Yanfly Menu Cursor in Save/Load Menu

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djDarkX

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Okay, so, I usually don't like to come on here and ask for help since 95% of the time, I can figure out what's wrong in the script I'm using/editing/etc. and go from there.  However, I'm not quite sure here.  Apparently I'm not the only one to have this issue, but hopefully we can fix this bug together.
 
The issue is that I'm using Yanfly's Menu Cursor script and it works great aside from two bugs, one of which there was a work around for and the other is the one that is still present.  The menu cursor won't appear in the Save or Load menu's.  Now, this isn't too much of a problem when you have still have the selection bar from the window skin enabled...however I do not, mostly because I erased it in the window skin for a reason.
 
So, the cursor works in all other menus except the save/load menus.  Any insight?
 
Script:

#==============================================================================# # ▼ Yanfly Engine Ace - Menu Cursor v1.00# -- Last Updated: 2012.01.16# -- Level: Easy# -- Requires: n/a# #==============================================================================$imported = {} if $imported.nil?$imported["YEA-MenuCursor"] = true#==============================================================================# ▼ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2012.01.16 - Started Script and Finished.# #==============================================================================# ▼ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script creates visible menu cursors for your game. Whenever a window is# selectable and active, the menu cursor will appear for it. Menu cursors catch# the player's attention better and helps the player figure out quickly which# window became the active window. Also included with this script is the# ability to disable the highlighted selection bar since the window menu cursor# can replace it.# #==============================================================================# ▼ Instructions# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# To install this script, open up your script editor and copy/paste this script# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.# # Make sure you have a cursor image within your project's Graphics\System\# folder. By default, the cursor's filename should be MenuCursor.# #==============================================================================# ▼ Compatibility# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that# it will run with RPG Maker VX without adjusting.# #==============================================================================module YEA module MENU_CURSOR #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Adjust the general settings here for the menu cursor, such as the # filename used for the menu cursor, the x position buffer and the y # position buffer for the cursor. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FILENAME = "MenuCursor" # Filename used for cursor in Graphics\System\ BUFFER_X = 0 # X position buffer for icon. BUFFER_Y = 16 # Y position buffer for icon. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Remove Highlighted Selection Bar - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Normally, when an entry is selected, that entry is highlighted. You can # opt to turn this effect off. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- REMOVE_HIGHLIGHTED_SELECTION_BAR = true end # MENU_CURSORend # YEA#==============================================================================# ▼ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#==============================================================================#==============================================================================# ■ Sprite_MenuCursor#==============================================================================class Sprite_MenuCursor < Sprite_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(window) super(window.viewport) @window = window create_bitmap end #-------------------------------------------------------------------------- # create_bitmap #-------------------------------------------------------------------------- def create_bitmap self.bitmap = Cache.system(YEA::MENU_CURSOR::FILENAME) self.z = @window.z + 100 self.opacity = 0 end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super update_visibility update_position end #-------------------------------------------------------------------------- # update_visibility #-------------------------------------------------------------------------- def update_visibility self.visible = visible_case self.opacity += opacity_rate end #-------------------------------------------------------------------------- # visible_case #-------------------------------------------------------------------------- def visible_case return @window.visible end #-------------------------------------------------------------------------- # opacity_rate #-------------------------------------------------------------------------- def opacity_rate rate = 255 return -rate unless @window.active return rate end #-------------------------------------------------------------------------- # update_position #-------------------------------------------------------------------------- def update_position rect = @window.cursor_rect self.x = @window.x + rect.x - @window.ox + YEA::MENU_CURSOR::BUFFER_X self.y = @window.y + rect.y - @window.oy + YEA::MENU_CURSOR::BUFFER_Y end end # Sprite_MenuCursor#==============================================================================# ■ Window#==============================================================================class Window #-------------------------------------------------------------------------- # alias method: windowskin= #-------------------------------------------------------------------------- alias window_windowskin_change_cursor windowskin= def windowskin=(skin) if YEA::MENU_CURSOR::REMOVE_HIGHLIGHTED_SELECTION_BAR skin = skin.dup skin.clear_rect(64, 64, 32, 32) end window_windowskin_change_cursor(skin) end end # Window#==============================================================================# ■ Scene_Base#==============================================================================class Scene_Base #-------------------------------------------------------------------------- # alias method: post_start #-------------------------------------------------------------------------- alias scene_base_post_start_cursor post_start def post_start create_menu_cursors scene_base_post_start_cursor end #-------------------------------------------------------------------------- # new method: create_menu_cursors #-------------------------------------------------------------------------- def create_menu_cursors @menu_cursors = [] instance_variables.each do |varname| ivar = instance_variable_get(varname) create_cursor_sprite(ivar) if ivar.is_a?(Window_Selectable) end end #-------------------------------------------------------------------------- # new method: create_cursor_sprite #-------------------------------------------------------------------------- def create_cursor_sprite(window) @menu_cursors.push(Sprite_MenuCursor.new(window)) end #-------------------------------------------------------------------------- # alias method: pre_terminate #-------------------------------------------------------------------------- alias scene_base_pre_terminate_cursor pre_terminate def pre_terminate dispose_menu_cursors scene_base_pre_terminate_cursor end #-------------------------------------------------------------------------- # new method: dispose_menu_cursors #-------------------------------------------------------------------------- def dispose_menu_cursors @menu_cursors.each { |cursor| cursor.dispose } end #-------------------------------------------------------------------------- # alias method: update_basic #-------------------------------------------------------------------------- alias scene_base_update_basic_cursor update_basic def update_basic scene_base_update_basic_cursor update_menu_cursors end #-------------------------------------------------------------------------- # new method: update_menu_cursors #-------------------------------------------------------------------------- def update_menu_cursors @menu_cursors.each { |cursor| cursor.update } end end # Scene_Base#==============================================================================# # ▼ End of File# #==============================================================================
EDIT:

Put code into spoiler cuz I was derping when I posted.  Easier to read the post now.
 
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Engr. Adiktuzmiko

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Hmmm... are you using the default save-load menu? you might wanna just use Yanfly's save system if ever
 

djDarkX

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Well, I'm trying to limit the amount of scripts which alter the menu's since I'm picking apart and redo-ing a lot of it from the core scripts that come with Ace.  If the only way to use this script is with his save script or his menu engine, I'll probably have to find a workaround or somehow come up with my own script to make a cursor.  Tedious work since I'm not much of a scripter, but am comfortable enough to hack away at the scripts. lol
 

Archeia

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By default the cursor doesn't appear in save/load (not actually a bug). I forgot why he made it that way though...
 
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djDarkX

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By default the cursor doesn't appear in save/load (not actually a bug). I forgot why he made it that way though...
Ah, well, maybe someone can code it in.  If not, I'll figure something out.  If only I knew Ruby and RGSS3 better...lol.  I'm getting there though...slowly! BD
 

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It doesn't appear because Window_Save inherits from Window_Base instead of Window_Selectable
 

djDarkX

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Ah, makes sense.  I'll try my hand at editing the script tomorrow and seeing how that goes.

Yeah, I couldn't do anything with it, so I checked out KMS Cursor Animation.  It works the way I want it to, although it seems I'll be editing that as well to remove the "animated positioning" in it.  Still, consider this solved.
 
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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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