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EDIT: Just relized i posted this in the wrong section can someone move this to script support plz

So i was wondering if someone could help me figure out what part of the script i would need to comment out to make my menu look like this:

New Menu.png

Instead of this:

Old Menu.png

Yanfly Menu Script

#==============================================================================## ▼ Yanfly Engine Ace - Ace Menu Engine v1.07# -- Last Updated: 2012.01.03# -- Level: Normal, Hard# -- Requires: n/a##==============================================================================$imported = {} if $imported.nil?$imported["YEA-AceMenuEngine"] = true#==============================================================================# ▼ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2012.01.03 - Compatibility Update: Ace Item Menu# 2012.01.01 - Compatibility Update: Kread-EX's Synthesis# - Compatibility Update: Kread-EX's Grathnode Install# - Compatibility Update: Yami's Slot Battle# 2011.12.23 - Script efficiency optimized.# 2011.12.19 - Compatibility Update: Class System# 2011.12.15 - Updated for better menu MP/TP gauge management.# 2011.12.13 - Compatibility Update: Ace Equip Engine# 2011.12.07 - Update to allow for switches to also hide custom commands.# 2011.12.06 - Started Script and Finished.##==============================================================================# ▼ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# The menu system in RPG Maker VX Ace is great. However, it lacks the user# customization that RPG Maker 2003 allowed. With this script, you can add,# remove, and rearrange menu commands as you see fit. In addition to that, you# can add in menu commands that lead to common events or even custom commands# provided through other scripts.## This script also provides window appearance management such as setting almost# all command windows to be center aligned or changing the position of the# help window. You can also opt to show the TP Gauge in the main menu as well# as in the skill menu.##==============================================================================# ▼ Instructions# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# To install this script, open up your script editor and copy/paste this script# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.## Edit the settings in the module below as you see fit.##==============================================================================# ▼ Compatibility# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that# it will run with RPG Maker VX without adjusting.##==============================================================================module YEAmodule MENU#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - General Menu Settings -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# This changes the way menus appear in your game. You can change their# alignment, and the location of the help window, Note that any non-Yanfly# Engine Ace scripts may not conform to these menu styles.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-HELP_WINDOW_LOCATION = 0 # 0-Top, 1-Middle, 2-Bottom.COMMAND_WINDOW_ALIGN = 1 # 0-Left, 1-Middle, 2-Right.# These settings below adjust the visual appearance of the main menu.# Change the settings as you see fit.MAIN_MENU_ALIGN = 0 # 0-Left, 1-Middle, 2-Right.MAIN_MENU_RIGHT = true # false-Left, true-Right.MAIN_MENU_ROWS = 10 # Maximum number of rows for main menu.DRAW_TP_GAUGE = false # If true, draws TP in the main menu.#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Main Menu Settings -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# These settings adjust the main menu, the order at which commands appear,# what text is displayed, and what the commands are linked to. Here's a# list of which commands do what:## -------------------------------------------------------------------------# :command Description# -------------------------------------------------------------------------# :item Opens up the item menu. Default menu item.# :skill Opens up the skill menu. Default menu item.# :equip Opens up the equip menu. Default menu item.# :status Opens up the status menu. Default menu item.# :formation Lets player manage party. Default menu item.# :save Opens up the save menu. Default menu item.# :game_end Opens up the shutdown menu. Default menu item.## :class Requires YEA - Class System## :gogototori Requires Kread-EX's Go Go Totori! Synthesis# :grathnode Requires Kread-EX's Grathnote Install# :sslots Requires Yami's YSA - Slot Battle#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-COMMANDS =[:item, # Opens up the item menu. Default menu item.:skill, # Opens up the skill menu. Default menu item.:equip, # Opens up the equip menu. Default menu item.:class, # Requires YEA - Class System.:status, # Opens up the status menu. Default menu item.:formation, # Lets player manage party. Default menu item.# :event_1, # Launches Common Event 1. Common Event Command.# :event_2, # Launches Common Event 2. Common Event Command.# :debug, # Opens up debug menu. Custom Command.# :shop, # Opens up a shop to pawn items. Custom Command.:save, # Opens up the save menu. Default menu item.:game_end, # Opens up the shutdown menu. Default menu item.] # Do not remove this.#--------------------------------------------------------------------------# - Common Event Commands -# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -# If you insert one of the following commands into the COMMANDS array, the# player can trigger a common event to launch. You can disable certain# commands in the menu by binding them to a switch. If you don't want to# disable them, set the switch to 0 and it will always be enabled. The# ShowSwitch will prevent a command from appear if that switch is false.# Set it to 0 for it to have no impact.