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Pokémon BW2 Menu

95
Posts
9
Years
  • Screenshot:
    fb59lhwa.png


    What this is:
    - This is a Pokémon Menu Script. The Menu looks nearly exactly like the one from Pokémon Black & White 2. I also tried to "remake" the Animations of the Menu, as good as I could.

    What you will get:
    - all menu sound effects ripped from Pokémon Black & White 2
    - all menu graphics ripped from Pokémon Black & White 2
    - the script itself
    - animated graphical visuals
    - Support & Help

    How to get started:
    1. Download the files from: http://www.mediafire.com/download/bmzcaf912pqpjfz/PokemonMenu.zip and extract them into your game folder.
    2. Go to the Script-Editor, and create a new Script above Main, and call it whatever you want.
    3. Paste the following Script in:

    (mouse module and non mouse module version 2 in 1) :
    Code:
    #=====================================================================================
    # * Pokémon Menu like in Black and White by shiney570, with Scripting help of Luka S.J
    # 
    # * To get this Script work, but it in a new Script above Main.
    #*  This Script overwrites some Methods from the Old Menu, and add new ones to it.
    # * Put the Graphics in the Graphics/Pictures/Menu folder.
    # * If you have any questions or found a bug let me know.
    # * Contact: Skype: imatrix.wt ;  DeviantArt: shiney570
    # * The Debug Scene is now accessable with F9
    # * Version: 2.1
    #===================================================================================
    MENUANIMATION     = true # true, if you want to keep the Open/Close Animation,
                             # false, if you don't want it.
                             
    ICONMENUANIMATION = true # true, if you want to keep the Icon Animation, if an 
                             # Icon is selected, or false if you don't want it.
    BW2OPTIONSCENE    = false # do not change. it's just to bypass an error.
    #===============================================================================
    # * class PokemonMenu_Scene
    #===============================================================================
    class PokemonMenu_Scene
    #===============================================================================
    # * STARTING THE SCENE
    #===============================================================================
      def pbStartScene
        @MenuScene=1; @frame=0; @frame2=0
        pbSetViableDexes
        @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
        @viewport.z=99999
        @sprites={}
        @sprites["bg"]=IconSprite.new(0,0,@viewport)    
        @sprites["bg"].setBitmap("Graphics/Pictures/Menu/background")
        
        @sprites["bg2"]=IconSprite.new(0,0,@viewport)
        @sprites["bg2"].setBitmap("Graphics/Pictures/Menu/background2")
        @sprites["bg2"].y=0
        @sprites["bg2"].y = -32 if MENUANIMATION==true
        
        @sprites["bg3"]=IconSprite.new(0,0,@viewport)
        @sprites["bg3"].setBitmap("Graphics/Pictures/Menu/background3")
        @sprites["bg3"].y = 384-48
        @sprites["bg3"].y = 336+48 if MENUANIMATION==true
       
        @sprites["panel_1"]=IconSprite.new(0,0,@viewport)    
        @sprites["panel_1"].setBitmap("Graphics/Pictures/Menu/panel")
        @sprites["panel_1"].x = 3
        @sprites["panel_1"].y = 47 
        @sprites["panel_1"].y = 47 +200 if MENUANIMATION==true
        
        @sprites["panel_2"]=IconSprite.new(0,0,@viewport)    
        @sprites["panel_2"].setBitmap("Graphics/Pictures/Menu/panel")
        @sprites["panel_2"].x = 261
        @sprites["panel_2"].y = 47 
        @sprites["panel_2"].y = 47 +200 if MENUANIMATION==true
     
        @sprites["panel_3"]=IconSprite.new(0,0,@viewport)    
        @sprites["panel_3"].setBitmap("Graphics/Pictures/Menu/panel")
        @sprites["panel_3"].x = 3
        @sprites["panel_3"].y = 143 
        @sprites["panel_3"].y = 143 +200 if MENUANIMATION==true
       
        @sprites["panel_4"]=IconSprite.new(0,0,@viewport)    
        @sprites["panel_4"].setBitmap("Graphics/Pictures/Menu/panel")
        @sprites["panel_4"].x = 261
        @sprites["panel_4"].y = 143 
        @sprites["panel_4"].y = 143 +200 if MENUANIMATION==true
     
