Chaos Project

RPG Maker => RPG Maker Scripts => RMXP Script Database => Topic started by: Juan on January 07, 2008, 08:00:03 pm

Title: [XP] Animated Cms
Post by: Juan on January 07, 2008, 08:00:03 pm
Animated Cms
Authors: Juan, Blizzard, Nortos, WcW, Dingo, Legacyblade, Tsuko
Version: 5.3
Type: Custom Menu System
Key Term: Custom Menu System



Introduction

This a custom menu system, with many functions. e.g. Equip submenu shows complete information about Status resistance/attack, Element resistance/attack,  complete character stat changing, animated, and has an options menu.


Features




Screenshots
The screenshots were applied with tons of add gradient bars to make it look better.
Screenshot1: ShowHide
(http://eminweb.celenath.com/Juan/Scripts/Animated_Menu/Screenshot1.jpg)


Screenshot2: ShowHide
(http://eminweb.celenath.com/Juan/Scripts/Animated_Menu/Screenshot2.jpg)


Screenshot3: ShowHide
(http://eminweb.celenath.com/Juan/Scripts/Animated_Menu/Screenshot3.jpg)


Screenshot4: ShowHide
(http://eminweb.celenath.com/Juan/Scripts/Animated_Menu/Screenshot4.jpg)




Demo
Script Demo (http://eminweb.celenath.com/Juan/Scripts/Animated_Menu/Animated_Cms.zip)


Script
Just make a new script above main and paste this code into it
Script Link (http://docs.google.com/Doc?docid=0AelGmzk9QwzpZGZnOXA0cGJfMmY2ZHFjd2Zi&hl=ent)


Instructions
Configure the settings in the menu is my module. To use icons make a folder called CMS in the icon folder. And name each image menu0-menu7


Compatibility

Compatable with SDK 2.3.
Compatable with dream for music files and tons of add ons.
This script will corrupt old savegames.


Credits and Thanks




Author's Notes
This cms will not with save files before this cms was there.
Any bugs email me at Juanito119@yahoo.com
or report them in this topic.
Credit me and enjoy.
Title: Re: Juan's Custom Menu
Post by: Fantasist on January 08, 2008, 12:44:50 am
As I already said, nice layout :)

Here's the screenshot I promised:
(http://img510.imageshack.us/img510/2346/menufs9.jpg)
Title: Re: Juan's Custom Menu
Post by: Nortos on January 08, 2008, 02:04:11 am
what's the screenshot for??? oh and yeah it's nice layout and has some nice updates now with load disabled if no saves
Title: Re: Juan's Custom Menu
Post by: Fantasist on January 08, 2008, 02:35:14 am
 posted in this topic on Dec 25 in the old forum.
[quote]I've always disliked the steps window, and the equipment layout is exactly the same layout I'm using for my CMS. And the status layout is VERY near, and I too planned faceset support. So yeah, I say the layout is good
I have a screen of the status scene in my desktop comp, I'm on my laptop now. I'll upload the pic tomorrow.
Title: Re: Juan's Custom Menu
Post by: Nortos on January 08, 2008, 02:37:06 am
ohhh face support k
Title: Re: Juan's Custom Menu
Post by: Juan on January 11, 2008, 10:42:44 pm
@Fantasist Yea it does look simliar and thanks.
@Nortos Also thank. I myself will probably make a different status screen style( One with battle graphic, and one without the battle graphic.) I already have a layout for it too. It is based on the orginal version of this script. I'll post that one out tomorrow.
Title: Re: Juan's Custom Menu
Post by: Nortos on January 12, 2008, 12:17:32 am
cool can't wait to see it :)
Title: Re: Juan's Custom Menu
Post by: Juan on January 12, 2008, 10:09:22 pm
@Nortos heres a screenshot
Spoiler: ShowHide
(http://img256.imageshack.us/img256/2524/menuiw5.png)
Shot at 2008-01-12
. Throught I'm gonna remove the location window from that layout. Btw how does it look?
Title: Re: Juan's Custom Menu
Post by: Nortos on January 13, 2008, 02:26:28 am
looks nice like good layout looks like all you would want :)
Title: Re: Juan's Custom Menu
Post by: Juan on January 13, 2008, 02:52:32 am
@Nortos Its an alterterative for now using the battler graphic. I also might post a demo for changing the settings in game. 
Title: Re: Juan's Custom Menu
Post by: dark-archangel on January 15, 2008, 08:04:07 am
this script super cool ;D
and thanks what you done for me :)
Title: Re: [XP] Juan's Custom Menu System
Post by: iv00w on February 19, 2008, 04:12:18 pm
I love it, except for one tiny thing:
Location + Map Name looks kinda cut-off at the top. How do i fix this?

edit:
when I have a weapon/armor with approx. 12 characters or more, the remaining chars go outside the screen.
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on February 19, 2008, 05:18:36 pm
The first problem I'll have to edit the location script I guess. I'll just reajust it.Thanks. I'll readjust the menu status too. I also might improve the code of this cms a bit. Any other bugs?

