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Post by Aaron on Nov 27, 2004 18:20:44 GMT -5
I have a question, Doan. How did you dissect the DMS options? I was thinking that I could do my items option using the same method that you used to make your Game options. Is this possible? I have tried for a few hours to get something working, but no progress. Any help would be appreciated.
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Post by NASH7777 on Nov 28, 2004 10:30:08 GMT -5
Is DMS default Map System, or menu system...I'm guessing it's menu. You can edit all the names of every option in the DMS, you could change talk to boogenshnoogen if you really wanted (although I think that's too many characters). You can change all the menu names even the text speed names...
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Post by Aaron on Nov 28, 2004 14:54:10 GMT -5
I knew you you could change the names and all that, but if you look at the Custom Elements page, notice that it appears as though Doan has deconstructed the DMS into pieces for his game options feature of his CMS to allow text speed change, etc. He never had the full DMS, just a little piece of it. I may be wrong, but if he took the DMS apart, it could be possible to use the DMS "items" option for use in the CMS without writing a giant sort script of the item number and all that good . I was asking how he took the DMS apart to allow little pieces of it to be used individually. Sorry if I sound like a jerk, I'm not trying to. Thanks for trying to help anyway.
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Post by NASH7777 on Nov 28, 2004 17:46:37 GMT -5
No you didn't sound like a jerk, I'll look into it too.
Edit: Okay I checked it out, if you look at the screenshots you can tell that the first three are from his own CMS while the last one is from the actual default menu system just with the menu names changed...nothing special...sorry to burst your bubble...(bubble?! what bubble? Am I implying that your a bubble boy? IDK, horrible saying I think)
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Post by Aaron on Nov 28, 2004 20:08:22 GMT -5
Yeah, I noticed that too after I posted earlier. But what would happen when the player chose one of the DMS options that he renamed? It would still function the same even though the name is different. I have a good reason to think that this problem would cause the CMS to become useless. It would make my version of it useless anyway. I am in pissed off about this stupid in game! It has way too much "hardwired" imbedded into it that you can't edit or take apart. >:(rrrrrrrrrrrr
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Post by NASH7777 on Nov 28, 2004 20:14:51 GMT -5
Oh btw, how do you make the censored guy? Does it show automatically when you type something bad? or is it with symbols. Yeah I'm p-o'd you can't do more custom stuff in this game. Expecially menu's that scroll to the side like the ones they use, so you can see more than 8 options. Also I wish the whole magic list bring up and all that was assigned to a script. You Can edit stuff within options of the menu system so it wouldn't be bad when a player clicked on a blank option..... I've done this before
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Post by Aaron on Nov 28, 2004 20:23:04 GMT -5
Yeah, when you type the word or it comes up as a censored icon. Try it out. Anyway, how did you edit the menu options so they would'nt do anything if you didn't want them to do anything?
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Post by NASH7777 on Nov 28, 2004 20:29:02 GMT -5
Pretty much the main character has 0 in all the stats, then all the menu system names are set to pretty much nothing, except the ones you use. Then Make sure your on hard and you can edit the all the messeges for like when you try equiping stuff, looking at ground and all that. Edit them to say something else or omit them all together. You may also add a script in there right away "force script end" at the beginning of the script. ;D oh btw
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Post by Aaron on Nov 28, 2004 21:07:59 GMT -5
Oh, I see. If I temporarily change the Party member 0 in the data base, then the DMS options are all blank? Then, after the I set them, I can change the stats back to normal. Am I right?
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Post by Jugem on Nov 29, 2004 14:09:34 GMT -5
There's no way to disable all of those choices in the default menu. And you're always going to get some stats showing, even if you change them all to 0. The best you can do is to try to minimize the "damage".
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Post by NASH7777 on Nov 29, 2004 15:56:07 GMT -5
Exactly Jugem, they will still have stuff there just try to hide it the best you can. So when you click on party (which is blank) it will give you another option of blanks (charcter) and if you choose character blank his blank(hp) will be 0 and his blank (mp) 0 etc....
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Post by Aaron on Nov 29, 2004 20:41:29 GMT -5
I have decided to not use the CMS as a conventional "menu." It will have an alignment feature, the Stats and full descriptions of the characters, descriptions and graphics of what types of weapons and armor each character uses, how many enemies the character has killed, and a party reserve feature that lets the player change out characters. I might add some more features as well. If anyone has suggestions for more features you would like to see in my CMS or game, just post them in my forum under a new topic called "suggestions" or something. I will be using the DMS as a quick menu for items and equipment and stuff. This will save alot of work (sort scripts) and I think it will make my game better. Thanks for everybody's input.