        @sprites["panel_5"]=IconSprite.new(0,0,@viewport)    
        @sprites["panel_5"].setBitmap("Graphics/Pictures/Menu/panel")
        @sprites["panel_5"].x = 3
        @sprites["panel_5"].y = 241 
        @sprites["panel_5"].y = 241 +200 if MENUANIMATION==true
       
        @sprites["panel_6"]=IconSprite.new(0,0,@viewport)    
        @sprites["panel_6"].setBitmap("Graphics/Pictures/Menu/panel")
        @sprites["panel_6"].x = 261
        @sprites["panel_6"].y = 241 
        @sprites["panel_6"].y = 241 +200 if MENUANIMATION==true
       
        @sprites["panel_select"]=IconSprite.new(0,0,@viewport)    
        @sprites["panel_select"].setBitmap("Graphics/Pictures/Menu/panel2")
        @sprites["panel_select"].x = 5000
        @sprites["panel_select"].y = 48
        
        @sprites["party"]=IconSprite.new(0,0,@viewport)    
        @sprites["party"].setBitmap("Graphics/Pictures/Menu/party")
        @sprites["party"].x = 5000
        @sprites["party"].x = 9 if $Trainer.party.length>0
        @sprites["party"].y = 62
       
        @sprites["pokedex"]=IconSprite.new(0,0,@viewport)    
        @sprites["pokedex"].setBitmap("Graphics/Pictures/Menu/pokedex")
        @sprites["pokedex"].x = 5000
        @sprites["pokedex"].x = 267 if $Trainer.pokedex
        @sprites["pokedex"].y = 56
       
        @sprites["bag"]=IconSprite.new(0,0,@viewport)    
        @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag")
        @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag_f") if $Trainer.isFemale?
        @sprites["bag"].x = 10
        @sprites["bag"].y = 159
       
        @sprites["trainercard"]=IconSprite.new(0,0,@viewport)    
        @sprites["trainercard"].setBitmap("Graphics/Pictures/Menu/trainercard")
        @sprites["trainercard"].x = 268
        @sprites["trainercard"].y = 157
       
        @sprites["save"]=IconSprite.new(0,0,@viewport)    
        @sprites["save"].setBitmap("Graphics/Pictures/Menu/save")
        @sprites["save"].x = 10
        @sprites["save"].y = 255
       
        @sprites["options"]=IconSprite.new(0,0,@viewport)    
        @sprites["options"].setBitmap("Graphics/Pictures/Menu/options")
        @sprites["options"].x = 268
        @sprites["options"].y = 253
       
        @sprites["exit"]=IconSprite.new(0,0,@viewport)    
        @sprites["exit"].setBitmap("Graphics/Pictures/Menu/exit")
        @sprites["exit"].x = 459
        @sprites["exit"].y = 346
        
        @sprites["overlay"]=BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
        @sprites["overlay2"]=BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
        
