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cheat Script

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**
Rep:
Level 87
the Script for player to be able to put in cheats
give me your stuff,yu not going to need them where your going....Disney land!!!

*
Crew Slut
Rep:
Level 93
You'll love it!
For taking a crack at the RMRK Wiki
There probably is a script.
But you can do it by using Events.
Variables and switches...mainly.

Plus, ya gotta use conditional branches. (duh  ;8 )

**
Rep:
Level 87
There probably is a script.
But you can do it by using Events.
Variables and switches...mainly.

Plus, ya gotta use conditional branches. (duh  ;8 )
??? could you tell me how cuz i got lost after there probably is a script
give me your stuff,yu not going to need them where your going....Disney land!!!

*
Crew Slut
Rep:
Level 93
You'll love it!
For taking a crack at the RMRK Wiki
All you have to do is use variables and conditional branches to detect and activate the cheat.
Say, use a conditional branch to see if a button is being pressed, and you can do more than one button, and if it is, you can change the gold or what ever to what ever.

*******
Rep:
Level 90
Returned from the dead.
I think my friend made a cheats script once :P
I'll try and weed it outta him ;)
Sincerely,
Your conscience.

**
Rep:
Level 87
The Leaf
Code: [Select]
#==============================================================================
# Cheats Input Script - v1.2 - by BudsieBuds
#------------------------------------------------------------------------------
# NOTE: Start editing at line 68 and stop editing at '# STOP EDITING \\'.
#------------------------------------------------------------------------------
#To call script:
#$scene = Scene_Cheats.new
#------------------------------------------------------------------------------
#Questions:
#
#Q:How would I go in and set it up to give the player extra points to his stats,
#say I want the player to use a cheat that sets his strength to 999. How would I
#go about that?
#
#[Actor Healing]
#$game_actors[actorIDhere].hp +=
#$game_actors[actorIDhere].sp +=
#
#[Actors Stats]
#$game_actors[actorIDhere].str +=
#$game_actors[actorIDhere].agi +=
#$game_actors[actorIDhere].dex +=
#$game_actors[actorIDhere].int +=
#
#[Actors MaxHP & MaxSP]
#$game_actors[actorIDhere].maxhp +=
#$game_actors[actorIDhere].maxsp +=
#
#Offcourse, insert a number after the ''='', and [actorIDhere] i'm sure you
#know what that means.
#
#
#==============================================================================

#==============================================================================
# ** Scene_Cheats
#------------------------------------------------------------------------------
#  by BudsieBuds
#==============================================================================

class Scene_Cheats
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make windows
    @edit_window = Window_CheatsEdit.new
    @input_window = Window_CheatsInput.new
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @edit_window.dispose
    @input_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @edit_window.update
    @input_window.update
    # If B button was pressed
    if Input.repeat?(Input::B)
      # If cursor position is at 0
      if @edit_window.index == 0
        return
      end
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Delete text
      @edit_window.back
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If cursor position is at [OK]
      if @input_window.character == nil
        @cheat_word = @edit_window.cheat.downcase

=begin
# START EDITING //

===============================================================================

   The cheat that you have to input:
     elsif @cheat_word == "Put the cheat you want to use here."

-------------------------------------------------------------------------------

   For item(s):
     $game_party.gain_item(Item ID, How many)

   For gold:
     $game_party.gain_gold(How many)

   For weapon(s):
     $game_party.gain_weapon(Weapon ID, How many)

   For armor(s):
     $game_party.gain_armor(Armor ID, How many)

   For skill(s):
     $game_party.actors[Actor ID].learn_skill(Skill ID)

   For adding (an) actor(s):
     $game_party.add_actor(id)

-------------------------------------------------------------------------------

   This is the verification sound
     $game_system.se_play($data_system.decision_se)

-------------------------------------------------------------------------------

    Your cheat can have a maximum of 17 letters.
    The first cheat has to start with 'if'.
    The cheates coming after that have to start with 'elsif'.

