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New Start Menu?

Harvey_Create

Pokemon Apex Team Member
187
Posts
11
Years
    • Age 27
    • Iowa
    • Seen Jul 12, 2015
    Button Based Start Menu (Script)

    After all of the Issues with me no understanding Nickaloose helping me, and updating, The script is here, rather then in comments.

    The scripts in this post are Nickaloose's so ask him for help on themm if they dont work.

    This is what is should look like,
    7jmj.png
    [/QUOTE]

    The PokemonPauseMenu script. Just Copy and Paste over the PokemonPauseMenu script.
    Spoiler:


    Then make a new script entry below PokemonPauseMenu, and call it NPauseMenu. Then Paste this code into it.
    Spoiler:
     
    Last edited:

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    If the syntax is the very last line, it means you've missed an end.
    You ended both defs, but you didn't end the class.
     

    Harvey_Create

    Pokemon Apex Team Member
    187
    Posts
    11
    Years
    • Age 27
    • Iowa
    • Seen Jul 12, 2015
    If the syntax is the very last line, it means you've missed an end.
    You ended both defs, but you didn't end the class.

    Okay, well i fixed that. now i get a error of
    Code:
    ---------------------------
    Apex 0.60a
    ---------------------------
    Exception: NameError
    
    Message: uninitialized constant Scene_Map::PokemonMenu_Scene
    
    Scene_Map:189:in `call_menu'
    
    Scene_Map:162:in `update'
    
    Scene_Map:68:in `main'
    
    Scene_Map:65:in `loop'
    
    Scene_Map:72:in `main'
    
    Main:37:in `mainFunctionDebug'
    
    Main:15:in `mainFunction'
    
    Main:15:in `pbCriticalCode'
    
    Main:15:in `mainFunction'
    
    Main:47
    
    
    
    This exception was logged in ./errorlog.txt.
    
    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK   
    ---------------------------
     

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    Well, I was going to mention earlier, but you said you don't want the script created for you.
    What you got will not open the menu, it won't do anything really.
    PokemonMenu_Scene is what calls the menu, and with a quick CTRL+SHIFT+F, you will find where that is called.
    So you want to change PokemonMenu, to PokemonMenu_Scene... Now after you've done that... You want to create the window with your pbStartScene, def.
    Again, it still won't do nothing... Also, a quick look at your positions and the graphics itself, the graphics won't fit the menu...
    Code:
          @sprites["Pokemon"] = Sprite.new
          @sprites["Pokemon"].x = 0
          @sprites["Pokemon"].y = 0
          @sprites["Pokemon"].z = 99998
          @sprites["Pokemon"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Pokemon"].opacity = 210
          
          @sprites["Pokedex"] = Sprite.new
          @sprites["Pokedex"].x = 0
          @sprites["Pokedex"].y = 47
          @sprites["Pokedex"].z = 99998
          @sprites["Pokedex"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Pokemon"].opacity = 210
          
          @sprites["Bag"] = Sprite.new
          @sprites["Bag"].x = 0
          @sprites["Bag"].y = 94
          @sprites["Bag"].z = 99998
          @sprites["Bag"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Bag"].opacity = 210
          
          @sprites["Trainer"] = Sprite.new
          @sprites["Trainer"].x = 0
          @sprites["Trainer"].y = 141
          @sprites["Trainer"].z = 99998
          @sprites["Trainer"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Trainer"].opacity = 210
          
          @sprites["Save"] = Sprite.new
          @sprites["Save"].x = 0
          @sprites["Save"].y = 188
          @sprites["Save"].z = 99998
          @sprites["Save"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Save"].opacity = 210
          
          @sprites["Option"] = Sprite.new
          @sprites["Option"].x = 0
          @sprites["Option"].y = 235
          @sprites["Option"].z = 99998
          @sprites["Option"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Option"].opacity = 210
          
          @sprites["Pokegear"] = Sprite.new
          @sprites["Pokegear"].x = 0
          @sprites["Pokegear"].y = 282
          @sprites["Pokegear"].z = 99998
          @sprites["Pokegear"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Pokegear"].opacity = 210
          
          @sprites["Debug"] = Sprite.new
          @sprites["Debug"].x = 0
          @sprites["Debug"].y = 329
          @sprites["Debug"].z = 99998
          @sprites["Debug"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Debug"].opacity = 210
     
          @sprites["Quit"] = Sprite.new
          @sprites["Quit"].x = 0
          @sprites["Quit"].y = 376
          @sprites["Quit"].z = 99998
          @sprites["Quit"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Quit"].opacity = 210
          
          textpos=[
          [_INTL("Pokemon"),6,4,false,baseColor,shadowColor],
          [_INTL("Pokedex"),6,51,false,baseColor,shadowColor],
          [_INTL("Trainer"),6,145,false,baseColor,shadowColor],
          [_INTL("Bag"),6,98,false,baseColor,shadowColor],
          [_INTL("Options"),6,239,false,baseColor,shadowColor],
          [_INTL("Pokegear"),6,286,false,baseColor,shadowColor],
          [_INTL("Debug"),6,333,false,baseColor,shadowColor],
          [_INTL("Quit"),6,380,false,baseColor,shadowColor],
          [_INTL("Save"),6,192,false,baseColor,shadowColor],
    Copy that over the same part on yours.
     

