Quick Pick



Jan 4, 2012

Animated CMS

Customizable menu systems are often pretty plain.

Gorgeous menu systems are often hardly customizable.

If you came here looking for a powerful, flexible, highly and easily customizable, nicely animated menu system, then look no further.


IMPORTANT - Please see the FAQ before you post any questions, it might save you the trouble of posting a comment for nothing, or give you useful information regarding how to post.



Features



Fully animated

  • Compose your own background with any number of layers, each of which can exhibit one or several special effects
  • Show Animations (as defined in the project's database) upons various events (selecting item, making decision, cancelling...)
  • Windows and buttons are moved in/out when switching scenes, and scenes overlap (elements from the next scene are brought in while elements from the previous scene are being swept away)


Special menus

  • Title screen

  • Party selection menu
  • Biography menu
  • Modified save/load menu


Highly & easily customizable
  • Change pictures at will
  • Each window type can have its own particular windowskin
  • Customize party max size, main menu options, transition speed between scenes, and much more
  • Minimal to no script edits required - only adjust a few constants, everything else is managed automatically


Easily expandable
  • ACMS only feature code that modifies scenes' appearance, they still work using the base code
  • Thus, external custom scenes should be fairly compatible with ACMS - if you're in luck, they'll fit perfectly as is, if not, just minimal tweaking should do the trick
  • Scripters will find ACMS's architecture extremely powerful and reliable to write their own scenes



Videos




Older versions

v1.10

v1.11



Downloads



The following link provides a script bundle meant to be used along with the Script Manager. Terms of use and instructions are provided within. Please credit me if you use it in your own project. A nice comment is always appreciated.


The following links provide demos for said script. Please install the script bundle beforehand to have it run properly. Those demos also require the Improved File Menus bundle.

IMPORTANT - If you intend to develop your own theme, or have already done so, and wish to share it, you are more than welcome to e-mail me your work and I'll have it added to this section along with credits, as well as a link to your website or project page.

featuring Moon Pearl theme by Moonpearl




featuring Standard Revisited theme by Moonpearl




featuring Summer Breeze theme by Moonpearl




featuring Data Vortex theme by Moonpearl





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97 comments:

  1. This is great! Just curious as to how to make the menu options (item, etc.) not space themselves out evenly in the menu (having fewer menu options) so they're a bit more clustered toward the top of the screen? Looked through the code tons but I'm not too much of a coder, so I can't seem to pin point it down! Thanks

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    1. Thanks Josh. I did not consider spacing the menu options other than evenly, mainly because I wanted them to adapt dynamically to various constraints, mainly the fact that you can choose which options to display and thus change their number. Changing their placement is quite possible but not obvious, because the positions aren't set directly. The reason is that the buttons move when you enter/exit the menu, so their position is calculated with a formula which is dependant on a time factor. If you could just send a picture showing how exactly you want buttons to be placed to my e-mail (moonpearl12@gmail.com) I'll try and come up with a modification to this formula. Regards.

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  2. Hello! and congratulations for creating such a wonderful menu. I just downloaded it and is totally awesome, a great work!

    To be honest, there is nothing wrong with the menu itself, but in the battle scenes, the HP and SP of the party is displayed by the bars, so I can't see the exact number of HP/SP the heroes have during the combat. I s there any way to change the bars for numbers in the battle scene? or maybe display both of them, the bars plus the numbers?

    Please help me! I know nothing about scripting so I don't want to mees up things on the script editor :P

    ReplyDelete
    Replies
    1. Thanks for your appreciation, Nandor. As you could see for yourself, numbers of HP/SP next to the bars are disabled by default due to room issues. However, if you want them activated by default, you need to look for the following (normally in Window_Base entry, line 85):

      def draw_actor_hp(actor, x, y, width = 144, text = false)

      Replace "text = false" by "text = true". Do the same for "def draw_actor_sp" (line 118) and you're all set. Regards.

