Sarah's Configuration Screen - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Sarah's Configuration Screen (/thread-2526.html) |
Sarah's Configuration Screen - DerVVulfman - 03-05-2008 Sarah's Configuration Screen
Version: 2.2 Introduction This configuration system is a skeleton-based system that allows one to add or remove plug-in features. Unlike its predecessor, the Volume and Fullscreen mode options are now separate scripts and may actively be removed and/or replaced. Likewise, more features may be created at whim. The only options that the skeletal structure of Sarah v 2.0+ contains by default are Restore Defaults, Save and Exit functions. Everything else must be added and properly inserted. The old intro:
Yet another config system, but with a modified system for battle animations and saves a config file rather than saves them in the save game. I made it only as a 'basic' system for other scripters to add upon. Don't expect TOO much. But it does have a feature that enforces players to use it to toggle fullscreen mode with the menu by disabling ALT+Enter. Demo CLICK HERE A Box.Com link (Note the Download button at the top of the Box.Com window) Script The Script for older version 1.1 (2.0+ is too big) Instructions Built into the script. Compatibility Pretty compatible for RPGMaker / RGSS(1) compatible engines and script systems. Plug-ins Included within Demo
Terms and Conditions Free for use, guys. Even commercial games. RE: Sarah's Configuration Screen - Iqus - 01-21-2014 Hi! I know that what I am going to ask is kind of a noobie question, but I really have to :$ I made a new option and Window, however, in '@skin_window = Window_Skin.new' (it is an option to change the game windowskin) I am asked for 4 different arguments but I don't know what I need to specify (I guess one of them is the index number). Thanks and sorry for the trouble ^^ RE: Sarah's Configuration Screen - DerVVulfman - 08-10-2014
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Version 1.1 Okay, so I haven't touched this since it's inception in 2009. No new menu feature has been added. As I stated, this is a skeleton system. However, the scripts have been broken down into more modular components, each handling smaller bits of the system. Coupled with that I made a list of the individual modules in the system and what each method does, this script may possibly teach (or force the learning) of scripting. Meanwhile, an addition WAS made, in that it disables the use of the ALT+Enter keyboard command. This means that the player must use the configuration menu to turn fullscreen on or off. RE: Sarah's Configuration Screen - firestalker - 08-10-2014 Sweet!!! It's like you made it just for me! Thank you, Thank you! RE: Sarah's Configuration Screen - DerVVulfman - 06-06-2024 The first time I updated this script, there was a 5 year difference between its initial post and the update. This time, I basically doubled that by taking a whole decade to... BUMP
TO VERSION 2.0 "Admiral, this is an almost totally new Enterprise. You don't know her a tenth as well as I do." . -Captain Willard Decker (Stardate 7410.2) Indeed, Sarah's Configuration Screen is no longer a fixed entity that holds a mere three windows to control game audio and an option to toggle the Fullscreen mode. Instead, Sarah is now a skeletal system that allows one to add or remove individual features. Though it still does operate through a standard-appearing command window. If you wish to update or change its appearance... that's all on you. Volume control, fullscreen mode, windowskin, font and even battle music options are now separate entities, connected to Sarah through a pair of Hash Arrays that displays the functions and when they update. The skeletal system should be compatible with all RPGMaker XP based systems, and includes a special module to detect the HiddenChest executable by Kyonides-Arkanthes. Instructions for the Font plug-in included with the demo includes mention of a special Fonts folder for HiddenChest users. The Fullscreen Mode plug-in included in the demo auto-detects HiddenChest, and includes a 'prevent Alt+Enter' function exclusive for HiddenChest users. RE: Sarah's Configuration Screen - DerVVulfman - 06-08-2024 Alas, in two days... BUMP
TO VERSION 2.1 First, I was given a request to alter the Scene_Config option. Originally, you needed to pass a 'true' value into the configuration menu's command to inform the system that it was to return to the main menu. However, I was told that some custom main-menu systems would not work with the command: Xail's, Mobius's, and others. So, one needs to either include the 'true' value to the Scene_Config command when using it from the field map, or the quick command I had already added. So if anyone was just using the quick command in their project, you're good. There was an issue with the menus built into the Battlemusic, Windowskins and Fonts menus. That is, if the unlocked music/skins/fonts skipped around, the index position was not accurately returned. A couple lines each was needed, and repaired these. And the Windowskins plug-in had one more issue. The use of the "Restore Defaults" option worked, but it invalidated the "FIXED WINDOWSKIN" option. A fixed windowskin is when the skin for the options menu is not supposed to change regardless of windowskin you change for all other features. However, the Command Window for the menu did. This required some subtle changes to the plug-in so the Fixed Windowskins remained in place when engaged. RE: Sarah's Configuration Screen - kyonides - 06-08-2024 If you don't mind about getting suggestions here, I'd like to ask you to make a change in how your script determines if HiddenChest is in use in any given project. For example in RPG::Config class you included a line in the reset method that says: Code: @fs_hc_detect = true if System.const_defined? :NAME And somewhere else you defined / reopened the System module included in HiddenChest. (Defined alias declared if it's not in use because it never existed in the first place, reopened if it has been stuffed with constants by the engine.) It'd be easier to just check for the engine's own global variable $HiddenChest than for that specific module that might have been defined by any other scripter on another script for a different purpose. So if that variable is true, you're good to go! Or you could just check for this module: Code: Object.const_defined?(:HiddenChest) RE: Sarah's Configuration Screen - DerVVulfman - 06-09-2024 Good call. I was looking for a command like module_defined?. I never thought of the module as an object. The Fullscreen module has now been updated to version 1.1 utilizing a newer detection method very MUCH based upon kyonides' suggestion. And for that, his name must be included as part of due credits for any use of the fullscreen plug-in. Meanwhile, A minor update was added to the fullscreen toggle for HiddenChest. It now considers whether the Alt+Enter prevention system was configured. And since the fullscreen plug-in has all the HiddenChest detection switch built in for its exclusive fullscreen functionality... BUMP
TO VERSION 2.2 The engine now no longer contains the "System" module which was used for the fullscreen module's HiddenChest detection. |