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#1 [ACE] Ayuda con Menu de juego el Lun Jun 15, 2015 12:25 am

Brrt

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Muy buenas tardes a todos ¿como han estado?, ojala que esten bien todos. he venido con el dia de hoy para pedir un pequeño favor, desde hace rato ando buscando por internet como quitar las opciones Guardado, Equipamiento, Formacion, etc. Del menu de mi juego cuando presionan el boton Z. Hasta ahora habia encontrado como 4 a 5 opciones, las cuales no entendi ni pio. Por eso vengo a la comunidad muy amablemente a solicitar esta ayuda.

¿Quien puede explicarme como quitar cierta opción en el menú del juego? el cual esta hecho en RPG Maker VX ACE, si es por medio de una Script, postenmela y expliquenmela por favor. que soy algo lento Opalo Hola se los agradecería muchísimo quien o quienes me puedan ayudar con mi lindo proyecto Ópalo Gato

PD: si alguien sabe como ocultar una opción del menú en el juego y que luego aparezca después de un evento, también se lo agradecería mucho Ópalo Aplaudiendo

#2 Re: [ACE] Ayuda con Menu de juego el Lun Jun 15, 2015 12:50 am

Reputación del mensaje :100% (1 voto)

Queco

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Hola Brrt. Interesante forma de introducir un tema, muy educado Opalo Hola.

Sobre tu pregunta, te reomiendo usar este script: Yanfly - Ace Menu Engine. Tiene opciones para configurarlo, y es posible quitar las opciones que quieras.

Si no sabes como, avísame por MP y te lo paso configurado para que solo salgan las opciones que quieras Opalo Hola.

PD: Te recomiendo que lo uses en el Nucleo de Yanfly, pero eso es solo opcional.

EDIT: Me tomé la libertad de editar lo necesario para que no aparezcan las opciones que mencionaste antes (digo editar, pero solo agregué unos símbolos). Aquí esta:
Ace Menu Engine:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Menu Engine v1.08
# -- Modified by: Doogy
# -- Last Updated: 2012.01.03
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-AceMenuEngine"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2015.01.17 - Display update MP gauge behave the same way as TP gauge (hidden if no skill use it).
# 2012.01.03 - Compatibility Update: Ace Item Menu
# 2012.01.01 - Compatibility Update: Kread-EX's Synthesis
#            - Compatibility Update: Kread-EX's Grathnode Install
#            - Compatibility Update: Yami's Slot Battle
# 2011.12.23 - Script efficiency optimized.
# 2011.12.19 - Compatibility Update: Class System
# 2011.12.15 - Updated for better menu MP/TP gauge management.
# 2011.12.13 - Compatibility Update: Ace Equip Engine
# 2011.12.07 - Update to allow for switches to also hide custom commands.
# 2011.12.06 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# The menu system in RPG Maker VX Ace is great. However, it lacks the user
# customization that RPG Maker 2003 allowed. With this script, you can add,
# remove, and rearrange menu commands as you see fit. In addition to that, you
# can add in menu commands that lead to common events or even custom commands
# provided through other scripts.
#
# This script also provides window appearance management such as setting almost
# all command windows to be center aligned or changing the position of the
# help window. You can also opt to show the TP Gauge in the main menu as well
# as in the skill menu.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Edit the settings in the module below as you see fit.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
 module MENU
   
   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   # - General Menu Settings -
   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   # This changes the way menus appear in your game. You can change their
   # alignment, and the location of the help window, Note that any non-Yanfly
   # Engine Ace scripts may not conform to these menu styles.
   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   HELP_WINDOW_LOCATION = 0     # 0-Top, 1-Middle, 2-Bottom.
   COMMAND_WINDOW_ALIGN = 1     # 0-Left, 1-Middle, 2-Right.
   