===============================================================================
=end

  if @cheat_word == "iamrich"
    $game_party.gain_gold(500)
    $game_system.se_play($data_system.decision_se)

  elsif @cheat_word == "iamarealfighter"
    $game_party.gain_weapon(1, 1)
    $game_party.gain_armor(21, 1)
    $game_system.se_play($data_system.decision_se)

  elsif @cheat_word == "iloveitems"
    for i in 1...$data_items.size
      $game_party.gain_item(i, 10)
      $game_system.se_play($data_system.decision_se)
    end

  elsif @cheat_word == "somehelpplease"
    $game_party.add_actor(2)
    $game_system.se_play($data_system.decision_se)

# STOP EDITING \\

          else
            # Play buzzer SE
            $game_system.se_play($data_system.buzzer_se)
          end
        # Switch to map screen
        $scene = Scene_Map.new
        return
      end
      # If text character is empty
      if @input_window.character == ""
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Add text character
      @edit_window.add(@input_window.character)
      return
    end
  end
end


#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  by BudsieBuds
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw Graphic
  #     icon  : icon
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_icon_graphic(icon, x, y)
    bitmap = RPG::Cache.icon(icon)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end


#==============================================================================
# ** Window_CheatsEdit
#------------------------------------------------------------------------------
#  by BudsieBuds
#==============================================================================

class Window_CheatsEdit < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :cheat                    # cheat
  attr_reader   :index                    # cursor position
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 128)
    self.contents = Bitmap.new(width - 32, height - 32)
    @max_char = 17
    @index = 0
    @cheat = ""
    refresh
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Add Character
  #     character : text character to be added
  #--------------------------------------------------------------------------
  def add(character)
    if @index < @max_char and character != ""
      @cheat += character
      @index += 1
      refresh
      update_cursor_rect
    end
  end
  #--------------------------------------------------------------------------
  # * Delete Character
  #--------------------------------------------------------------------------
  def back
    if @index > 0
      # Delete 1 text character
      name_array = @cheat.split(//)
      @cheat = ""
      for i in 0...name_array.size-1
        @cheat += name_array[i]
      end
      @index -= 1
      refresh
      update_cursor_rect
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Draw cheat
    name_array = @cheat.split(//)
    for i in 0...@max_char
      c = name_array[i]
      if c == nil
        c = "?"
      end
      x = (i + 1) * 32
      self.contents.draw_text(x, 32, 28, 32, c, 1)
    end
    # Draw graphic
    draw_icon_graphic("cheat", 16, 60)
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    x = (@index + 1) * 32
    self.cursor_rect.set(x, 32, 28, 32)
  end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
  def update
    super
    update_cursor_rect
  end
end


#==============================================================================
# ** Window_CheatsInput
#------------------------------------------------------------------------------
#  by BudsieBuds
#==============================================================================

class Window_CheatsInput < Window_Base
  CHARACTER_TABLE =
  [
    "A","B","C","D","E",
    "F","G","H","I","J",
    "K","L","M","N","O",
    "P","Q","R","S","T",
    "U","V","W","X","Y",
    "Z"," "," "," "," ",
    "+","-","*","/","!",
    "1","2","3","4","5",
    "" ,"" ,"" ,"" ,"" ,
    "a","b","c","d","e",
    "f","g","h","i","j",
    "k","l","m","n","o",
    "p","q","r","s","t",
    "u","v","w","x","y",
    "z"," "," "," "," ",
    "#","$","%","&","@",
    "6","7","8","9","0",
    "" ,"" ,"" ,"" ,"" ,
  ]
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 128, 640, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    @index = 0
    refresh
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Text Character Acquisition
  #--------------------------------------------------------------------------
  def character
    return CHARACTER_TABLE[@index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...90
      x = 140 + i / 5 / 9 * 180 + i % 5 * 32
      y = i / 5 % 9 * 32
      self.contents.draw_text(x, y, 32, 32, CHARACTER_TABLE[i], 1)
    end
    self.contents.draw_text(428, 9 * 32, 48, 32, "OK", 1)
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor is positioned on [OK]
    if @index >= 90
      self.cursor_rect.set(428, 9 * 32, 48, 32)
    # If cursor is positioned on anything other than [OK]
    else
      x = 140 + @index / 5 / 9 * 180 + @index % 5 * 32
      y = @index / 5 % 9 * 32
      self.cursor_rect.set(x, y, 32, 32)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If cursor is positioned on [OK]
    if @index >= 90
      # Cursor down
      if Input.trigger?(Input::DOWN)
        $game_system.se_play($data_system.cursor_se)
        @index -= 90
      end
      # Cursor up
      if Input.repeat?(Input::UP)
        $game_system.se_play($data_system.cursor_se)
        @index -= 90 - 40
      end
    # If cursor is positioned on anything other than [OK]
    else
      # If right directional button is pushed
      if Input.repeat?(Input::RIGHT)
        # If directional button pressed down is not a repeat, or
        # cursor is not positioned on the right edge
        if Input.trigger?(Input::RIGHT) or
           @index / 45 < 3 or @index % 5 < 4
          # Move cursor to right
          $game_system.se_play($data_system.cursor_se)
          if @index % 5 < 4
            @index += 1
          else
            @index += 45 - 4
          end
          if @index >= 90
            @index -= 90
          end
        end
      end
      # If left directional button is pushed
      if Input.repeat?(Input::LEFT)
        # If directional button pressed down is not a repeat, or
        # cursor is not positioned on the left edge
        if Input.trigger?(Input::LEFT) or
           @index / 45 > 0 or @index % 5 > 0
          # Move cursor to left
          $game_system.se_play($data_system.cursor_se)
          if @index % 5 > 0
            @index -= 1
          else
            @index -= 45 - 4
          end
          if @index < 0
            @index += 90
          end
        end
      end
      # If down directional button is pushed
      if Input.repeat?(Input::DOWN)
        # Move cursor down
        $game_system.se_play($data_system.cursor_se)
        if @index % 45 < 40
          @index += 5
        else
          @index += 90 - 40
        end
      end
      # If up directional button is pushed
      if Input.repeat?(Input::UP)
        # If directional button pressed down is not a repeat, or
        # cursor is not positioned on the upper edge
        if Input.trigger?(Input::UP) or @index % 45 >= 5
          # Move cursor up
          $game_system.se_play($data_system.cursor_se)
          if @index % 45 >= 5
            @index -= 5
          else
            @index += 90
          end
        end
      end
      # If L or R button was pressed
      if Input.repeat?(Input::L) or Input.repeat?(Input::R)
        # Move capital / small
        $game_system.se_play($data_system.cursor_se)
        if @index < 45
          @index += 45
        else
          @index -= 45
        end
      end
    end
    update_cursor_rect
  end
end
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

