![]() (As RpgMaker only allows you to place 4 choices) So basically what you are doing here replacing the default Menu window with your own (using a Show Choices command, because this way you can control which options are presented and when, like I will show you a few steps further). The scripts SceneManager.call (Scene_.) are the scripts that call the sane Menu command options that the default Menu uses. This right here is what enables the little Menu window and gives it options. This allows the menu to smoothly appear after an interval of time, instead of instantly, so that if the player continuously presses the Esc or 0 key, the Menu doesn't flicker on and off. This is a conditional branch checking if you are pressing the B button (the same button you press to access the default Menu, ESC or 0). This is a safety measure to ensure that the default Menu is disabled, also in case I forget to disable it in the Script Editor, like we did a few minutes ago. ![]() As for the code: Menu Access: branch: The B button is being 10 Choices: : Resume, Items, Save, ExitĮasy right? Let me break down the code for you: Menu Access: Disable This Event will have to be pasted on every map so that the Menu can be accessible, if you don't want the Menu to be accessible, just don't paste the event on the specific map. Now, create an event somewhere on your map. Now, the Menu is disabled throughout the game. You can find this under Game_System, on line 24. Disabling the default Menu and creating a custom Choice Menuįirst what we have to do is to disable the normal Menu from the Script editor by turning: = true
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