#--------------------------------------------------------------------------COMMON_EVENT_COMMANDS ={# :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID],:event_1 => [ "Camp", 11, 0, 1],:event_2 => [ "Synthesis", 0, 0, 2],} # Do not remove this.#--------------------------------------------------------------------------# - Custom Commands -# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -# For those who use scripts that may lead to other menu scenes, use this# hash to manage custom commands that run specific script calls. You can# disable certain commands in the menu by binding them to a switch. If you# don't want to disable them, set the switch to 0. The ShowSwitch will# prevent a command from appear if that switch is false. Set it to 0 for# it to have no impact.#--------------------------------------------------------------------------CUSTOM_COMMANDS ={# :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],:debug => [ "Debug", 0, 0, :command_debug],:shop => [ "Shop", 12, 0, :command_shop],:gogototori => ["Synthesis", 0, 0, :command_totori],:grathnode => [ "Grathnode", 0, 0, :command_install],} # Do not remove this.end # MENUend # YEA#==============================================================================# ▼ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#==============================================================================#==============================================================================# ■ Window_MenuCommand#------------------------------------------------------------------------------# This class is kept towards the top of the script to provide easier access.#==============================================================================class Window_MenuCommand < Window_Command#--------------------------------------------------------------------------# overwrite method: make_command_list#--------------------------------------------------------------------------def make_command_listfor command in YEA::MENU::COMMANDScase command#--- Default Commands ---when :itemadd_command(Vocab::item, :item, main_commands_enabled)when :skilladd_command(Vocab::skill, :skill, main_commands_enabled)when :equipadd_command(Vocab::equip, :equip, main_commands_enabled)when :statusadd_command(Vocab::status, :status, main_commands_enabled)when :formationadd_formation_commandwhen :saveadd_original_commandsadd_save_commandwhen :game_endadd_game_end_command#--- Yanfly Engine Ace Commands ---when :classnext unless $imported["YEA-ClassSystem"]add_class_command#--- Imported Commands ---when :sslotsnext unless $imported["YSA-SlotBattle"]add_sslots_commandwhen :grathnodenext unless $imported["KRX-GrathnodeInstall"]process_custom_command(command)when :gogototorinext unless $imported["KRX-AlchemicSynthesis"]process_custom_command(command)#--- Imported Commands ---elseprocess_common_event_command(command)process_custom_command(command)endendend#--------------------------------------------------------------------------# new method: process_common_event_command#--------------------------------------------------------------------------def process_common_event_command(command)return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2]continue = show <= 0 ? true : $game_switches[show]return unless continuetext = YEA::MENU::COMMON_EVENT_COMMANDS[command][0]switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1]ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3]enabled = switch <= 0 ? true : $game_switches[switch]add_command(text, command, enabled, ext)end#--------------------------------------------------------------------------# new method: process_custom_command#--------------------------------------------------------------------------def process_custom_command(command)return unless YEA::MENU::CUSTOM_COMMANDS.include?(command)show = YEA::MENU::CUSTOM_COMMANDS[command][2]continue = show <= 0 ? true : $game_switches[show]return unless continuetext = YEA::MENU::CUSTOM_COMMANDS[command][0]switch = YEA::MENU::CUSTOM_COMMANDS[command][1]enabled = switch <= 0 ? true : $game_switches[switch]add_command(text, command, enabled)endend # Window_MenuCommand#==============================================================================# ■ Menu#==============================================================================module Menu#--------------------------------------------------------------------------# self.help_window_location#--------------------------------------------------------------------------def self.help_window_locationreturn YEA::MENU::HELP_WINDOW_LOCATIONend#--------------------------------------------------------------------------# self.command_window_align#--------------------------------------------------------------------------def self.command_window_alignreturn YEA::MENU::COMMAND_WINDOW_ALIGNend#--------------------------------------------------------------------------# self.main_menu_align#--------------------------------------------------------------------------def self.main_menu_alignreturn YEA::MENU::MAIN_MENU_ALIGNend#--------------------------------------------------------------------------# self.main_menu_right#--------------------------------------------------------------------------def self.main_menu_rightreturn YEA::MENU::MAIN_MENU_RIGHTendend # Menu#==============================================================================# ■ Game_Actor#==============================================================================class Game_Actor < Game_Battler#--------------------------------------------------------------------------# new method: draw_mp?#--------------------------------------------------------------------------def draw_mp?return true unless draw_tp?for skill in skillsnext unless added_skill_types.include?(skill.stype_id)return true if skill.mp_cost > 0endreturn falseend#--------------------------------------------------------------------------# new method: draw_tp?