|
It is currently Mon May 21, 2012 1:35 am
|
View unanswered posts | View active topics
| Welcome |
|
Welcome to icugigasoft
You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today! |
 |
|
 |
|
| Author |
Message |
|
Facecake
|
Post subject: [Script][Request] Command Cursor... Posted: Mon Apr 25, 2011 8:39 pm |
| Member |
 |
Joined: Thu Feb 11, 2010 4:13 pm Posts: 54
|
|
I'm looking for a script(that works with Dubealex's AMS?) in RMXP that makes the command cursor of windowskins a static 32x32 (or an animated 16x16 with 4 frames?) image, like a pointing finger for example. I don't like how it highlights the selection, which is why I'm requesting this. I'd like cursor to be to the left of the selection, if that makes a difference. Also, if you could get rid of how the thing fades and unfades(goes to transparent then back to translucent)? I want it opaque all the time.
Thanks in advance, if any of you help me with this.
|
|
|
|
 |
|
Facecake
|
Post subject: Re: [Script][Request] Command Cursor... Posted: Wed Apr 27, 2011 8:53 pm |
| Member |
 |
Joined: Thu Feb 11, 2010 4:13 pm Posts: 54
|
|
Okay I'll go do that. One more question: Can you read data from a saved game file, and use that without "loading" the file to play? I want to make it so that there is an extra thing unlocked on the title screen for the entire game if one of the existing files unlocks it(as in if a certain variable becomes true then the thing shows up). But I can't do it since I don't know how to read that data.
|
|
|
|
 |
|
Facecake
|
Post subject: Re: [Script][Request] Command Cursor... Posted: Fri Apr 29, 2011 3:16 pm |
| Member |
 |
Joined: Thu Feb 11, 2010 4:13 pm Posts: 54
|
|
Hmm... making it for me is nice of you, but either way I'd like it if you could explain the way you'd do it a bit to me so I understand how it works and stuff.
|
|
|
|
 |
|
MarioSuperStar
|
Post subject: Re: [Script][Request] Command Cursor... Posted: Fri Apr 29, 2011 4:51 pm |
| Senior Member |
 |
 |
Joined: Mon Jun 28, 2010 5:55 pm Posts: 1270 Location: Look somewhere else...
|
|
====================================================================================================
The UNLOCK thingie:
well yeah it is possible, about the unlocking thingie. you could just put when you unlock something, for example:
You have 9999 or more coins:
Via scripting:
*In the update part of Scene_Map(Open your script editor and look for it in the left column, click it and it will open the Scene_Map script.) scroll down until you get to a line saying "def update", at the end of that line, press enter, in the new line you created, place the following: if $game_party.gold >= 9999 $UNLOCK = true end
#This $ sign is a global variable, for the entire game, not just the file.
Now that you have something, in whatever script you want to happen something when you unlock the thingie, just place this:
if $UNLOCK != nil if $UNLOCK == true #Put whatever stuff you want.... end end
====================================================================================================
The cursor thingie:
Made it myself, it's not that head_breaking, you just have to look in the correct place:
In the window you want for the cursor to be in the left and be only a 32*32 cursor, place this:
#-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Get current row row = @index / @column_max # If current row is before top row if row < self.top_row # Scroll so that current row becomes top row self.top_row = row end # If current row is more to back than back row if row > self.top_row + (self.page_row_max - 1) # Scroll so that current row becomes back row self.top_row = row - (self.page_row_max - 1) end # Calculate cursor width cursor_width = self.width / @column_max - 32 # Calculate cursor coordinates x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * 32 - self.oy # Update cursor rectangle self.cursor_rect.set(x, y, 32, 32) end
Red: We didn't edit this, it is actually in Window_Selectable. Green: In the "self.cursor_rect.set(x, y, 32, 32)" line, we edited a single number, the third one, the width of the cursor, you can see in the original method on Window_Selectable that it previously said width instead of 32. width is a local variable for the method and it calculates the selection area width, but because we only set it as 32, it will always gonna be 32.
====================================================================================================
_________________ Super Mario RPG Working on:Maps
|
|
|
|
 |
|
|
 |
|
 |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|