    Harvey_Create

    Pokemon Apex Team Member
    187
    Posts
    11
    Years
    • Age 27
    • Iowa
    • Seen Jul 12, 2015
    Here is my code
    Code:
    class PokemonMenu_Scene
    	def initialize(scene)
    	@scene=scene
    end
    
    def PokemonMenu_Scene
    	@sprites={}
    	@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
    	@viewport.z=99998
        
    	@sprites["overlay"]=BitmapSprite.new(Graphics.width, Graphics.height)
    	@sprites["overlay"].z = 99999
    	@overlay=@sprites["overlay"].bitmap
    	@overlay.clear
    	baseColor=Color.new(239, 239, 239)
    	shadowColor=Color.new(140,140,140)
    	pbSetSystemFont(@sprites["overlay"].bitmap)
            
    	 @sprites["Pokemon"] = Sprite.new
          @sprites["Pokemon"].x = 0
          @sprites["Pokemon"].y = 0
          @sprites["Pokemon"].z = 99998
          @sprites["Pokemon"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Pokemon"].opacity = 210
          
          @sprites["Pokedex"] = Sprite.new
          @sprites["Pokedex"].x = 0
          @sprites["Pokedex"].y = 47
          @sprites["Pokedex"].z = 99998
          @sprites["Pokedex"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Pokemon"].opacity = 210
          
          @sprites["Bag"] = Sprite.new
          @sprites["Bag"].x = 0
          @sprites["Bag"].y = 94
          @sprites["Bag"].z = 99998
          @sprites["Bag"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Bag"].opacity = 210
          
          @sprites["Trainer"] = Sprite.new
          @sprites["Trainer"].x = 0
          @sprites["Trainer"].y = 141
          @sprites["Trainer"].z = 99998
          @sprites["Trainer"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Trainer"].opacity = 210
          
          @sprites["Save"] = Sprite.new
          @sprites["Save"].x = 0
          @sprites["Save"].y = 188
          @sprites["Save"].z = 99998
          @sprites["Save"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Save"].opacity = 210
          
          @sprites["Option"] = Sprite.new
          @sprites["Option"].x = 0
          @sprites["Option"].y = 235
          @sprites["Option"].z = 99998
          @sprites["Option"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Option"].opacity = 210
          
          @sprites["Pokegear"] = Sprite.new
          @sprites["Pokegear"].x = 0
          @sprites["Pokegear"].y = 282
          @sprites["Pokegear"].z = 99998
          @sprites["Pokegear"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Pokegear"].opacity = 210
          
          @sprites["Debug"] = Sprite.new
          @sprites["Debug"].x = 0
          @sprites["Debug"].y = 329
          @sprites["Debug"].z = 99998
          @sprites["Debug"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Debug"].opacity = 210
     
          @sprites["Quit"] = Sprite.new
          @sprites["Quit"].x = 0
          @sprites["Quit"].y = 376
          @sprites["Quit"].z = 99998
          @sprites["Quit"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Quit"].opacity = 210
          
          textpos=[
          [_INTL("Pokemon"),6,4,false,baseColor,shadowColor],
          [_INTL("Pokedex"),6,51,false,baseColor,shadowColor],
          [_INTL("Trainer"),6,145,false,baseColor,shadowColor],
          [_INTL("Bag"),6,98,false,baseColor,shadowColor],
          [_INTL("Options"),6,239,false,baseColor,shadowColor],
          [_INTL("Pokegear"),6,286,false,baseColor,shadowColor],
          [_INTL("Debug"),6,333,false,baseColor,shadowColor],
          [_INTL("Quit"),6,380,false,baseColor,shadowColor],
          [_INTL("Save"),6,192,false,baseColor,shadowColor],
    	#[_INTL(
    	]
    	pbDrawTextPositions(@overlay,textpos)
    
      end
    end
    and then error
    Code:
    ---------------------------
    Apex 0.60a
    ---------------------------
    Exception: ArgumentError
    
    Message: wrong number of arguments(0 for 1)
    
    Scene_Map:189:in `initialize'
    
    Scene_Map:189:in `new'
    
    Scene_Map:189:in `call_menu'
    
    Scene_Map:162:in `update'
    
    Scene_Map:68:in `main'
    
    Scene_Map:65:in `loop'
    
    Scene_Map:72:in `main'
    
    Main:37:in `mainFunctionDebug'
    
    Main:15:in `mainFunction'
    
    Main:15:in `pbCriticalCode'
    
    
    
    This exception was logged in ./errorlog.txt.
    
