Goddiga

Veteran
Veteran
Joined
Oct 3, 2015
Messages
61
Reaction score
10
First Language
Thai
Primarily Uses
RMMV
Hello! I've been looking into "Window_Selectable" in "rpg.windows.js" and see that it could be possible for me to do some tricks with a cursor movement by using script call without writing the whole new script.

I managed to invert the cursor movement by swapping the command in "Window_Selectable.prototype.cursorDown" and "Window_Selectable.prototype.cursorUp" with script call. So, I think I can do that to make the cursor moving up or down forever without (but still can) the player's arrow keys input (the confirm and cancel button is still intact). Also, moving the cursor to a specified choice when player trying to move it (e.g. when I pressed the down button, it will go down for a second and go back up to the upper choice.). I just had no idea which "Window_Selectable.prototype.XXXX" I should edit.

If anyone can point me out the hints where the line to make this possible is, please let me know. Thank you very much!
 

Orichalcum+

Veteran
Veteran
Joined
Apr 17, 2015
Messages
72
Reaction score
52
First Language
English
Primarily Uses
You could force the input by changing "Input._currentState.dir" to true.
But Window_Selectable.prototype.processCursorMove is might be what you are looking for.
 

Goddiga

Veteran
Veteran
Joined
Oct 3, 2015
Messages
61
Reaction score
10
First Language
Thai
Primarily Uses
RMMV
You could force the input by changing "Input._currentState.dir" to true.
But Window_Selectable.prototype.processCursorMove is might be what you are looking for.

Thank you! Anyways, how does "Input._currentState.dir" work? Did I just have to use a script call of Input._currentState.dir = true? Would you please provide me more information about how to use it?
 

Orichalcum+

Veteran
Veteran
Joined
Apr 17, 2015
Messages
72
Reaction score
52
First Language
English
Primarily Uses
Sorry for the late response. Replace .dir with the direction you want, to force down as the input you'd write "Input._currentState.down = true" this will force down to be the input untill you set the direction to false or the player presses the down key.
 

Latest Threads

Latest Posts

Latest Profile Posts

Synchronizing bust and sprite expressions! Plus using a phone behaviour :kaopride:
BVadZby.gif

Long gif tho, let it load first :kaoswt2:
Wondering how to force a Save State in VNMaker with a name and how to call it with a scene event in order to double check if this Save State exists or not. Phew... Leaving breadcrumbs for chapter DLCs to pickup would be more than half the fight in order to finish this visual novel :LZSsad:
Making games is the only thing I'm good at. Real talk.
So, uh... where's the RPG Maker MZ update with the MV animation system? Is there a release date confirmed?
Also I'm kind of brave enough to admit this. I... I have a crush on Sephiroth.
Please don't call me anything offensive. I'm naturally crazy.
thanks to a lot of lunatic coding... my game finally has a stun mechanic that I feel really good about. damage enemy's mental psyche (mp), and once empty, hitting with certain attacks trigger combos that can stack the damage.

Forum statistics

Threads
117,114
Messages
1,104,684
Members
153,150
Latest member
dekikii
Top