      Delete
  3. Hello, I just wanted to thank you for putting up such a wonderful script. Though i copy everything i seem to have a problem when trying to open up the menu. Not sure if i'm missing something (due to my vast knowledge of nothing on ruby) but i get the error message "Script ' Common' line 233: NoMethodError occured. super: no superclass method 'setup'"
    Sorry if im a bother ^^;

    ReplyDelete
    Replies
    1. Hello Dylan and thank you. Most likely you have forgotten to copy the Scene_Base entry, which is above Instructions. Maybe I wasn't clear enough as to the fact you need to copy that one as well.

      Delete
    2. That fixed it thanks. I guess i missed anything about Scene_base. Anyways, thanks for the help ^^

      Delete
  4. i have seen your post and i was blinded by the awesome :O i have tried hard to get something to work like that based on the moghunter menuscripts. but my brain keeps calling for errors and food. would it be possible for you to help me out somehow? i dont have much to offer back and the things i wish for may be complicated :c but im good at making music, so i could make you a ton of music for your projects o;

    ReplyDelete
    Replies
    1. Hi SekiArt,

      First, thanks for the appreciation. Also, thank you for considering giving something in return, most people take my scripts and help for granted, so it means a lot to me. I don't know if I can put your skills to any use, but anyways, just send your request to moonpearl12@gmail.com and we'll see what we can do from here.

      Delete
    2. thank you first for the fact that i can send you a request :) i am very happy and delighted. i might can help you in exchange with something else, as a student of communication design there should be some way i can repay your actions. is it ok for you, when i sent you a link with a psd-file i am working on currently about how the menu should look like? there are some parts i guess in the menu that have in general nothing to do with the menu at all, but i would find it over9000 great if you could actually somehow do it. what are the chances, that you could create such a menu?

      Delete
  5. First I'd like to say that this script is frakking awesome! I do have a question however: Is there a way to get the GUILLAUME777's Multi-Slot system to show the other equipment slots when used with your CMS? I am using RMXP with Gubid's Tactical Battle System with it as well if that has any bearing.

    ReplyDelete
    Replies
    1. Thank you for your appreciation. Someone already asked me about that damn multi-slot script so I tried it myself, and it won't work properly (items are not showing) for a reason I can't seem to pinpoint and I'm not willing to. I have enough work debugging my own script, it's the other author's job to debug his since he's clearly been messing up. However, I plan to write my own custom equip script in a future that is yet to determine, but it's already on my project list so hoepfully it might be in the following weeks. Regards.

      Delete
  6. The Enhanced Weapons aspect of the Multi-Slot does work, so it's not a total loss ^^ Plus, I can live without the multiple slots, waaayy too much crap to make lol. On a new note, I managed to get SephirothSpawn/Atoa's FF7 Materia System integrated into your ACMS. It works perfectly, except that the background is not animated, and if I insert the Back_offset code into the "def setup" of the Scene_MateriaEquip, the background will be animated as it should, but I can't move the cursor. (I'm not a scripter, but can see how certain things go) I'm aware that you are busy with your own projects, but if you've heard of a simple fix it would be appreciated, and if you think it may require extensive work or research on your part, please don't worry about it. Thanks!

    ReplyDelete
    Replies
    1. I know what works and what doesn't with the Multi-Slot, I've tried it myself to see what was wrong. I don't see a reason why the item windows would not show in the menu, so my conclusion is that Guilaume777's been bungling with RMXP's base code - debugging scripts is a hassle in the first place, it only gets worse when it's about other people's ones. So, writing my own custom equip system is on my personal "challenge list" for now.

      How did you manage this new scene? Did you list it as a subclass of Secne_MenuBase?

      Delete
  7. Pretty much, yeah, then I went back to the Constants-System settings added the menu name as "8." I pretty much went through each Scene of the ACMS to find similarities, such as "super (1)" or "super (5)".. whatever that means lol. I was able to sneak a battler image in.. but still trying to figure out how to rearrange the windows so the title and battler can be more visible

    ReplyDelete
    Replies
    1. Then your new scene should be just fine, there's something you must have done wrong. I can have a look at the scene's code if you like, just send it to my e-mail: moonpearl12@gmail.com and I'll see what I can do about it.

      Delete
    2. Just shot ya an email with the scripts that I revised (I think... been up all night). It will be from darth_tacit@yahoo.com

      Believe it or not... I think I actually got the Multi-Slot script fully functional with your ACMS! The trick was to set the Multi script below ACMS, then in the Multi Module, turn windows stretch and status_window_arrange off, then under Multi Windows, turn scroll_fix_on to false and scroll_fix_off to true. I've jumped back and forth through the menu, and nothing seems to be missing near as I can tell.

