Advanced Animated menu
Show your support
All works are free for use. If you would like to show your support you may wish to: version 2.04
Last updated May/02/2016 DOWNLOAD LINK Compatible with standard menus and other menus like YEA-Menu Engine. Can be used with BM-ring menu (put this script below the other menu scripts) ALSO REQUIRES BM-Base |
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Features
"actor.face_name-actor.face_index". actor.face_name is the filename of the faceset for the actor, actor.face_index is the index of the faceset.
Example: If using the default Eric , the filename for his face is actor4 and is the first face, so the portrait's filename is actor4-0. Remember that index starts at 0.
see faq for help
If it doesn't match up, it just won't appear.
Resources Available
Particles
- adds custom music to the menu screens (Idea from Tsukihime)
- column-based actor status on main menu screen (Idea from Galv's), can be returned to row-based actor status if desired (as of version 1.18)
- always show all members on the skills and items screens
- gold window includes variables, time, steps, etc (Idea from Yanfly Scene Menu ReDux) (new styles as of version 1.13)
- location window on main menu screen (can be removed as of version 1.04)
- animated actor graphics in menu screen (can be removed as of version 1.03)
- change input button for calling the menu
- large portrait for actor if available (image found in Graphics/Portraits) (can be removed as of version 1.03) see faq for help
- can show particles floating through menu screens (image found in Graphics/System)
"actor.face_name-actor.face_index". actor.face_name is the filename of the faceset for the actor, actor.face_index is the index of the faceset.
Example: If using the default Eric , the filename for his face is actor4 and is the first face, so the portrait's filename is actor4-0. Remember that index starts at 0.
see faq for help
If it doesn't match up, it just won't appear.
Resources Available
Particles
COMPATIBILITY
- if using Harvest Moon calender system, time and date can be shown below location
- compatible with Mr. Trivel Simple Row System (put BM menu below row script)
- if using Tsukihime Region Names, region name can be shown with map name
Update Information
version 2.04
version 2.04
- removed redunant coding
- fixed faceset size
- added options for upper and lower information on columns
- fixed formation glitch
- added simple battle row compatiblity (thanks to GethN7)
- added features to variable gold window
- fixed particle bug
- fixed particle movement
- can adjust bust y position
- adjusted info locations
- added background image change
- can change opacity of main menu
- returned non-menu to default style (ie. item/skill)
- fixed particle movement
- adjusted scripting for item/skill scene
- adjusted bust image position
- added switch to enable bouncing selected actor
- actor graphics adjusted
- fixed actor status icons
- fixed hp/mp font size
- now compatible with Kread-EX's Skill Upgrade
- fixed so alignment shows better with portrait images
- added ability to use row-based or of column-based layout for actors
- added compatibility with yami's guardian series
- fixed character selection animation
- fixed actor window for custom scripts
- fixed loading issue with map music
- changed coding to conflict less with custom scripts
- fixed menu/map music transitions
- added different styles for variable gold window (vertical or horizontal)
- adjusted to handle increased party size (still limited by space, so no information lost)
- volume control for background menu music
- fixed return to map music for using common event items
- fixed actor selection (spotted by Lars Ulrika)
- compatibility with moving the help window using YEA Menu Engine
- fixed conflict with YEA class system
- fixed sizing issue with windows
- can change item/skill actor selection to have either actor's walking character or face graphic
- new floating particle options (changing colors, blend type)
- new location window options (show/hide, location, game time, harvest moon time)
- some new actor info options (reorganized)
- added some options to remove/add character, tp gauge, busts
- fixed some spacing issues
- more options for particles in menu
INPUT BUTTONS
Z button is d on the keyboard
A button is shift on the keyboard
X button is a on the keyboard
B button is esc/x on the keyboard
L button is q/page up on the keyboard
R button is w/page down on the keyboard
- correspond to buttons on a joystick, not a keyboard. This has been true for RPG maker forever. It's only custom scripts that actually made the keyboard-specific input commands.
Z button is d on the keyboard
A button is shift on the keyboard
X button is a on the keyboard
B button is esc/x on the keyboard
L button is q/page up on the keyboard
R button is w/page down on the keyboard