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Repeat from the conditional branch down to the show image of each part of the menu you want seen, for me it was three, so I changed each conditional branch variable up wards by 1 till I hit the number 2 ( again 0 is counted as a number)Īfter you have repeated as many times as you need, under the last branch end, make a new conditional branch. In effect what you are telling RM to do, is if the variable equals 0 to show the image listed in the show picture command** **on a side note, please remember that indexing counts zero as a number, so when the variable says zero, it’s actually one. In this case it’s the first image you see when you open the menu. In the pop up box only click the box titled “picture graphic†to select your image that you want to use. Insert, Event Commands, tab 2, Picture and Weather, Show Picture. In the pop up box, tab1, Variable, select your variable for your menu, equal to, Constant 0, press ok Next thing is we have to tell RM, what to do with each of those variables, and this is how we do that:Ĭonditional Branch (insert, Event Commands, tab 1, Flow Control) Next, just copy and paste the whole thing in the same event page, just change the Right button with the Left Button, and switch the Operation from Add to Sub, on the part you just pasted. Now what we just did was, told RM that while that Condition Switch is on, if someone presses the right key on the keyboard, that as long as the variable is less than 3, the variable count should go up one and then we told it to play a sound when it does it. Insert, Event Commands, tab 1, Game Progression, and Control Variablesĭirectly below that play whatever sound effect you want ïŠ So it the line it is on should read this way, when you are Branch: Variable < 3 You do it however you see fit.īut make a variable named Menu ,click apply then back in the variable tab, you want it to read, less than constant and type in number 3, then press ok I Prefer to start at the highest and work my way back in, but that’s just me.
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Now this is going to seem a bit complicated, but I swear it’s not.Ĭonditional Brach( insert, Event Commands, tab 1, Flow Control) In the Conditional Brach pop up window, tab 4 ,Script) type in :ĭirectly under that do another Conditional Branch (insert, Event Commands, tab 1, Flow Control) this time in the pop up box, you want: Ok, so now we have our first event page set up, go ahead and Click the new event page button, in that event page on the upper left side in the “conditions†panel, make certain that the Switch you set on page one is turned on. That is it for setting up the first Event page for your menu. Now what we just did was to tell RPG Maker, to not let a player get to the menu by pressing normal buttons, but rather it should do whatever switch one says to do when the menu button is pressed In that box enter:ĭirectly under the script put a control switch (Event Commands, tab 1, Game Progression) named Menu (I placed mine in the 0100 slot) Next insert, Conditional Branch (found in event Commands, tab 1, Flow Control), In the Conditional Braches pop up box, on tab 4, select Script.
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In the Events Commands panel, tab 3, in System Settings, select “Change Menu Access†set it to disabled. But that is just me.Ĭreate an event, open it to edit it, press enter (or right click and insert) I would recommend that you should use a fresh project till you are certain that you understand enough, to then switch it over to your project.
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