      Thanks for the help, now it be time for me to pass out -_-zzz

      Delete
  8. Wow man, just wow! My mind has been blown lol. I will definitely try incorporating this into my game. BTW, I did manage to get the Materia system fully functioning with moving background and all, as well as a Crafting system. Now to give this puppy a shot, I'll let ya know how it goes! :D

    ReplyDelete
    Replies
    1. Thanks Filtymcnasty, I hope you'll like that new version even more. Unfortunately, I had to modify the scenes code structure, but I thought of you and your request in the process - so you'll have to change things to upgrade your custom scene to ACMS v2.00, however it should be even easier than before. Take a look at ACMS's code for Scene_End (which is the most simple scene out there) to get an idea of how things can be done.

      Delete
  9. I keep getting the error- 'Script 'Scene_Title' line 52: NoMethodError Occurred. undefined method 'menu_sound_disabled=' for nil:Nilclass

    ReplyDelete
    Replies
    1. As soon as the title screen finishes animating, the error hits right before the first menu animation hits

      Delete
    2. That's strange. The error you get means the $game_temp variable hasn't been initialized. RMXP's Scene_Title does not initialize it until a game has been loaded (either new or from a savefile) - however, my Scene_Base's Scene_Title does initialize it before doing anything else to prevent this issue.

      Sooo I only see two possible reasons to this:
      1. You've not copied the Scene_Base entry, or at least not the latest version provided with the new download package
      2. You're using an alternate title screen (or any other custom scripts that alter the Scene_Title class), which overrides Scene_Base's Scene_Title.

      Delete
  10. Juste un petit commentaire pour dire que ton script de menu est de tres loin le meilleure créé jusqu'a présent pour RPG Maker ! C'est formidable de pouvoir travailler avec des scripts clair, facilement modifiable, qui lague pas et qui surtout bug pas !

    PS: Je veux savoir si t'es bannieres peuvent etre utilisé comme signature sur des forums ! Je voulais ton authorisation avant de l'utiliser.

    ReplyDelete
    Replies
    1. Merci encore Daylights, ça fait particulièrement plaisir car j'ai passé énormément de temps sur ce script. Pour mes bannières, absolument, elles sont là pour ça - je ne vais quand même pas refuser qu'on me fasse de la pub. ;)

      Delete
  11. Thank you so much for your scripts! They are lovely and very helpful! I am trying to use them to make a game as a gift to my girlfriend. (and because I find it fun to make games). I want the game to have just a tiny amount of battles but be very pleasing, fun, and full of story, options, and exploration.

    Anyway, I do also want to say I am having a problem with your scripts. :(

    The first thing is that I was having trouble using the balloon text and the pathfinding with the acms. It kept giving me errors.

    The second thing is with the ACMS, I get an error whenever I try to use a skill with target "The User", and I even get that error in the demo.

    Hope there are quick fixes, and I can provide more information if you need it. Thank you again for the best scripts! :)

    ReplyDelete
    Replies
    1. Thanks for your appreciation Buckinin. Please see my FAQ to report an error properly.

      Delete
    2. Ah I apologize. Je suis désolé. I must have skipped that part of the FAQ :( I'll just report the first problem and worry about the rest later.

      1. "Script ' Window_Target' line 64: NoMethodError occured. undefined method 'lit= ' for nil:NilClass"

      2. Whenever I try to use a skill with the target "The User" while in the skill part of the acms menu screen.

      3.I did not get this error anywhere else. All other skill types work fine, and "The User" skills in battle work fine.

      4. I have tried this in the demo for the acms and it still occurs, so no other scripts where running.

      5. I did not try to fix it. I'm sorry but I have no idea where to begin trying. lol

      I hope this is better! Thank you! Je vous adresse mes plus vifs remerciements!

      Delete
    3. You're welcome. I must admit I've never used "the user" as an option for skills' target. And after looking into it, I must say the way they handle it is the most terribly awfully stupidly poorly designed stuff that might ever have existed in RGSS.