   # These settings below adjust the visual appearance of the main menu.
   # Change the settings as you see fit.
   MAIN_MENU_ALIGN = 0          # 0-Left, 1-Middle, 2-Right.
   MAIN_MENU_RIGHT = false      # false-Left, true-Right.
   MAIN_MENU_ROWS  = 10         # Maximum number of rows for main menu.
   DRAW_TP_GAUGE   = true       # If true, draws TP in the main menu.
   
   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   # - Main Menu Settings -
   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   # These settings adjust the main menu, the order at which commands appear,
   # what text is displayed, and what the commands are linked to. Here's a
   # list of which commands do what:
   #
   # -------------------------------------------------------------------------
   # :command         Description
   # -------------------------------------------------------------------------
   # :item            Opens up the item menu. Default menu item.
   # :skill           Opens up the skill menu. Default menu item.
   # :equip           Opens up the equip menu. Default menu item.
   # :status          Opens up the status menu. Default menu item.
   # :formation       Lets player manage party. Default menu item.
   # :save            Opens up the save menu. Default menu item.
   # :game_end        Opens up the shutdown menu. Default menu item.
   #
   # :class           Requires YEA - Class System
   #
   # :gogototori      Requires Kread-EX's Go Go Totori! Synthesis
   # :grathnode       Requires Kread-EX's Grathnote Install
   # :sslots          Requires Yami's YSA - Slot Battle
   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   COMMANDS =[
     :item,         # Opens up the item menu. Default menu item.
     :skill,        # Opens up the skill menu. Default menu item.
   # :equip,        # Opens up the equip menu. Default menu item.
     :class,        # Requires YEA - Class System.
     :status,       # Opens up the status menu. Default menu item.
   # :formation,    # Lets player manage party. Default menu item.
   # :event_1,      # Launches Common Event 1. Common Event Command.
   # :event_2,      # Launches Common Event 2. Common Event Command.
   # :debug,        # Opens up debug menu. Custom Command.
   # :shop,         # Opens up a shop to pawn items. Custom Command.
   # :save,         # Opens up the save menu. Default menu item.
     :game_end,     # Opens up the shutdown menu. Default menu item.
   ] # Do not remove this.
   
   #--------------------------------------------------------------------------
   # - Common Event Commands -
   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   # If you insert one of the following commands into the COMMANDS array, the
   # player can trigger a common event to launch. You can disable certain
   # commands in the menu by binding them to a switch. If you don't want to
   # disable them, set the switch to 0 and it will always be enabled. The
   # ShowSwitch will prevent a command from appear if that switch is false.
   # Set it to 0 for it to have no impact.
   #--------------------------------------------------------------------------
   COMMON_EVENT_COMMANDS ={
   # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID],
     :event_1 => [        "Camp",           11,          0,        1],
     :event_2 => [   "Synthesis",            0,          0,        2],
   } # Do not remove this.
   
   #--------------------------------------------------------------------------
   # - Custom Commands -
   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   # For those who use scripts that may lead to other menu scenes, use this
   # hash to manage custom commands that run specific script calls. You can
   # disable certain commands in the menu by binding them to a switch. If you
   # don't want to disable them, set the switch to 0. The ShowSwitch will
   # prevent a command from appear if that switch is false. Set it to 0 for
   # it to have no impact.
   #--------------------------------------------------------------------------
   CUSTOM_COMMANDS ={
   # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
     :debug   => [       "Debug",            0,          0, :command_debug],
     :shop    => [        "Shop",           12,          0,  :command_shop],
     :gogototori => ["Synthesis",            0,        0,  :command_totori],
     :grathnode => [ "Grathnode",            0,        0, :command_install],
   } # Do not remove this.
   
