Last Updated: 2012.01.01
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This script replaces the “Game End” option in the Main Menu with a “System” menu where the player can adjust various settings in the game. Of them, the player can change the window colour, the volume for BGM, BGS, SFX, set automatic dashing, message text to display instantly, and speed up battles by hiding battle animations.
—
Advanced users can even set their own custom switches and variables to be a part of this list.
— And that’s all, folks! —
Hooray!
Haha, I love this.
Hey Yanfly, love all your scripts!
Question for you though, is there a way within this particular script to memorize the bgm/bgs/se volume and then recall those values at a later time?
This is beautiful. The tone changer is a nice step up from your original windowskin function. I do know that YEM System Game Options has a bug regarding that particular function, so this would completely negate it. :o
The windowskin changer was a cool feature in YEM. Maybe it can be an Add-on to this script?? But I do like the tone-changer in this script because I was confused when I kept getting a blue-tinted background every time I changed the windowskin for Ace.
I managed to use the variable feature of this script and Jet’s Windowskin Changer to incorporate a windowskin changer into the system options. The only difference from YEM’s windowskin changer is that I didn’t put in stuff like font, font-size, etc. It still is good with just the windowskins changing though.
Can you tell me how to get it to use the window skins that this one used, like this in this picture here?
Let me know.
Thanks in advance for this.
I really appreciate this dude right now.
I like a lot this script :P
May you add an skin changer and confirmation message when you select “Return to title” or “End game”?
Can you tell me how to get it to use the window skins that this one used, like this in this picture here?
Let me know.
Window-skin Changer PDF Instructions:
http://www.mediafire.com/?6cvhts6jj3eu4tu
Original Conversation with Daemonium (might be helpful because there were some problems solved in this conversation):
http://www.mediafire.com/?yflswo1ojuc5wvd
Reply if you got any problems.
All scripts are copyrighted by their authors and follow their disclaimers regarding commercial use etc. I take no responsibility for improper use of the scripts provided.
Previous link I posted with the window-skin changer is broken. Please use this:
http://www.mediafire.com/?j6cyjjtxd3eckv6
I tried to install that with Seiryuki’s PDF instructions. Didn’t work for me.
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I am Czech so sorry for mistakes
and now to the point, all scripts are oc I downloaded the file extension System_Optyons.rb
(rb) rb what is it? run when it does not open it how do I do with my someone please
Yanfly your scripts are the best and most functional, but how do I do I do? : ((
Notepad.
Thank you for your note, notepad … hmm some do not understand how to do it could you please tell us the procedure? thank you
@Immortal Right-click on the rb-file. Go to “Open With…”. If you do not see Notepad in the list, click on “Choose Program”. Look for Notepad and select it (also check the “Always use the selected program…”. Click OK. It should open in Notepad.
Woah, does that mean you could have a difficulty variable for how strong monsters are right in your menu just like Elder Scrolls/Fallout? If so, that’s really awesome! Well, the script is already awesome, but you get the point. :)
I was wondering if it would be possible to add this to the battle menu, so that you can turn off animations and stuff mid-battle.
Preferably under the Combat Log and mid-battle party switch.
Thanks!
How can you set the Walk option of the auto dash to default? because it always selects dash as default
Go into the script and ctrl-f to search for “DEFAULT_AUTODASH = true”
Make true into false.
Thanks It worked
What line is it on
Love this, but was wondering if you could add a button for “Return to Game”? Right now, the only 2visible exit options are “to the title” or “to quit”. (I know the cancel button will take someone back, but not all players may realize this. My wife didn’t when she was play testing my game. ;) Every time she pulled up the options, she’d go back to the game title and not back into the game…)
I know that the solution is a simple copy/paste, but is there a way to combine this script with the ATB system script so that a player may change the wait type between the full, quart, semi, wait settings…??
I’m certainly no script master, so I was wondering how one would add the ability to change window opacity.
Is there a command to toggle full-screen and windowed mode? I cant seem to find one if it even exists :(
That’s on RPG Maker itself, not any scripts. It’s under Game, right above the Event making icon.
When the game is running press F1 and you can change the window mode or even change the key setting
is there a method to open this option screen in game? I have a costum menu and just need the “open the option” via a call script
JUST PUT THIS ON E NEW EVENT call this script (SceneManager.call(Scene_System))
How would I go about setting up a “battle speed” switch? Or is there something in the Core/Battle Engines that I can switch around to slow battle actions down?
troubling to see the option on the title screen , It didn’t work ??? pls help ..
