PokeCreator_09
RM2K3 Professional
- 513
- Posts
- 20
- Years
- Age 34
- Forney, Texas
- Seen Jan 22, 2012
Hey, wasup guys, this is my first tutorial so be easy on me now. Well, pretty much I'm going to teach you how to make a pokemon style CMS as seen ion Pokemon Liquid. Now I won't take all credit for this as most of you know Liquid was started by RM2K3KID and he started the CMS and got everything in place, I however put in labels and improved it alot and nmade it what it is now. So, here's what you'll need to mkke a CMS:
1.Knowledge of variables, labels, switches, pictures, and conditional
statements, anlso known as fork options.
2.Pictures of the menu. I'm sure there are some in the resource thread, but
I'm not going to put the ones that I use up, It'll push you towards making
your own menus, which I plan to do in the future.
3.The example I'm going to use, actually from Liwuid, uses a beep like in
the pokemon games and iit adds more effect to it, but It's NOT
NECCESSARY!
At First, I'll only put the coding up for the pokedex at the beginning of the menu, and over time I'll add more and more to this tutorial, but I know alot of people out there need to know how to code one, so here it goes.
First, create three new common events in the database. N ame them what you want but I call them MenuReady, Main Menu, and MainMenuFull.
For MenuReady, make it a parallel process and make the "trigger switch" a swich named something like Menu Enable/Disable. That enable the menu o be open, so if you disable that switch at any time, you'll disable the menu.
Here's a picture with discriptions for this small code.
Okay, so now that ou've got that coded, lets move on. Now the next code is waaaaaayyyyy too long to just put a picture up, so there will only be text.
Make a new common event like above but this time name it main menu full, I won't show you how to make the Main Menu that has no pokedex cause all you have to do is delete the pokedex section, use a smaller picture and adjust some of the coordinates. Make the event Auto Start with the trigger switch MenuOpenFull, used in our MenuReady event.
Here's the coding
<>Wait: 0.0 Sec
<>Play Sound: MenuOpen *Just a sound, unneccesary
<>Show Picture: 4, Menu 2 Bottom, (160,120) *the background of the menu
<>Show Picture: 5, MSG - Arrow, (259,72) *the cursor picture
<>Show Picture: 6, PokeDex - Description Bottom, (160,120) *Bottom of the description of the menu, like in FR/LG
<>Show Picture: 8, PokeDex - Description Top, (120,160) *The actual description in words
<>Show Picture: 7, Menu 2 Top, (160,120) *The Main Menu picture
**************PokeDex**************
<>Label: 1
<>Key Input Proc: [0006:Button Use] *Allows buttons to be recognized
<>Branch if Var [0006:Button Use] is 1 *If you press down, then
<>Play Sound: MenuCursor *Plays the beep menu sound
<>Move Picture: 5, (259,87), 0.0 Sec (Wait) *Moves the Cursor down to the next menu option
<>Show Picture: 8, Pokemon - Description, (160,120) *changes the descriptoin to the next menu option down
<>
:Else Handler
<>Branch if Var [0006:Button Use] is 4 *If you press up, then
<>Play Sound: MenuCursor
<>Move Picture: 5, (259,162), 0.0 Sec (Wait) *moves the pictures down to the last menu option, exit
<>Show Picture: 8, Exit - Decription, (160,120) *Shows the description for the new menu option highlighted
<>Jump To Label: 7 *Jump to the Exit section
<>
:Else Handler
<>Branch if Var [0006:Button Use} is 5 *If you press enter then
<>Play Sound: MenuCursor
<>Hide Screen: Fade Out *Screen fades out
<>Sprite Transparency: Transparent *makes the hero invisible
<>Memorize Location: [0015], [00016], [0017] *memorizes your x, y, and direction you're facing
<>Teleport: 0043: POKeDEX (019,000), Retain Facing *Teleport to the pokedex map, I use a map with a bg pic forthe pokedex
<>Show Screen: Fade in *Screen fades back in
<>Jump to Label: 8 *jump to the end of the event which exits the menu
<>
:Else Handler
<>Branch if Var [0006:Button Use] is 6 *If you press escape, then
<>Play Sound: MenuCursor
<>Erase Picture: 4
<>Erase Picture: 5 *erases the pics of the menu
<>Jump to Label: 8 *jump to the end of the event which exits the menu
<>
:End
<>
:End
<>
:End
<>
:End
1.Knowledge of variables, labels, switches, pictures, and conditional
statements, anlso known as fork options.