 end # MENU
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ■ Window_MenuCommand
#------------------------------------------------------------------------------
# This class is kept towards the top of the script to provide easier access.
#==============================================================================

class Window_MenuCommand < Window_Command
 
 #--------------------------------------------------------------------------
 # overwrite method: make_command_list
 #--------------------------------------------------------------------------
 def make_command_list
   for command in YEA::MENU::COMMANDS
     case command
     #--- Default Commands ---
     when :item
       add_command(Vocab::item,   :item,   main_commands_enabled)
     when :skill
       add_command(Vocab::skill,  :skill,  main_commands_enabled)
     when :equip
       add_command(Vocab::equip,  :equip,  main_commands_enabled)
     when :status
       add_command(Vocab::status, :status, main_commands_enabled)
     when :formation
       add_formation_command
     when :save
       add_original_commands
       add_save_command
     when :game_end
       add_game_end_command
     #--- Yanfly Engine Ace Commands ---
     when :class
       next unless $imported["YEA-ClassSystem"]
       add_class_command
     #--- Imported Commands ---
     when :sslots
       next unless $imported["YSA-SlotBattle"]
       add_sslots_command
     when :grathnode
       next unless $imported["KRX-GrathnodeInstall"]
       process_custom_command(command)
     when :gogototori
       next unless $imported["KRX-AlchemicSynthesis"]
       process_custom_command(command)
     #--- Imported Commands ---
     else
       process_common_event_command(command)
       process_custom_command(command)
     end
   end
 end
 
 #--------------------------------------------------------------------------
 # new method: process_common_event_command
 #--------------------------------------------------------------------------
 def process_common_event_command(command)
   return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
   show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2]
   continue = show <= 0 ? true : $game_switches[show]
   return unless continue
   text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0]
   switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1]
   ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3]
   enabled = switch <= 0 ? true : $game_switches[switch]
   add_command(text, command, enabled, ext)
 end
 
 #--------------------------------------------------------------------------
 # new method: process_custom_command
 #--------------------------------------------------------------------------
 def process_custom_command(command)
   return unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
   show = YEA::MENU::CUSTOM_COMMANDS[command][2]
   continue = show <= 0 ? true : $game_switches[show]
   return unless continue
   text = YEA::MENU::CUSTOM_COMMANDS[command][0]
   switch = YEA::MENU::CUSTOM_COMMANDS[command][1]
   enabled = switch <= 0 ? true : $game_switches[switch]
   add_command(text, command, enabled)
 end
 
end # Window_MenuCommand

#==============================================================================
# ■ Menu
#==============================================================================

module Menu
 
 #--------------------------------------------------------------------------
 # self.help_window_location
 #--------------------------------------------------------------------------
 def self.help_window_location
   return YEA::MENU::HELP_WINDOW_LOCATION
 end
 
 #--------------------------------------------------------------------------
 # self.command_window_align
 #--------------------------------------------------------------------------
 def self.command_window_align
   return YEA::MENU::COMMAND_WINDOW_ALIGN
 end
 
 #--------------------------------------------------------------------------
 # self.main_menu_align
 #--------------------------------------------------------------------------
 def self.main_menu_align
   return YEA::MENU::MAIN_MENU_ALIGN
 end
 
 #--------------------------------------------------------------------------
 # self.main_menu_right
 #--------------------------------------------------------------------------
 def self.main_menu_right
   return YEA::MENU::MAIN_MENU_RIGHT
 end
 
end # Menu

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
 #--------------------------------------------------------------------------
 # new method: draw_mp?
 #--------------------------------------------------------------------------
 def draw_mp?
   for skill in skills
     next unless added_skill_types.include?(skill.stype_id)
     return true if skill.mp_cost > 0
   end
   return false
 end
 