    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK   
    ---------------------------
     

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    The def is pbStartScene not PokemonMenu_Scene. I have no idea why you thought changing that would be a good idea.
     

    Harvey_Create

    Pokemon Apex Team Member
    187
    Posts
    11
    Years
    • Age 27
    • Iowa
    • Seen Jul 12, 2015
    The def is pbStartScene not PokemonMenu_Scene. I have no idea why you thought changing that would be a good idea.

    I didnt mean too.

    and i still get this error
    Code:
    ---------------------------
    Apex 0.60a
    ---------------------------
    Exception: ArgumentError
    
    Message: wrong number of arguments(0 for 1)
    
    Scene_Map:189:in `initialize'
    
    Scene_Map:189:in `new'
    
    Scene_Map:189:in `call_menu'
    
    Scene_Map:162:in `update'
    
    Scene_Map:68:in `main'
    
    Scene_Map:65:in `loop'
    
    Scene_Map:72:in `main'
    
    Main:37:in `mainFunctionDebug'
    
    Main:15:in `mainFunction'
    
    Main:15:in `pbCriticalCode'
    
    
    
    This exception was logged in ./errorlog.txt.
    
    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK   
    ---------------------------
     

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    Add this:
    Code:
    class PokemonMenu
      def initialize(scene)
        @scene=scene
      end
    