2.Pictures of the menu. I'm sure there are some in the resource thread, but
I'm not going to put the ones that I use up, It'll push you towards making
your own menus, which I plan to do in the future.
3.The example I'm going to use, actually from Liwuid, uses a beep like in
the pokemon games and iit adds more effect to it, but It's NOT
NECCESSARY!
At First, I'll only put the coding up for the pokedex at the beginning of the menu, and over time I'll add more and more to this tutorial, but I know alot of people out there need to know how to code one, so here it goes.
First, create three new common events in the database. N ame them what you want but I call them MenuReady, Main Menu, and MainMenuFull.
For MenuReady, make it a parallel process and make the "trigger switch" a swich named something like Menu Enable/Disable. That enable the menu o be open, so if you disable that switch at any time, you'll disable the menu.
Here's a picture with discriptions for this small code.
![[PokeCommunity.com] Pokemon CMS Tutorial [PokeCommunity.com] Pokemon CMS Tutorial](https://i8.photobucket.com/albums/a19/PokeCreator_09/MenuReady.png)
Okay, so now that ou've got that coded, lets move on. Now the next code is waaaaaayyyyy too long to just put a picture up, so there will only be text.
Make a new common event like above but this time name it main menu full, I won't show you how to make the Main Menu that has no pokedex cause all you have to do is delete the pokedex section, use a smaller picture and adjust some of the coordinates. Make the event Auto Start with the trigger switch MenuOpenFull, used in our MenuReady event.
Here's the coding
<>Wait: 0.0 Sec
<>Play Sound: MenuOpen *Just a sound, unneccesary
<>Show Picture: 4, Menu 2 Bottom, (160,120) *the background of the menu
<>Show Picture: 5, MSG - Arrow, (259,72) *the cursor picture
<>Show Picture: 6, PokeDex - Description Bottom, (160,120) *Bottom of the description of the menu, like in FR/LG
<>Show Picture: 8, PokeDex - Description Top, (120,160) *The actual description in words
<>Show Picture: 7, Menu 2 Top, (160,120) *The Main Menu picture
**************PokeDex**************
<>Label: 1
<>Key Input Proc: [0006:Button Use] *Allows buttons to be recognized
<>Branch if Var [0006:Button Use] is 1 *If you press down, then
<>Play Sound: MenuCursor *Plays the beep menu sound
<>Move Picture: 5, (259,87), 0.0 Sec (Wait) *Moves the Cursor down to the next menu option
<>Show Picture: 8, Pokemon - Description, (160,120) *changes the descriptoin to the next menu option down
<>
:Else Handler
<>Branch if Var [0006:Button Use] is 4 *If you press up, then
<>Play Sound: MenuCursor
<>Move Picture: 5, (259,162), 0.0 Sec (Wait) *moves the pictures down to the last menu option, exit
<>Show Picture: 8, Exit - Decription, (160,120) *Shows the description for the new menu option highlighted
<>Jump To Label: 7 *Jump to the Exit section
<>
:Else Handler
<>Branch if Var [0006:Button Use} is 5 *If you press enter then
<>Play Sound: MenuCursor
<>Hide Screen: Fade Out *Screen fades out
<>Sprite Transparency: Transparent *makes the hero invisible
<>Memorize Location: [0015], [00016], [0017] *memorizes your x, y, and direction you're facing
<>Teleport: 0043: POKeDEX (019,000), Retain Facing *Teleport to the pokedex map, I use a map with a bg pic forthe pokedex
<>Show Screen: Fade in *Screen fades back in
<>Jump to Label: 8 *jump to the end of the event which exits the menu
<>
:Else Handler
<>Branch if Var [0006:Button Use] is 6 *If you press escape, then
<>Play Sound: MenuCursor
<>Erase Picture: 4
<>Erase Picture: 5 *erases the pics of the menu
<>Jump to Label: 8 *jump to the end of the event which exits the menu
<>
:End
<>
:End
<>
:End
<>
:End