        if $Trainer.party.length>0
          @select=1
        end
        if $Trainer.party.length==0 && $Trainer.pokedex
          @select=2
        end
        if $Trainer.party.length==0 && !$Trainer.pokedex
          @select=3
        end
        endscene=true
        pbStartAnimation
      end
    #===============================================================================
    # * MENU TEXT DISPLAYING
    #===============================================================================  
      def pbMenuText
        if @MenuScene==1
          overlay=@sprites["overlay"].bitmap 
          overlay.clear
          baseColor=Color.new(255, 255, 255)
          shadowColor=Color.new(0,0,0)
          shadowColor2=Color.new(156,156,156)
          pbSetSystemFont(@sprites["overlay"].bitmap)
          textos=[]
          textos.push([_ISPRINTF("{1:02d}   {2:02d}", Time.now.hour, Time.now.min),15,-3,false,baseColor,shadowColor])
          textos.push([_INTL("POKÉMON"),98,80,false,baseColor,shadowColor2]) if $Trainer.party.length>0
          textos.push([_INTL("POKÉDEX"),354,80,false,baseColor,shadowColor2]) if $Trainer.pokedex
          textos.push([_INTL("BAG"),98,175,false,baseColor,shadowColor2])
          textos.push([_INTL("{1}", $Trainer.name),354,175,false,baseColor,shadowColor2])
          textos.push([_INTL("SAVE"),98,275,false,baseColor,shadowColor2])
          textos.push([_INTL("OPTIONS"),354,275,false,baseColor,shadowColor2])
          pbDrawTextPositions(overlay,textos)
          overlay2=@sprites["overlay2"].bitmap
          overlay2.clear
          pbSetSystemFont(@sprites["overlay2"].bitmap)
          textos2=[]
          textos2.push([_ISPRINTF("       :       "),2,-4,false,baseColor,shadowColor])
          pbDrawTextPositions(overlay2,textos2)
        end
      end
    #===============================================================================
    # * MENU LOOP
    #===============================================================================  
      def pbMenuLoop
        while @MenuScene==1
          self.update
          self.pbMenuInput
          self.pbMenuText
            if $MenuClose==true
            pbDisposeSpriteHash(@sprites)
            @viewport.dispose
            $MenuClose=false
            @MenuScene=2
          end
        end
      end
    #===============================================================================
    # * HIDING THE MENU
    #===============================================================================
      def pbHideMenu
        @viewport.visible=false
      end
    #===============================================================================
    # * SHOWING THE MENU
    #===============================================================================
      def pbShowMenu
        @viewport.visible=true
      end
    #===============================================================================
    # * STARTING THE SCENE
    #===============================================================================  
      def pbStartAnimation
        pbSEPlay("BW2OpenMenu")
        if MENUANIMATION==true
          @sprites["overlay"].visible=false
          @sprites["panel_1"].visible=false
          @sprites["panel_2"].visible=false 
          @sprites["panel_3"].visible=false
          @sprites["panel_4"].visible=false
          @sprites["panel_5"].visible=false
          @sprites["panel_6"].visible=false
          @sprites["panel_select"].visible=false
          @sprites["party"].visible=false
          @sprites["pokedex"].visible=false
          @sprites["bag"].visible=false
          @sprites["trainercard"].visible=false
          @sprites["save"].visible=false
          @sprites["options"].visible=false
          @sprites["exit"].visible=false
             10.times do
               @sprites["bg2"].y += 3.2
               @sprites["bg3"].y -= 5.3
               Graphics.update
               Input.update
              end
              @sprites["bg2"].y = 0
              @sprites["bg3"].y = 384-48
              pbWait(5)
              @sprites["panel_1"].visible=true if $Trainer.party.length>0