      def pbShowMenu
        @scene.pbRefresh
        @scene.pbShowMenu
      end
    
      def pbStartPokemonMenu
        @scene.pbStartScene
        endscene=true
        pbSetViableDexes
        commands=[]
        cmdPokedex=-1
        cmdPokemon=-1
        cmdBag=-1
        cmdTrainer=-1
        cmdSave=-1
        cmdOption=-1
        cmdPokegear=-1
        cmdDebug=-1
        cmdQuit=-1
        if !$Trainer
          if $DEBUG
            Kernel.pbMessage(_INTL("The player trainer was not defined, so the menu can't be displayed."))
            Kernel.pbMessage(_INTL("Please see the documentation to learn how to set up the trainer player."))
          end
          return
        end
        commands[cmdPokedex=commands.length]=_INTL("Pokédex") if $Trainer.pokedex && $PokemonGlobal.pokedexViable.length>0
        commands[cmdPokemon=commands.length]=_INTL("Pokémon") if $Trainer.party.length>0
        commands[cmdBag=commands.length]=_INTL("Bag") if !pbInBugContest?
        commands[cmdPokegear=commands.length]=_INTL("Pokégear") if $Trainer.pokegear
        commands[cmdTrainer=commands.length]=$Trainer.name
        if pbInSafari?
          if SAFARISTEPS<=0
            @scene.pbShowInfo(_INTL("Balls: {1}",pbSafariState.ballcount))
          else
            @scene.pbShowInfo(_INTL("Steps: {1}/{2}\nBalls: {3}",pbSafariState.steps,SAFARISTEPS,pbSafariState.ballcount))
          end
          commands[cmdQuit=commands.length]=_INTL("Quit")
        elsif pbInBugContest?
          if pbBugContestState.lastPokemon
            @scene.pbShowInfo(_INTL("Caught: {1}\nLevel: {2}\nBalls: {3}",
               PBSpecies.getName(pbBugContestState.lastPokemon.species),
               pbBugContestState.lastPokemon.level,
               pbBugContestState.ballcount))
          else
            @scene.pbShowInfo(_INTL("Caught: None\nBalls: {1}",pbBugContestState.ballcount))
          end
          commands[cmdQuit=commands.length]=_INTL("Quit")
        else
          commands[cmdSave=commands.length]=_INTL("Save") if !$game_system || !$game_system.save_disabled
        end
        commands[cmdOption=commands.length]=_INTL("Options")
        commands[cmdDebug=commands.length]=_INTL("Debug") if $DEBUG
        commands[commands.length]=_INTL("Exit")
        loop do
          [email protected](commands)
          if cmdPokedex>=0 && command==cmdPokedex
            if DEXDEPENDSONLOCATION
              pbFadeOutIn(99999) {
                 scene=PokemonPokedexScene.new
                 screen=PokemonPokedex.new(scene)
                 screen.pbStartScreen
                 @scene.pbRefresh
              }
            else
              if $PokemonGlobal.pokedexViable.length==1
                $PokemonGlobal.pokedexDex=$PokemonGlobal.pokedexViable[0]
                $PokemonGlobal.pokedexDex=-1 if $PokemonGlobal.pokedexDex==$PokemonGlobal.pokedexUnlocked.length-1
                pbFadeOutIn(99999) {
                   scene=PokemonPokedexScene.new
                   screen=PokemonPokedex.new(scene)
                   screen.pbStartScreen
                   @scene.pbRefresh
                }
              else
                pbLoadRpgxpScene(Scene_PokedexMenu.new)
              end
            end
          elsif cmdPokegear>=0 && command==cmdPokegear
            pbLoadRpgxpScene(Scene_Pokegear.new)
          elsif cmdPokemon>=0 && command==cmdPokemon
            sscene=PokemonScreen_Scene.new
            sscreen=PokemonScreen.new(sscene,$Trainer.party)
            hiddenmove=nil
            pbFadeOutIn(99999) { 
               hiddenmove=sscreen.pbPokemonScreen
               if hiddenmove
                 @scene.pbEndScene
               else
                 @scene.pbRefresh
               end
            }
            if hiddenmove
              Kernel.pbUseHiddenMove(hiddenmove[0],hiddenmove[1])
              return
            end
          elsif cmdBag>=0 && command==cmdBag
            item=0
            scene=PokemonBag_Scene.new
            screen=PokemonBagScreen.new(scene,$PokemonBag)
            pbFadeOutIn(99999) { 
               item=screen.pbStartScreen 
               if item>0
                 @scene.pbEndScene
               else
                 @scene.pbRefresh
               end
            }
            if item>0
              Kernel.pbUseKeyItemInField(item)
              return
            end
          elsif cmdTrainer>=0 && command==cmdTrainer
            PBDebug.logonerr {
               scene=PokemonTrainerCardScene.new
               screen=PokemonTrainerCard.new(scene)
               pbFadeOutIn(99999) { 
                  screen.pbStartScreen
                  @scene.pbRefresh
               }
            }
          elsif cmdQuit>=0 && command==cmdQuit
            @scene.pbHideMenu
            if pbInSafari?
              if Kernel.pbConfirmMessage(_INTL("Would you like to leave the Safari Game right now?"))
                @scene.pbEndScene
                pbSafariState.decision=1
                pbSafariState.pbGoToStart
                return
              else
                pbShowMenu
              end
            else
              if Kernel.pbConfirmMessage(_INTL("Would you like to end the Contest now?"))
                @scene.pbEndScene
                pbBugContestState.pbStartJudging
                return
              else
                pbShowMenu
              end
            end
          elsif cmdSave>=0 && command==cmdSave
            @scene.pbHideMenu
            scene=PokemonSaveScene.new
            screen=PokemonSave.new(scene)
            if screen.pbSaveScreen
              @scene.pbEndScene
              endscene=false
              break
            else
              pbShowMenu
            end
          elsif cmdDebug>=0 && command==cmdDebug
            pbFadeOutIn(99999) { 
               pbDebugMenu
               @scene.pbRefresh
            }
          elsif cmdOption>=0 && command==cmdOption
            scene=PokemonOptionScene.new
            screen=PokemonOption.new(scene)
            pbFadeOutIn(99999) {
               screen.pbStartScreen
               pbUpdateSceneMap
               @scene.pbRefresh
            }
          else
            break
          end
        end
        @scene.pbEndScene if endscene
      end  
    end
    
      end
    But before you do, remove your last end OR remove the last end on this part.
     

    Harvey_Create

    Pokemon Apex Team Member
    187
    Posts
    11
    Years
    • Age 27
    • Iowa
    • Seen Jul 12, 2015
    Okay, This is essentially what i am trying to create.
    Spoiler:

    Not a remake of the old menu. i got an error for adding that code onto it, and also realized that was the old script.
     

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    Harvey, I have no idea what you're doing wrong... Everything I explained here, is working for me, step by step.