      What I hadn't foreseen is that when activating such skills from the menu, they ask you for a target (while they shouldn't really since they're supposed to target only and exclusively the skill's user). So this clashes with my target selector because it was not design to handle the special target codes used by this (stupid) feature.

      Let me try and explain you my dilemna: ACMS just features code to modify how menu scenes look. The code which deals with the behavior of menus (what buttons do according to your selection and stuff like that) is taken directly from the original scripts, which allows one to use a modified scene with ACMS directly. So I could rewrite the original scene, but it would betray ACMS's purpose. Sticking to ACMS's code, there's a lot I'll have to do just to fix this stupid tiny issue.

      I'll try and come up with an elegant way to fix this, but for the time being, I suggest you either don't use "the user" targeting skills, or at least don't make them available from the menu if you don't really need to. I'll keep you informed with my progress on this.

      Next issue?

      Delete
  12. Bonjour !
    J'ai un petit problème quand j'essai de sauvegarder dans le jeu sa m'affiche qu'il ne trouve pas le fichier du jeu !
    Unable to find file C:/User/Desktop/Animated CMS v2.00.
    Je ne sais pas si ton script de menu vient déjà avec les scripts Scene_base et Common modifié que tu a fait, j'ai essayé des downloader pour voir si ça règlerai mon problème mais j'ai aucun logiciel pour lire les fichier Ruby...

    ReplyDelete
    Replies
    1. Pour lire les fichiers Ruby, tu n'as pas besoin de logiciel, ce n'est que du texte. Il te suffit du bloc-notes, tu fais copier-coller, c'est magique.

      Hum, l'erreur que tu décris est vraiment étrange. Tel que le message est écrit, cela suggère non pas qu'il ne trouve pas le fichier de sauvegarde, mais surtout qu'il se trompe de chemin, ce qui suppose une erreur dans le script, or tu es le premier à qui elle arrive. Tu obtiens cette erreur en lançant le projet directement extrait du fichier ZIP? Essaie de l'installer ailleurs, peut-être. Sinon, j'ai besoin de savoir très précisément à quel moment l'erreur apparaît.

      Delete
    2. Merci ! Pour les fichier Ruby j'ai est renommé en .txt et sa fonctionne, pour l'erreur je lance le jeu tout est fonctionnel. Je peux aller dans le menu et tout mais des que je vais sur sauvegarder (Save) le message s'affiche

      Delete
    3. Eh bien je ne sais pas quoi te dire. Tu es le seul à avoir cette erreur, personne ne l'a jamais rencontrée à part toi, et je ne vois pas comment elle peut possiblement arriver.

      Delete
  13. Hello, first of all congratulations for the work you do, your menu is the most beautiful I've ever seen both graphically and for features that offre.Avrei to report only one thing unusual, I noticed that when you enter the menu of the flow game time stops, I was wondering if there was a way to fix, thanks in advance.=)
    P. S. I apologize for any mistakes I'm Italian and I helped in some places with a translatorxD

    ReplyDelete
    Replies
    1. Hi Keyren, thanks for your appreciation, I'm glad you think of my work that way because this is exactly what I wanted to achieve.

      Regarding the time issue, things were intended that way. Time does not stop actually, the clock in the main menu is just frozen (proof is that if you enter the menu, wait a few seconds, then leave and enter it again immediately, the time you have spent waiting in the menu is taken in account). It would be possible to update the clock but it would require refreshing the bar over and over, and would cause the game to slow down, just for a useless feature.

      I will consider making this an optional feature for future versions of ACMS, so that users who find it as useless as I do aren't forced to use it.

      Oh, and don't worry about your English, it's good enough for me to understand. ;)

      Delete
    2. Ah ok do not worry I thought it was a mistake or something =) However, it is very likely that I will use your menu for my project, I love it xD I'm currently editing some things (always in terms of graphics, not so good with scripts >_<), and about this I wanted to ask how I can remove / replace the option to "biography" as I had thought about adding a bestiary, but I'm not sure yet ^ ^

      P.S. thank goodness I am using google translator which is not exactly the best as a translator XD

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    3. As stated in the instructions, look for the MENU_OPTIONS constant, which lists all options available from the menu, and add/remove/reorder them as you like.

