Creating a select menu with complex content

nerdmor

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EDIT: Re-wrote for clarity

My game is heavily dependent on custom menus. For most of them I am using Luna Engine and it is being more than enough. However, I have run into a roadblock.

The "draft" is below:



The "process" idea is:

  1. The user moves the menu on the left menu
  2. The system shows the currently slotted spells on the right
  3. The user clicks on an element on the left menu
  4. The cursor "jumps" to the right menu, allowing the user to select a slot
  5. The user selects a slot
  6. Another menu allows the user to select a spell for that slot

Can anyone help me? Thanks in advance!
 
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MeowFace

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menu status window is selectable.

but what you want is closer to the help window.

i am not sure how lunar have those set up as i believe the lunar engine has a large portion of default script modified. you can try

ctrl+shift+f and look up for "help_window" or "Window_Help" and you should be able to find "examples" of its usage.
 
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Sixth

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Why would you need Luna engine for this?


Seriously, it is infinite amount easier to just code this thing directly than to figure out how to make it in Luna engine.


I answered a topic about the very same question on this forum a while ago. Added a sample code there for making simple selectable + custom help window scenes with lotsa comments in it.


Gonna search for that topic for you now, will post the link when I found it. It was quite a long time ago, so I will prolly search for it for a long time. :D


Wow, this was quicker than I thought, here is the link for that topic:


http://forums.rpgmakerweb.com/index.php?/topic/36533-help-with-window-selectable/?p=364529


There are some extras in the script, but at least you can learn how to make and store your own data on the way too. :p


And just to be sure:


The commands on the left side of your screen will determine what is shown in the right side window, right?


And the right side window is not another selectable window, right?
 
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nerdmor

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And just to be sure:

The commands on the left side of your screen will determine what is shown in the right side window, right?

And the right side window is not another selectable window, right?
I think my previous image misled you :/

the commands on the left simply select a focus. The slots on the right are the part to be selected. I think the image below shows it better.

My objective:

  1. You select "fire spells". The game automatically shows what fire spells are equipped and at which slots
[*]You click fire spells
  1. The cursor automatically activates the window on the right, selecting a slot
[*]You click a slot
  1. You are given the option to change whats equipped in that slot
So it behaves like the main menu/status window, where you can choose the hero to see its status.

What I am trying to avoid:

  1. You select "fire spells". The game automatically shows what fire spells are equipped and at which slots
[*]You click fire spells
  1. Another window on the left shows choices "edit slot 1", "edit slot 2" and so on
[*]You click a slot
  1. You are given the option to change whats equipped in that slot

 
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Sixth

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Than you should put this info in the opening post, because it is not just a simple "menu with details shown about something".


I assume you want to do something with the equipped skills too, so it is more like a "Skill Equip" scene with skill type categories.
 

nerdmor

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Than you should put this info in the opening post, because it is not just a simple "menu with details shown about something".

I assume you want to do something with the equipped skills too, so it is more like a "Skill Equip" scene with skill type categories.
I will edit the opening post. I'm thinking of making a small video showcasing what I want to do with still images.

I already have what the skills will do after equipped: currently I'm equipping them via a VERY ugly menu and scripts and dealing with them later.

EDIT: Changed the first post and post Title. Is it clearer now?
 
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skymen

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Hi, I kinda understood what you wanna do, but why do you have to clic on the second part instead of just pressing the C button which would be way easier.
Anyway, what you wanna do i a new scene with a command menu at the right, and another command menu at the left.
A bit like the default skill menu does with the exception that you wanna clic to make the second window selectable (stil don't get this though).
I recommand that you c/c it and play around with it values, deleting the aditional windows and making your whole thing take shape.
For the clic part, either you find a mouse script that you can use in other scripts, or you use RMEx (http://rmex.github.io/)
Actually you could do the whole thing via event or a custom script using RMEx, but ONE menu is not worth having 6 additionnal scripts.

EDIT: My bad, I didn't really got what you meant by "clic", just skip the whole part where I talk about RMEx and stuff, you don't need it :3
 
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nerdmor

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I ended finding it :)
In Luna engine there is a configuration for the item height: after you set that yp, you can send virtually anything into a menu item.
Just be careful that, if you change a menu's contents, they may not redraw as they should.
 

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