    Code:
    class PokemonMenu_Scene
      def pbShowCommands(commands)
        ret=-1
        cmdwindow=@sprites["cmdwindow"]
        cmdwindow.viewport=@viewport
        cmdwindow.index=$PokemonTemp.menuLastChoice
        cmdwindow.resizeToFit(commands)
        cmdwindow.commands=commands
        cmdwindow.x=Graphics.width-cmdwindow.width
        cmdwindow.y=0
        cmdwindow.visible=true
        loop do
          cmdwindow.update
          Graphics.update
          Input.update
          pbUpdateSceneMap
          if Input.trigger?(Input::B)
            ret=-1
            break
          end
          if Input.trigger?(Input::C)
            ret=cmdwindow.index
            $PokemonTemp.menuLastChoice=ret
            break
          end
        end
        return ret
      end
    
      def pbShowInfo(text)
        @sprites["infowindow"].resizeToFit(text,Graphics.height)
        @sprites["infowindow"].text=text
        @sprites["infowindow"].visible=true
        @infostate=true
      end
    
      def pbShowHelp(text)
        @sprites["helpwindow"].resizeToFit(text,Graphics.height)
        @sprites["helpwindow"].text=text
        @sprites["helpwindow"].visible=true
        @helpstate=true
        pbBottomLeft(@sprites["helpwindow"])
      end
    
      def pbStartScene
        @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
        @viewport.z=99999
        @sprites={}
        @sprites["cmdwindow"]=Window_CommandPokemon.new([])
        @sprites["infowindow"]=Window_UnformattedTextPokemon.newWithSize("",0,0,32,32,@viewport)
        @sprites["infowindow"].visible=false
        @sprites["helpwindow"]=Window_UnformattedTextPokemon.newWithSize("",0,0,32,32,@viewport)
        @sprites["helpwindow"].visible=false
        @sprites["cmdwindow"].visible=false
        @infostate=false
        @helpstate=false
        pbSEPlay("menu")
      end
    
      def pbHideMenu
        @sprites["cmdwindow"].visible=false
        @sprites["infowindow"].visible=false
        @sprites["helpwindow"].visible=false
      end
    
      def pbShowMenu
        @sprites["cmdwindow"].visible=true
        @sprites["infowindow"].visible=@infostate
        @sprites["helpwindow"].visible=@helpstate
      end
    
      def pbEndScene
        pbDisposeSpriteHash(@sprites)
        @viewport.dispose
      end
    
      def pbRefresh
      end
    end
    
    
    