      Delete
  14. Stupid traslator>_< However, I said xD

    Thank you very much perfect ^ _ ^ I'll see what I can do = P. One last thing then I swear I'll stop xD. I just noticed that during the battles do not display the values ​​of Hp and Sp is a way to view them?

    ReplyDelete
    Replies
    1. This issue's already been covered in ACMS's FAQ, please read it before you ask any questions.

      Delete
    2. I'm sorry I did not know^^'I have now solved, but honestly I do not like because if I view the values ​​of HP and SP, the bar become smaller>_<I'll see what to do, thank you for everything if I have other problems I'll be in touch xD

      Delete
    3. Hi it's me again XP, I have another problem that I have not found in the FAQ >_<.This time it concerns the Scene_Title not want to eliminate it, but I want to insert a custom background and eliminate the animated background, which is located in the background (layer00, layer01 etc. ..) I managed to put my background, but when I start the game, for a moment appears the old animated background, I would also delete the thing that the background in question appear in all other windows of the game (menus, shop etc. ..),thanks in advance^_^.Oh god I wrote a themexD I hope you all understand bye=)

      Delete
    4. You have to choose between using the title scene as part of ACMS or not. I'm not making custom title scenes on demand.

      Delete
    5. sorry but I have not asked this, I simply ask if there was a way to use your Scene_Title without the animated background, I thought this was the only option that I could not find it

      Delete
    6. All ACMS scenes feature the animated background. If you don't want it, then you mustn't use ACMS's Scene_Title. Hence my reply.

      Delete
  15. Hi Moonpearl,
    Sorry to bother you, i just downloaded the two versions of your scripts and it looks awesome !
    I have a lot of trouble with the latest version with all the animations, it appears that whenever i try to open the saving menu or loading one, an error occurs because the software doesn't find the file of the game where it is :S
    And on the 1.1 version i copied all the scripts (and i didn't forget the Scene_Base) but it says for all the scripts: "Scene_Bio line 172 Type error: undefined superclass 'Scene Menu Base'"...
    If you could help me it would be so nice of you.
    Oh and btw for the 1.1 version i copied it in a game with your bubble message script and the Zenith tactical battle system :)
    Thanks for your help

    ReplyDelete
    Replies
    1. Hi Cedric,

      Thanks for your appreciation.

      Since I've just come up with the Script Manager, I still find issues here and there and correct them as I encounter them. You might want to wait a bit for me to completely finish updating the ACMS, then re-download the demos and try again. If I understand correctly you might simply have forgotten to download my Improved File Menus, though.

      I don't support the 1.X versions of ACMS anymore (and by the way I shall remove the download link to v1.11 very soon) for various reasons. But please give me some more time to complete the update and everything will be just fine. :)

      Regards.

      Delete
    2. Hi thank you for your quick answer.
      I tried to download everything and it appears that i have the same problem as Daylights :S

      Delete
    3. "Bonjour !
      J'ai un petit problème quand j'essai de sauvegarder dans le jeu sa m'affiche qu'il ne trouve pas le fichier du jeu !
      Unable to find file C:/User/Desktop/Animated CMS v2.00.
      Je ne sais pas si ton script de menu vient déjà avec les scripts Scene_base et Common modifié que tu a fait, j'ai essayé des downloader pour voir si ça règlerai mon problème mais j'ai aucun logiciel pour lire les fichier Ruby..."
      I don't really understand all of that but i saw the line "unable to find..." so i assume it's the same problem...

      Delete
    4. Well I told him I had no clue what that could be about. :p Please see my FAQ to report your problem properly.

      Delete
  16. Hey, I get an error when trying the demo. It says: "MP Animated Custom Menu > Script Manager: Line 21: Stack too deep" Any Help?

    ReplyDelete
    Replies
    1. It sounds like you installed the Script Manager.rb file into your MP Animated Custom Menu folder. If so, remove it, it has nothing to do there. The Script Manager.rb should be only inside your RTP folder, and nowhere else.

      Delete
    2. Now I get an error saying: "uninitialized constantScene_Title"

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    3. Huh? Now this sounds like you don't have the RPG Maker XP Base Engine installed. Are you sure you read the instructions at all?

