blackmorning84 48 Posted January 29, 2014 (edited) Advanced Animated MenuBy Blackmorningversion 2.04Released 27/Feb/2014updated 02/May/2016 adds custom music to the menu screens (Idea from Tsukihime) column-based actor status on main menu screen (Idea from Galv's) or row-based actor status always show all members on the skills and items screens gold window includes variables, time, steps, etc (Idea from Yanfly Scene Menu ReDux) (multiple configurations) location window on main menu screen animated actor graphics in menu screen change input button for calling the menu large portrait for actor if available, see faq Compatible with standard menus and other menus like YEA-Menu Enginecan be used with BM-ring menu (put this script below the other menu scripts) SCREENSHOTS shown with BM-Ring Menu You will need the BM-base script, found hereplace it below Materials, but above Main Column menu script is found hereplace it below BM-base, but above Main NOTE:If you want more options, let me know. Any ideas I'll be happy to hear. If there are any problems, let me know. I will try my best to fix it. Edited May 2, 2016 by blackmorning84 8 TBWCS, Rudi Sihabudi, The Dragon God and 5 others reacted to this Share this post Link to post Share on other sites
Teko 1 Posted March 2, 2014 I really liked you menu, but I'm having some issues that I hope you can help me. First, behind the HP and MP bars, where should be transparent, there is a black box, and the char icon isn't too near the HP bar? The screen is from a new and clean project, so can't be other plugin problem. Second, there is some way to complete remove the location square? I don't use, so its a little ugly to stay there. And finally, on this screen of your menu, how can I use this Exp and HP/Mp bars (the outline)? Thanks for the script and sorry for the bad english. Share this post Link to post Share on other sites
blackmorning84 48 Posted March 2, 2014 I really liked you menu, but I'm having some issues that I hope you can help me. First, behind the HP and MP bars, where should be transparent, there is a black box, and the char icon isn't too near the HP bar? The screen is from a new and clean project, so can't be other plugin problem. Second, there is some way to complete remove the location square? I don't use, so its a little ugly to stay there. And finally, on this screen of your menu, how can I use this Exp and HP/Mp bars (the outline)? Thanks for the script and sorry for the bad english. I've updated the script so that the location window can be removed completely. I also gave more options for what appears in the actor columns. In regards to the outlined gauges, that picture is from my personal game which includes Syvkal's Menu Bars VXAce. My script does not deal with redrawing the gauges, but will work with scripts that will. 1 Teko reacted to this Share this post Link to post Share on other sites
Teko 1 Posted March 2, 2014 Thank you very much, now it's working perfectly. Share this post Link to post Share on other sites
The Dragon God 34 Posted March 2, 2014 Is this free to use commercially? And who should I credit? And would it be ok IF I script this? Share this post Link to post Share on other sites
blackmorning84 48 Posted March 2, 2014 Is this free to use commercially? And who should I credit? And would it be ok IF I script this?Yes, it can be used commercially, though it would be nice to get a free copy of the game. Credit blackmorning84. Share this post Link to post Share on other sites
The Dragon God 34 Posted March 2, 2014 I like the picture Teko has with the giant close up of the actors, is that in the script? Also, does the location box work with Tsukihime's Region Names script? I love scripts, Hanzo's work has inspired me to learn scripting, can you teach me the basics? You have a awesome script, keep it up. I'd help if I knew how. XD Share this post Link to post Share on other sites
blackmorning84 48 Posted March 2, 2014 I like the picture Teko has with the giant close up of the actors, is that in the script? Also, does the location box work with Tsukihime's Region Names script? I love scripts, Hanzo's work has inspired me to learn scripting, can you teach me the basics? You have a awesome script, keep it up. I'd help if I knew how. XD The busts are in the script, under ACTOR_OPTIONS. You need an image to match which is explained on my website. Also for the Tsukihime's Region Names, I made a little patch to go with my columns menu. Put it under Tsukihime's and my column menu and it will put region names with the map name. Share this post Link to post Share on other sites
blackmorning84 48 Posted March 4, 2014 New updates to to give some new options for BM-Columns Menu and BM-Shop scripts. For these, you need the updated BM-Base. It's now up to the user whether they want to use character graphics or scaled down face graphics for the shop status and the item/skill selection windows. UPDATESBM-BaseBM-Columns MenuBM-Shop 1 The Dragon God reacted to this Share this post Link to post Share on other sites