#--------------------------------------------------------------------------def draw_tp?return false unless $data_system.opt_display_tpfor skill in skillsnext unless added_skill_types.include?(skill.stype_id)return true if skill.tp_cost > 0endreturn falseendend # Game_Actor#==============================================================================# ■ Window_Base#==============================================================================class Window_Base < Window#--------------------------------------------------------------------------# overwrite method: draw_actor_simple_status#--------------------------------------------------------------------------def draw_actor_simple_status(actor, dx, dy)dy -= line_height / 2draw_actor_name(actor, dx, dy)draw_actor_level(actor, dx, dy + line_height * 1)draw_actor_icons(actor, dx, dy + line_height * 2)dw = contents.width - dx - 124draw_actor_class(actor, dx + 120, dy, dw)draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp?draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw)elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp?if $imported["YEA-BattleEngine"]draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)elsedraw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)endelsedraw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)endendend # Window_Base#==============================================================================# ■ Window_Command#==============================================================================class Window_Command < Window_Selectable#--------------------------------------------------------------------------# overwrite method: alignment#--------------------------------------------------------------------------def alignmentreturn Menu.command_window_alignendend # Window_Command#==============================================================================# ■ Window_MenuCommand#==============================================================================class Window_MenuCommand < Window_Command#--------------------------------------------------------------------------# alias method: init_command_position#--------------------------------------------------------------------------class <<self; alias init_command_position_ame init_command_position; enddef self.init_command_positioninit_command_position_ame@@last_command_oy = nilend#--------------------------------------------------------------------------# overwrite method: visible_line_number#--------------------------------------------------------------------------def visible_line_numberreturn [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].maxend#--------------------------------------------------------------------------# overwrite method: alignment#--------------------------------------------------------------------------def alignmentreturn Menu.main_menu_alignend#--------------------------------------------------------------------------# alias method: process_ok#--------------------------------------------------------------------------alias window_menucommand_process_ok_ame process_okdef process_ok@@last_command_oy = self.oywindow_menucommand_process_ok_ameend#--------------------------------------------------------------------------# alias method: select_last#--------------------------------------------------------------------------alias window_menucommand_select_last_ame select_lastdef select_lastwindow_menucommand_select_last_ameself.oy = @@last_command_oy unless @@last_command_oy.nil?@@last_command_oy = nilendend # Window_MenuCommand#==============================================================================# ■ Scene_Menu#==============================================================================class Scene_Menu < Scene_MenuBase#--------------------------------------------------------------------------# alias method: start#--------------------------------------------------------------------------alias scene_menu_start_ame startdef startscene_menu_start_amerelocate_windowsend#--------------------------------------------------------------------------# new method: relocate_windows#--------------------------------------------------------------------------def relocate_windowsreturn unless Menu.main_menu_right@command_window.x = Graphics.width - @command_window.width@gold_window.x = Graphics.width - @gold_window.width@status_window.x = 0endend # Scene_Menu#==============================================================================# ■ Scene_Item#==============================================================================class Scene_Item < Scene_ItemBase#--------------------------------------------------------------------------# alias method: start#--------------------------------------------------------------------------alias scene_item_start_ame startdef startscene_item_start_amereturn if $imported["YEA-ItemMenu"]relocate_windowsend#--------------------------------------------------------------------------# new method: relocate_windows#--------------------------------------------------------------------------def relocate_windowscase Menu.help_window_locationwhen 0 # Top@help_window.y = 0@category_window.y = @help_window.height@item_window.y = @category_window.y + @category_window.heightwhen 1 # Middle@category_window.y = 0@help_window.y = @category_window.height@item_window.y = @help_window.y + @help_window.heightelse # Bottom@category_window.y = 0@item_window.y = @category_window.height@help_window.y = @item_window.y + @item_window.heightendif $imported["YEA-ItemMenu"]@types_window.y = @category_window.y@status_window.y = @category_window.yendendend # Scene_Item#==============================================================================# ■ Scene_Skill#==============================================================================class Scene_Skill < Scene_ItemBase#--------------------------------------------------------------------------# alias method: