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More specifically, my problem is that I want to put Window_Gold under the "use item on actor X" window, but I don't want to modify Window_Gold (currently, I'm aligning the window in such a way that it is "under" that specific window).

But speaking in general terms, how are windows "arranged"? How does one arrange the order in which windows pop up?

I have a hunch that it's the superclass the original window is defined under, thus the reason why I'm asking about how to "redefine" the superclass.

Simply typing Window_Gold < insertclassnamehere gives me a "superclass mismatch for class" error. I'm assuming I can't just go around redefining superclasses like that...

Edit: I've been looking through a few webpages, and it's looking pretty grim for the changing superclass thing. I think I may end up just making a Window_Gold2 or something. However, the question of placement still is unanswered, so could someone clarify how windows decide to be positioned? xD thanks!

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Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.
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