 #--------------------------------------------------------------------------
 # new method: draw_tp?
 #--------------------------------------------------------------------------
 def draw_tp?
   return false unless $data_system.opt_display_tp
   for skill in skills
     next unless added_skill_types.include?(skill.stype_id)
     return true if skill.tp_cost > 0
   end
   return false
 end
 
end # Game_Actor

#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window
 
 #--------------------------------------------------------------------------
 # overwrite method: draw_actor_simple_status
 #--------------------------------------------------------------------------
 def draw_actor_simple_status(actor, dx, dy)
   dy -= line_height / 2
   draw_actor_name(actor, dx, dy)
   draw_actor_level(actor, dx, dy + line_height * 1)
   draw_actor_icons(actor, dx, dy + line_height * 2)
   dw = contents.width - dx - 124
   draw_actor_class(actor, dx + 120, dy, dw)
   draw_actor_hp(actor, dx + 120, dy + line_height * 2, dw)
   if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp?
     draw_actor_tp(actor, dx + 120, dy + line_height * 1, dw)
   elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp?
     if $imported["YEA-BattleEngine"]
       draw_actor_tp(actor, dx + 120, dy + line_height * 1, dw/2 + 1)
       draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
     else
       draw_actor_mp(actor, dx + 120, dy + line_height * 1, dw/2 + 1)
       draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
     end
   elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_mp?
     draw_actor_mp(actor, dx + 120, dy + line_height * 1, dw)
   end
   
 end
 
end # Window_Base

#==============================================================================
# ■ Window_Command
#==============================================================================

class Window_Command < Window_Selectable
 
 #--------------------------------------------------------------------------
 # overwrite method: alignment
 #--------------------------------------------------------------------------
 def alignment
   return Menu.command_window_align
 end
 
end # Window_Command

#==============================================================================
# ■ Window_MenuCommand
#==============================================================================

class Window_MenuCommand < Window_Command
 
 #--------------------------------------------------------------------------
 # alias method: init_command_position
 #--------------------------------------------------------------------------
 class < def self.init_command_position
   init_command_position_ame
   @@last_command_oy = nil
 end
 
 #--------------------------------------------------------------------------
 # overwrite method: visible_line_number
 #--------------------------------------------------------------------------
 def visible_line_number
   return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max
 end
 
 #--------------------------------------------------------------------------
 # overwrite method: alignment
 #--------------------------------------------------------------------------
 def alignment
   return Menu.main_menu_align
 end
 
 #--------------------------------------------------------------------------
 # alias method: process_ok
 #--------------------------------------------------------------------------
 alias window_menucommand_process_ok_ame process_ok
 def process_ok
   @@last_command_oy = self.oy
   window_menucommand_process_ok_ame
 end
 
 #--------------------------------------------------------------------------
 # alias method: select_last
 #--------------------------------------------------------------------------
 alias window_menucommand_select_last_ame select_last
 def select_last
   window_menucommand_select_last_ame
   self.oy = @@last_command_oy unless @@last_command_oy.nil?
   @@last_command_oy = nil
 end
 
end # Window_MenuCommand

#==============================================================================
# ■ Scene_Menu
#==============================================================================

class Scene_Menu < Scene_MenuBase
 
 #--------------------------------------------------------------------------
 # alias method: start
 #--------------------------------------------------------------------------
 alias scene_menu_start_ame start
 def start
   scene_menu_start_ame
   relocate_windows
 end
 
 #--------------------------------------------------------------------------
 # new method: relocate_windows
 #--------------------------------------------------------------------------
 def relocate_windows
   return unless Menu.main_menu_right
   @command_window.x = Graphics.width - @command_window.width
   @gold_window.x = Graphics.width - @gold_window.width
   @status_window.x = 0
 end
 
end # Scene_Menu

#==============================================================================
# ■ Scene_Item
#==============================================================================

class Scene_Item < Scene_ItemBase
 
 #--------------------------------------------------------------------------
 # alias method: start
 #--------------------------------------------------------------------------
 alias scene_item_start_ame start
 def start
   scene_item_start_ame
   return if $imported["YEA-ItemMenu"]
   relocate_windows
 end
 