start#--------------------------------------------------------------------------alias scene_skill_start_ame startdef startscene_skill_start_amerelocate_windowsend#--------------------------------------------------------------------------# new method: relocate_windows#--------------------------------------------------------------------------def relocate_windowscase Menu.help_window_locationwhen 0 # Top@help_window.y = 0@command_window.y = @help_window.height@status_window.y = @help_window.height@item_window.y = @status_window.y + @status_window.heightwhen 1 # Middle@command_window.y = 0@status_window.y = 0@help_window.y = @status_window.y + @status_window.height@item_window.y = @help_window.y + @help_window.heightelse # Bottom@command_window.y = 0@status_window.y = 0@item_window.y = @status_window.y + @status_window.height@help_window.y = @item_window.y + @item_window.heightendendend # Scene_Skill#==============================================================================# ■ Scene_Equip#==============================================================================class Scene_Equip < Scene_MenuBase#--------------------------------------------------------------------------# alias method: start#--------------------------------------------------------------------------alias scene_equip_start_ame startdef startscene_equip_start_amerelocate_windowsrelocate_aee_windowsend#--------------------------------------------------------------------------# new method: relocate_windows#--------------------------------------------------------------------------def relocate_windowsreturn if $imported["YEA-AceEquipEngine"]case Menu.help_window_locationwhen 0 # Top@help_window.y = 0@status_window.y = @help_window.height@command_window.y = @help_window.height@slot_window.y = @command_window.y + @command_window.height@item_window.y = @slot_window.y + @slot_window.heightwhen 1 # Middle@status_window.y = 0@command_window.y = 0@slot_window.y = @command_window.y + @command_window.height@help_window.y = @slot_window.y + @slot_window.height@item_window.y = @help_window.y + @help_window.heightelse # Bottom@status_window.y = 0@command_window.y = 0@slot_window.y = @command_window.y + @command_window.height@item_window.y = @slot_window.y + @slot_window.height@help_window.y = @item_window.y + @item_window.heightendend#--------------------------------------------------------------------------# new method: relocate_aee_windows#--------------------------------------------------------------------------def relocate_aee_windowsreturn unless $imported["YEA-AceEquipEngine"]case Menu.help_window_locationwhen 0 # Top@help_window.y = 0@command_window.y = @help_window.height@slot_window.y = @command_window.y + @command_window.heightwhen 1 # Middle@command_window.y = 0@help_window.y = @command_window.height@slot_window.y = @help_window.y + @help_window.heightelse # Bottom@command_window.y = 0@slot_window.y = @command_window.height@help_window.y = @slot_window.y + @slot_window.heightend@actor_window.y = @command_window.y@item_window.y = @slot_window.y@status_window.y = @slot_window.yendend # Scene_Equip#==============================================================================# ■ Scene_Menu#==============================================================================class Scene_Menu < Scene_MenuBase#--------------------------------------------------------------------------# alias method: create_command_window#--------------------------------------------------------------------------alias scene_menu_create_command_window_ame create_command_windowdef create_command_windowscene_menu_create_command_window_ameprocess_common_event_commandsprocess_custom_commandsend#--------------------------------------------------------------------------# new method: process_common_event_commands#--------------------------------------------------------------------------def process_common_event_commandsfor command in YEA::MENU::COMMANDSnext unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)@command_window.set_handler(command, method:)command_common_event))endend#--------------------------------------------------------------------------# new method: command_common_event#--------------------------------------------------------------------------def command_common_eventevent_id = @command_window.current_extreturn return_scene if event_id.nil?return return_scene if $data_common_events[event_id].nil?$game_temp.reserve_common_event(event_id)return_sceneend#--------------------------------------------------------------------------# new method: process_custom_commands#--------------------------------------------------------------------------def process_custom_commandsfor command in YEA::MENU::COMMANDSnext unless YEA::MENU::CUSTOM_COMMANDS.include?(command)called_method = YEA::MENU::CUSTOM_COMMANDS[command][3]@command_window.set_handler(command, method(called_method))endend#--------------------------------------------------------------------------# new method: command_debug#--------------------------------------------------------------------------def command_debugSceneManager.call(Scene_Debug)end#--------------------------------------------------------------------------# new method: command_shop#--------------------------------------------------------------------------def command_shopgoods = []SceneManager.call(Scene_Shop)SceneManager.scene.prepare(goods, false)end#--------------------------------------------------------------------------# new method: command_totori#--------------------------------------------------------------------------def command_totorireturn unless $imported['KRX-AlchemicSynthesis']SceneManager.call(Scene_Alchemy)endend # Scene_Menu#==============================================================================## ▼ End of File##==============================================================================  
Thank you for your help in advance.

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