Edit 
Version 2.0 is up. Fixed the location window and status window bug. And improved the gold window.

Edit 2
Version 2.1
Fixed a few bugs
Title: Re: [XP] Juan's Custom Menu System
Post by: Quan on February 27, 2008, 04:18:24 pm
Would there be any way to adapt this for 80x80 faces like the Easy Party Switcher uses..?
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on February 27, 2008, 04:45:23 pm
Yea but I don't have any 80x80 faces unless you can provide me with some. Btw the way do you want anything added or removed from the menu?  Example Item, skill, equp, status, party, save, load, exit..
Title: Re: [XP] Juan's Custom Menu System
Post by: Quan on February 27, 2008, 05:04:32 pm
Yeah, word, but let me get back to you on that.  I've got a couple of scripts that I'm trying to reconcile with one another and it seems like there are a bunch of different ways to do it, so I want to narrow it down to the least labor-intensive option before I start making extra work for people!

I really appreciate your help though, Juan.  Thanks.  I'll get back to you as soon as possible!
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on February 27, 2008, 05:09:27 pm
Alright. When that finishes then send  a picture of whatever size you want the faces to be when your done so I can edit the face option for you.
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on March 11, 2008, 06:06:08 pm
Anyone think I use this layout the only I changed was the gold window and playtime window so they both are in the same window.

Spoiler: ShowHide
(http://i48.servimg.com/u/f48/12/08/30/19/th/menu_l10.jpg) (http://www.servimg.com/image_preview.php?i=6&u=12083019)
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on March 12, 2008, 10:33:10 pm
Updated the cms. You can use icons and the menu is animated.
Title: Re: [XP] Juan's Custom Menu System
Post by: Chaze007 on March 12, 2008, 11:06:36 pm
post a demo XD
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on March 13, 2008, 07:15:24 am
I'll post a demo don't know why the icons images are not showing.
Title: Re: [XP] Juan's Custom Menu System
Post by: fugibo on March 13, 2008, 08:13:54 am
Nice. The only thing I would add is a Real Time thingy above playtime and gold, but that's just me.
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on March 13, 2008, 08:16:30 am
I got no idea how the playtime window works. Edit I just noticed the location window is off a little bit.
Title: Re: [XP] Juan's Custom Menu System
Post by: fugibo on March 13, 2008, 08:28:45 am
Simple. The Graphics module, which you update every frame, keeps track of how many frames there have been so far and what the average frame rate has been. So all you have to do is divide how many frames there has been by what the average FPS is, and you will get how many seconds the game has been running.

For example:
def refresh
  @total_secs = Graphics.frame_count / Graphics.frame_rate
  hour = @total_secs / 60 / 60
  min = @total_secs / 60 % 60
  sec = @total_secs % 60
  self.contents.fill_rect(x, y, widith, height, sprintf("%02d:%02d:%02d", hour, min, sec))
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on March 19, 2008, 10:32:46 pm
Update add option to animate the menu or not. Also added animation  when exiting the menu.
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on March 28, 2008, 12:02:21 am
Added chapter system, added real time, and improve coding.
Title: Re: [XP] Juan's Custom Menu System
Post by: shdwlink1993 on July 07, 2008, 02:13:25 am
Juan, sorry to let you know, but all the links are dead :'(.
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on July 07, 2008, 03:48:58 pm
I'll have to look for my scripts.
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on August 23, 2008, 12:37:42 pm
Reuploaded with a bug fix.
Title: Re: [XP] Juan's Custom Menu System
Post by: Starrodkirby86 on August 23, 2008, 12:56:16 pm
Juan, your script link is missing a few graphics, being some icons. I don't know where they may be, but can you post a version containing those aforementioned missing Icons? :) Um...either that or you should disable icon use at the default get-go...^^; It's still a pretty sleek menu, I like the transitioning of the windows. Great job.
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on August 23, 2008, 01:07:29 pm
Thanks star powersup for testing cms. Reuploads cms
Title: Re: [XP] Juan's Custom Menu System
Post by: Starrodkirby86 on August 28, 2008, 07:24:01 pm
I noticed you corrected the Versuib typo you had in 4.8. Now, I have a question. I don't want the Options Menu as a choice in the CMS, is there an easy and painless way to remove that? I tried searching for s(n) = (n), but I can't find anything relating to that specific choice.
Title: Re: [XP] Juan's Custom Menu System
Post by: Juan on August 28, 2008, 07:39:06 pm
Its an easy edit. I'll upload it on sendspace right now. Edit star check your email.
Title: Re: [XP] Juan's Custom Menu System
Post by: Starrodkirby86 on August 28, 2008, 07:54:46 pm
Thanks Juan, I just was unable to find how to do it...Oh well, thanks anyway. ^_^ *Power-up of Truth*

