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同能RPG制作大师 › 附件中心 › 同能RM技术讨论区 › RPG Maker MV 讨论区 › Custom Sub Menus pt1 How to have an event reveal a submenu option: Custom Sub Menus pt1 How to have an event reveal a submenu option-1.jpg

Custom Sub Menus pt1 How to have an event reveal a submenu option: Custom Sub Menus pt1 How to have an event reveal a submenu option-1.jpg

 

Custom Sub Menus pt1 How to have an event reveal a submenu option:
Brief description: I have been making a custom submenu and figured out how to have an event reveal them.
Here we will make the main Submenu page, and hide it until a switch is triggered.

Here is a video of what we are making

Spoiler: video
[/quote]

Requirements:
RPG Maker MV
Yanfly Core Engine
Yanfly Main Menu
Images


Tutorial body:
So first thing's first.
Get whatever images you want (yes make that text an image) put in your Pictures folder. Put the menu background in the parallax folder I use a special naming convention.
Spoiler: pictures folder[quote]
you need to go to plugins and install Yanfy's Plugins in the order below.

Spoiler: Plugin
Next, go to Main Menu Manager and type $gameSwitches.value(4) in Menu 84 show (see image below):

NOTE: (4) is my switch. you can select any switch number you want. THIS IS IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!

See Menu 84 EXT? We will be putting our Common event number here.

Spoiler: MainMenuManager
Ok Now we go to Database> Common Events and select an empty slot. I chose Number 1.
Type a name then go back to Yanfly's Main Menu Manager and put the number in the EXT slot.

Spoiler: Common Event
Now let's make the map. Go to Map 001 and rename it Debug. It is good practice so I advise you to do it. Trust me.
then duplicate that map and name it whatever you want that menu to be. I named mine Codex. (lemenu is a different map ignore it).

Spoiler: map


Still with me? Good. ok, let's make the Icons for your menu. Don't worry we will come back to debug.
Make an event, name it after the icon you want it to represent. Choose a character, check the options bellow, trigger is parrallel.
We want to make each icon with a conditional branch to check a variable called PlayerSprite.  Make each variable go +1 starting with 0 per event you make.

now make a new sheet

Spoiler: Icon


Translation: If the player is not on top of the icon, we want this page to run.





If the player is on top, we want this page to run


IF YOU KNOW YOU NEED AN ICON ON A DIFFERENT PAGE BUT NOT ON ANOTHER MAKE A VARIABLE CALLED "PAGE" AND SEE BELOW:



Do you really need page 3?
Did you forget to set Priority to below Character? Don't worry, me too! Repeat as need.

Now go to debug and make an event. Have it control a switch. PUT IN THE SWITCH YOU DESIGNATED IN THE MAIN MENU MANAGER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Now have it select control switch A, make a new page with the condition control switch A. Put an image in it so you can know it worked.
Spoiler: debug event
Now back to the Common Event!

You need to make a switch. Name it whatever you want. follow below:

Spoiler: Common event




Page three of the condition branch. This will store the player facing in a variable. Variables serve as a memory for the game.


See the set Movement? I made this especially for any over loocked Icons. So if you can't move, Check this.
Ok Common Event is done. Go check it out.

You should see your menu with no new additions, interact with the event and it pops up. Now you select it and....YOU CAN"T MOVE! That's ok. Now comes the headache.

Make an event, set it to Autorun. VERY IMPORTANT OR YOU won't MOVE!!!!!!!!

Follow the pictures. Trust me you want pictures:

Spoiler: Pictures
This is how we move. Note after inputing the Script condition, the rest is copy and paste.






Yeah, I hated my self too. Try doing <600 lines of C# code in College. Well lets get too it (there's more)



If you press escape:


HI! So below:
If you press cancel, or ok at 8 (or whatever number you choose to exit), you need to set the page to 0! VERY IMPORTANT FOR THE NEXT PHASE!
If you press ok at "0" you trigger a second page. THAT WILL BE IN PART 2!



Ok THESE ARE IMPORTANT:



NOTE: THAT LAST LINE IS IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Now go test it out. you can move and escape the menu. What? You can't see yourself moving? Do you see the crystals change? No? ok, check your self-switches.

Make a new event , parrallel and follow along:
Spoiler: Image Event
Erase all Pictures first


Now we show pictures. the "x" and "y" is resolution, not map coordinates. You are going to have to tweak to your taste.

At Show Info we have a little text image appear and disappear when highlighted.



If we are not on page 1, erase all the pictures. (Do it). If you don't it will be on your game map.
Wow. What a trip! Ok test it out.should be working. If not double check this tutorial before you ask.


Special Thanks: Drifty at Driftwood Gaming for his tutorial that helped me understand menu customization.
@Andar  for his help with show Images.
Firebatata for the book template
Spoiler: http://yanfly.moe/yep/
Yanfly
for his AWESOME Plugins




Tags: Providing tags will help members find your tutorial more easil


本贴来自国际rpgmaker官方论坛作者:Pyrathas处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/custom-sub-menus-pt1-how-to-have-an-event-reveal-a-submenu-option.105632/
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