RMMZ Need Someone to make me a Custom UI using pictures.

Nekohime1989

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Mockup
example.png

Hovering over a menu button will that text more saturated version.
Selecting one causes the text to disappear. The menus will look as follows.
Must be compatible with keyboard, controller, and mouse!

Items: 2 columns
Map: (ill handle this)
Options: 1 Column
Save/Load: 3 Columns/ 2 Rows/ 20 slots + Autosave
Quit: Exits to title screen

(p.s. I've wasted 3 days trying to figure this out... i'm officially over this. i understand that this is a lot and just might not happen!)
 

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Nekohime1989

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Common Events wont work, they dont pause the game.
 

estriole

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this might not exactly 100% like you want...
I currently writing this phone menu plugins for MZ...
basically it's menu engine which can use images and custom script when choosing the menu

phonemenu dev01.jpg

the plugin might be customizeable to achieve what you almost want by replacing the phone image to your paper image... changing the command image with your image (and size) and modify some plugin parameter... it will look like this:
phonemenu dev02.jpg
maybe i will add the feature to disable the cursor highlight and making the menu change image instead when highlighted like what you described... but i don't know yet if that possible with this engine since working with image is pain in the @ss in MZ. :p

also that plugin still work in process...

it's quite big plugin btw... because i also make all the default menu as phone menu (ex: status screen that fit in the phone screen)...

something like this
1602160489257.png
only status and game end scene finished by the way... still need item, skill, equip, formation, options, save, and maybe load scene...

i might need time before this plugin released also with my 6 other already finished plugins (but not yet made the instruction)... after finishing this menu engine and scenes... i will need some time to make the instruction and demo for all the plugins... so maybe next month ETA (depending on spare time i have). with me luck :D.
 

estriole

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It should stop the other processes with "autorun" trigger?
agree with you this could also be solved with eventing...
and i have seen your godly 'eventing' skill in your Carpenter Story :D
 

Nekohime1989

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Already tried the commonevent route, does not work, as it doesn't stop parallel events.
Only way to do that is Scene_Push hence why im making a javascript request.
 
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fizzly

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agree with you this could also be solved with eventing...
and i have seen your godly 'eventing' skill in your Carpenter Story :D
I feel embarassed, thank you so much! It was a huge compliment for me, especially from scripting master like you.
 

Nekohime1989

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So do I. (I figured out how to set it up with events variables switches and a ton of jump labels, its a bit ugly, bit it works! Thank You!
 

estriole

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So do I. (I figured out how to set it up with events variables switches and a ton of jump labels, its a bit ugly, bit it works! Thank You!
glad it work out for you :D

btw i manage to add the image switching to imagename_select feature when highlighting the menu in my plugin... but it's really quite hard challenge (mainly because how the image work in MZ)... also... at least by seeing this thread... give me idea to implemet the image switching for my plugin. so i would like to thank you for the idea :D.

here's the screenshot. (still lots of work to do though before release)
phonemenu dev03.jpg
 

MushroomCake28

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 

Nekohime1989

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I'm having trouble with this sadly. It seems eventing isn't a option for the submenus.
Those will have to be custom scenes.

Edit: heck even getting the menus to work with a custom width and height instead of using UI width and height works for me.
 

estriole

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I'm having trouble with this sadly. It seems eventing isn't a option for the submenus.
Those will have to be custom scenes.

Edit: heck even getting the menus to work with a custom width and height instead of using UI width and height works for me.
instead of custom scene for submenus... how about old school eventing menu technique approach...
when opening a submenu... save your current map id, player position... then teleport player to a 'menu' map... make the player transform the charset to cursor. (or if using mouse just use mouse plugin that can active event by click). (usually set to through too)...
so you can start at fresh map and not get eventing conflict with your main menu eventing earlier...
after finish doing something at the submenu... change the charset back... teleport back to saved map id and make it look like exiting from submenu to main menu

hope this help.
 

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