Very Nice!!
Is there any way to choose which command this script will replace? Like… Game End will still be there, but I want this script to replace the command Formation. Can I do that?
Hi everyone! I made some small changes to the System Options so they will function as a plugin for Ace Menu. That way you can have an “Options” entry without “Game End” being replaced. Simply add them as a CUSTOM_COMMAND (See script comments for more info).
The modified script can be found here.
http://eradktor.net/files/rpgmaker/System_Options_1.00mod.rb
Is there a way to call this in the game, like at the start so the player puts all the settings?
Copy/Paste these 5 lines of code:
class Game_Interpreter
def call_system_menu
SceneManager.call(Scene_System)
end
end
into the “System Options” script between the game_player class and scene_battle class. Then, just make an event which that calls this script [call_system_menu]. When that line of code in the event is processed, it will display the system menu. Sorry this is 3 months late…
Well… i’m using ring menu and you have to pus command names for each command
example:
command_item
command_save…
And what is the command for that system menu?
If its “command_game_end”, it opens game end window, not system settings window.
So… what is the command for that system menu?
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I can’t use this script, if i press i sxit it just exit but no system options :(
First of all – Yanfly, you are brilliant. Any and all problems I’ve run into when I wanted to make something in RM were solved in this manner: Google issue -> Find Yanfly Script -> Install Yanfly script.
Thank you for your hard work, mate!
Now, on to the actual question.
I’m using this script, and I’ve set up one of the custom switches to turn tutorials on/off. Sadly, the way it’s set up, tutorials default to being off… and, let’s face it, most players don’t actually head into the system menu before playing the game.
Is there some way to set the custom switch to default to being on?
You have two options.
Option 1: Copy the format of one of the 2 preset on switches (auto-dash or fast animations) and ctrl-f your way through the script copy-pasting-replacing all the way through. Estimated about 20 min. Req. Excellent deduction, logic, and skill.
Option 2: Create auto-run event at game start that turns your tutorial switch on.
I was almost finished doing the option 1 method when I realized there was option 2. I proceeded to take an anger nap, eat my sorrows away, pound head on keyboard incessantly, and cleanse myself in the holy waters of 3 A.M. cold shower. Not in that order.
XS
While I’m not sure I’d want to tinker with the stuff beyond the “Editing anything past this point”-mark for fear of my life, I am – frankly – embarrassed I didn’t think of option 2 myself. I usually set a script to run in the beginning to get everything set in the right states. *facepalm*
Thanks a lot, XS – with your infinite wisdom, I now know what to do.
I need help. I used one of the custom switches (the first one) to turn shared experience (with non-battling party members) on. I managed the easy part of linking the menu option to the switch (4999 in this case), and I made a parallel process common event to activate when the 4999 script is on.
Then came the hard part. I figure “If I can find a similar script call function from another YEA Script, I can just copy the format and replace the variables and strings with those linked to the SPLIT_EXP variable in the Party Engine.”
The problem is that I can’t find a script call function (which would be similar enough to just replace strings), nor would I know where to put it (not a strong programmer). Could someone point me in the right direction? And even after I acquire this function, I’m not too sure I’d properly set it up to flip the SPLIT_EXP variable.
It’s not a problem with the eventing, or the script call itself, I already have “flip_exp_split” ready to use (it’s currently calling nothing). I need the meaty code that does the work of flipping the experience split in the Party Engine.
Thank you in advance, I tried to make my situation as easy to understand as possible.
I am using the Fullscreen++ v1.0 by Zeus81 which allow the following functions
#~ # Graphics.fullscreen? : return the fullscreen state.
#~ # Graphics.fullscreen_mode : go to fullscreen mode.
#~ # Graphics.windowed_mode : go to windowed mode.
#~ # Graphics.toggle_fullscreen : toggle from one to the other.
i am tring to setup a custom switch to turn it on and off, but i cannot figure out how to make it work. Ive tried taking another switch, such as autodash and coping and replacing everything as needed.. still shows no functionakkity
could someone help?
THIS is what I came here for!
Allowing the player to choose a few things really brings every little bit of effort to fruition, in my honest opinion. Giving the player a bit more control truly is the key to happy players, and keeping your players happy is the key to having return customers!
Downloaded about 7 of your scripts, definitely going to add your site into the credits!
Thank you very much Yanfly! I will be coming back again soon! ^_^
Is there a way to add the options you would get by hitting F1 into this? For instance, making it so it can go full screen at launch and add gamepad capabilities. I know it has the custom sections in the script, I’m just not sure what you would have to call in order for it to happen.