      Delete
  17. umm... i put RPG Maker XP Base Engine at the script And got error i see that cross fire xaine i have same problem but mine is uninitialized constant ITEMS where... is rpg maker xp base engine must be installed i only read tuturial here LINK: http://moonpearl-gm.blogspot.com/search/label/tutorial

    ReplyDelete
    Replies
    1. Please read my FAQ to see how to report an error properly.

      Delete
  18. I'm currently using RMVX and I really would love to use this, but I can't script for the life of me. Do you do VX conversions? May I ask someone else to convert this to VX? Does the script bundle work with VX?

    ReplyDelete
    Replies
    1. This was answered in my FAQ already: http://moonpearl-gm.blogspot.fr/p/frequently-asked-questions.html

      Delete
  19. I'm having trouble installing this awesome script with no errors.
    I'm using Minkoff's Animated Battlers Enhanced, and everything works fine and dandy. Except using your Script Manager (which for some reason has been erroring quite a lot for me, I can't even run your demos without 10 errors popping up, sometimes involving random stuff like WaveButtons) it seems there's some weird error happening.

    At the start of any battle, it will immediately crash with the error:
    MP Script Manager: Error while executing script

    In Minkoff > Mnk Sprites

    Line 35: undefined method 'victory=' for #


    The $game_system variable it is referring to is in Minkoff's 'Miscellaneous' script, where it actually is initialized.
    Even shifting load order so that Misc comes before Sprites
    does not make a difference

    It also gives the same undefined method error for $game_system variables 'defeat' and 'sv_angle' which are also declared in a script that is loaded before Sprites.

    I'll link to the exact script I'm using:
    http://www.rmxpunlimited.net/forums/topic/8640-minkoffs-animated-battlers-enhanced/

    ReplyDelete
    Replies
    1. How did you integrate the Script Manager's loader into your script editor? It seems like you're trying to load Minkoff's stuff *before* the loader. The loader MUST be the first entry in your script editor, replacing RMXP's base engine in the process. Then you put your custom scripts, and finally the (modified) Main entry.

      If this doesn't solve your issue, you can still give up on the Script Manager and manually copy each of the ACMS's .RB files' contents into your script editor (they're perfectly regular scripts after all). You just need to put them in the right order (see the load_order.ini file).

      Delete
    2. All right so I've worked on converting it to script editor only.

      I've pinpointed a few errors and solved them.

      However, Minkoff is STILL returning strange errors and its at the bottom of the list of scripts!

      Also, even after deleting all of my own scripts except for MP Scene Base, MP Common, and MP AMS, every time I try to use the battle test feature it crashes with undefined 'visible=' error. :/

      I have followed the load order /exactly/. No doubt about it. MP Scene base, then common, then AMS, and i followed the load order for each package.

      Delete
    3. Solved via e-mail. This is not a ACMS-related issue, the error still occurs with all scripts of mine removed.

      Delete
  20. I'm getting an error when the game starts up.

    MP Script Manager: Error while executing script
    In MP Animated Custom Menu System > Sprite_Window
    line 31: stack level too deep

    I installed all the files in the RGSS Scripts folder like it says:
    Script Manager
    RPG Maker XP Base Engine
    MP Scene_Base
    MP Improved File Menus
    MP Graphic Effects
    MP Confirm Decisions
    MP Common
    MP Animated Custom Menu System

    I tried just using the Script manager demo which worked fine, but as soon as I try to get any of the CMS to work they give the same error. I didn't edit anything.

    ReplyDelete
    Replies
    1. Okay i figured it out.

      if this error comes up its because the Sprite_Window doesn't like the lines 30-32

      if @skinned
      self.windowskin_opacity = 0
      end

      don't know why...it just doesn't. I just deleted them and it works fine now.

      Delete
    2. Hm, seems very strange at first sight, but thanks for the lead, I'll look into it.

      Delete
  21. Hello Moonpearl,

    I'm just asking you if animation would work if I'll try to edit the CMS to make a Zelda like File Display (Like Wind Waker)

    Thanks, and a team who make a Zelda engine on RPG Maker XP needs your help with 1 script :(

    http://zeldaengine.net/user-4.html

    ReplyDelete
    Replies
    1. Hi,

      I don't know what a "Zelda-like file display like Wind Waker" is, please provide a link to a picture/video so that I can get an idea and then I might understand what your request is about.

