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KChasm

Need help with SoulPour777's Menu á la Majo no Ie

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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

 

Game_2019-04-01_23-31-45.png

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I am sorry if I am of no help, but I thought I would let you know that SoulPour777 has an extremely bad reputation in the RPG Maker community, as he has been caught several times in several places for stealing code made by other and calling it his own (in fact, he is outright banned from most RPG Maker community places). Honestly, you may wish to look into other title menu scripts like Moghunter's, not just for simplicity, but to not get tied into SoulPour's mess.

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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.

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On 4/2/2019 at 9:18 PM, KChasm said:

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.

I'm in the process of making a Witch's house-like menu script to make up for that guy's scripts being pretty much unusable.

Are there any features you'd like?

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On 4/8/2019 at 5:48 AM, tv.ghost said:

I'm in the process of making a Witch's house-like menu script to make up for that guy's scripts being pretty much unusable.

Are there any features you'd like?

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.

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14 hours ago, KChasm said:

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.

I was going to make it because of your post, but I might still release it to the public if anyone wants it. For now it'll be low-priority I suppose.

Glad you found a solution that works for you though.

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