              @sprites["panel_2"].visible=true if $Trainer.pokedex
              @sprites["panel_3"].visible=true
              @sprites["panel_4"].visible=true
              @sprites["panel_5"].visible=true
              @sprites["panel_6"].visible=true
              20.times do
                @sprites["panel_1"].y -= 10
                @sprites["panel_2"].y -= 10
                @sprites["panel_3"].y -= 10
                @sprites["panel_4"].y -= 10
                @sprites["panel_5"].y -= 10
                @sprites["panel_6"].y -= 10
                Graphics.update
                Input.update
              end
              pbWait(5)
          @sprites["overlay"].visible=true
          @sprites["panel_select"].visible=true
          @sprites["party"].visible=true       if $Trainer.party.length>0
          @sprites["pokedex"].visible=true     if $Trainer.pokedex
          @sprites["bag"].visible=true
          @sprites["trainercard"].visible=true
          @sprites["save"].visible=true
          @sprites["options"].visible=true
          @sprites["exit"].visible=true
        end
        self.pbMenuLoop
      end
    #===============================================================================
    # * CLOSING THE SCENE
    #===============================================================================
      def pbEndScene
        @MenuScene=0
        if MENUANIMATION==true 
          @sprites["overlay"].visible=false if @sprites["overlay"]
          @sprites["overlay2"].visible=false if @sprites["overlay2"]
          @sprites["panel_select"].visible=false if @sprites["panel_select"]
          @sprites["party"].visible=false if @sprites["party"]
          @sprites["pokedex"].visible=false    if @sprites["pokedex"]  
          @sprites["bag"].visible=false if @sprites["bag"]
          @sprites["trainercard"].visible=false if @sprites["trainercard"]
          @sprites["save"].visible=false if @sprites["save"]
          @sprites["options"].visible=false if @sprites["options"]
          @sprites["exit"].visible=false if @sprites["exit"]
          pbWait(5)
          20.times do
                @sprites["panel_1"].y += 10  if @sprites["panel_1"]
                @sprites["panel_2"].y += 10  if @sprites["panel_2"]
                @sprites["panel_3"].y += 10  if @sprites["panel_3"]
                @sprites["panel_4"].y += 10  if @sprites["panel_4"]
                @sprites["panel_5"].y += 10  if @sprites["panel_5"]
                @sprites["panel_6"].y += 10  if @sprites["panel_6"]
                Graphics.update
                Input.update
              end
          @sprites["panel_1"].visible=false if @sprites["panel_1"]
          @sprites["panel_2"].visible=false if @sprites["panel_2"]
          @sprites["panel_3"].visible=false if @sprites["panel_3"]
          @sprites["panel_4"].visible=false if @sprites["panel_4"]
          @sprites["panel_5"].visible=false if @sprites["panel_5"]
          @sprites["panel_6"].visible=false if @sprites["panel_6"]
           10.times do
               @sprites["bg2"].y -= 3.2 if @sprites["bg2"]
               @sprites["bg3"].y += 5.3 if @sprites["bg3"]
                Graphics.update
                Input.update
              end
            end
        pbSEPlay("BW2CloseMenu")
        pbDisposeSpriteHash(@sprites)
        @viewport.dispose
      end
    #===============================================================================
    # * Update Method
    #===============================================================================  
      def update
        Graphics.update
        Input.update
        @frame+=1
        @sprites["party"].x=12  if $Trainer.party.length>0
        @sprites["pokedex"].x=269 if $Trainer.pokedex
        @frame=0 if @frame>=20
        frame=[0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1]
        @count=frame[@frame]
        if (MENUANIMATION==true) && $PokemonSystem.screensize==1
          @sprites["party"].y-=0.5       if @select==1 && @count==0
          @sprites["party"].y+=0.5       if @select==1 && @count==1
          @sprites["party"].y=62         if @select != 1 && $Trainer.party.length>0
          