      Adressed the other issue through Youtube.

      Delete
  22. Video : http://www.youtube.com/watch?v=QZB36GiccO8
    Cela démarre de 0:16 à 0:20 ...

    ReplyDelete
    Replies
    1. Et tu veux quoi exactement? Dans tous les cas il faut reprogrammer le menu de sauvegarde, ça ne pose pas de problème avec l'ACMS, mais il faut le faire soi-même.

      Delete
    2. C'est ce que je demande ^^ si c'est possible :p, je vais donc me lancer au travail et te dire des nouvelles :)

      Delete
  23. Hello! Your menu system is awesome!
    I was able to get the script to work on its own, but In attempting
    to use it with another CBS I am getting this error on start up: MP Script Manager: Error while executing script
    In MP Animated Custom Menu System> Sprite_Window
    line 29: wrong number of arguments (1 for 4)

    The CBS I'm attempting to use this with is Charlie Fleed's CTB
    (http://charliefleed.blogspot.com/2010/04/ctb-by-charlie-fleed.html)

    I tried simply deleting the line because I read someone else head issues with line 30 of that code, but that just lead to more errors. If you do not think they are compatible scripts I understand, but I figured I would ask in case there is a simple fix to it.

    Thank you!

    ReplyDelete
    Replies
    1. Hi Kreahe, thanks for your appreciation.

      The error you're running into is Charlie Fleed's mistake, basically it's because of him redefining core features so that part of it doesn't work anymore. Just in case, try to substitute Sprite_Window > line 29:

      super(rect)

      with the following:

      super(rect.x, rect.y, rect.width, rect.height)

      and let me know if it works.

      Delete
    2. Thank you, that worked! I was able to get the game running and
      successfully run a battle during it. But, I am getting this
      error if I try a test battle from the database:

      MP Script Manager: Error while executing script
      In MP Custom Menu System > Scene_Title
      line 10: undefined method 'visible=' for nil:NilClass

      Thanks again for your time and help!

      Delete
    3. This is my fault this time, my scripts won't let you use the batte test feature for now. I'll make sure to correct that in a near future.

      Delete
    4. Oh okay. I'm used to using it, but I suppose I can just test battles in game when needed. Looking forward to customizing menu! Thank you ^_^!

      Delete
    5. You're welcome. Don't hesitate to feed me back with screenshots of the ACMS at work in your project.

      Delete
  24. Everytime i press "Esc" button while in the menu, the rgss player either freezes or show the following error:

    "
    MP Script Manager: Error while executing script
    In MP Custom Menu System > RGSS Expansion
    Line 25:
    "

    ReplyDelete
  25. Wow! Congratulations on making such an amazing CMS!
    I just got a question, does your menu work with 5 characters in the party instead of 4?

    Thanks in advance! :)

    ReplyDelete
    Replies
    1. Thanks for your appreciation Sawaii.

      Technically it would work with more than 4 characters in the sense that it would not crash and allow all operations you can perform with 4 or less to be performed with more. However due to lack of space on the screen the windows will definitely overlap (no scrolling through characters system was designed to this day). You could always make those smaller but it would require you to tweak the scripts a bit You might want to change the MAX_CHARACTERS constant to 5 and extrapolate from there. Also I'll make a note of this a a feature to include in future updates.

      Delete
  26. hello, i realy cant understand the how to use

    i have placed all needed files oder common files etc etc scrips

    i get many errors like "undefinied methode in setup" or they cant find scripts etc.

    can you make one version witrthout the script manager where all included in the project folder??

    ReplyDelete
  27. I really like this CMS, is so nice
    but whenever I exit the menu I get this error

    MP Script Manager: Error while executing script
    In MP Custom Menu System > RGSS Expansion
    Line 25:

    ReplyDelete
  28. Hey there! After hours of fiddling, I got your menu to work in my game. Thing is - errors everywhere! :P My SDK didnt want to work anymore, and so did my Addons by Blizzard...
    I have a few questions:
    1. I read somewhere in the comments about getting the multislot-script to work and I can't figure out how to implement it..
    2. How exactly can I add new menu options or delete existing ones? Thing is, I have scripts for a Bestiary, Questlog and Friendlog and I would love to call them from the menu instead of opening them from an item..
    3. Is there a way to load your Menu the traditional way through the script editor? The different colors really help me to find my way through the code and maybe tweak some things.
    Thanks in advance!