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Post by Doan the Nado on Nov 29, 2004 21:09:18 GMT -5
That sounds like the way to go, AMP. I am very disappointed at the customizability of the DMS, as it could be very useful if you could access certain features in an isolated fashion. All I did was create Party Member 0 as someone with 0 for stats. I may keep track of bag items with variables so that the player can't access any of that with the DMS. It would be nice to be able to change the menu text mid-game, but that's not possible either, so the only appearance that menu will make will be as you see it on my Custom Elements page.
Sorry it took me so long to respond to this, but I was home all weekend.
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Post by Aaron on Nov 30, 2004 3:37:35 GMT -5
No problem. All I hope is that if they come out with another RPG Maker, it's default stuff is alot more flexible.
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Post by NASH7777 on Nov 30, 2004 7:20:45 GMT -5
You coul;d also use the party stats to whatever...like have Defense be KillCount or something ;D
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Post by Jugem on Nov 30, 2004 13:29:49 GMT -5
Don't forget you can have a user menu in the default menu, so if you're using the dms, you probably don't need to create another cms. You could just combine everything into the dms...I think...I've never actually used the user menu much, if at all.
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Post by Dungeon Warden on Nov 30, 2004 14:57:37 GMT -5
User menus are easy to use. They are the same as any other system event, so anything you can script in a content script can appear in your User Menu. You also get ten of these, so they are very useful if you are using the default menu system.
I'm still debating how I plan to use my menu system. I might create a new system like Doan, or I might just alter the excisting one. I want to work on my combat system first, but if I get the time over the holidays, I'll look at altering the menu system.
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Post by Aaron on Dec 3, 2004 13:50:44 GMT -5
The problem is that I have already made Doan's CMS.....So I don't want to delete it now that it's in my game. I ended up deciding to not use it as a regular menu. I am using the DMS outside of the CMS during gameplay because I was having problems with the item/equip option and I gave up on it. I still need to figure out a way to make items an option in my battle system though. If any one can help me figure it out, I would appreciate it.
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Post by Tacticalman on Dec 3, 2004 15:31:47 GMT -5
doan, how did u know when the people were done w/ the dms? did they have to push a button? And did you switch on 'No Movement' just wondrin
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Post by Doan the Nado on Dec 3, 2004 16:57:35 GMT -5
When the menu is accessed, the player is transported to an empty room that has only the events which display the text and so on. When the option is chosen to access the DMS, the screen changes to black and the CMS ends. The player can walk around, it does not matter because you can't tell anyways. A text box instructs the user to press X to change the options, and press [] when they are done.
Normally, the [] button sets an escape point and teleports the party to the menu screen. I changed this so that it only sets an escape point if the InMenu flag is off (a flag I turn on when the player enters the menu). So what happens is that when the player presses the [] button, they are teleported back to the CMS and it just looks like they're going right back to the menu screen. When they exit the menu, they are returned to the escape point that was set when the entered the menu, just like normal.
I hope that makes sense. The thing is, I had to make it work in the context of my menu. You should be able to use a similar method to make it work with your custom menu.
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Post by The zoradude on Dec 8, 2004 12:10:01 GMT -5
Hey I don't get howw to make the item menu to come up in my CMS. I was reading BK's walkthrough, he said call them from another script. I don't exactly get that. I completly understand Calling Scripts, But calling that script will solve what? Some one help me, I just want the item menu to come up. Help me please.
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Post by The Final Rune on Dec 8, 2004 14:52:28 GMT -5
The only way I know so far to display an item menu outside of using the DMS is to use the "Display Sell List" command from the input menu in the srcipting editor. I'm still trying to find a way around this, as are many of us. When we know, you'll know or maybe when you know you can tell us! ;D
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Post by The zoradude on Dec 8, 2004 15:38:36 GMT -5
Do you mean like a store would be? Cause how BK's Walkthrough sounds you just display the Sell list (which is what I'm trying to do)basically, but it looks fine... If I could figure out how to do that, I know how to do the rest.
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Post by The Final Rune on Dec 8, 2004 15:41:24 GMT -5
Yeah, that's what I'm talking about, but it stil limits your options. Like for instance, you can't call up the items in the bag in a serperate menu as the game only record how many of each item you have in there and not what items you have in there.
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Post by The zoradude on Dec 8, 2004 16:07:08 GMT -5
Hmmm, What about Party members? If I can just give them infinite Item space that would work too. I would(whoo hoo edit) not care about the bag.
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