          @sprites["pokedex"].y-=0.5     if @select==2 && @count==0
          @sprites["pokedex"].y+=0.5     if @select==2 && @count==1
          @sprites["pokedex"].y=56       if @select != 2 && $Trainer.pokedex
          
          @sprites["bag"].y-=0.5         if @select==3 && @count==0
          @sprites["bag"].y+=0.5         if @select==3 && @count==1
          @sprites["bag"].y=159          if @select != 3
          
          @sprites["trainercard"].y-=0.5 if @select==4 && @count==0
          @sprites["trainercard"].y+=0.5 if @select==4 && @count==1
          @sprites["trainercard"].y=157  if @select != 4
        
          @sprites["save"].y-=0.5        if @select==5 && @count==0
          @sprites["save"].y+=0.5        if @select==5 && @count==1
          @sprites["save"].y=255         if @select != 5
        
          @sprites["options"].y-=0.5     if @select==6 && @count==0
          @sprites["options"].y+=0.5     if @select==6 && @count==1
          @sprites["options"].y=253      if @select != 6
          @frame2+=1
          @frame2=0 if @frame2>=40
          @sprites["overlay2"].visible=true  if @frame2<=20
          @sprites["overlay2"].visible=false if @frame2>20
        end
        x=[5000,5,263,5,263,5,263,5000]
        y=[5000,49,49,145,145,243,243,5000]
        y=[5000,5000,49,145,145,243,243,5000]   if $Trainer.party.length==0 && $Trainer.pokedex
        y=[5000,49,5000,145,145,243,243,5000]   if $Trainer.party.length>0  && !$Trainer.pokedex
        y=[5000,5000,5000,145,145,243,243,5000] if $Trainer.party.length==0 && !$Trainer.pokedex
        @sprites["panel_select"].x = x[@select]
        @sprites["panel_select"].y = y[@select]
        @sprites["panel_select"].visible=true
        if @select==1
          @sprites["party"].setBitmap("Graphics/Pictures/Menu/party2")
          else
          @sprites["party"].setBitmap("Graphics/Pictures/Menu/party")
        end
        if @select==2
          @sprites["pokedex"].setBitmap("Graphics/Pictures/Menu/pokedex2")
          else
          @sprites["pokedex"].setBitmap("Graphics/Pictures/Menu/pokedex")
        end
        if @select==3
          @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag2")
          @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag2_f") if $Trainer.isFemale?
          else
          @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag")
          @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag_f") if $Trainer.isFemale?
        end
        if @select==4
          @sprites["trainercard"].setBitmap("Graphics/Pictures/Menu/trainercard2")
          else
          @sprites["trainercard"].setBitmap("Graphics/Pictures/Menu/trainercard")
        end
        if @select==5
          @sprites["save"].setBitmap("Graphics/Pictures/Menu/save2")
          else
          @sprites["save"].setBitmap("Graphics/Pictures/Menu/save")
        end
        if @select==6
          @sprites["options"].setBitmap("Graphics/Pictures/Menu/options2")
          else
          @sprites["options"].setBitmap("Graphics/Pictures/Menu/options")
        end
        if @select==7
          @sprites["exit"].setBitmap("Graphics/Pictures/Menu/exit2")
          else
          @sprites["exit"].setBitmap("Graphics/Pictures/Menu/exit")
        end
        if $Trainer.party.length>0
          @sprites["panel_1"].visible=true
          @sprites["party"].visible=true
          else
          x[1]=5000
          @select=2 if @select==1
          @sprites["panel_1"].visible=false
          @sprites["party"].visible=false
        end
          if $Trainer.pokedex
          @sprites["panel_2"].visible=true
          @sprites["pokedex"].visible=true
        else
          x[2]=5000
          @select=3 if @select==2
          @sprites["panel_2"].visible=false
          @sprites["pokedex"].visible=false
        end
      end
    #===============================================================================
    # * Menu Left Click Animation
    #===============================================================================    
      def pbMenuClick
        pbWait(10)
        @sprites["panel_select"].visible=false
        pbWait(5)
        self.update
      end
    #===============================================================================
    # * Menu Left Click Animation on the Exit Button
    #===============================================================================  
      def pbMenuClickExit
        @sprites["exit"].setBitmap("Graphics/Pictures/Menu/exit2")
        pbWait(10)
        @sprites["exit"].setBitmap("Graphics/Pictures/Menu/exit")
        pbWait(5)
      end
    #===============================================================================
    # * Button Inputs
    #===============================================================================  
      def pbMenuInput
          if Input.trigger?(Input::RIGHT) && !(@select==7)
            @select+=1; pbSEPlay("BW2MenuSelect")
          end
          if Input.trigger?(Input::LEFT) && !(@select==1)
            @select-=1; pbSEPlay("BW2MenuSelect")
          end
          if Input.trigger?(Input::DOWN) && !(@select>4)
            @select+=2; pbSEPlay("BW2MenuSelect") 
          end
          if Input.trigger?(Input::UP) && !(@select<3)
            @select-=2; pbSEPlay("BW2MenuSelect")
          end
          if Input.trigger?(Input::UP) && @select==7
            @select-=1; pbSEPlay("BW2MenuSelect")
          end
          for i in 1..6
            if defined?($mouse)
              if $mouse.leftClick?(@sprites["panel_#{i}"]) 
                @select=i
                self.update
                self.pbMenuClick
                self.pokemonParty if @select==1
                self.pokeDex      if @select==2
                self.bag          if @select==3
                self.trainerCard  if @select==4
                self.save         if @select==5
                self.options      if @select==6
              end
            end
          end
          if defined?($mouse)
            if $mouse.leftClick?(@sprites["exit"]) 
              self.pbMenuClickExit
              pbEndScene
            end
          end
          
          if Input.trigger?(Input::F9) && $DEBUG
            pbFadeOutIn(99999) { 
            pbDebugMenu
             }
           end
           
          if Input.trigger?(Input::B)
            self.pbMenuClickExit
            pbEndScene
          end
            
          if Input.trigger?(Input::C) 
            case @select
            when 1 # Party
            if $Trainer.party.length>0
              self.pokemonParty
            end
            when 2 #Pokedex
            if $Trainer.pokedex
              self.pokeDex       
            end
            when 3 #Bag
              self.bag
            when 4 #Trainercard
              self.trainerCard
            when 5 #Save
              self.save
            when 6 #Options
              self.options
            when 7 #Quit 
              self.pbMenuClickExit
              pbEndScene
            end 
          end
        end
    #===============================================================================
    # * MENU SCENE'S
    #===============================================================================    
       def pokemonParty
        pbSEPlay("BW2MenuChoose")
        sscene=PokemonScreen_Scene.new
        sscreen=PokemonScreen.new(sscene,$Trainer.party)
        hiddenmove=nil
        pbFadeOutIn(99999) { 
        hiddenmove=sscreen.pbPokemonScreen
        if hiddenmove
          pbEndScene
        end
        }
        if hiddenmove
          Kernel.pbUseHiddenMove(hiddenmove[0],hiddenmove[1])
          return
        end
      end
      