 #--------------------------------------------------------------------------
 # new method: relocate_windows
 #--------------------------------------------------------------------------
 def relocate_windows
   case Menu.help_window_location
   when 0 # Top
     @help_window.y = 0
     @category_window.y = @help_window.height
     @item_window.y = @category_window.y + @category_window.height
   when 1 # Middle
     @category_window.y = 0
     @help_window.y = @category_window.height
     @item_window.y = @help_window.y + @help_window.height
   else # Bottom
     @category_window.y = 0
     @item_window.y = @category_window.height
     @help_window.y = @item_window.y + @item_window.height
   end
   if $imported["YEA-ItemMenu"]
     @types_window.y = @category_window.y
     @status_window.y = @category_window.y
   end
 end
 
end # Scene_Item

#==============================================================================
# ■ Scene_Skill
#==============================================================================

class Scene_Skill < Scene_ItemBase
 
 #--------------------------------------------------------------------------
 # alias method: start
 #--------------------------------------------------------------------------
 alias scene_skill_start_ame start
 def start
   scene_skill_start_ame
   relocate_windows
 end
 
 #--------------------------------------------------------------------------
 # new method: relocate_windows
 #--------------------------------------------------------------------------
 def relocate_windows
   case Menu.help_window_location
   when 0 # Top
     @help_window.y = 0
     @command_window.y = @help_window.height
     @status_window.y = @help_window.height
     @item_window.y = @status_window.y + @status_window.height
   when 1 # Middle
     @command_window.y = 0
     @status_window.y = 0
     @help_window.y = @status_window.y + @status_window.height
     @item_window.y = @help_window.y + @help_window.height
   else # Bottom
     @command_window.y = 0
     @status_window.y = 0
     @item_window.y = @status_window.y + @status_window.height
     @help_window.y = @item_window.y + @item_window.height
   end
 end
 
end # Scene_Skill

#==============================================================================
# ■ Scene_Equip
#==============================================================================

class Scene_Equip < Scene_MenuBase
 
 #--------------------------------------------------------------------------
 # alias method: start
 #--------------------------------------------------------------------------
 alias scene_equip_start_ame start
 def start
   scene_equip_start_ame
   relocate_windows
   relocate_aee_windows
 end
 
 #--------------------------------------------------------------------------
 # new method: relocate_windows
 #--------------------------------------------------------------------------
 def relocate_windows
   return if $imported["YEA-AceEquipEngine"]
   case Menu.help_window_location
   when 0 # Top
     @help_window.y = 0
     @status_window.y = @help_window.height
     @command_window.y = @help_window.height
     @slot_window.y = @command_window.y + @command_window.height
     @item_window.y = @slot_window.y + @slot_window.height
   when 1 # Middle
     @status_window.y = 0
     @command_window.y = 0
     @slot_window.y = @command_window.y + @command_window.height
     @help_window.y = @slot_window.y + @slot_window.height
     @item_window.y = @help_window.y + @help_window.height
   else # Bottom
     @status_window.y = 0
     @command_window.y = 0
     @slot_window.y = @command_window.y + @command_window.height
     @item_window.y = @slot_window.y + @slot_window.height
     @help_window.y = @item_window.y + @item_window.height
   end
 end
 
 #--------------------------------------------------------------------------
 # new method: relocate_aee_windows
 #--------------------------------------------------------------------------
 def relocate_aee_windows
   return unless $imported["YEA-AceEquipEngine"]
   case Menu.help_window_location
   when 0 # Top
     @help_window.y = 0
     @command_window.y = @help_window.height
     @slot_window.y = @command_window.y + @command_window.height
   when 1 # Middle
     @command_window.y = 0
     @help_window.y = @command_window.height
     @slot_window.y = @help_window.y + @help_window.height
   else # Bottom
     @command_window.y = 0
     @slot_window.y = @command_window.height
     @help_window.y = @slot_window.y + @slot_window.height
   end
   @actor_window.y = @command_window.y
   @item_window.y = @slot_window.y
   @status_window.y = @slot_window.y
 end
 
end # Scene_Equip

#==============================================================================
# ■ Scene_Menu
#==============================================================================

class Scene_Menu < Scene_MenuBase
 
 #--------------------------------------------------------------------------
 # alias method: create_command_window
 #--------------------------------------------------------------------------
 alias scene_menu_create_command_window_ame create_command_window
 def create_command_window
   scene_menu_create_command_window_ame
   process_common_event_commands
   process_custom_commands
 end
 
