is my struggle.

The dark box within the red zone is a highlight image I use as a cursor position.

The character menu (and all sub-menus) appear in the same red box space. The idea is the options change and the cursor & highlight move back to the top position. So instead of seeing the current options, the menu would change to show only the options "Profile, Conditions, Reputation, Romance and Stats." This means instead of 8 menu options there are 5.

After selecting a sub-menu if I then close my menu (shift) and try to reopen it, or try to go back one menu (x) the highlight moves to position 1, but the actual selection doesn't. If I press down from this point the highlight jumps to position 2 instead of position 1 (from position 0). It also no longer recognizes selecting a sub-menu, such as Character (enter/z) any longer.

What I Need
Is anyone able to point me to a tutorial or sample project which utilizes menus with sub-menus which function similar to what I'm trying to accomplish? If I can see the functioning code for one, I can figure out where I'm going wrong. I've found tutorials for simple CMS but nothing which delves into sub-menus for RM2k3.

Basic Setup

Menu Variable: defines which menu options are currently displayed.
Menu Position: defines where the cursor highlight position is (1-8).
Key Input up/down: Movement for cursor movement.
Key Input Enter/Z: Forward to next menu / show new content.
Key Input Cancel/X: Back to previous menu.
Key Input Shift: Open initial menu / close menu system.
Menu Option Limit: Determines where cursor goes if passes limits.

Objective
Player presses shift to open up the main menu or to close it (parallel process.) This should show the initial menu images, options, content and erase /reset everything when shift is pressed again. This works fine as long as I don't go to sub-menus.

Player should be able to press enter on any menu option to change the menu options to the sub-menu options.
Cursor position & highlight image would default to position 1 at top.
Menu limits would change to the total options for that menu. If the cursor moves past the top position, it jumps to the bottom position and vice versa. I feel like this piece has become overly complicated. It functions, but not sure if it breaks something else.


Player should be able to hit shift to close the whole menu system from any point, reset it, without it causing issues when they open it again. Currently if they go into a sub-menu, the cursor positioning gets wonky when reopening.

Player should be able to hit X to go back one menu without it getting wonky. Currently X will go back one menu, but then all the movement and selection gets messed up.

Another way to think of what I'm trying to do is to look at this image. Imagine I'm trying to open up these sub-menus, but instead of drop down menus when "hover" is clicked the top bar options would change to submenu options. And when one of those options are clicked, the top bar would change to the sub-submenu options. And if X was pressed the top bar would change to the previous set of options or if Shift was pressed, the options would reset to the original options.


Don't ever show/move picture with direct values, more work than necessary, use variables. There is a few ways to do what you want. You'll want these variables,

MenuWindow - to determine which sub menu you are on, 0 would be base menu or no sub menu and every increment of 1 would be a sub menu on a higher layer.
Picture X - X coordinate for the picture.
Picture Y - Y coordinate for the picture.


First set your picture x and y coordinates and MenuWindow variables. Next have an event to track button presses. Now when the action button is pressed you'll append the Picture X and Y coordinates, to what you want, as well as increment MenuWindow by 1. Next use the show Picture command using MenuWindow for the number of the picture and Picture X and Y variables for the coordinates. If the cancel button is pressed instead, use the erase picture command using the MenuWindow variable to determine which picture to erase and then decrement the MenuWindowby 1 and subtract the Picture X and Y variables by the appended values. If shift is pressed then use the erase picture command to erase all the relevant pictures and set your MenuWindow, Picture X, and Picture Y varibales to their default values.
This sounds like what I'm currently doing with the exception of using x/y for the image. The image isn't the problem though, it's essentially the MenuWindow variable not operating as expected.

I'll try rebuilding using your method and see if it fixes the issue. There's likely something getting called too many times in my code or something.

Thank you for the quick reply.
I'm guessing you use a picture to highlight the submenu. Perhaps you are using the same picture ID as another picture which is causing your problem. You can try messing with picture IDs to fix your issue. Other than that I am not sure what your problem is without seeing the whole event.
Not to be 'that guy' but I noticed you spelled it 'Beastiary' instead of Bestiary. Not sure if intentional but thought I'd point that out.

Menu looks slick though.
author=Prinnyhero
Not to be 'that guy' but I noticed you spelled it 'Beastiary' instead of Bestiary. Not sure if intentional but thought I'd point that out.

Menu looks slick though.


Wow... damn it. Thank you for pointing that out.
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