Search the Community
Showing results for tags 'command'.
Found 5 results
-
How do I change a cursor's starting position in a command window?
Zen Blood posted a topic in Programming
Hello, everyone. There was a thread on here that asked a similar question back in 2015, but it looked like the OP was attempting to create this effect for all windows, instead of a specific window like I want to do. I have a customized window for a puzzle that accesses class Window_HorzCommand. The player's selection cursor keeps redirecting to the first choice because I need to refresh the command bar each time a selection is made. I have found out that I can control where the cursor starts here: class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) clear_command_list make_command_list super(x, y, window_width, window_height) refresh select(0) # <------ Right there activate end Here's the order of my classes: Window_CustomWindow < Window_HorzCommand, Window_HorzCommand < Window_Command I want to Window_Command's select value specifically for Window_CustomWindow. From that point on, I can easily figure out what to do. I'd just need to create a variable that changes depending on the player's last selection, that would change the value of select, so that the cursor would begin in the player's last selected position. How would I change select for my custom class? I feel it may involve an alias, or something, but nothing is coming together in my head. Thank you for your time! -
CGMV Menu Command Window By: Casper Gaming Last Update: N/A Latest Version: 1.0 Introduction Use this plugin to easily manage the command window in the menu scene. It allows you to add more commands and also limit how many commands are displayed before needing to scroll. Features - Easily change default commands - Add custom menu commands via javascript - Change amount of commands shown at once before scrolling Screenshots How to Use Import into plugin manager and enable the plugin. Some set up may be required. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link
-
[SOLVED IT MYSELF] SumRndmDde's Tilte Command Plugin question (how to add custom shutdown)
wariolandgoldpiramid posted a topic in Programming
I'm using SumRndmDde's "Title Command Plugin" and I need some help setting it up. I kind of don't like the way the Shutdown command is handled, with it simply closing the window. I would much rather have the command activate the custom shutdown plugin I have downloaded. Here's the code of that custom shutdown plugin. I need to know what Action (JS eval that binds a function to 'this') I need to use in order for this command to work, and activate said plugin. EDIT: Well, looks like I solved it already. I'm still new to analyzing MV plugins code, and I don't know JS that well. But, analyzing the code, I was able to find the code I needed, "this.commandExit.bind(this)". I gotta stop making new topics so quickly, I should try harder to find the solutions myself... -
Good morning! Anyone willing to share ability ideas?
Solomore posted a topic in Theory and Development
Im designing an RPG where there are several characters with designated classes. To fix some classes possibly being used over the other I plan on adding 3 specializations or "Sub Types" to each job. An example being my Mage (only showing a few examples rather than the whole plan) You can switch between them at any time but some require different stats, so choosing wisely is a good approach Mage- (Mage being ALL specializations and base character have access) Fire, Fira, Fiara Thunder, Thunda, Thundara Black Mage- (Subtype 1) (Pure Destruction) Firaga Thundaga Silence Blue Mage- (Subtype 2) (Support Mage) Aeroga M Barrier Dispel Spellblade- (Subtype 3) (Mixes Might and Magic) Enchant Weapon - Fire, Fira, Fiara Enchant Weapon - Leech, Drain Phantom Weapon (Passive Ability) I have 13 Spells in each category for the mage so that is but a taste of what I have for him. But the reason for posting is I need some ideas for some other classes. I wont share many of my abilities due to me being a secretive jerk ;P, but if anyone would like to help brainstorm heres what I got for others Engineer - Tinkerer, Grenadier, Entromancer (Time Mage) (Close to finished but need a few more in each category) The Engineer has a Hand Cannon attached to a large gauntlet. Think megamans cannon but more mobile Tinkerer uses small devices (ie Turret when hiding, Nano-Armor) Grenadier enjoys the use of Mines and Bombs Entromancer is self explanitory Soulknight - Dark Knight, Twilight Knight, Paladin (People might complain this is a copy of Cecil. Ive never even touched FFIV Dark Knight is about making people suffer Twilight Knight Dual Wields Light and Dark Paladin - Protection and Light Monk - Brawler, Spiritmaster, Conjurer Brawler - Hand to Hand Combat with a Gauntlet Weapon Spiritmaster - Think of a priest Salvemaker - Potions, Mixtures, Support, etc Ranger - Thief, Assassin, Hunter Thief is about quick attacks with DEX as a main stat, Evasion, Crit, and Daggers Assassin - Think WoW Rogue. Uses Poisons and Stealth to eliminate targets Hunter - Classic Ranger Warrior - Knight, Valkyrie, Berserker Knight - Sword and Shield Valkyrie - 2h Weapons or Polearms Berserker - Dual Wield Thanks to anyone who responds This is my First RPG so I expect to get some criticism, Please try to be nice and civil about it. -
I have an event which is action button triggered and first thing I have is the player saying something to the event and then I put a wait 60 frames which is 1sec and then the event turning down at the player and aying something back. but what happens is when I click on the event the character texture automaticly turns down and then waits 1sec. P.S. I never used movement commands with wait commands in the same event.
- 11 comments
-
- not working
- command
-
(and 2 more)
Tagged with:


