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Nisage

[VX] Cursor Won't Appear

Question

I'm using an Improved Command Window Script so nothing you choose/select is in a highlighted box. Here's what I mean.....

delete-38.png

The cursor won't appear in the System Menu Options, which I'm posting a link to the topic.....

http://www.rmxpunlimited.net/forums/index.php?showtopic=3316

Here's the Improved Command Window Script.....

 

 

=begin
                     BigEd781's Improved Command Window

Rename the one pointer you want to use to "Pointer.png" (without the quotes) and place
it in your game's "\Graphics\Pictures" folder.

=end

module EdsCursorConfig

 # image preferred size of 18x18
 POINTER_NAME = 'Pointer'

end

class Window_Selectable < Window_Base

 #--------------------------------------------------------------------------
 # * initialize
 #--------------------------------------------------------------------------
 alias :eds_pre_window_command_mod_initialize :initialize
 def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32)    
   @arrow_image = Cache.picture(EdsCursorConfig::POINTER_NAME)
   @arrow_sprite = Sprite.new
   @arrow_sprite.bitmap = Bitmap.new(@arrow_image .width + 7, @arrow_image .height)
   @arrow_sprite.z = 999    
   @sprite_last_draw_x = 0
   @sprite_inc_x = 1
   @intern_frame_count = 0    
   @update_pointer = true
   eds_pre_window_command_mod_initialize(width, commands, column_max, row_max, spacing)
 end  
 #--------------------------------------------------------------------------
 # * dispose
 #--------------------------------------------------------------------------
 def dispose
       super
   @arrow_sprite.dispose
 end
 #--------------------------------------------------------------------------
 # * close
 #--------------------------------------------------------------------------
 def close
   super
   @arrow_sprite.visible = false
 end
 #--------------------------------------------------------------------------
 # * open
 #--------------------------------------------------------------------------
 def open
   super
   @arrow_sprite.visible = true
 end
 #--------------------------------------------------------------------------
 # * visible=
 #--------------------------------------------------------------------------
 def visible=(value)
   super    
   @arrow_sprite.visible = value ? (@index != -1) : value    
 end
 #--------------------------------------------------------------------------
 # * active=
 #--------------------------------------------------------------------------
 def active=(value)
   super            
   @update_pointer = value
 end
 #--------------------------------------------------------------------------
 # * cursor_rect= (OVERWRITTEN)
 #--------------------------------------------------------------------------
 def cursor_rect=(rect)
   offset_y = self.viewport.nil? ? 0 : self.viewport.rect.y
   offset_x = self.viewport.nil? ? 0 : self.viewport.rect.x - self.viewport.ox
   boost_y = @arrow_image.height >= 29 ? 0 : 29 - @arrow_image.height
   @arrow_sprite.x = 5 + rect.x + self.x - (@arrow_image.width / 2) + offset_x
   @arrow_sprite.y = rect.y + self.y + (@arrow_image.height / 2) + offset_y  + boost_y
 end
 #--------------------------------------------------------------------------
 # * update_cursor
 #--------------------------------------------------------------------------
 alias :eds_pre_window_command_mod_update_cursor :update_cursor   
 def update_cursor   
   eds_pre_window_command_mod_update_cursor
   @intern_frame_count += 1
   draw_pointer 
 end
 #--------------------------------------------------------------------------
 # * draw_pointer
 #--------------------------------------------------------------------------
 def draw_pointer        
   return unless @update_pointer 
   return unless (@intern_frame_count % 5) == 0            
   @arrow_sprite.bitmap.clear        
   return if @index == -1    
   if @sprite_last_draw_x == 7
     @sprite_inc_x = -1
   elsif @sprite_last_draw_x == 0
     @sprite_inc_x = 1
   end        
   x = @sprite_last_draw_x + @sprite_inc_x    
   @sprite_last_draw_x = x
   @arrow_sprite.bitmap.blt(x, 0, @arrow_image, @arrow_image.rect)   
 end

end

class Window_Item < Window_Selectable

 #--------------------------------------------------------------------------
 # * active=
 #--------------------------------------------------------------------------  
 def active=(value)          
   super            
   @arrow_sprite.visible = value
 end

end

class Window_Skill < Window_Selectable

 #--------------------------------------------------------------------------
 # * active=
 #--------------------------------------------------------------------------  
 def active=(value)    
   super
   @arrow_sprite.visible = value
 end

end

class Window_MenuStatus < Window_Selectable

 #--------------------------------------------------------------------------
 # * cursor_rect= (OVERWRITTEN)
 #--------------------------------------------------------------------------
 def cursor_rect=(rect)
   @arrow_sprite.x = rect.x + self.x - 16
   @arrow_sprite.y = rect.y + self.y + 48       
 end
 #--------------------------------------------------------------------------
 # * active=
 #--------------------------------------------------------------------------  
 def active=(value)    
   super
   @arrow_sprite.visible = value
 end
 #--------------------------------------------------------------------------
 # * update_cursor
 #--------------------------------------------------------------------------
 alias :eds_pre_window_command_mod_stat_update_cursor :update_cursor   
 def update_cursor
   eds_pre_window_command_mod_stat_update_cursor
   @intern_frame_count += 1
   draw_pointer
 end

end

class Scene_Battle < Scene_Base

 #--------------------------------------------------------------------------
 # * start_main
 #--------------------------------------------------------------------------
 alias :eds_pre_window_command_mod_start_main :start_main
 def start_main
   @party_command_window.visible = false
   @actor_command_window.visible = false
   eds_pre_window_command_mod_start_main      
 end  
 #--------------------------------------------------------------------------
 # * start_party_command_selection
 #--------------------------------------------------------------------------
 alias :eds_pre_window_command_mod_start_party_command_selection :start_party_command_selection
 def start_party_command_selection
   @party_command_window.visible = true    
   eds_pre_window_command_mod_start_party_command_selection    
   @actor_command_window.visible = false
 end
 #--------------------------------------------------------------------------
 # * start_actor_command_selection
 #--------------------------------------------------------------------------
 alias :eds_pre_window_command_mod_start_actor_command_selection :start_actor_command_selection
 def start_actor_command_selection
   @actor_command_window.visible = true    
   eds_pre_window_command_mod_start_actor_command_selection    
   @party_command_window.visible = false
 end

end

class Window_Message < Window_Selectable

 #--------------------------------------------------------------------------
 # * update_cursor
 #--------------------------------------------------------------------------
 alias :eds_pre_window_command_mod_win_mes_update_cursor :update_cursor   
 def update_cursor   
   eds_pre_window_command_mod_win_mes_update_cursor
   @intern_frame_count += 1
   draw_pointer 
 end

end

 

 

Here's a Cursor for help, I'm going to make one but I'm using this one for now.....

Pointer_LargeArrow.png

Can someone please help me try and get the cursor to show when I enter the System Menu Options window?

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2 answers to this question

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Your asking for help is a little vague I don't understand what you want. Do you want it so it don't show in 2 places when selecting equipment?

Works fine for me. Everything is not highlighted cause that's the way the script is.

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It is? Oops, sorry about that. When I go into the System Menu Options, it won't show the cursor. I want to try and get it to show the cursor in the System Menu Options, since you can't really tell what you're selecting without something to show you, right?

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