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 Sarah's Configuration Screen
#1
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
  • Plugin 1: Audio Volume Slider Bars
    -- Performs rewrites of 4 methods in Game_System and one in RPG::Sprite
  • Plugin 2: Battlesystem Music Selection Add-On

  • Plugin 3: Font Selection Add-On
    -- Suggests use of Fonts folder in project's Root directory if using HiddenChest
  • Plugin 4: Windowskin Selection Add-On
    -- Suggests study of Scene_Title edit within the project for immediate skin update
  • Plugin 5: Fullscreen Mode Toggle Add-On
    -- Suggests use of outside script to disable Alt+Enter unless using HiddenChest


Terms and Conditions
Free for use, guys.  Even commercial games.
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#2
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 ^^
I'm looking for a scripter to help me with my proyect. Need some minor adjustments-modifications and some larger codes. The larger ones will be remunerated :) Thanks beforehand.
Reply }
#3
BUMP
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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

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#4
Sweet!!! It's like you made it just for me! Thank you, Thank you!
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#5
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. Laughing

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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }
#6
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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }
#7
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! Grinning

Or you could just check for this module:

Code:
Object.const_defined?(:HiddenChest)
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

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My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
#8
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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }


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