Main Menu Melody
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Contents |
| Main Menu Melody | ||||
|---|---|---|---|---|
| | ||||
| Link | Click Here
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| Last Update | 2010.06.13 | |||
| Author(s) | Yanfly | |||
| $imported | $imported["MainMenuMelody"] | |||
| Terms of Usage | ||||
| Main Menu Melody along with other Yanfly Engine scripts may be used for both non-commercial and commercial games. Providing credit is not necessary, but please do not claim credit. | ||||
| Version History | ||||
o 2010.06.13 - Bugfix regarding imported commands and common events. o 2010.05.15 - Conversion to Yanfly Engine Melody. | ||||
| Discussion and FAQ | ||||
Introduction
This script allows for menu item reordering along with importing in custom script scenes with ease so that there becomes little need to change the base menu script in order to add in a few items. This is a YEM version of the popular KGC Custom Menu Command. No credits will be taken on part of my own behalf for the work KGC did. All I merely did was use it to extend the capabilities of adding in common events, imported commands, and beefed up engine efficiency.
How to Use
To install this script, open up your script editor and copy/paste this script to an open slot below ▼ Materials but above ▼ Main. Considering the special nature of this script, it is highly recommended that you place this script above all non-core scripts. Remember to save.
Scroll down and edit the module as you see fitting for your game.
Module
Menu Commands
Adjust the following hash to modify which commands will appear where. Use the following table to input in the commands as you see fit.
MENU_COMMANDS =[ # Follow the instructions above.
:items, # Default Item Menu
:status, # Default Status Menu
:skill, # Default Skill Menu
:equip, # Default Equip menu
:event2, # Common Event
:save, # Default Save Menu
:system, # Default Game End Menu
] # Do not remove this.
More information about what symbols can be used inside the array are included inside of the script itself.
USE_ICONS = true
This will determine whether or not your menu uses icons.
MENU_ICONS ={ # If an icon is not present, it will use the unused icon.
:unused => 176,
:items => 144,
:skill => 159,
:equip => 44,
:status => 137,
:save => 149,
:system => 134,
} # Do not remove this.
If you're using icons, adjust the following hash to bind the right icons to the right command.
MAX_ROWS = 10
This is the maximum number of rows to be displayed before the command box will be cut off.
ALIGN = 0
Set the alignment for the text in your menu. By default, alignment is 0. 0..Left Align, 1..Center Align, 2..Right Align
MENU_RIGHT_SIDE = true
Setting this to true will cause the menu to shift to the right side of the screen while moving the party status window over to the left side.
ON_SCREEN_MENU = true
If this is set to true, the menu will not obscure the map until actor selection is required. Events on the map will be frozen in place.
Custom Menu Command - Lunatic Mode - Common Events
For those who would like to launch command events from the main menu, modify this hash here to fit your liking. Then, add in the newly added method to the MENU_COMMANDS array above.
HideSw - This is the hide switch. Set to nil to not use a switch.
DisbSw - This is the disable switch. Set to nil to not use a switch.
Debug? - This item will only appear if it's $TEST mode.
CEvent - This is the common event that will launch.
Icon - This is the icon used if the option is given.
Title - This is the text that will appear.
COMMON_EVENTS ={ # Follow the instructions above.
# Method => [HideSw, DisbSw, Debug?, CEvent, Icon, Title Name]
:event1 => [ nil, nil, true, 11, 101, "Debug"],
:event2 => [ nil, nil, false, 12, 117, "Camp"],
} # Do not remove this.
Custom Menu Command - Lunatic Mode - Imported Commands
The following is what KGC originally was going to have in his script but was actually missing it in his publicized script. This will regain functionality and also lift the "limit" of only 100 extra commands. The following will explain how to set up the individual options.
HideSw - Switch used to hide the command. Set to nil if not used.
DisbSw - Switch used to disable the command. Set to nil if not used.
Actor? - Does this select an actor. Set to true if it does.
Icon - Determines what icon will be used for this item.
Title - The title text that appears for the event.
Scene - The scene used to launch the respective scene.
Note that this does not automatically detect what will and will not disable the command ingame. You must understand and create a work around with them (if they do disable the commands) with switches. After binding your imported commands, go back to MENU_COMMANDS and insert the proper command ID at the proper location.
IMPORTED_COMMANDS ={ # Follow the instructions above.
# Method => [HideSw, DisbSw, Actor?, Icon, Title Name, Scene Name.new]
:quests => [ 8, 9, false, 99, "Quests", "Scene_Quest"],
:faction => [ 10, 11, false, 100, "Factions", "Scene_Factions"],
:row => [ nil, nil, false, 101, "Rows", "Scene_Row"],
:record => [ nil, nil, false, 102, "Records", "Scene_Record"],
:craft => [ nil, nil, false, 103, "Crafting", "Scene_Crafting"],
} # Do not remove this.
Multi Variable Window
Imported straight from Scene Menu ReDux, this alters the gold window at the bottom to display variables, time, steps, etc. This window appears at the bottom of the screen.
Variables will be shown in this order. Use 0 to show gold. Adjust the following information as seen necessary.
VARIABLES_SHOWN = [-5, -1, -2, 0]
VARIABLES_ICONS = true
VARIABLES_HASH ={ # Note that value zero must exist.
# VarID => [Icon, Text]
-5 => [ 153, "Map"],
-2 => [ 48, "Steps"],
-1 => [ 188, "Time"],
0 => [ 205, "Gold"],
1 => [ 200, "Jewels"],
}# Do not remove this.
Main Menu Melody Mods
This section includes some of the mods made for Main Menu Melody.
Final Fantasy 13 Main Menuby Shanghai This mod changes Main Menu Melody's layout while maintaining its functionalities. A few things are disabled, however. Menu icons, the command list being on the right-hand side, and the multi-variable window are disabled. However, the menu now has a background, a help window appeared for each of the individual commands, and actors have their own menu-specific portraits, too. |
And that's it for Main Menu Melody!
See Also
- Return to the Yanfly Engine Melody
- Return to the Main Page