 #--------------------------------------------------------------------------
 # new method: process_common_event_commands
 #--------------------------------------------------------------------------
 def process_common_event_commands
   for command in YEA::MENU::COMMANDS
     next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
     @command_window.set_handler(command, method(:command_common_event))
   end
 end
 
 #--------------------------------------------------------------------------
 # new method: command_common_event
 #--------------------------------------------------------------------------
 def command_common_event
   event_id = @command_window.current_ext
   return return_scene if event_id.nil?
   return return_scene if $data_common_events[event_id].nil?
   $game_temp.reserve_common_event(event_id)
   return_scene
 end
 
 #--------------------------------------------------------------------------
 # new method: process_custom_commands
 #--------------------------------------------------------------------------
 def process_custom_commands
   for command in YEA::MENU::COMMANDS
     next unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
     called_method = YEA::MENU::CUSTOM_COMMANDS[command][3]
     @command_window.set_handler(command, method(called_method))
   end
 end
 
 #--------------------------------------------------------------------------
 # new method: command_debug
 #--------------------------------------------------------------------------
 def command_debug
   SceneManager.call(Scene_Debug)
 end
 
 #--------------------------------------------------------------------------
 # new method: command_shop
 #--------------------------------------------------------------------------
 def command_shop
   goods = []
   SceneManager.call(Scene_Shop)
   SceneManager.scene.prepare(goods, false)
 end
 
 #--------------------------------------------------------------------------
 # new method: command_totori
 #--------------------------------------------------------------------------
 def command_totori
   return unless $imported['KRX-AlchemicSynthesis']
   SceneManager.call(Scene_Alchemy)
 end
 
end # Scene_Menu

#==============================================================================
#
# ▼ End of File
#
#==============================================================================

#3 Re: [ACE] Ayuda con Menu de juego el Lun Jun 15, 2015 1:45 am

Brrt

avatar
@Queco realmente me ha servido, muchas gracias en verdad Ópalo Gato te ganaste Ópalo Reputación

#4 Re: [ACE] Ayuda con Menu de juego el Lun Jun 15, 2015 2:36 am

Reputación del mensaje :100% (2 votos)

Queco

avatar
Jajaja, de nada.
La verdad es que mientras creaba el sistema de mis juego (aún lo hago) me la pasé viendo script tras script, viendo los que me parecieran mejores (cuando suba mi juego, voy a subir la lista de scripts, y te va a sorprender Ópalo Sonrisa Grande). Si algún día necesitas ayuda con otra cosa, me conozco un buen número de scripts, y te tengo los links de de donde se pueden sacar Ópalo Sonrisa Grande

#5 Re: [ACE] Ayuda con Menu de juego el Lun Jun 15, 2015 4:12 am

Brrt

avatar
loool genial, yo soy mas en la parte de recursos para mapeo o personajes, hallarlos no hacerlos xD dentro de unos dias montare todos los recursos que tengo para mapeo, tal vez muchos ya los tengas o no, pero creo que seria un buen aporte para todo el mundo en rpg maker VX ACE. Y estare esperando por ver tu juego Ópalo Gato se que me gustara mucho, si quieres ver como es mi proyecto, pasate donde esta los proyectos ACE, cuando lo tenga un poco mas avanzado. monta la demo Ópalo Gato

#6 Re: [ACE] Ayuda con Menu de juego el Lun Jun 15, 2015 12:35 pm

Natalie

avatar
¡ Ópalo Reputación a Queco por su gran ayuda a Brrt! ^^

Desde aquí animo a Queco a mostrar algo de su juego! Ópalo Lenguón

¡Saludos! Opalo Hola

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