Link to the Script itself: Scene Menu ReDux
Last Updated: 2009.06.10
This is more or less a revision of the menu scene. Included in the script are a couple of features. Note that I will NOT take credit for KGC’s custom menu command script as all I did was merely import it into this script and finished up the excluded functions that he’s left behind. Everything else I did add to the script.
COMMAND CONTROL – by KGC
Add, remove, and re-order commands akin to KGC’s CustomMenuCommands. Akin to this feature will include what KGC’s original script was missing and that was easy functionality to include custom menu commands without hassling the core script itself. Also added is the ability to launch common events from the main menu itself for those who wish to event unique commands.
REDUX MENUS
The redux menus are completely optional and are mostly nothing other than visual changes to the menu scene. You can add icons to the command window, display more than just gold on the main menu screen, and added experience bars to the party window.
UPDATES
- 2009.06.10 – Added more options for the MultiVariable Window to display.
- 2009.06.06 – Finished script.
- 2009.06.05 – Started script.
HOW TO USE THIS SCRIPT
There’s a few things to go through so I’ll post some screenshots. But first things first, there’s two things you must do:
1. Place all of the non-KGC and non-Yanfly scripts that have new scenes above this script. That way, they will not alter the menu.
2. Place all KGC and Yanfly scripts below this script to develop compatibility amongst all of the scripts.
This is done to enforce compatibility and to actually make this script work.
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Of the easy things you can edit, you may edit which button needs to be pressed in order to launch the menu. This has always bugged me about RPG Maker (that you have to press the cancel button to launch the menu rather than a dedicated button). Now, you can bind the menu call button to what you desire and dedicate other things to your cancel button (like jumping, but I haven’t made a script for that yet). The starting index can also be changed. This is where the cursor starts when the menu is loaded. And finally, you may shift the command window over to the right hand side if you desire without needing to do much other than setting RIGHT_SIDE_COMMAND to true.
MENU_BUTTON
This adjusts the button press to open the said menu.
START_INDEX
This is where the menu cursor starts by default.
RIGHT_SIDE_COMMAND
This will set the command window over to the right hand side.
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Imported from KGC’s CustomMenuCommand is the ability to add, remove, and reorder commands with ease. Just insert the representing number for the command and it’ll appear there if you have the script installed. Changing the order around isn’t a problem either. They do not have to be in numeric order as indicated by the screenshot above. However, there’s a few extra functionalities that the script includes which KGC has not. Note that I will NOT take credit for any of KGC’s hard work.
Included is the ability to launch common events from the main menu. You can hide and disable these common events in the menu through game switches easily. When a common event launches, it will kick the player out of the main menu to perform the event. For instance, in the screenshot above, when the player selects the Camp option, it will take the player to a little dungeon where Ralph can talk with his party members, rest up, save, and buy items from a wandering vendor. Note that menu commands 101 through 200 are reserved for common events.
And although KGC’s script originally had this feature, the method for easily imported scenes did not exist in his public script. Scene Menu ReDux provides and easy and accessible way to open up new scenes with close to little trouble. Just like the common event menu commands, there are switches you can bind to hide and disable the commands. Note that any custom rules the imported scripts had for disabling and appear in the menu will not apply to this method. You will have to understand how those scripts disable and hide menu commands and mimic their methods through switches. Already imported in the script are a few of the popular scripts throughout the RPG Maker VX community to save people some headache in trying to figure this thing out.
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Of the few new features, you can choose whether or not to use icons in your menu. If you do, go look for COMMAND_ICONS and set it to true. Binding the icons to the commands is pretty easy as well. Just go to ICON_SETS and alter the hash there to reflect the icon ID with the desired command. Note that the way the command is written out matters. If using a script that has varying command text, include icons for all of the variations. Unlisted commands will reveal the “Unlisted” icon.
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And finally, you may display more than just gold in the command window. Choose a variable or two or three to display by adding it to the VARIABLES_SHOWN, array. The order they appear will determine the order the variables appear. If 0 is inputted into the array, it will return the party’s gold amount. Under the VARIABLES_HASH, you can decide the icons and text used for each of the variables.
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IF YOU ARE HAVING PROBLEMS WITH THESE SCRIPTS, REVIEW THE TROUBLESHOOTING PAGE FIRST!








2009, June 7 at 12:03 pm |
common events from menu!?!?!?!?!?
i’m sold
2009, June 13 at 12:18 am |
If you disable steps, jewels, time etc from menu, then there are spare space in the window, and this empty space is not completed with the menu options, it there are some (like commom events), and i need to scroll the menu.
2009, June 18 at 10:48 am |
You can just delete them from VARIABLES_SHOWN.
VARIABLES_SHOWN = [0] and all it’ll show is gold.
2009, July 1 at 2:00 am |
Here is something that caught my attention: You can place an icon number for a map symbol, yet this symbol never seems to appear ingame. Looking through the script, it seems that the draw_item area where there would have been a map symbol is missing. I can understand this, as size constraints caused by map names could cause problems. However, I am curious if the inclusion of the map icon line is now not needed within the script.
2009, August 21 at 12:03 am |
I have trouble adding the Quest window, since I have modern algebra’s quest journal script. Can you teach me how to add it?
2009, December 6 at 2:19 pm |
How exactly do you use “jewels” or any thing else you add say if i add keys?
2009, December 12 at 12:08 am |
Hey, could you tell me how i could possibly add “JP” from your JP script onto the menu with the gold and the time and whatever. That’d be great. thanks.