    class PokemonMenu
      def initialize(scene)
        @scene=scene
      end
    
      def pbShowMenu
        @scene.pbRefresh
        @scene.pbShowMenu
      end
    
      def pbStartPokemonMenu
        @scene.pbStartScene
        endscene=true
        pbSetViableDexes
        commands=[]
        cmdPokedex=-1
        cmdPokemon=-1
        cmdBag=-1
        cmdTrainer=-1
        cmdSave=-1
        cmdOption=-1
        cmdPokegear=-1
        cmdDebug=-1
        cmdQuit=-1
        if !$Trainer
          if $DEBUG
            Kernel.pbMessage(_INTL("The player trainer was not defined, so the menu can't be displayed."))
            Kernel.pbMessage(_INTL("Please see the documentation to learn how to set up the trainer player."))
          end
          return
        end
        commands[cmdPokedex=commands.length]=_INTL("Pokédex") if $Trainer.pokedex && $PokemonGlobal.pokedexViable.length>0
        commands[cmdPokemon=commands.length]=_INTL("Pokémon") if $Trainer.party.length>0
        commands[cmdBag=commands.length]=_INTL("Bag") if !pbInBugContest?
        commands[cmdPokegear=commands.length]=_INTL("Pokégear") if $Trainer.pokegear
        commands[cmdTrainer=commands.length]=$Trainer.name
        if pbInSafari?
          if SAFARISTEPS<=0
            @scene.pbShowInfo(_INTL("Balls: {1}",pbSafariState.ballcount))
          else
            @scene.pbShowInfo(_INTL("Steps: {1}/{2}\nBalls: {3}",pbSafariState.steps,SAFARISTEPS,pbSafariState.ballcount))
          end
          commands[cmdQuit=commands.length]=_INTL("Quit")
        elsif pbInBugContest?
          if pbBugContestState.lastPokemon
            @scene.pbShowInfo(_INTL("Caught: {1}\nLevel: {2}\nBalls: {3}",
               PBSpecies.getName(pbBugContestState.lastPokemon.species),
               pbBugContestState.lastPokemon.level,
               pbBugContestState.ballcount))
          else
            @scene.pbShowInfo(_INTL("Caught: None\nBalls: {1}",pbBugContestState.ballcount))
          end
          commands[cmdQuit=commands.length]=_INTL("Quit")
        else
          commands[cmdSave=commands.length]=_INTL("Save") if !$game_system || !$game_system.save_disabled
        end
        commands[cmdOption=commands.length]=_INTL("Options")
        commands[cmdDebug=commands.length]=_INTL("Debug") if $DEBUG
        commands[commands.length]=_INTL("Exit")
        loop do
          [email protected](commands)
          if cmdPokedex>=0 && command==cmdPokedex
            if DEXDEPENDSONLOCATION
              pbFadeOutIn(99999) {
                 scene=PokemonPokedexScene.new
                 screen=PokemonPokedex.new(scene)
                 screen.pbStartScreen
                 @scene.pbRefresh
              }
            else
              if $PokemonGlobal.pokedexViable.length==1
                $PokemonGlobal.pokedexDex=$PokemonGlobal.pokedexViable[0]
                $PokemonGlobal.pokedexDex=-1 if $PokemonGlobal.pokedexDex==$PokemonGlobal.pokedexUnlocked.length-1
                pbFadeOutIn(99999) {
                   scene=PokemonPokedexScene.new
                   screen=PokemonPokedex.new(scene)
                   screen.pbStartScreen
                   @scene.pbRefresh
                }
              else
                pbLoadRpgxpScene(Scene_PokedexMenu.new)
              end
            end
          elsif cmdPokegear>=0 && command==cmdPokegear
            pbLoadRpgxpScene(Scene_Pokegear.new)
          elsif cmdPokemon>=0 && command==cmdPokemon
            sscene=PokemonScreen_Scene.new
            sscreen=PokemonScreen.new(sscene,$Trainer.party)
            hiddenmove=nil
            pbFadeOutIn(99999) { 
               hiddenmove=sscreen.pbPokemonScreen
               if hiddenmove
                 @scene.pbEndScene
               else
                 @scene.pbRefresh
               end
            }
            if hiddenmove
              Kernel.pbUseHiddenMove(hiddenmove[0],hiddenmove[1])
              return
            end
          elsif cmdBag>=0 && command==cmdBag
            item=0
            scene=PokemonBag_Scene.new
            screen=PokemonBagScreen.new(scene,$PokemonBag)
            pbFadeOutIn(99999) { 
               item=screen.pbStartScreen 
               if item>0
                 @scene.pbEndScene
               else
                 @scene.pbRefresh
               end
            }
            if item>0
              Kernel.pbUseKeyItemInField(item)
              return
            end
          elsif cmdTrainer>=0 && command==cmdTrainer
            PBDebug.logonerr {
               scene=PokemonTrainerCardScene.new
               screen=PokemonTrainerCard.new(scene)
               pbFadeOutIn(99999) { 
                  screen.pbStartScreen
                  @scene.pbRefresh
               }
            }
          elsif cmdQuit>=0 && command==cmdQuit
            @scene.pbHideMenu
            if pbInSafari?
              if Kernel.pbConfirmMessage(_INTL("Would you like to leave the Safari Game right now?"))
                @scene.pbEndScene
                pbSafariState.decision=1
                pbSafariState.pbGoToStart
                return
              else
                pbShowMenu
              end
            else
              if Kernel.pbConfirmMessage(_INTL("Would you like to end the Contest now?"))
                @scene.pbEndScene
                pbBugContestState.pbStartJudging
                return
              else
                pbShowMenu
              end
            end
          elsif cmdSave>=0 && command==cmdSave
            @scene.pbHideMenu
            scene=PokemonSaveScene.new
            screen=PokemonSave.new(scene)
            if screen.pbSaveScreen
              @scene.pbEndScene
              endscene=false
              break
            else
              pbShowMenu
            end
          elsif cmdDebug>=0 && command==cmdDebug
            pbFadeOutIn(99999) { 
               pbDebugMenu
               @scene.pbRefresh
            }
          elsif cmdOption>=0 && command==cmdOption
            scene=PokemonOptionScene.new
            screen=PokemonOption.new(scene)
            pbFadeOutIn(99999) {
               screen.pbStartScreen
               pbUpdateSceneMap
               @scene.pbRefresh
            }
          else
            break
          end
        end
        @scene.pbEndScene if endscene
      end  
    end
    Paste this into a new script section and put it directly under PokemonSprite and call it PokemonPauseMenu.

    Then paste this into another script section directly below PokemonPauseMenu and call it NPauseMenu.

