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 Post subject: [Script][Request] Command Cursor...
PostPosted: Mon Apr 25, 2011 8:39 pm 
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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.


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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Mon Apr 25, 2011 11:27 pm 
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You should look at some cosmetic Battle Scripts and see if they do something like that.


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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Wed Apr 27, 2011 8:53 pm 
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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.


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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Wed Apr 27, 2011 10:54 pm 
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Yea, it's quite possible. And there are several different ways to do it. I could make it for you.


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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Fri Apr 29, 2011 3:16 pm 
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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.


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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Fri Apr 29, 2011 4:24 pm 
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(IDEA) Maybe you could edit one using paint? (right click a file then click on *Open with* then choose *paint*)


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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Fri Apr 29, 2011 4:41 pm 
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Location: Look somewhere else...
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:

if $game_party.gold >= 9999
$UNLOCK = true
end



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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Fri Apr 29, 2011 4:42 pm 
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But he wants it to be available on all save files.


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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Fri Apr 29, 2011 4:51 pm 
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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.

====================================================================================================



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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Fri Apr 29, 2011 4:52 pm 
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@ud: let me check that...



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