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jporter917

Zelda Style menu Script

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I am looking for a Zelda style menu system. I hear it can be done with events, but I hate making event systems if I can find a script. Anyone know of one?

 

EDIT: picture

 

Player would hit like 'B' and the menu would pop up and they could change items, weapons, skills. Which are show was an icon in the menu.

post-15845-036674400 1282199377_thumb.png

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Like four swords. and the item menu where you can pick weapons and what not. I can seem to find an sort of script for such a thing which is odd, figure there be one.

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I don't know what the gameboy four swords menu is like.

 

Can you provide screens?

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You are going to have to give me more info. I see the menu, but how does it work?

 

 

Do you want the items part to be actual items like potions and stuff or swords and things?

 

What about all the other parts. You need to be really detailed withs script requests.

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This would be for a ABS system game.

 

The Menu would function like this: It will give players access to items, equipment and skills. It combines the default menus; items, skils, equipment. Not only combining them, but simplify it too by making them all appear as icons on one screen in the zelda style menu. Players will hit the menu call button, lets say 'b', to open the menu. Then a player would use the arrow keys to move a selection tool or cursor around the menu to highlight the item, equipment, or skills they wish to use. Once a player has selected their choice the HUD you show what item, equipment or skill the player has selected. While selected the play will be able to use the variable. Players would only be able to use an item, equipment or skill if it is selected.

 

I hope that is enough detail kinda of hard to explain I guess, at least for me. Zelda pretty much uses the same menu style in all the gameboy games so if you even played any of them how they function is pretty much what I am looking for. I can try to find a good video that will help explain it more.

 

EDIT: Video link; at 2:20 you can see him using the menu

 

So a player would hit 'b' bring up the menu then use the selection tool, like an arrow or something, to "highlight" the item he wants to use, lets say bombs, the play would look for the icon of a bomb tool to it and the hit the select button, lets say 'x'. Then the bombs would be place in the selected item part on the HUD.

 

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I'm sorry, I guess I wasn't clear enough.

 

I know how that menu works, I am asking how you would want it to work with RMXP.

 

You can't just make that in RMXP and 1 2 3 its done. What goes in the bottom left? How Do I fit in all the equipment? What happens when you select an item?

 

Thats the stuff you need to explain.

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I think I found something that works. I will let you guys know once i finish the spriting....pixel by pixel...by pixel...ugh...:(

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I really don't know how to describe it maybe cause I don't know much about scripting. What it would have the following use able items; Arrow <bow> Light Arrow <bow> bombs, hammer, hook-shot, boomerang, potions (hp & sp), Magic Wand, bottle (which can hold medicine), lamp, shovel, magic bag, three stone tablets (fire -fireball skill-, light - lighting skill, earth - quake skill.)

 

http://www.zeldadungeon.net/Zelda03-a-link-to-the-past-items.php

 

Players won't be able to change their worn items,I.E chest, pants, boots, gloves. So in equipment would only show the level of you sword that you have a shield equipped and a chest piece.

 

Pendants, there are three, are the items which the character is on her adventure for and will remain darkness until the get them which will be unusable items just for story.

 

Life box will show how many heart piece your have which four will increase your heart by one. get gets a piece, like a puzzle one part of the heart in the menu will fill.

 

Do box are things a player can do. lift, read and talk are stand you can do them. You don't need to select them to do them. Pull run and swim are active by gaining items. once a player has those items the can use those "skills" anything and don't need to equip them to use.

 

 

Items in the menu would function just like in the default equipment screen. players can change out "items" just like they would their boots for any kind of boot. Same idea, but with items and only one item can be equipped at a time.

 

I hope that helps? I don't know what to tell you if you know how the men works then you know better than I would how to get it to work the same in RMXP. I am not a scripter and really don't know what to say other than how the menu functions and how I want it to function in the game. Getting it to work that way I don't know how to do. Each item would be linked to the datebase and when you select that item in the menu than that item is equipped to your character until you change it to something else.

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