Or another idea of making it a button in this menu to bring up the F1 options? Just some idea.
^^ good luck getting a response. lol.. i just gave up on this script. i couldnt get the Custom switches to work. Im not an idiot or anything.. i just cannot read ones code very well. only if i write it(new at RGSS/ruby)
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I installed this script in my VX Ace game, but i can’t see your menu. Do i have to somehow enable it?
Is there a way to script call the Options Window itself?
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Anyway to add ‘Resume game’ above the ‘Return to the title screen?’
You will need to make some additions in the following areas in this script:
Please locate those areas and be forewarned that the line numbers will obviously change as you insert lines. I apologize in advance for the ugly layout, not many text options here. Be sure to check any formatting, essentially it is a copy/paste with slight modifications to commands already in the script.
Under COMMANDS (Around line 107)
On the line below where it says “:shutdown, # Shuts down the game” add the following:
:resume_game, # Resumes the game.
Under COMMANDS_VOCAB (Around line 180)
Once more, on the line below “:shutdown” add the following:
# ————————————————————————-
:resume_game => [“Resume Game”, “None”, “None”,
“Resume the game.”
], # Do not remove this.
Under def ok_enabled? (around line 578)
Replace the line immediately under that with the following:
return true if [:to_title, :shutdown, :resume_game].include?(current_symbol)
Under make_command_list (around line 584)
After “when :to_title, :shutdown” but BEFORE else, insert the following:
when :resume_game
add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command)
@help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3]
Under draw_item (around line 635)
Underneath the following:
when :to_title, :shutdown
draw_text(item_rect_for_text(index), command_name(index), 1)
Insert the following:
when :resume_game
draw_text(item_rect_for_text(index), command_name(index), 1)
Under create_command_window (around line 929)
Below ” @command_window.set_handler(:shutdown, method(:command_shutdown))”
Insert the following:
@command_window.set_handler(:resume_game, method(:command_resume_game))
And lastly, above end # Scene_System add the following:
#————————————————————————–
# command_resume_game
#————————————————————————–
def command_resume_game
SceneManager.goto(Scene_Map)
end
Thx for this! u best!
DUUUUUUUUUUUUUUUDE thanks for being so specific!!!! Thank you!
Also trying to get a “Resume game” button to work but no chance…
Please see my answer to Kuroneko
What is the scene called?
Error (509)
This account’s public links are generating too much traffic and have been temporarily disabled!
You should upload the scripts to Amazon S3 or Cloudfront.
Dropbox takes your links down, even if yxou didnt reach the 20gb /200gb limit.
Happened to me once. I uploaded a 98mb file and after 2 days it was taken down.
Only ~30 people knew i uploaded the file…
Error 509 on Dropbox. Please reupload these links to another site.
ERROR 509 wont let me get the stop all movement script PLEASE HALP!
For anyone requireing a fix to the 509 error just go to Yanflys home page and it will all be explained.
Works Great…To all those with 509 error…why dont you use the Github link? https://github.com/Archeia/YEARepo/blob/master/Menu/System_Options.rb
Thank you so much!
For some reason all the options work except the Sound/Music settings. It used to work but now i cant turn down the sounds or music anymore. Anyone have an idea?
hello ,
Very good script !
BUT , how to and a mesage to confirm when you select “Return to title” or “End game”?
Please
(Sorry for my English I’m French)
AND you are a “CRAZY SCRIPT MAKER” ! VERY GOOD job, really !
It doesn’t let me add a custom variable. Could somebody fill me in?
Make sure you set which variable it needs to connect to.
:variable_1 => [ —>1<—-, "Custom Variable 1", 9, 1, -100, 100,
"Help description used for custom variable 1."
],
So the script looks like this, and just change the number "1" (where I put those arrows) to whichever number variable you have created in your game. So by default this script uses the variable "001", but you've probably already used variable 001 for something else in your game.
Oh yeah. i needed this. Peace and love to you and yours! And a big thank you!
Hi to all, i don’t know if the maker of the script is here anymore but i need a little help.
I want to put an option that allow the player to choose between see or not see the caterpillar behind him.
There is someone that can help me?
Thank you
Thanks!!!
Hi to all,
Simple question : Does somebody know how to modify the opatcity of this specific menu window ? For example make it totaly transparent. Sorry if I’m noob.