    ReplyDelete
    Replies
    1. Well you're most likely running into compatibility issues with other scripts. I will not pretend I'm the best scripter out there, but I may definitely be along the ones who struggle to keep their code as clean as possible. Nowadays people's priority is to get stuff working, no matter how the code may mess in different circumstances. My point is that I can hardly make the ACMS any cleaner than it currently is and most of the compatibility issues you can have with it, you can't solve unless you modify the *other* scripts - which means you should address your requests to other authors rather than me. Anyways...

      1. As far as I remember said multislot script worked fine on my part with an ACMS demo, except for displaced windows which was easy to fix. But no error there.

      2. You need to do 2 things. First, add the options you need to the menu. Then, link the option with the intended effect (that is run a new scene). E-mail me so that I can post you a complete tutorial about that.

      3. Yes there is. As I've stated numerous times at numerous places (though it seems not enough yet), scripts are just scripts, so you can open the .RB files with a plain text editor and copy/paste their contents to the script editor. You just need to make sure they come in the right order (the setup.ini or load_order.ini file for older versions features it).

      Delete
  29. I'm really sorry to disturb you, but I'm having some issues with this script. I keep getting the message that function.constant in the Common script is an Uninitialised Constant, and my game won't start at all.

    ReplyDelete
    Replies
    1. This is because your version of Moonpearl's Common is outdated. You should re-download it. As far as I can tell the download link points to the most recent version.

      Delete
  30. On your Script Manger page you say that it (script manager) is no longer required and should only be used by scripters. So why don't you have a demo download that doesn't use the script manager?

    I spent hours trying to get it to work and add the scripts into my prject, but eventually gave up and irritated how you say it should only be used by scripters, but fail to offer downloads for non-scripters.

    ReplyDelete
    Replies
    1. I had failed to upload my updated demos, though I could have sworn I had done it. I wouldn't have realized that unless someone would point it out, and... well, you were the first one. Sorry for the inconvenience, the downloads are in the process of being fixed right now.

      Delete
  31. Just was wondering does this work with Enu SBS system?I have a character that uses the two sword style in that script.Even if it can be done but with alterations that would still be a godsend given how beautiful your system looks

    ReplyDelete
    Replies
    1. I don't have a clue. Never tried that system, neither alone nor in combination with any of my scripts. So I guess it's up to you to experiment with it...

      Delete
    2. I've used it with Enu SBS, An error occurred.
      Script ' Scene_Base' line 32: NoMethodError occured
      undefined 'each' for nil:NilClass
      Sorry for the bother

      Delete
    3. Well then it means this Enu SBS stuff messes with RMXP's original code, and is thus bound to bring compatibility issues sooner or later whenever used with another script. You should ask its author.

      Delete
  32. This is by far the most visually appealing CMS I've seen, it's gorgeous and I'd love to use it in my project. Sadly I'm getting an error when I select "New Game" on the title screen: Script ' Scene_Title' line 45: NoMethodError occurred. undefined method 'frames' for nil:NilClass
    I'm pretty much clueless when it comes to scripting but this seems like a rather odd error... I'm not using the Script Manager, I downloaded one of the demos and copied over all the scripts for Scene_Base, Common, ACMS, Improved File Menus, Graphic Effects, and Confirm Decisions. I double checked and I didn't accidentally skip any, I only excluded Scene_Bio and [setup]Bio because I don't want to use the biography feature for my project.

    ReplyDelete
    Replies
    1. Hello Hannah, thank yo uvery much for your appreciation. The issue you're running into seems quite odd indeed, off the top of my head the most likely cause is a compatibility problem with other scripts. Do the demos run properly in the first place? I suggest you send me a copy of your project so that I can look into it myself.

      Delete
  33. This comment has been removed by the author.

    ReplyDelete