    Code:
    class PokemonMenu_Scene
      def pbShowCommands(commands)
        ret=-1
        cmdwindow=@sprites["cmdwindow"]
        cmdwindow.viewport=@viewport
        cmdwindow.index=$PokemonTemp.menuLastChoice
        cmdwindow.resizeToFit(commands)
        cmdwindow.commands=commands
        cmdwindow.x=512
        cmdwindow.y=0
        cmdwindow.visible=true
        loop do
          cmdwindow.update
          Graphics.update
          Input.update
          pbUpdateSceneMap
          if Input.trigger?(Input::B)
            ret=-1
            break
          end
          if Input.trigger?(Input::C)
            ret=cmdwindow.index
            $PokemonTemp.menuLastChoice=ret
            break
          end
        end
        return ret
      end
      
      def pbStartScene
        @sprites={}
        @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
        @viewport.z=99998
        @sprites["cmdwindow"]=Window_CommandPokemon.new([])
        @sprites["infowindow"]=Window_UnformattedTextPokemon.newWithSize("",0,0,32,32,@viewport)
        @sprites["infowindow"].visible=false
        @sprites["helpwindow"]=Window_UnformattedTextPokemon.newWithSize("",0,0,32,32,@viewport)
        @sprites["helpwindow"].visible=false
        @sprites["cmdwindow"].visible=false
        @infostate=false
        @helpstate=false
        pbSEPlay("menu")
        
        @sprites["overlay"]=BitmapSprite.new(Graphics.width, Graphics.height)
        @sprites["overlay"].z = 99999
        @overlay=@sprites["overlay"].bitmap
        @overlay.clear
        baseColor=Color.new(239, 239, 239)
        shadowColor=Color.new(140,140,140)
        pbSetSystemFont(@sprites["overlay"].bitmap)
        if $Trainer.party.length>0
          @sprites["Pokemon"] = Sprite.new
          @sprites["Pokemon"].x = 0
          @sprites["Pokemon"].y = 47
          @sprites["Pokemon"].z = 99998
          @sprites["Pokemon"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Pokemon"].opacity = 210
        end
        if $Trainer.pokedex
          @sprites["Pokedex"] = Sprite.new
          @sprites["Pokedex"].x = 0
          @sprites["Pokedex"].y = 0
          @sprites["Pokedex"].z = 99998
          @sprites["Pokedex"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Pokemon"].opacity = 210
        end
          @sprites["Bag"] = Sprite.new
          @sprites["Bag"].x = 0
          @sprites["Bag"].y = 94
          @sprites["Bag"].z = 99998
          @sprites["Bag"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Bag"].opacity = 210
          
          @sprites["Trainer"] = Sprite.new
          @sprites["Trainer"].x = 0
          @sprites["Trainer"].y = 141
          @sprites["Trainer"].z = 99998
          @sprites["Trainer"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Trainer"].opacity = 210
          
          @sprites["Save"] = Sprite.new
          @sprites["Save"].x = 0
          @sprites["Save"].y = 188
          @sprites["Save"].z = 99998
          @sprites["Save"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Save"].opacity = 210
          
          @sprites["Option"] = Sprite.new
          @sprites["Option"].x = 0
          @sprites["Option"].y = 235
          @sprites["Option"].z = 99998
          @sprites["Option"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Option"].opacity = 210
        if $Trainer.pokegear
          @sprites["Pokegear"] = Sprite.new
          @sprites["Pokegear"].x = 0
          @sprites["Pokegear"].y = 282
          @sprites["Pokegear"].z = 99998
          @sprites["Pokegear"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Pokegear"].opacity = 210
        end
        if $DEBUG
          @sprites["Debug"] = Sprite.new
          @sprites["Debug"].x = 0
          @sprites["Debug"].y = 329
          @sprites["Debug"].z = 99998
          @sprites["Debug"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Debug"].opacity = 210
        end 
          @sprites["Quit"] = Sprite.new
          @sprites["Quit"].x = 0
          @sprites["Quit"].y = 376
          @sprites["Quit"].z = 99998
          @sprites["Quit"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Quit"].opacity = 210
          
          textpos=[
          [_INTL("Pokemon"),6,51,false,baseColor,shadowColor],
          [_INTL("Pokedex"),6,4,false,baseColor,shadowColor],
          [_INTL("Trainer"),6,145,false,baseColor,shadowColor],
          [_INTL("Bag"),6,98,false,baseColor,shadowColor],
          [_INTL("Options"),6,239,false,baseColor,shadowColor],
          [_INTL("Pokegear"),6,286,false,baseColor,shadowColor],
          [_INTL("Debug"),6,333,false,baseColor,shadowColor],
          [_INTL("Quit"),6,380,false,baseColor,shadowColor],
          [_INTL("Save"),6,192,false,baseColor,shadowColor],
          ]
          pbDrawTextPositions(@overlay,textpos)
        end
        
          def pbSetAuxiliaryWindow(loctext)
         @sprites["locwindow"].resizeToFit(loctext,Graphics.width-@sprites["cmdwindow"].width)
         @sprites["locwindow"].width=228 if @sprites["locwindow"].width<228
         @sprites["locwindow"].height=Graphics.height
         @sprites["locwindow"].x=512
         @sprites["locwindow"].visible=true
         @sprites["locwindow"].text=loctext
      end
    
      def pbChooseM(commands)
        @sprites["cmdwindow"].resizeToFit(commands)
        @sprites["cmdwindow"].commands=commands
        @sprites["cmdwindow"].x=512
        @sprites["cmdwindow"].y=0
        @sprites["cmdwindow"].visible=true
      end
    end

    Now tell me if it gives you an error.

