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Modular Pause Menu

Modular Pause Menu

by Luka S.J.

An easy to use and easy to customize alternative to the pause menu. Its simple modularity makes it an appealing alternative.

v1.59,243
Download1.29 MB

How to use?

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.) Open the Plugins/Modular Menu/[001] Config/Config.rb script. This is where you're going to define your new stuff. 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:

ModularMenu.add_entry(:NAME, "Text displayed", "icon name") do |menu|
 # your lines of code go here
 # keep in mind that the `do |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
end

# should you wish to define a condition for your menu entry, you can do so:
ModularMenu.add_condition(:NAME) do
 # 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:
 next true
end

# should a condition not be explicitly defined, the menu entry will always
# be treated as visible