I revisit my old evented main menu (even though, you can use plugins to smoother it)
and use eventing and plugins in 1.
while I don't cover that, most get the idea how to for transparent window and use it after.
as it could be tricky, this is full evented in an advanced way that I teach you how to make it.
This system has failsafe just in case so it wont, but some failsafe's are optional, and I teach you how to.
(I know, there are LOTS of menu) but this is more unique (with placeholders to use and upload later.)
what you need:
3 switches, 2 variables, 6 common events (you may put it in 1, but it can be messy XD)
switch 1: Enable Menu (this is need to access the menu)
switch 2: Selection Control (to use the arrow keys)
switch 3: Prevention (optional) as using scriptcalls to open scenes, exit the scene re-open it, this prevents it
Variable 1: Row Selection
Variable 2: Index Selection
Final Result you gonna make looks like this.
Lets Dive into this how to this cool menu and why 6 common events.
the 6th can be left out (explained on the end)
Step 1:
Spoiler: MainMenu OPEN
I put Open and close seperately for visual organize to edit if required (same size is possible for easy placement,
I did not do this, so the position can be else where.
first, I call the layout (picture 1, 2, 3) from there, we move it to the correct size)
after, we call the 9 buttons starting from 0% and move it to scale to 100% with wait frame of 2 in between.
your free to remove them to show all at once (use 5-10 wait frames and wait on the end).
Once the menu is open, we activate Selection Control (more later)
Step 2:
Spoiler: MainMenu CLOSE
Closing the menu works slightly different, you can remove them from top left to bottom right or all together.
it's what you like to do how to close them.
Selection Control is disabled on the end.
Step 3:
Spoiler: MainMenu Screen
MainMenu Screen is how things happens while MainMenu OPEN as base can also be used to be opened at events (action button)
first, while this run on parallel, the first "conditional branch with else handler" check if the $gameMessage.isBusy().
this is so, if it's open, you cannot run the menu (there might be additional calls if event is running so you close that out.
inside the else, we create another, the switch "Prevention is ON" is so, do nothing (this automatically turns off) to avoid
from re-opening after a scene (leave it out if you want it to re-open it).
when Selection Control is OFF, you can open the menu when X, ESC button is pressed.
the main menu can be opened. (the close button is can be added here, but I set it else where for convenience.
This trigger is on parallel and switch Enable Menu.
Step 4:
Spoiler: MainMenu Selection
while this also run on parallel, selection control is required so we can browse.
while most is up and down and left and right with variable +1, +10, +100 or however, this works different and more clearer.
As we go UP or DOWN, we select the row we want to use, while LEFT and RIGHT the index of the column.
We work here on a 3x3 selection (so adjust correctly) as we also disable the menu from here when pressing cancel
to close the menu of the selection screen.
Step 5:
Spoiler: MainMenu Interaction
The Interaction is the longest as we can do A LOT here, but most import is and can be merges, but to keep it visual visible,
we check row and index (tint screen is normal on each, while it could be removed while using the selection like the .gif.
without selection (or both) tint the picture inside the index selection, leave the other as normal, as this make sure it tint
correctly if the row or index = not the equal to that number (or it color with it).
We also check directly the OK button here instead of separately, just to know what it does.
Text is sample (this prevents the menu from opening, using scriptcall re-open it unless the Prevention Switch is ON).
Step 6: (required without plugin, with SDJB_Base plugin, you can lock player and events)
Spoiler: MainMenu Runner (optional)
This makes sure the player does not walk while the menu is open, which is why this is the autorun common event.
if you want to leave it out, you can use my SDJB_Base to use SDJB.lock() to lock the player and events from moving.
you set this BEFORE selection switch is turned ON.
SDJB.unlock() is set on closing the menu AFTER the selection switch is turned OFF at the bottom.
Step 7: (this can be on boot, or anytime required)
Spoiler: Event Runner
lastly, run an autorun event, turn on the Menu Switch, change menu access (if you want to replace it), and SelfSwitch
for page 2 which do nothing.
Tips
Spoiler: TIPS
Common Event: MainMenu OPEN can be opened from events, so you can use like a console to select something.
you can use it for Choice menu.
Maybe use it to select YES or NO before saving.
Anything creative can be used for it.
Demo project [
DOWNLOAD]
Have fun building
本贴来自国际rpgmaker官方论坛作者:ShadowDragon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:
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