
UsePopupLoader: true, // If true, show the popup loader UsePopupEas圜lose: true, // If true, popup can be closed by clicking on it anywhere UseBodyOverflow: true, // If true, the BODY tag is set to overflow: hidden when the popup is visible PopupIsFixed: false, // If true, popup won't resize to fit images WindowMargin: 50, // Window margin size (in pixels only comes into play when an image is larger than the viewport) Preload: false, // If true, preload fullsize images in the background #menuToggle input:checked~span:nth-last-child(3) Transform: rotate(45deg) translate(-2px, -1px) So, until the user clicks out of the focus of that menu, the program won't be coming out to execute the next lines of the function (in which you are calling the tk_popup for the submenu.) The reason is that using tk_popup or post will make the menu appear on the screen for sure, but then the program's focus gets shifted to the user's mouse and keyboard. Even if you add some gap to the x-y values using some integers, still you won't be seeing the second menu. (my_menu, my_menu2), but my attempt just displays both but with theįirst menu overlapping, so the other doesn't show. When I middle-click, I tried to make it so it displays both the menus You will have to create a customized menu bar without using the widget tk.Menu. "That's just not how Tkinter menus are designed to work." The first menu AND then automatically runs the cascade, as if it wasĬonsidering this answer by Bryan Oakley and the documentation available on the internet, there is no way for making a menu and a submenu visible simultaneously. But we were able to get it working by adding 6 lines of code.So the question is, how do I make it so when middle-clicking, it opens In the default version of the Battle Motions Plugin, we were not able to animate enemies or characters to turn up or turn down because the plugin was built for a side battle system mostly. But we also had to modify Victor’s plugin as well. The same plugin can be used to to animate just about everything with the enemies, the characters, or items/skills/weapons. It also provides the added benefit of having each equipped item look unique in battle. It’s kind of complicated to set up the first time, but once you have a type of weapon animated that looks good (sword, gun, etc.) you can simply copy and paste most of the time and you’ll get a similar animation for any other item. The way that it’s animated is in the Note Box in the lower right corner in the screenshot. Meaning that every weapon that gets equipped on a character has a unique animation that can be set and will show up in the battle when user equips it. The red box at the top is the icon you set when you are creating items in the engine, this is the same graphic that gets used in battle. A default sheet of this kind is called SV Battlers, and this is an example: Battler Sheet It also restricts the battle to only be right/left side to side combat.
#Rpg maker mv ring menu battle full
This means a designer would normally need to make a full sheet for the character walking around, and another full sheet for each character when they battle. Normally RPG Maker MV has separate graphic sheets for characters that walk on a map, and characters that fight in battles. This means that if you want to create a new battler, you simply create a new walking character and boom, you have a battler. It allows for the characters in battles to be the regular walking character sheets, it also allows for enemies to use regular walking character sheets. For using walking character sheets for the character and enemy battlers ( Victor Engine Battle Motions & Battler Graphic Setup Plugin) These 2 plugins are a major component of our battle system. First, let’s go through a few things and explain why we think this was the best fit of a battle system for this game and why we felt that the default battle system in the engine is not the way to go. We also had to modify a plugin which we will provide the link to. We will share with you how we got it working in case you wanted to do something similar in your game.

To make our battle System work in RPG Maker MV, we used a combination of plugins to pull it off. This can be greatly improved upon, but the basic skeleton is now working. Here is a short video that shows the combat system in action. Since Star Shift was originally developed in RPG Maker VX Ace, we had already gotten this battle system working, but when we ported over to MV the plugins were not in a usable state at first. We took this week to focus on improving the basic battle system of Star-Shift.