Thank god for AIM and its instant e-mail notifications. It's seeming to work flawless now, thanks.  :_):
Title: Re: [XP] Animated Cms
Post by: Hellfire Dragon on September 26, 2008, 03:51:52 pm
Is there a way to completely remove the bar style, bar opacity and battle bgm options so they don't show at all?
Title: Re: [XP] Animated Cms
Post by: Juan on September 26, 2008, 05:54:28 pm
Yeah I will do that now.
Edit
http://www.sendspace.com/file/7otse6 (http://www.sendspace.com/file/7otse6)
Title: Re: [XP] Animated Cms
Post by: Hellfire Dragon on September 28, 2008, 05:50:26 am
ty, works perfectly ;)
Title: Re: [XP] Animated Cms
Post by: Ryex on December 25, 2008, 06:34:45 pm
um Juan?... You have a bit on an error...

in the demo the equip menu dose not work quite right

you have the Y and X of the options in the Equip Item window wrong so that half the options appear almost of the screen next to the first half ( its a simple fix I did in in a few seconds to view it properly)

also I think you forgot to add the lines of code that actually draw the effects (elemental and status inflictions) that the chosen weapon has. you just hav the text and the space there...

Edit: I added the line my self and it works not except for the fact that the text string returns nil if the item your viewing is an armor
Title: Re: [XP] Animated Cms
Post by: Jackolas on January 12, 2009, 01:03:57 pm
i found a quite strange error. it caused the whole game to crash. so no error message... just a plain crash without info

after excluding all scripts etc. (even tried your demo without any extras) I found out that if you have a auto tile in a map you can't change anything in the option menu ore it will crash.
strange thing. dunno if other people have the same error.

I have a official copy of the RPG maker xp before you ask.
Title: Re: [XP] Animated Cms
Post by: Juan on January 13, 2009, 04:52:10 pm
That's odd. I'll take a look in that. Edit I'll update this script a little later.
Title: Re: [XP] Animated Cms
Post by: Jackolas on January 14, 2009, 02:10:47 pm
i'm glad the problem is not on my side :P
Title: Re: [XP] Animated Cms
Post by: Juan on January 14, 2009, 10:20:43 pm
I should have an update soon.
Title: Re: [XP] Animated Cms
Post by: Juan on February 18, 2009, 07:40:03 pm
Updated
The menu supports unlimited party size now. And draws soul rage bars if its being used.
Title: Re: [XP] Animated Cms
Post by: Jackolas on February 19, 2009, 01:07:17 pm
whoo.. great update... love the new option menu... way cleaner..

ran into the first bug :P think its becouse i don't have all fonts installed.
if i go options -> visual -> fonts i get this error:

script'Juan's Custom Menu'line 2447: NoMethodError occurred
undefined method 'fontname'for #<game_system:0x15D10a0>



by removing line 2447 it seems to be fixed
Title: Re: [XP] Animated Cms
Post by: Juan on February 19, 2009, 04:21:37 pm
I knew I forgot to change something. I'll update it right way. And glade you like it.
Title: Re: [XP] Animated Cms
Post by: Jackolas on March 08, 2009, 09:29:51 am
found the next bug.
if you have more than 2 items that a char can equip.

Spoiler: ShowHide
(http://i102.photobucket.com/albums/m99/aqua_nl/PK%20Game/bug2.png)
the items that are on the right side (you can still see the icons) can't be selected
this char has picked up 8 armours he can equip


hope for a quick fix.. don't think its that hard to fix :P
Title: Re: [XP] Animated Cms
Post by: Juan on March 08, 2009, 01:39:50 pm
That should be an easy fix. I'll do it later today.
Title: Re: [XP] Animated Cms
Post by: Calintz on March 09, 2009, 06:08:26 pm
Very nice...
Title: Re: [XP] Animated Cms
Post by: Jackolas on March 13, 2009, 08:59:17 pm
did you find the problem?
tried to fix it myself but failed :S
Title: Re: [XP] Animated Cms
Post by: Juan on March 13, 2009, 10:17:10 pm
Sadly no I haven't had time. This weekend I will fix it  :)
Title: Re: [XP] Animated Cms
Post by: Jackolas on March 22, 2009, 11:57:49 am
since juan did not have time yet to fix it. i fixed it myself.
here it is:

Spoiler: ShowHide

change on line 1934 till 1954
Quote#--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ':', 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end


and change it to this:
Quote#--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4
    y = index * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ':', 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end


this should fix the bug and put all the items in 1 column


this is btw the fix for the demo version of the script

edit:
the new script (version 5.2) has some major bugs,
1) when opening the menu with the fonts, the game crashes
2) when turning faces on there is always a error that he can't find the face (even if u place the face file in the right place with the correct name)
3) if you have more than 2 weapons you can't unequipped any weapon any more
at this point I was getting frustrated and gone back to version 5.1 (the 1 in the demo)