The Dragon God 34 Posted March 4, 2014 Awesome!!! Keep up the good work bro!! Share this post Link to post Share on other sites
blackmorning84 48 Posted March 21, 2014 Hey AllFixed an issue in BM-Messages if it is placed below BM-Actor Titles. Added a substitute word for icon switch in BM-Icons for custom words. Adjusted window positions in BM-Columns Menu.UPDATESBM-MessagesBM-Columns MenuBM-Icons Share this post Link to post Share on other sites
blackmorning84 48 Posted March 24, 2014 Big update for BM Advanced Status. More customization features, can choose different ways to show element/state resistances/inflictions, can toggle between any windows you want to set up. BM Columns Menu has update to fix conflict with YEA class system. UPDATE BM Advanced Status BM Columns Menu Also listed some resources, including an iconset. Share this post Link to post Share on other sites
blackmorning84 48 Posted May 2, 2014 Update to BM-Base to fix compatibility issue with Bubs Guts Script. BM-Advanced Equip updated cursor size for equipment icon. Patch for Selchar's Harvest Moon Time script with BM-Columns Menu has been updated to no longer require the Clock hud script.UPDATE BM-Base BM-Advanced Equip Selchar's Harvest Moon Time BM Column Menu Patch Share this post Link to post Share on other sites
blackmorning84 48 Posted May 2, 2014 Just noticed that there is a function on YEA Menu Engine that changes the location of the help window. I've updatedBM-Advanced Status, BM-Advanced Equip and BM-Columns Menu to make it compatible with this feature. Due to the nature of BM-Advanced Equip, it will not move the help window to the middle position as it needs its current window height to view all the information. UPDATES BM-Advanced Status BM-Advanced Equip BM-Columns Menu Share this post Link to post Share on other sites
YummyTiger 6 Posted August 1, 2014 (edited) Blackmorning84, Thanks for the scripts. I am switching from Galv's column menu to yours as it incorporates Galv's stuff and add some nice features. I do have one question. I was wondering if there is an option to change the max number of actors and adjust the main screen accordingly? The player in my game will only ever be able to have a party of 3. With this lower number of actors, I could display more of the 272x288 character portrait in the main menu. Right now, most of the portrait is cut off. The portraits are vector art, so I can scale it down, I just like the portrait to be as large as possible. Thanks, and big thanks for your great scripts. My game is not commercial, but I'll send you a PM if it is ever released to see if you have any interest. EDIT: One other quick question, and I will search for this as well. Is there anywhere I can find what the button inputs correspond to? In this script, it has ":button => :Z" In-game, the "d" key opens up the menu now. I do not foresee needing a lot of keyboard keys in my game, but it would be nice to know how "Z" corresponds to the "D" key. Edited August 1, 2014 by YummyTiger Share this post Link to post Share on other sites
blackmorning84 48 Posted August 1, 2014 Blackmorning84, Thanks for the scripts. I am switching from Galv's column menu to yours as it incorporates Galv's stuff and add some nice features. I do have one question. I was wondering if there is an option to change the max number of actors and adjust the main screen accordingly? The player in my game will only ever be able to have a party of 3. With this lower number of actors, I could display more of the 272x288 character portrait in the main menu. Right now, most of the portrait is cut off. The portraits are vector art, so I can scale it down, I just like the portrait to be as large as possible. Thanks, and big thanks for your great scripts. My game is not commercial, but I'll send you a PM if it is ever released to see if you have any interest. EDIT: One other quick question, and I will search for this as well. Is there anywhere I can find what the button inputs correspond to? In this script, it has ":button => :Z" In-game, the "d" key opens up the menu now. I do not foresee needing a lot of keyboard keys in my game, but it would be nice to know how "Z" corresponds to the "D" key. Do you use a script to change the max battle party size? It adjusts based on that. If not, try adding this little code at the beginning of the custom scripts. It'll change the max to 3, therefore the columns should adjust accordingly. class Game_Party < Game_Unit def max_battle_members return 3 end end the input buttons actually correspond to buttons on a joystick, not a keyboard. This has been true for RPG maker forever. it's only custom scripts that actually made the keyboard-specific input commands. C button is z/enter/space on the keyboard Z button is d on the keyboard A button is shift on the keyboard X button is a on the keyboard B button is esc/x on the keyboard L button is q/page up on the keyboard R button is w/page down on the keyboard Share this post Link to post Share on other sites
