Adventure Game Menu

Bonkers

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Restaff
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I wanted to make sure to present a few bare bones mock ups for reference, so I could better learn the menu and implement the finished graphics when the foundation is set.  Hopefully this will also help in adding detail to my request and give it a better chance of being answered.

 

I am using Amaranth's Super Simple Mouse System for ACE found here:

http://forums.rpgmakerweb.com/index.php?/topic/17829-amaranths-super-simple-mouse-system-for-ace/?hl=%2Bshaz+%2Bmouse+%2Bscript

To keep things simple, this is the only script installed so far till I can get the foundation laid.  

 

 

The Menu I'd like to construct:



 

 

I'd like the appropriate graphic to open their scenes when clicked. I don't want STATS or anything to do with characters on the menu.  This will be for an adventure game with no battle system.

I do not know where to I can begin to alter the menu or what should be commented out to eliminate STATS completely.

 

I do not want to call the Actor's Information outside of Profiles, and that will be handled in a custom scene that will be made separately through Luna.  There is no need for help here.  

The actors themselves will not appear on the direct menu, nor will items pertain to them directly.  

 

Items will be unchanged.

Puzzle Matrix will call a custom scene.  I do not need anything done here for custom scenes, I think I understand the command of  ":customscenename" to call them.

Galatica will call a custom scene.

Profiles will call a custom scene.

Options will call a custom scene.

Current Case will call a custom scene.

Save Menu will be unchanged.

Return to Game closes the menu.

 

If the previous is not too much trouble, I'll press my luck further:

I'd like the main game to have the following option overhead where you can open the menu with the mouse.



I'm not sure how to get the mouse to respond to clicking on that area of the screen without moving the player, or have the engine remove the "Case Files" when the menu scene is called.

Case files would open the menu scene.

 

I'd also like to consider disabling keyboard input further along, but this is not something which is an immediate need.
 
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Venka

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This doesn't sound too complicated. I could start on it in a couple of days unless someone else finishes before then.
 

Shaz

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There are a couple of posts in that script where someone asked how to implement a hud. That's how your CASE FILES link would be handled - check and see if the mouse x coordinate is greater than a certain number and the y coordinate is less than a certain number - if it is, open the menu; if it isn't, perform the default handling for the mouse script.


For the menu, it'd just be a Window_Command (like the existing menu is), but change the number of columns, and change the item size to be much larger.
 

Bonkers

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Restaff
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This doesn't sound too complicated. I could start on it in a couple of days unless someone else finishes before then.
I've responded to your pm, and I am very grateful for the time you invested in looking at my request.  Thank you.  There is no rush, or time limit.  I've given myself a breath of 3 months between development projects.

There are a couple of posts in that script where someone asked how to implement a hud. That's how your CASE FILES link would be handled - check and see if the mouse x coordinate is greater than a certain number and the y coordinate is less than a certain number - if it is, open the menu; if it isn't, perform the default handling for the mouse script.

For the menu, it'd just be a Window_Command (like the existing menu is), but change the number of columns, and change the item size to be much larger.
I'll be sure to look back at the posts and thank you for the advice.  I've really enjoyed what you've done here and feel it can carry a great deal of fun for the intended project.

EDIT:  Venka did a splendid job!  I'm very happy with the results, and she seems to have enjoyed working on it as well.  I'm marking this as solved. 
 
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