Simple Question, I want to know if it will be possible to add the feature of being able to select String options for variable numbers, basically I want to be able to select “Easy” “Normal” “Hard” for game difficulty and each will change a variable number so that we can alter game difficulty, as it stands right now I dont think we have this option.
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if you’re interesed how to make RGB window color with %
change this at…
line 662: rate = (tone.red + 255)/510;
line 667: rate = (tone.green + 255)/510;
line 672: rate = (tone.blue + 255)/510;
and line 665, 670, 675:
value = sprintf(“%d%%”, rate*100)
and last jump to line 808 and 809:
value = direction == :left ? -5.12 : 5.12
value *= 10 if Input.press?(:A)
It is a great script!
I will be happy to use this script.
Hey, is it at all possible for there to be like, a script call option to exist within the menu options?
Like say for example… I have a beastieary script, And i dont want the player to have to open an item to access it, but rather open the options menu and a bestiary option to be available, and upon selecting the option, it runs the script call, thus, opening the bestiary.
Sorry if that was a bit confusing on how i worded that… it’s a bit late at night as i type this XD
If you want the select menu to skip the :blank spaces, go to your Window_Selectable and replace these defs:
#————————————————————————–
# * Move Cursor Down
#————————————————————————–
def cursor_down(wrap = false)
if (index = col_max || (wrap && col_max == 1)
select((index – col_max + item_max) % item_max)
end
if @list[index][:name] == “”
select((index – col_max + item_max) % item_max)
end
end
Ops there was a bug with that (and it didn’t paste everything?)
Use this instead:
#————————————————————————–
# * Move Cursor Down
#————————————————————————–
def cursor_down(wrap = false)
if (index = col_max || (wrap && col_max == 1)
select((index – col_max + item_max) % item_max)
end
return if @list.nil?
if @list[index][:name] == “”
select((index – col_max + item_max) % item_max)
end
end
It keeps only posting half :P here’s the other half:
#————————————————————————–
# * Move Cursor Up
#————————————————————————–
def cursor_up(wrap = false)
if index >= col_max || (wrap && col_max == 1)
select((index – col_max + item_max) % item_max)
end
return if @list.nil?
if @list[index][:name] == “”
select((index – col_max + item_max) % item_max)
end
end
This is what I’m looking for! Thank you so much! I’ll give you a credit :D
But, I edited it a little,, I just changed the “Return to Title Screen” and “Shutdown Game” to “Return to Main Menu” and “Exit Game” respectively :D
I have a problem…
I have a common event that when activated causes the bgm to change, decreasing it with 100%.
The problem is that the bgm isn’t affected at all…
When I go in to the System Menu it says that the BGM is at 0% but the music hasn’t stopped.
Hi. I fixed that problem. Once this pull request is merged, the script can be redownloaded from GitHub and the volume-adjusting script calls should work:
https://github.com/Archeia/YEARepo/pull/17
If you’re eager to get the fix, and the pull request hasn’t been merged yet, you can download my version of the script right now from here:
https://github.com/sleeparrow/YEARepo/blob/26ba2b22a9bd71850e965589b49b3a4637e239e4/Menu/System_Options.rb
Happy makering.
How do I get into the game after being on title screen and viewing options from title screen?
How do I get into the game after being on title screen and viewing options from title screen?any help with this please will be helpful
it would be awesome if the script would let you recall other menus that you have.
I have a joypad key config menu that I would like to be called from this menu rather than have its own menu
How do i make these options appear on my title screen?
System Options VX Ace
how to save changes so that they do not reset?
hello, it’s 2022 now but can I open the options menu with an event? I wanna open it from my title screen but I use events to make the title screen
@Nguyễn Đức Tín : use script command SceneManager.call(Scene_System) in an event and the option menu will be called.
Juste wanted to point out that if you use the slippery tiles script from Yanfly with this script, when autodashing is activated, the character will also be faster on slippery tiles, to fix it, you can add this line after line 496 :
return false if ($imported[“YEA-SlipperyTiles”] and on_slippery_floor?)
If you don’t know, juste replace Game_Player in the system script by this :
class Game_Player < Game_Character
#————————————————————————–
# alias method: dash?
#————————————————————————–
alias game_player_dash_so dash?
def dash?
if $game_system.autodash?
return false if @move_route_forcing
return false if $game_map.disable_dash?
return false if vehicle
return false if ($imported["YEA-SlipperyTiles"] and on_slippery_floor?)
return !Input.press?(:A)
else
return game_player_dash_so
end
end
end # Game_Player
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