- Joined
- Jun 27, 2012
- Messages
- 1,316
- Reaction score
- 537
- First Language
- indonesian
currently i'm writing a Menu Engine plugin... it's actually port rewrite + improvement of my script from ACE here
www.rpgmakercentral.com
the plugin basically is like a menu manager (sorta like yanfly does in his menu engine) where we customize the command we want... the difference is this plugin also heavily Image based... and i use the Phone as the theme of the menu engine
it sorta look like this in action
(of course the image could be customized... it doesn't have to be phone. some example is like this:
feature already made:
- Customizeable background & command image.
- Custom Script when choosing a command.
- Ability to change image when hovered (see the red colored inventory above)
- Rescue image when not found... so you can slowly add your command / background image and did not have to use 'dummy' image. (multiple image with same picture). see Status command image above.
- Ability to run interpreter inside the scene. so we can execute common event to show text, show choice, etc (limited though. not all event command work... especially the one who need on Real Scene_Map to work).
- When Phone menu open... the map updates...other event still move...
the menu engine itself is already done... but currently i'm writing some extra basic scene included before releasing the plugin... i decide to finish all the basic scene before releasing it because back in ACE i did not finish all the scene >.<.
ex: item, skill, equip, status etc... basically what we have at default menu scene... but the scene will fit inside the 'phone'... this will take quite some time because i'm still new at touching the custom scenes and custom windows in MZ (back in MV i never touch custom scene/window and only modify what already exist)... also the scene might not function 100% like default menu scene because of the size limitation (must fit inside phone). so there's might be layout change from default menu...
this is status scene for example.
it doesn't have actor equipment because of the lack of space...
and in my opinion if we want to see the actor equipment... we open equip scene instead
.
btw the actor states will be located below the class... i forgot giving the actor states before screenshot.
there's some feedback i need though... it would be helpful.
currently to set a menu command... i have 4 separate plugin parameter...
1. Command Title (string[])
2. Command Include (struct[]) ~ command & includeCondition
3. Command Enable (struct[]) ~ command & enableCondition
the same concept like no 2.
4. Command Script (struct[]) ~ command & script
the same concept like no 2.
i kinda have another option to make a single plugin parameter for that though.
(need some plugin modification though)
so it have all command title, include condition, enabled condition, and script
something like this:
which one is better in your opinion? and what the reason? thanks in advance for any input.
EST - PHONE MENU ENGINE
EST - PHONE MENU ENGINE Version: 1.4 Creator name : Estriole Level : Medium Introduction First of all... THIS IS NOT PHONE SCRIPT (at least yet). This script is a menu engine in the form of phone. just imagine this like yanfly menu engine.... This script can transform to real PHONE script if you ...
the plugin basically is like a menu manager (sorta like yanfly does in his menu engine) where we customize the command we want... the difference is this plugin also heavily Image based... and i use the Phone as the theme of the menu engine
it sorta look like this in action
(of course the image could be customized... it doesn't have to be phone. some example is like this:
feature already made:
- Customizeable background & command image.
- Custom Script when choosing a command.
- Ability to change image when hovered (see the red colored inventory above)
- Rescue image when not found... so you can slowly add your command / background image and did not have to use 'dummy' image. (multiple image with same picture). see Status command image above.
- Ability to run interpreter inside the scene. so we can execute common event to show text, show choice, etc (limited though. not all event command work... especially the one who need on Real Scene_Map to work).
- When Phone menu open... the map updates...other event still move...
the menu engine itself is already done... but currently i'm writing some extra basic scene included before releasing the plugin... i decide to finish all the basic scene before releasing it because back in ACE i did not finish all the scene >.<.
ex: item, skill, equip, status etc... basically what we have at default menu scene... but the scene will fit inside the 'phone'... this will take quite some time because i'm still new at touching the custom scenes and custom windows in MZ (back in MV i never touch custom scene/window and only modify what already exist)... also the scene might not function 100% like default menu scene because of the size limitation (must fit inside phone). so there's might be layout change from default menu...
this is status scene for example.
it doesn't have actor equipment because of the lack of space...
and in my opinion if we want to see the actor equipment... we open equip scene instead
btw the actor states will be located below the class... i forgot giving the actor states before screenshot.
there's some feedback i need though... it would be helpful.
currently to set a menu command... i have 4 separate plugin parameter...
1. Command Title (string[])
2. Command Include (struct[]) ~ command & includeCondition
3. Command Enable (struct[]) ~ command & enableCondition
the same concept like no 2.
4. Command Script (struct[]) ~ command & script
the same concept like no 2.
i kinda have another option to make a single plugin parameter for that though.
(need some plugin modification though)
so it have all command title, include condition, enabled condition, and script
something like this:
which one is better in your opinion? and what the reason? thanks in advance for any input.
Last edited:














