How to completely disable menu

Hyperly

i like rocks
Veteran
Joined
Jun 25, 2016
Messages
30
Reaction score
2
First Language
English
Primarily Uses
RMXP
I've only found threads for VX Ace and MV related to this since those versions have an option to disable it. I just want to completely disable it somehow. I don't plan on using a menu later on in my game.
 

tale

Volunteer
Veteran
Joined
Dec 16, 2016
Messages
709
Reaction score
1,194
First Language
English
Primarily Uses
N/A
This method which I don't recommend unless you want go through with it without help from XP script. (Not sure if RGSS for this exist yet)
Disables menu from the start after title screen. You can call save screen through event but not menu screen.

In your Script Editor [F11] which is under Tools,
Right-click on Scene_Menu which is below Scene_Map and delete Scene_Menu.

For line 216 in Scene_Map, add # in the front- (to prevent error popup from pressing menu key)
Code:
    #$scene = Scene_Menu.new
For line 209 in Scene_Map, add # in the front- (to remove sound effect of pressing menu key)
Code:
      #$game_system.se_play($data_system.decision_se)
Please backup your project beforehand.

Edit: changed instruction to add # instead of line deleting.
 
Last edited:

Hyperly

i like rocks
Veteran
Joined
Jun 25, 2016
Messages
30
Reaction score
2
First Language
English
Primarily Uses
RMXP
This method which I don't recommend unless you want go through with it without help from XP script. (Not sure if RGSS for this exist yet)
Disables menu from the start after title screen. You can call save screen through event but not menu screen.

In your Script Editor [F11] which is under Tools,
Right-click on Scene_Menu which is below Scene_Map and delete Scene_Menu.

For line 216 in Scene_Map, delete this- (to prevent error popup from pressing menu key)
Code:
    $scene = Scene_Menu.new
For line 209 in Scene_Map, delete this- (to remove sound effect of pressing menu key)
Code:
      $game_system.se_play($data_system.decision_se)
Please backup your project beforehand.
Thankyou so much, and thanks for the warning I'm using test projects right now before I do anything big. I was wondering if deleting the entire Scene_Menu script would be a safe idea or not, but from what you shown it looks pretty safe.
 

tale

Volunteer
Veteran
Joined
Dec 16, 2016
Messages
709
Reaction score
1,194
First Language
English
Primarily Uses
N/A
You're welcome. As long you're not using other menu script that goes with menu screen, no errors.

Edit: About what I said about delete those two lines on Scene_Map.
You can add # in front of the line and still works.

Line 209 in Scene_Map
Code:
      #$game_system.se_play($data_system.decision_se)
Line 216 in Scene_Map
Code:
    #$scene = Scene_Menu.new
I forgot that line deletion is bad practice for ruby scripting.

I'm not sure there is a way to disable a script in RPG Maker XP which is why I resort to deleting Scene_Menu.
 
Last edited:

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
2,660
Reaction score
563
First Language
English
Primarily Uses
RMVXA
I tested it with doing a script call but I could not reverse it. (the game locked up)
$game_system.menu_disabled = true
 

Hyperly

i like rocks
Veteran
Joined
Jun 25, 2016
Messages
30
Reaction score
2
First Language
English
Primarily Uses
RMXP
You're welcome. As long you're not using other menu script that goes with menu screen, no errors.

Edit: About what I said about delete those two lines on Scene_Map.
You can add # in front of the line and still works.

Line 209 in Scene_Map
Code:
      #$game_system.se_play($data_system.decision_se)
Line 216 in Scene_Map
Code:
    #$scene = Scene_Menu.new
I forgot that line deletion is bad practice for ruby scripting.

I'm not sure there is a way to disable a script in RPG Maker XP which is why I resort to deleting Scene_Menu.
Don't worry I already did that beforehand, but thankyou for the tip.
 

tale

Volunteer
Veteran
Joined
Dec 16, 2016
Messages
709
Reaction score
1,194
First Language
English
Primarily Uses
N/A
An example of Roninator2's script call from event.

