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 Cursor Script
#7
(09-28-2019, 03:58 AM)DerVVulfman Wrote: Okay, I posted that pretty quickly...  Confused seven years ago?  I do have some bugs....  Let me correct, shall I?

FIRST, IT IS NOT IMMUNE TO THE F12 STACK ERROR!!!!!   So the three alias statements in the Window_Selectable Class should be encapsulated like this:
Code:
if @selwyn_cursor_script_antistack.nil?
 alias initialize_cursor initialize
 alias update_cursor_moves update
 alias dispose_cursor dispose
 @selwyn_cursor_script_antistack = true
end

Now for my corrections....

Going into the initialize method of Window_Selectable class, replace...
Code:
@cursor = Sprite_Cursor.new(x, y)
update_cursor
...with this...
Code:
@cursor = Sprite_Cursor.new(x, y) if $cursor_switch == true
update_cursor if $cursor_switch == true
This will only let the cursor sprite be generated AND begin updating the cursor if the switch is turned on.  If it isn't, no cursor.


Going into the dispose method of Window_Selectable class, replace...
Code:
@cursor.dispose
...with this...
Code:
@cursor.dispose if $cursor_switch == true
This will eliminate the cursor ONLY if the cursor switch is on.  If there's no cursor and you try to dispose of it... *KE-RASH!!!*


NOW... for the removal/hiding of the RECTANGLE CURSOR... merely add...
Code:
cursor_width = 0 if $cursor_switch == true
...right before you draw the rectangle using this statement...
Code:
self.cursor_rect.set(x, y, cursor_width, 32)
Yes, this means it will be the 2nd from the last statement in the method.  And it hides the rectangle cursor by making it literally 0 pixels in width.

For a little extra, we have to make sure the cursor doesn't have any issues being turned on/off, so go into the update method of the Window_Selectable class, and add...
Code:
@cursor = Sprite_Cursor.new(x, y) if @cursor.nil?
as the first line in the method.


And finally, going into the update method of Window_Selectable class, replace...
Code:
update_cursor
...with this...
Code:
update_cursor if $cursor_switch == true
This will only execute the cursor graphic update system if the switch is turned on.




Now all the time and code, I used the basic global switch of $cursor switch.  That is a switch you can use in a map event.   Like use the script call command and enter "$cursor_switch = true" to turn it on, and "$cursor_switch = nil" to turn it off.  That means, you do not use the RPGMaker Switches to turn it on or off.  

Using RMXP switches in this code can be problematic.  That, I know.


Now the cursor shows anyway when the switch is disabled but it don't move.

Also, I discovered that when it is active, like in a choice window or something, it spams the select sound from the system when i click the enter button, even if you are in another map or the choice windows is gone from ages. (only if i click that button)
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Messages In This Thread
Cursor Script - by Selwyn - 03-03-2008, 06:23 AM
RE: Cursor Script - by buddysievers - 04-07-2012, 04:50 PM
RE: Cursor Script - by DerVVulfman - 04-07-2012, 08:48 PM
RE: Cursor Script - by Pelip - 09-27-2019, 10:47 PM
RE: Cursor Script - by buddysievers - 04-09-2012, 10:22 PM
RE: Cursor Script - by DerVVulfman - 09-28-2019, 03:58 AM
RE: Cursor Script - by Pelip - 09-28-2019, 10:18 AM
RE: Cursor Script - by DerVVulfman - 09-28-2019, 02:13 PM

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