YummyTiger 6 Posted August 1, 2014 Worked perfect, awesome! Also, thanks for the information on the button layout. I did not know that it was set to correspond to the buttons on a joystick (still fairly new to RPG Maker). That makes sense though. That also makes sense why your script says the default is ":B" :-). Thanks! Share this post Link to post Share on other sites
blackmorning84 48 Posted August 21, 2014 (edited) Hey all, Lars Ulrika spotted a glitch in the Columns Menu script when you go from multiple actors to one and selecting skills, equip, status and such. This has been fixed nowUPDATESColumns Menu Edited August 21, 2014 by blackmorning84 Share this post Link to post Share on other sites
HumanNinja 144 Posted September 3, 2014 (edited) First off, great job on this script. I really like it a lot. Thanks for sharing it. I had a problem with the menu music to keep playing after I exit the menu. I don't know if anyone else had this problem. I fixed it by inserting a bit of code. #-------------------------------------------------------------------------- # * Overwrite: Determine if Menu is Called due to Cancel Button #-------------------------------------------------------------------------- def update_call_menu if $game_system.menu_disabled || $game_map.interpreter.running? @menu_calling = false def replay_map_music @map_bgm.replay @map_bgs.replay end else @menu_calling ||= Input.trigger?(BM::MENU::OPTIONS[:button]) call_menu if @menu_calling && !$game_player.moving? end end I added: def replay_map_music @map_bgm.replay @map_bgs.replay end And now the map music resumes playing when I exit the menu. Edited September 3, 2014 by HumanNinja Share this post Link to post Share on other sites
HumanNinja 144 Posted September 14, 2014 (edited) I'm having another issue with the map BGM not playing. Except this time it is when I use an item from the menu. When I do this, the menu screen is exited and the Menu screen BGM keeps playing instead of reverting back to the maps BGM. How can I fix this? I've tried looking for something within the script that may have to do with this but I'm not finding it. Is this something that can be added to the script? EDIT: My problem was solved in the script support thread by changing the bottom part of the Scene_ItemBase to this: def check_common_eventSceneManager.goto(Scene_Map) if $game_temp.common_event_reserved?$game_temp.replay_map_musicend Thanks to Maliki! Edited September 16, 2014 by HumanNinja Share this post Link to post Share on other sites
HumanNinja 144 Posted September 16, 2014 (edited) So far I've tried a couple of things in regards to the map BGM not resuming when the menu is exited after using an item that calls a common event, neither of which worked. def check_common_event SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved? def replay_map_music @map_bgm.replay @map_bgs.replay end end I added this code (above) to the end of the animated column menu script within the class Scene_Map < Scene_Base. It did nothing. I also tried adding just this (below) to the end of the Scene_Itembase script. def replay_map_music @map_bgm.replay @map_bgs.replay end Like I said, neither of these things worked. So if anyone has any insight into the matter I'd be more than happy to hear it. EDIT: This is issue was resolved! Edited September 19, 2014 by HumanNinja Share this post Link to post Share on other sites
HumanNinja 144 Posted September 19, 2014 (edited) I've got one more question concerning this script. How can I make the menu to be NOT transparent. I don't like how you can see the map underneath it. It makes the window graphic I have look very odd. Is this a change to be made in this script? Or is this something to be changed in the Base script? EDIT: I've tried looking through both scripts to find a spot where the window opacity was changed but maybe I just missed it? Edited September 19, 2014 by HumanNinja Share this post Link to post Share on other sites
rayndel2 0 Posted September 20, 2014 Ah, hello! Very, very new to this whole scripting thing, but how would one go about setting the volume of the in-menu music? It's a good deal louder than the rest of my audio. Share this post Link to post Share on other sites
blackmorning84 48 Posted September 29, 2014 Ah, hello! Very, very new to this whole scripting thing, but how would one go about setting the volume of the in-menu music? It's a good deal louder than the rest of my audio. The Columns Menu has been updated to fix the issue with using common event items and not getting the map music back as well as adding a volume adjustment to the menu music. UPDATES Columns Menu Share this post Link to post Share on other sites
blackmorning84 48 Posted January 13, 2015 Noticed some issues with scripts that change battle party size, so I've fixed the Columns Menu and Shop so that they better adjust to increased party sizes without squishing the informationUPDATESColumns MenuShop 1 Knighterius reacted to this Share this post Link to post Share on other sites