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Found 30 results

  1. You know, I was randomly playing Disgaea 5 again today and I was reminded of a recurring problem I noticed with the series a while ago. In fact the more I thought about it, the more I found it's not just a problem with this one series, but with a good chunk of the RPG Genre. Namely the menu design is kind of annoying. Kind of really annoying sometimes. Most often in ways that are pretty fixable. Let me ask you the following: If you are browsing the item menu, and you see a cool piece of equipment you want to equip, would you rather: A. Press a button or something and choose who you want to equip it too right there, or B. Press cancel, go to an entirely different menu, find the item in the list again, and then equip it? Call me crazy, but I rather pick A. Having a dedicated equipment menu is still good of course, but is there any reason not to allow you to equip stuff from the item menu too? Now you may think it's a pretty petty thing to complain about on it's own, and believe me this is just the tippy top of a massive iceberg when it comes to annoying menu issues, but it's a pretty common thing in RPGs to design menus like this, as completely segregated from one another in ways that can sometimes make it so to get anything done you have to flip flop back and fourth between menus a lot. Let me go back to Disgaea for a moment here to explain exactly how bad this problem can get. Okay, for those that have never played any of the games in the series, there are a lot of really strange but kinda neat mechanics you can use to power yourself and your equipment up. But all of these mechanics are completely segregated into their own little menus. What makes it worse is that a good chink of the things you need to do a lot are not really accessed from the menu at all, but instead the menu is called up if you talk to an NPC in the game's 'main base'. So you often literally have to run around from one NPC to another as well as flip flop between menus a lot. I mean don't get me wrong, I like the idea of a home base you can get more NPCs for that provide more functions, but there is no reason you shouldn't be able to quickly access them in the menu is there (this is something I need to do in my game too for a few things come to think of it)? In Disgaea 5 for example, you have to talk to an NPC to learn abilities (and you can only learn them one at a time even though shops and stuff let you select multiple items, but that's a whole other issue), but you need to pull up a whole other menu to equip them, and to change your class you need to go to yet another NPC. Equipment is powered up though 'innocent' monsters that live inside the item (like I said the mechanics can get really strange, you even get a good chunk of powerups from playing a friggin board game) and that has it's own NPC to swap them around, another to go into the item to power it up (for a third time, the mechanics can get really strange) or power it up in other ways and... Phew! Can't you already feel exhausted just listening to my description? It's still a pretty fun game, but would it really be that hard to make the menus flow together a little better? Poor menu design is also probobly a big reason why I dislike 'quest' systems and feel ambivalent about a lot of crafting systems. There is more to it then that really, but nothing annoys me in RPGs more then needing to go to a crappy quest menu (Disgaea 5 added quests the series and it perfectly encapsulates everything I hate about quests and crappy quest menus, as if I didn't have enough to complain about), or messing around in a crappy crafting menu (sometimes just figuring out what I can make in some games takes ages). So what should we do instead? Well, I admit it can be tricky sometimes, but I think it's mostly a matter of figuring out what the player needs to do most often and figuring out ways of skipping unnecessary steps. In the game I am working on for example, I am using a script that lets the player attach runes to equipment. Now the script comes with it's own scene that was meant to be called form the menu, but I am not really using it that way. Instead, I changed it so a rune could be selected and 'used' form the item menu, where it would switch to a mini-scene to select an item and slot to attach to. Though my original motivation was to allow runes to be attached though using them where as you needed to find a special place to detach/swap them, but functionally I could easily let you do both. I later kinda expanded on the idea by changing the item menu to be like item menus in Mystery Dungeon style roguelikes (I mean, that kinda goes without saying, as my game basically is a Mystery Dungeon style roguelike) where equips are displayed in the item menu and selecting an item opened a submenu of options for what you wanted to do with the item rather then just using it right away. That way you can do stuff like equip and unequip stuff in the same menu and give some items multiple uses (like throwing them at things). It makes me wonder how much I can get away with doing this way... but best not over rely on it. After all searching though your inventory can be a pain too. What do you guys think?
  2. N.A.S.T.Y. Animated Main Menu Nelderson's Awesome Scripts To You I wanted to make something like this for VX, but I guess I got to Ace first..... This will make the main menu animated as you go into it.....I plan on implementing a bunch of features, at a later time. I just figured to release it, and see what you think. As always, ask me any question, or suggest something in this thread! EDIT: Updated script for transitions upon leaving the main menu.
  3. MultiMouths

    Variable display on Menu screen

    Well hello... I'll be brief, I have been looking for a script to vx ace, but I had no luck, what I'm looking for is: - A bar, or anything that displays a variable in the main menu screen below the command window - That could display more than one variable, but only one per time (switchable, with switches, like "Show variable 1 switch 1" and "Show variable 2 switch 2"), like when changing groups or something, showing that group or party collective stats (e.g: Fear, regret or anything related to it), so it could affect the outcome of certain events or reactions - Can be a bar or anything else, maybe even a number display, I'm not picky about it, I just would want an information display in the menu to variables in the main menu And yes, I have been looking up and down for it, I'm not a scripter, but I had dealt with it trying to figure it out if anyone could help me I would be extremely thankful Anyway, from brief this had nothing, anyway, sorry for bother, I would appreciate any help, thank you very much
  4. Glasses

