Cursor in the Title
#1
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In the Scene_Title add this:

Code:
@cursor = Sprite.new
   @cursor.bitmap = RPG::Cache.title("TitleCommand")
   @cursor.x = @command_window.x - 16
   @cursor.y = @command_window.indexposition + @command_window.y + 22
   @cursor.z = @command_window.z + 10



below this:

Code:
@command_window.y = 288
   @continue_enabled = false
   for i in 0..3
     if FileTest.exist?("Save#{i+1}.sav")
       @continue_enabled = true
     end
   end


Then, below Graphics.freeze add this:


Code:
@cursor.dispose



Then, below this:
Code:
def update
   @command_window.update



add this:
Code:
@cursor.update
   @cursor.y = @command_window.indexposition + @command_window.y + 20



Add this in the end:
Code:
#-----------------------------------------------------------------
class Window_Command < Window_Selectable
#-----------------------------------------------------------------
alias slipknot_command_initialize initialize
def initialize(width,commands)
   slipknot_command_initialize(width,commands)
   @index = index
end
#-----------------------------------------------------------------
def indexposition
   indexpos = 32*@index
   return indexpos
end
#-----------------------------------------------------------------
end



And don't forget import the cursor (24*24)(If you don't have one, use the mine).


¬|Note|¬ If you want a Title Command Window with only the letters below:


Code:
@command_window = Window_Command.new(192, [s1,s2,s3])


add this:


Code:
@command_window.opacity = 0
}


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