      def pokeDex
        pbSEPlay("BW2MenuChoose")
        if DEXDEPENDSONLOCATION
          pbFadeOutIn(99999) {
          scene=PokemonPokedexScene.new
          screen=PokemonPokedex.new(scene)
          screen.pbStartScreen
          }
        elsif $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
          pbRefresh
          }
       # else
        #    pbLoadRpgxpScene(Scene_PokedexMenu.new)
          end
        end
         
      def bag
        pbSEPlay("BW2MenuChoose")
        item=0
        scene=PokemonBag_Scene.new
        screen=PokemonBagScreen.new(scene,$PokemonBag)
        pbFadeOutIn(99999) {
          item=screen.pbStartScreen
          if item>0
            pbEndScene
          else
            pbRefresh
          end
        }
        if item>0
          Kernel.pbUseKeyItemInField(item)
          return
        end
      end
        
     
      def trainerCard
        pbSEPlay("BW2MenuChoose")
        PBDebug.logonerr {
          scene=PokemonTrainerCardScene.new
          screen=PokemonTrainerCard.new(scene)
          pbFadeOutIn(99999) {
            screen.pbStartScreen
          }
        }
      end
     
      def save
        pbSEPlay("BW2MenuChoose")
        pbHideMenu
        scene=PokemonSaveScene.new
        screen=PokemonSave.new(scene)
        if screen.pbSaveScreen
          pbShowMenu
        else
          pbShowMenu
        end
      end
          
      def options
        pbSEPlay("BW2MenuChoose")
        if BW2OPTIONSCENE
          pbFadeOutIn(99999) {
          BW2Options.new
          }
        else
          scene=PokemonOptionScene.new
          screen=PokemonOption.new(scene)
          pbFadeOutIn(99999) {
          screen.pbStartScreen
          pbUpdateSceneMap
          }
        end
        
      end
    
      def quit
      pbHideMenu
      if pbInSafari?
        if Kernel.pbConfirmMessage(_INTL("Would you like to leave the Safari Game right now?"))
          pbEndScene
          pbSafariState.decision=1
          pbSafariState.pbGoToStart
          return
        else
          pbShowMenu
          end
        end
        if pbInBugContest?
          if Kernel.pbConfirmMessage(_INTL("Would you like to end the Contest now?"))
          pbEndScene
          pbBugContestState.pbStartJudging
          return
          else
            pbShowMenu
          end
        end
      end
    end
    #===============================================================================
    # * class PokemonMenu
    #===============================================================================
    class PokemonMenu
    #===============================================================================
    # * SHOWING THE MENU
    #===============================================================================  
      def pbShowMenu
        @scene.pbShowMenu
      end
    #===============================================================================
    # * STARTING THE MENU
    #===============================================================================  
      def pbStartPokemonMenu
        @scene.pbStartScene
      end
    end
    DON'T FORGET: As you can see, the Debug Scene isn't accessable like before now. You can access the Debug Scene by pressing F9.

    Support: If you encounter any bugs, have questions, or an idea, what my next script could be, let me know.

    Contact:
    Skype: imatrix.wt
    DeviantArt: shiney570

    V2 Changes:

    - Fixed "BW2CloseMenu" SE playing twice
    - Fixed "undefined method x=" Error
    - Added icon Animation
    - Added time Animation
    - The time will update in the menu now
    - The mouse module and non mouse module version became one version now! the script will know, if you don't have the mouse module, and you won't get an error!
    - Added clicking animation, when clicking on a panel / the exit
    - Added MENUANIMATION=true/false , where true show's the menu animations, and false doesn't.
    - Added ICONMENUANIMATION=true/false , where true show's the icon animations, and false doesn't.
    - Updated Graphics, please download the new one's!
    - The player's name will be printed instead of TRAINERCARD now.
    - Fixed fly destination bug
    - Fixed "Would you like to end the Contest now?" , when closing the scene normally
    - Fixed "undefined method pbRefresh" Error


    Known issues:
    - the icon animations will only work for a medium screen size, otherwise they are glitched (for some reason?), so i made them only move, if the screen size medium is activated.