To setup script call method from the start:
Have an event trigger "Autorun" then insert Script...- (page 3 of Event Commands)
Code:
$game_system.menu_disabled = true
Then insert "Control Self Switch: A =ON"
New Event Page (p.2), checked Self Switch A is ON.
And for Trigger, Parallel Process

No need to delete Menu_Scene script from Script Editor.
In case someone asks about how to set up a script call.
 

Hyperly

i like rocks
Veteran
Joined
Jun 25, 2016
Messages
30
Reaction score
2
First Language
English
Primarily Uses
RMXP
Okay I actually decided to enable the menu again but I disabled everything but Items and End Game. This question is a little different and I sorta didn't want to make an entirely new thread for this. How do I make the items menu only display icons of items instead of text.
EDIT:
Okay i'm actually slowly figuring this stuff out on my own actually, but I still would appreciate some advice incase i'm doing something inefficiently.
 
Last edited:

tale

Volunteer
Veteran
Joined
Dec 16, 2016
Messages
709
Reaction score
1,194
First Language
English
Primarily Uses
N/A
About certain lines for Window_Item in Script Editor

Line 87, if you change-
x = 4 to x = 132
Icon looks centered

Put # in front of the following lines, to hide texts but this doesn't hide description window.
94 = display item name text
95 = display : between name and quantity # texts
96 = display text # of quantity
 

Hyperly

i like rocks
Veteran
Joined
Jun 25, 2016
Messages
30
Reaction score
2
First Language
English
Primarily Uses
RMXP
About certain lines for Window_Item in Script Editor

Line 87, if you change-
x = 4 to x = 132
Icon looks centered

Put # in front of the following lines, to hide texts but this doesn't hide description window.
94 = display item name text
95 = display : between name and quantity # texts
96 = display text # of quantity
Thankyou, that helped me a bunch, lastly i'm sorta trying to get rid of the black background on the item menu, but I can't seem to find it.
 

tale

Volunteer
Veteran
Joined
Dec 16, 2016
Messages
709
Reaction score
1,194
First Language
English
Primarily Uses
N/A
I think you fiddle with line 12 in Window_Item,
By default it should look like this.
Code:
    super(0, 64, 640, 416)
If you change the value of something-
Any number less than what's originally there,
a black background shows on the item menu.

Edit: I swear I didn't see Change Menu Access on the first page due to unfamiliarity.
I'm used to see page layout from VX/ Ace and MV which is found on the page 3.
 
Last edited:

DerVVulfman

Resident Werewolf
Veteran
Joined
Jun 26, 2012
Messages
315
Reaction score
155
First Language
English
Primarily Uses
RMXP
Okay, why doesn't anyone just use the [Change Menu Access] event command??? Here, you can straight up disable the menu by way of an event. And you can change it back if you possibly need to.

The event command is in the first page of events, right column, near the bottom.
 
Last edited:

Hyperly

i like rocks
Veteran
Joined
Jun 25, 2016
Messages
30
Reaction score
2
First Language
English
Primarily Uses
RMXP
Okay, why doesn't anyone just use the [Change Menu Access] event command??? Here, you can straight up disable the menu by way of an event.

The event command is in the first page of events, right column, near the bottom.
LMAO I just found it, anyways I changed the topic of the thread earlier because i'm dumb. I enabled the menu again, but am now having troubles with a black background on the Items window.
 

Hyperly

i like rocks
Veteran
Joined
Jun 25, 2016
Messages
30
Reaction score
2
First Language
English
Primarily Uses
RMXP
I'm having trouble making the Items display all of the icons, and I still can't figure out how to get rid of that background.
EDIT:
I ended up mostly fixing the item icons. There's still some issues with it but I think I got it working. I'm still trying to get rid of the background however.
Item Icon Fix:
On line 87 tinker around with the value in "UROWNVALUE" and be sure you have the right amount of columns, the amount of columns mean a lot
x = 12 + index % 2 * ( UROWNVALUE + 32)
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,975
Members
137,563
Latest member
cexojow
Top