    Book Menu

    Name: Book Menu Version: 1.1 Author: Mr. Trivel Created: 2016-03-10 What does it do? Changes command based menu into picture based menu. Screenshot: How to use? Open up MrTS_BookMenu.js plugin in your favorite text editor and scroll down to the part where it says "SET COMMANDS HERE" - follow instructions from there. Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel. Images Used: Big Book Small Book Bag​
  5. CGMV Menu Command Window By: Casper Gaming Last Update: N/A Latest Version: 1.0 Introduction Use this plugin to easily manage the command window in the menu scene. It allows you to add more commands and also limit how many commands are displayed before needing to scroll. Features - Easily change default commands - Add custom menu commands via javascript - Change amount of commands shown at once before scrolling Screenshots How to Use Import into plugin manager and enable the plugin. Some set up may be required. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link
  6. CGMV Menu Map Name Window By: Casper Gaming Last Update: N/A Latest Version: 1.0 Introduction This plugin changes the default gold window to also optionally display playtime and the name of the map the player is currently on. Features - Adds playtime to menu gold window - Adds map name to menu gold window Screenshots How to Use Import into plugin manager and enable the plugin. Some set up may be required. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link
  7. As mentioned in the title, the MP gauges of my characters are displayed in the exact same location as their HP gauges, resulting in what you see below. Does anyone know which of the default VX Ace scripts can be edited to fix this?
  8. Lonewulf123

    Radar Chart for Parameters

    Hello, I'm looking for a script that will allow Stats to displayed as a Radar Chart whenever the parameters are shown (in the status menu, when using equips, etc.) Description: A Radar Chart, or Spider Chart as they are sometimes called, displays values in a circular, or hexagonal type fashion with the numbers going outward rather than horizontal. Here you can find some examples of the chart style. Important features that I think it would need are the ability to change the names, colors and even add icons for the stats, even change the color of the chart lines depending on the actor. There are a few VX ACE scripts that allowed for this functionality for parameters, but I wasn't able to find one for MV. Compatibility: This would effect wherever the stat parameters are shown in menu, so I think it would at least need to be compatibility with basic menu scripts (Yanfly Core and the Yanfly library). That's probably the major one ,but if anyone else can think of a necessary script compatibility then be my guest. Thank you for taking a look at my topic!
  9. wariolandgoldpiramid

    [SOLVED] Custom Menu request

    I need a custom menu for my game, and I haven't found any good plugin that would allow me to easily modify the menu. So here's a basic mockup I've created in Paint of what I want the menu to look like and function. If you have any questions, feel free to ask. EDIT: This has successfully been solved.
  10. 2BitsLP

    Menu option help

    Hey there. Wondering how I can add a "Load" option above the "Save" option in the basic menu? If this is in the wrong place, please move ^^; Thank you!
  11. 2BitsLP

    Simple? Menu Edit

    Hey there ^^; I hope what I'm asking for isn't too complicated. My maker is RPG Maker MV, so I'm asking for a plug in. ^^ I want to replace the basic Menu Actor Face Graphics to their side walking sprite (ie: animated). Also, if possible, I was hoping to add Menu Icons to the choices, too. ^^; If these can be tied to the icon set image, that would be amazing XD Something like Star Ocean 2's character screen: If anyone who wants to take on this plug-in request needs any more info, I'll do my best. Right now I'm using the basic RPG Maker MV menu. You will be credited and (if you want) I'll include you as an NPC in my game for the trouble
  12. I would love it if someone could re-create, or could create a tutorial on how to make V's Relationship/Bio Window for MV, which was originally made for VX Ace. http://www.gdunlimited.net/scripts/rpg-maker-vx-ace/addon-collection/v-s-relationships-bio-window It looks excellent and it's exactly what I'm looking for in the RPG I'm creating that involves no battles. What I like most about it are the relationship gauges and statuses, along with the bio windows for different characters. I'm basically going to create a very similar relationship/affection system that increases in value based on interactions with characters in the game. Some screenshots of the plugin are below:
  13. Glasses

    Menu Music

    Name: Menu Music Version: 1.0 Author: Mr. Trivel Created: 2016-05-16 About the plugin: Don't want default map music playing in Menu? Shop? Crafting menu? This plugin allows to change their music to something you'd like instead. Maybe some calming music for menu so players can relax from a difficult dungeon or something uplifting for shopping. Video: How to use? Set BGM for Menu and Shop in Plugin Parameters. You may as well add Bgm to custom scenes (E.g. Crafting), to do that, open up this plugin in your favorite text editor and scroll down to: *EDIT HERE*, it'll have a couple sample entries you can look at, add custom entries there. Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  14. Hello, I have recently started working on a game that will have a fairly item-based battle system. I was hoping some people could point me to scripts (if they actually exist) or just general ways to accomplish my goals, since I have not had any luck finding them on my own. The easiest method for accomplishing what I want (I think) would be calling a common event with an equipped weapon and using a variable to trigger the learning of the skill. My preferred method would have just used consumable items because those already can call common events but that made a whole bunch of other thing necessary and it got complicated. Anyway. I want the weapons to teach characters a skill after so many uses (determined by variables) and I also want to make sure the skills are learned AFTER battle. Lastly, I want to prevent the players from being able to select the other equipment slots on the menu since they won't be used at all. I only found a way to remove the names but the players can still cursor over and select the empty spaces. Thanks in advance
  15. Takeo212

