[XP][VX] Drago Scene Menu

Started by LiTTleDRAgo, March 21, 2013, 08:46:00 am

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LiTTleDRAgo

March 21, 2013, 08:46:00 am Last Edit: April 09, 2017, 02:22:18 am by LiTTleDRAgo
Drago Scene Menu
Authors: LiTTleDRAgo
Version: 1.20
Type: Custom Menu System
Key Term: Custom Menu System



Introduction

It's just a simple CMS I created for killing time


Features


  • Animated (it's a must for a CMS afterall)

  • Can take unlimited command

  • Can take unlimited actors in party




Screenshots

Spoiler: ShowHide



Demo

Here


Instructions

Graphics required in the demo


Compatibility

Will have issues with script that alter Scene_Menu


Credits and Thanks


  • LiTTleDRAgo

  • Adobe Photoshop




Author's Notes

Enjoy ~

Mahian23

I'm using a custom quest system. Can you please tell me how to add two more add-ons on the menu screen?

KK20

Without downloading the script and testing myself, it seems all you have to do is edit this part of the script
  SCENE_MENU = { # XP Version
  # index => [Menu Name,   Menu Scene, Scene Args, Condition],
      0 => ['Inventory' , Scene_Item ,   false, '$game_actors[1].hp >= 0'],
      1 => ['Skill'     , Scene_Skill,   :actor],
      2 => ['Equip'     , Scene_Equip,   :actor],
      3 => ['Status'    , Scene_Status,  :actor],
      4 => ['Save'      , Scene_Save,    false, '!$game_system.save_disabled'],
      5 => ['End'       , Scene_End  ],
      } if !VX
So say you wanted the Quests tab to be between Status and Save, then it'd be something like
  SCENE_MENU = { # XP Version
  # index => [Menu Name,   Menu Scene, Scene Args, Condition],
      0 => ['Inventory' , Scene_Item ,   false, '$game_actors[1].hp >= 0'],
      1 => ['Skill'     , Scene_Skill,   :actor],
      2 => ['Equip'     , Scene_Equip,   :actor],
      3 => ['Status'    , Scene_Status,  :actor],
      4 => ['Quests'    , Scene_Quest,   false],
      5 => ['Save'      , Scene_Save,    false, '!$game_system.save_disabled'],
      6 => ['End'       , Scene_End  ],
      } if !VX
Replacing Scene_Quest with whatever class name it's supposed to be based on your quest script. For example, if the script call to open your quests was
$scene = Scene_CustomQuestSystem.new
then it'd be Scene_CustomQuestSystem.

Of course, sharing what quest system you're using would help me.

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