    GIVE CREDIT IF USED!
     
    Last edited:
    119
    Posts
    10
    Years
  • I figured out how to fix the closing se playing twice, not sure if this is the proper way but in the original place remove the blue line

    Code:
    end
        pbDisposeSpriteHash(@sprites)
        @viewport.dispose 
       [COLOR="Navy"]pbSEPlay("BW2CloseMenu")[/COLOR]
      end

    and instead add it to these two places

    Code:
    if Input.trigger?(Input::B)
            [COLOR="red"]pbSEPlay("BW2CloseMenu")[/COLOR]
            @scene.pbEndScene
            break
          end

    Code:
    when 7 #Quit 
              [COLOR="red"]pbSEPlay("BW2CloseMenu")[/COLOR]
              self.quit
              break
            end
     
    4
    Posts
    9
    Years
    • Seen Jun 22, 2016
    I figured out how to fix the closing se playing twice, not sure if this is the proper way but in the original place remove the blue line

    Code:
    end
        pbDisposeSpriteHash(@sprites)
        @viewport.dispose 
       [COLOR=Navy]pbSEPlay("BW2CloseMenu")[/COLOR]
      end
    and instead add it to these two places

    Code:
    if Input.trigger?(Input::B)
            [COLOR=red]pbSEPlay("BW2CloseMenu")[/COLOR]
            @scene.pbEndScene
            break
          end
    Code:
    when 7 #Quit 
              [COLOR=red]pbSEPlay("BW2CloseMenu")[/COLOR]
              self.quit
              break
            end

    i already try this but is still not fix.. you dont need to add pbSEPlay("BW2CloseMenu") to that part "when 7..."
     
    Last edited:
    119
    Posts
    10
    Years
  • i already try this but is still not fix.. you dont need to add pbSEPlay("BW2CloseMenu") to that part

    with that fix t works perfectly fine for me, idk why it wouldnt work for you. have you made any other changes to the script?
     

    Bowlstir

    Media Arts and Game Development
    199
    Posts
    16
    Years
  • I really like this menu, however, is there a way to show where your mouse is on the menu?

    And did you figure out a way around Fly yet?
     

    Nickalooose

    --------------------
    1,309
    Posts
    16
    Years
    • Seen Dec 28, 2023
    It won't just be Fly, it will be most, if not, all of the HM moves... From what I can tell, the loop has things in it, that shouldn't really be in it, but cannot be helped... The script may have to be re-written to allow the use of HM moves... But that's my opinion, I doubt there is a quick fix, but I didn't write this.
     

    Bowlstir

    Media Arts and Game Development
    199
    Posts
    16
    Years
  • It won't just be Fly, it will be most, if not, all of the HM moves... From what I can tell, the loop has things in it, that shouldn't really be in it, but cannot be helped... The script may have to be re-written to allow the use of HM moves... But that's my opinion, I doubt there is a quick fix, but I didn't write this.

    Hmm... I'd have to agree. But then again, getting rid of HM's wouldn't be the worst thing in the world for a game in RPGXP. Could make an item that transports player easily.

    Or even global switches would work.
     
    119
    Posts
    10
    Years
  • V2 is finished now!
    Make sure to re-download all graphics, and to replace the script with your old one!

    I like the new animated sprites! the error is now fixed but the hm's are still broken, or at least fly. When i use fly it just acts as if i exit the menu and doesnt actually do anything
     

    Bowlstir

    Media Arts and Game Development
    199
    Posts
    16
    Years
  • So now my mouse module isn't working with it, weird.

    The animations are good though. And I won't be able to test fly until I get my Region all set.
     

    Bowlstir

    Media Arts and Game Development
    199
    Posts
    16
    Years
  • "So now my mouse module isn't working with it, weird."

    Did you read the V2 fixes/updates?

    sure it is lol.

    I did read the updates, but my mouse is still messed. Is there a way to show the mouse on the menu so I know if it's working properly?
     
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