    Simple Menu Layout Request

    Hey I was wondering if I could possibly request this type of menu layout by someone who understands Javascripting. I want the overall HUD to look similar to this; The game I'm making isn't combat heavy, so I only need a simple menu HUD~ I hope this isn't to complicated to make :< EDIT Oh yea, the menu isn't massive or anything. Just a box/hud in one of the corners (maybe top left/bottom left) and the item menu shouldn't be massive either, just maybe a quarter of the screen? I also would like the sub menues too look like this roughly; Just a simple box stating all the items list, equipment, ect. I want everything to be one menu (gonna use Glasses' "No item categories" for that) Umm, I didn't create an equipment menu layout, but essentially, I just need a box stating the weapons/armours and the character will only be able to equip one weapon and one armour/accessory. My game is mostly a explore/puzzle/mild combat type of game, so I don't need alot of crazy stat stuff or such, just simple menus. Thank you, and I don't know how complicated this would be so I apologies if this is a big task :<
  16. Ketren

    Title screen messages

    I had a simple script for Ace that added a new option to the title screen, then displayed a message when that option was chosen. Could someone make me a plugin like that for MV? The message will be one of my choosing, so don't worry too much about it. (It's a multi-project script, you see.) Thanks a million.
  17. Author: Mr. Trivel Name: Scene Backgrounds Version: 1.0 What does it do? Allows to set specific backgrounds for specific scenes. Image: How to use? Open this plugin in your favorite text editor and scroll down to EDIT LIST HERE. Then edit it as follows: SceneName: "BackgroundName", All images go to img\system NOTE: Only works for scenes based on Scene_MenuBase. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  18. In RPG Maker, you have access to a number of commands in the menu. You can also disable some of them using events, such as the save command, or the formation command. From the System database, you can choose which commands you want to hide or show in the menu. However, these may not be enough for your project! With the menu command manager, you have full control over your menu commands! You can hide or show any commands at anytime. You can disable or enable any commands at anytime. You can even rename commands at anytime. If you have multiple parties, each party can have their own set of commands. Need some more control over your commands? Try this plugin out! More information and downloads are available at HimeWorks Free for commercial and non-commercial use
  19. Glasses

    Empty Menu

    Author: Mr. Trivel Name: Empty Menu Created: 2016-03-15 Version: 1.0 What does it do? Removes actor data and moves command window. Screenshots: How to use? Plug and play. Or change parameters in Plugin Manager to your liking. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  20. Glasses

    Icon Menu

    Name: Icon Menu Version: 1.0 Author: Mr. Trivel Created: 2016-03-10 What does it do? Changes command based menu into icon based menu. Gif/Screenshot: How to use? Open up the MrTS_IconMenu.js plugin in your favorite text editor and scroll down to part where it says "SET ICONS HERE" - follow instructions there. Further down there will be "SET DESCRIPTION HERE" - you can set it there. You can use escape characters in there. E.g. \\c[12] or \\I[93] P.S. Need to use double backslash in the setup - \\ - not a single one Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  21. Hiya! I'm very new to the forum and this is my first time asking for help on RPGMaker VX Ace. ^^ The thing is, when the player want to use a consumable item they go into the menu and choose items, right? Then they pick the item (a potion or whatever) and the game brings up an "Select Actor" screen where they choose who should use the item. They remain on this screen until the press the back button, even when they run out of the consumable item they picked. I want to change it so that when they have zero of the consumable item, they automatically go back to the "Select Item" window instead of remaining on the "Select Actor" window. To put it another way; When they use the last item, the effect is applied and then the "Select Actor" window is closed. Any help is much appreciated! I don't know if this requires scripting on not, so I posted it on the Support Forum. Sorry if that was a mistake. Anyway, thanks in advance, guys!
  22. Hello! I am new here and I wanted to ask if it's possible to disable the player character from switching in the group, so that the player always controls the main character and not the character that is at top position in the group! Well, the background idea is that I have some cut scenes where I place all other characters as events on the map so that they move individually. But if the player now switches the character he wants to control in the game, then I have the same character twice on the map - as the player and as an event. Thank you in advance! Steven
  23. Hello! I want menu on title screen to have transparent background so only words can be visible but limits around it to be invisible... Do you know how do do it? Please help me...
  24. Tsukihime

    Menu Music

    Ever wanted to play some music when you open up the menu? For example, on the map, you might have the regular map music playing, but then when you go to the menu, you have a separate BGM specifically for when players are going through the menu. With this plugin, you can do that just that! Not only can you choose what BGM to play, you can also change it at anytime during the game with events. More information and downloads are available at HimeWorks Originally requested by KadoDragon
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