Chaos Project

RPG Maker => General Discussion => Topic started by: Trainer Zydragon on February 21, 2010, 08:49:24 pm

Title: Options Menu Script
Post by: Trainer Zydragon on February 21, 2010, 08:49:24 pm
Ok here's the deal, i'm scripting (slowly) an Options menu for my game...

All I would like to know is what kind of options you guys would like in a game :D

Bear in mind this game does NOT have an ABS or ATB/sideview battlers script.
Title: Re: Options Menu Script
Post by: WhiteRose on February 21, 2010, 08:53:20 pm
If you're looking for a bit of a challenge, maybe you could make an option where you can turn battle animations on and off (a la Pokemon.)
Title: Re: Options Menu Script
Post by: Trainer Zydragon on February 21, 2010, 08:56:36 pm
>.< Make it easy why dontcha  :^_^':
I'm only a noob atm  :D
Title: Re: Options Menu Script
Post by: lilbrudder917 on February 22, 2010, 12:11:06 am
Actually, turning on/off animations in-game is very easy.

Turn this:
Code: Line 320 of Game_Actor
  def animation1_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation1_id : 0
  end

to:
Code: Line 320 of Game_Actor
  def animation1_id
   weapon = $data_weapons[@weapon_id]
   case $NO_ANIMATION
   when true
     return 0
   end
   return weapon != nil ? weapon.animation1_id : 0
 end


and this:
Code: Line 327 of Game_Actor
  def animation2_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation2_id : 0
  end

to:
Code: Line 327 of Game_Actor
  def animation2_id
   weapon = $data_weapons[@weapon_id]
   case $NO_ANIMATION
   when true
     return 0
   end
   return weapon != nil ? weapon.animation2_id : 0
 end


All you would need then is to add something to your menu to turn it on/off, along with Zeriab's Interpreter command_355 fix (http://forum.chaos-project.com/index.php/topic,5336.0.html).
Title: Re: Options Menu Script
Post by: Trainer Zydragon on February 22, 2010, 05:37:10 am
tbh I think turning animations off would be abit pointless... That would make battles kinda suck, especially without an ABS or ATB system since the animations are fairly short normally anyway  ;)
Title: Re: Options Menu Script
Post by: ForeverZer0 on March 02, 2010, 03:33:32 pm
I made an Options menu for my game as well. I included a windowskin changer, font type/size changer, and audio controls. I use a custom Message Window script and I made the fontchanger to allow for settings to the "System" window and the "Message" window independently.

It worked very well, but I ended up scrapping the entire thing and doing something different.
I used "Blizzard's Custom Controls" and assigned buttons configurations so that if the "1" button is held down, it displays a window on screen and the "System" font text/size can be changed with
Title: Re: Options Menu Script
Post by: ForeverZer0 on March 02, 2010, 03:43:27 pm
Come to think of it, I might do a few edits and post this in the Script Database... Feel free to use use any part in your game if you need to, though. Hope that helped!
Title: Re: Options Menu Script
Post by: Trainer Zydragon on March 02, 2010, 04:46:02 pm
Yeah cheers, I'll credit you if or when I get it finished.

I'm working on a number of scripts at the moment, and I've gotta make them all compatible for the same game.
Title: Re: Options Menu Script
Post by: ForeverZer0 on March 02, 2010, 04:53:33 pm
Yeah, I know the feeling. I have a few other scripts, but I can't even post them because they all kind of work of of each other and would require someone else to have the same exact game setup...

I know the code above is a little screwy, it wasn't quite ready to be posted as it's own independent script.
Good luck, though.
Title: Re: Options Menu Script
Post by: Trainer Zydragon on March 03, 2010, 05:24:20 pm
Haha yeah, theyre all kinda started and left too...

Im scripting my own in-game trophy system too, and possibly an item-synth sorta thing  :^_^':