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  1. If you're doing it solely on my account, I ended up finding and using mjshi's Non-Combat Menu. Basically I was just looking for something that could take away all the things I wouldn't need in a game with no combat. There's even a way in this thing to take away the HP and MP meters, so that's cool.
  2. It works! Thanks a whole bunch.
  3. First of all, apologies if this isn't the right forum for this. I've been trying to set something up in my game where you go to the menu, go to your items, use a specific item in a specific place, facing a specific direction, and this causes something to happen. It's that "in a specific place, facing a specific direction" part I'm having trouble with, though. I've heard tell you can set this up with common events, but I haven't been able to find any good tutorials that set up what I'm looking for - the closest ones I found have the player activate an event, which calls up the item menu, when I want the player to call up the item menu themselves. Can anyone explain how I can accomplish what I'm trying to do? (One more thing - the item I want my player to use is currently a key item, but that doesn't have to be necessarily so. I'm perfectly willing to just have it be a regular item, albeit one that doesn't disappear from the inventory until it's used in the right place.)
  4. Oh, snap. That's some important information to know. Alright, I'm going to hunt about for some other script to use, and if I have trouble with that, I'll make a new thread. Thanks.
  5. Hello. First post, so if I make any faux pas, please be light on me. I decided to use SoulPour777's menu script designed to change the menu to something the style of Witch's House. At first glance, the script seemed to work - the game began, et cetera. I could go to the items submenu from the menu, even. However, if I attempted to do such after collecting an item, I get the error in the attachment. Maybe I'm missing something. I don't know. Any help would be appreciated, even if it's just to point me toward a different script. Below is the script as I have it in the script editor. =begin #============================================================================== # ** Menu á la Majo no Ie # ** By: SoulPour777 #------------------------------------------------------------------------------ # This script configures the menu and the item to be compatible for making # good horror games. # # Features: - Item Numbers have been ommited in the Key Items. - The Menu is designed a la Witch's House / Majo no Ie - Only contains Items and Load - The item description has been fixed. #============================================================================== =end class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- alias start_new_command start def start super create_command_window create_status_window end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- alias create_command_window_majo_no_ie create_command_window def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:load, method(:command_load)) @command_window.set_handler(:cancel, method(:return_scene)) end def command_load SceneManager.call(Scene_Load) end end class Window_MenuCommand < Window_Command alias majo_no_ie_initialize initialize def initialize super(18, 310) select_last end #-------------------------------------------------------------------------- def make_command_list add_main_commands add_original_commands end #-------------------------------------------------------------------------- # * Add Main Commands to List #-------------------------------------------------------------------------- def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) add_command("Load", :load, main_commands_enabled) end end class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :pending_index # Pending position (for formation) #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(160, 280, window_width, window_height) @pending_index = -1 refresh end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- alias soul_window_width window_width def window_width return 340 end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- alias soul_window_height window_height def window_height return 130 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max return 1 end end class Window_Base < Window alias majo_no_ie_draw_actor_level draw_actor_level def draw_actor_level(actor, x, y) change_color(system_color) draw_text(x, y, 32, line_height, "Age") change_color(normal_color) draw_text(x + 32, y, 24, line_height, actor.level, 2) end alias majo_no_ie_draw_actor_simple_status draw_actor_simple_status def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x, y) draw_actor_level(actor, x, y + line_height * 1) draw_actor_hp(actor, 60 + 120, y + line_height * 1) end end #------------------------------------------------ # Removes the Item Number or Count #------------------------------------------------ class Window_ItemList < Window_Selectable def draw_item(index) item = @data if item rect = item_rect(index) rect.width -= 4 draw_item_name(item, rect.x, rect.y, enable?(item)) end end end class Window_Command < Window_Selectable def initialize(x, y) clear_command_list make_command_list super(x, y + 10, 130, window_height) refresh select(0) activate end end class Scene_Item < Scene_ItemBase def start super create_help_window create_item_window end def create_item_window @help_window.x = 68 @help_window.width = 415 wy = @help_window.height wh = Graphics.height - wy item_position = 67 @item_window = Window_ItemList.new(item_position, wy, Graphics.height, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:return_scene)) @item_window.category = :item # ^ change to :key_item if you want to use key items instead @item_window.select_last @item_window.activate end end