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Modular Pause Menu

Modular Pause Menu 1.0

Pokémon Essentials Version
v17.2 ➖
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DISCLAIMER


The following is a system created to serve as both a visual and a functional alternative to the normal Pause Menu found in Essentials.

The main point of focus was for extremely easy modularity of the Pause Menu. That means, that you can easily add tons of custom entries to your Pause Menu, without having to re-work any of the code. The script takes care of its visuals automatically.

Carefully read all the instructions .




Modular Pause Menu
giving you a little taste of what it looks like.

UXPrBzR.gif


Adding custom menu elements

Adding a new element (or entry) in your brand new Pause Menu could be likened to adding new item effects in your game. All the stuff you need is very self-contained, and there is no need to directly access any portions of the main script to add new stuff to your menu. Defining new elements in the pause menu however has some rules:

1.) Scroll to the very very bottom of the script. This is where you're going to define your new stuff. It has to be below the main module and the main classes of the script that handle the menu. Whatever order you define your menu elements in is the order they will appear on screen. So you can shuffle around between the currently existing element entries, but no further than that.

2.) Your icons for the menu elements are always going to be placed in 'Graphics/Icons/'

3.) For each menu element, you're going to have to define a symbolic name by which you'll handle it, the main string that will be displayed in the actual pause menu (for that element), the icon that you want displayed for that element, the block of code that the element is going to run once you select it in the menu, a block of code that will check whether or not the player has access to that element of the menu. The formal definition for this is as follows:
Code:
MenuHandlers.addEntry(:NAME,"Text displayed","icon name",proc{|menu|
  # your lines of code go here
  # keep in mind that the 'proc{|menu| ' part always has to be like this
  # for every entry in your menu, when you go about defining the actual
  # functionality that is run when the player selects that menu element
  }
},proc{
  # block of code that checks if the player has access to the menu element
  # MUST ALWAYS return a boolean expression
  # or if you want the player to always be able to trigger this:
  return true
})




There are no questions yet since the script is brand new, but I am leaving this area reserved for once people actually get to using the new script.

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Credits
Luka S.J.

That's it.
Author
Luka S.J.
Downloads
3,302
Views
8,664
First release
Last update
Rating
5.00 star(s) 11 ratings

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Latest reviews

Wonderful one of the best resources out there! Easy to implement, plug and play and it's for v.17+ only, but therefore it is very good and easy to adjust to ones need. It gives a simple and modern look to your game.
This is a superb resource - easy to implement and to adapt to the needs of a game.
D
Very good! Adding entries was never easier! Also scrolling is a very nice feature in this which gives our game's more modern looks.
Looks great, works well and is very easy to use! Thank you for this Luka it is amazing.
Works very nicely! I myself haven't added anything, but that's still an awesome feature!
Very nice indeed!Just wow!Simple and easy to add things!
Byotifel. The modularity is perfect. Anyone could add an entry.
It works like a charm and is really easy to work with. Great as always, Luka.
This is soo good, adding a new option on the pause menu has never been so easy. Thanks for this, Luka S.J. <3
This is way better than the normal pause menu! Great work!
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