    You know, with you saying and I quote:
    Help me out? make me do some work so i can figure it out, dont just give me the answer. i want to learn, not get free scripts.
    I'm learning things that I didn't know before, and I've managed to do each step, without problems and you seem to be having a mare... Here's some advice anyway, each error gives you a general idea where to start looking, given it's not at all helpful, but it's a start... The thing with what you're trying and what script you're following (which I assumed you had some idea how it worked), it was made for a title, to be seen once, not as a continuous menu... The way I have done it, is every step I said to you, EXCEPT, I was ready to give you the next step and allow the menu to "work"... It will work, just not animated yet! And once all the graphics and title names have had a size change or re-make, it will look better, but I'm trying to help you, not do this for you.
    So what I'm saying, if I'm saying anything at all, is thank you for asking for this menu.

    So, as I was saying, once you paste this into your script sections, let me know and we'll go through it a little more.

    If you want me to --->try<--- and explain what I've done here, just ask.
     
    Last edited:

    Harvey_Create

    Pokemon Apex Team Member
    187
    Posts
    11
    Years
    • Age 27
    • Iowa
    • Seen Jul 12, 2015
    Harvey, I have no idea what you're doing wrong... Everything I explained here, is working for me, step by step.
    Spoiler:

    Paste this into a new script section and put it directly under PokemonSprite and call it PokemonPauseMenu.

    Then paste this into another script section directly below PokemonPauseMenu and call it NPauseMenu.
    Spoiler:

    Now tell me if it gives you an error.

    You know, with you saying and I quote:

    I'm learning things that I didn't know before, and I've managed to do each step, without problems and you seem to be having a mare... Here's some advice anyway, each error gives you a general idea where to start looking, given it's not at all helpful, but it's a start... The thing with what you're trying and what script you're following (which I assumed you had some idea how it worked), it was made for a title, to be seen once, not as a continuous menu... The way I have done it, is every step I said to you, EXCEPT, I was ready to give you the next step and allow the menu to "work"... It will work, just not animated yet! And once all the graphics and title names have had a size change or re-make, it will look better, but I'm trying to help you, not do this for you.
    So what I'm saying, if I'm saying anything at all, is thank you for asking for this menu.

    So, as I was saying, once you paste this into your script sections, let me know and we'll go through it a little more.

    If you want me to --->try<--- and explain what I've done here, just ask.

    Well, i dont get any errors, just nothing pulls up when i press "X"
     

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    Try now, I was actually editing it while it was here! Silly me.
     

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    Yeah yeah.
    Have you edited other scripts? Like the top few that don't have Pokemon in front of them?
     

    Harvey_Create

    Pokemon Apex Team Member
    187
    Posts
    11
    Years
    • Age 27
    • Iowa
    • Seen Jul 12, 2015
    Yeah yeah.
    Have you edited other scripts? Like the top few that don't have Pokemon in front of them?

    Uh, setting is all i believe. and that is the resolution.

    Yeah yeah.
    Have you edited other scripts? Like the top few that don't have Pokemon in front of them?

    Dillon says we are using like, Essentials 7-9. either of them.
     
    Last edited:

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    Well... I'm speechless... Would've been nice to know that in the OP.
    Sorry can't help.

    EDIT:

    For anyone who is using 12.1, here's what it looks like so far.
    7jmj.png
     
    Last edited:

    Harvey_Create

    Pokemon Apex Team Member
    187
    Posts
    11
    Years
    • Age 27
    • Iowa
    • Seen Jul 12, 2015
    Well... I'm speechless... Would've been nice to know that in the OP.
    Sorry can't help.

    EDIT:

    For anyone who is using 12.1, here's what it looks like so far.
    7jmj.png

    I just updated to Essentials 12, and am currently adding this in, ill tell you if it works for me now.
     

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    Just to clarify, if you are using essentials 12.1, you don't need to over write PokemonPauseMenu, and to add, this is an unfinished menu, it won't do or look like what/how it is intended.
     
    63
    Posts
    11
    Years
    • Seen Mar 17, 2015
    hmmmm you should edit it so ,that when you click the down button ,that the graphic change.that we can see which one we use
     
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