*******
Rep:
Level 90
Returned from the dead.
Fair enough O_o
Sincerely,
Your conscience.

***
Rep:
Level 87
this would be nice...i would use it in the game like after you beat it
so how whould it work
explain to me please

**
Rep:
Level 87
Code: [Select]
#==============================================================================
# Cheats Input Script - v1.2 - by BudsieBuds
#------------------------------------------------------------------------------
# NOTE: Start editing at line 68 and stop editing at '# STOP EDITING \\'.
#------------------------------------------------------------------------------
#To call script:
#$scene = Scene_Cheats.new
#------------------------------------------------------------------------------
#Questions:
#
#Q:How would I go in and set it up to give the player extra points to his stats,
#say I want the player to use a cheat that sets his strength to 999. How would I
#go about that?
#
#[Actor Healing]
#$game_actors[actorIDhere].hp +=
#$game_actors[actorIDhere].sp +=
#
#[Actors Stats]
#$game_actors[actorIDhere].str +=
#$game_actors[actorIDhere].agi +=
#$game_actors[actorIDhere].dex +=
#$game_actors[actorIDhere].int +=
#
#[Actors MaxHP & MaxSP]
#$game_actors[actorIDhere].maxhp +=
#$game_actors[actorIDhere].maxsp +=
#
#Offcourse, insert a number after the ''='', and [actorIDhere] i'm sure you
#know what that means.
#
#
#==============================================================================

#==============================================================================
# ** Scene_Cheats
#------------------------------------------------------------------------------
#  by BudsieBuds
#==============================================================================

class Scene_Cheats
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make windows
    @edit_window = Window_CheatsEdit.new
    @input_window = Window_CheatsInput.new
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @edit_window.dispose
    @input_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @edit_window.update
    @input_window.update
    # If B button was pressed
    if Input.repeat?(Input::B)
      # If cursor position is at 0
      if @edit_window.index == 0
        return
      end
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Delete text
      @edit_window.back
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If cursor position is at [OK]
      if @input_window.character == nil
        @cheat_word = @edit_window.cheat.downcase

=begin
# START EDITING //

===============================================================================

   The cheat that you have to input:
     elsif @cheat_word == "Put the cheat you want to use here."

-------------------------------------------------------------------------------

   For item(s):
     $game_party.gain_item(Item ID, How many)

   For gold:
     $game_party.gain_gold(How many)

   For weapon(s):
     $game_party.gain_weapon(Weapon ID, How many)

   For armor(s):
     $game_party.gain_armor(Armor ID, How many)

   For skill(s):
     $game_party.actors[Actor ID].learn_skill(Skill ID)

   For adding (an) actor(s):
     $game_party.add_actor(id)

-------------------------------------------------------------------------------

   This is the verification sound
     $game_system.se_play($data_system.decision_se)

-------------------------------------------------------------------------------

    Your cheat can have a maximum of 17 letters.
    The first cheat has to start with 'if'.
    The cheates coming after that have to start with 'elsif'.

===============================================================================
=end

  if @cheat_word == "iamrich"
    $game_party.gain_gold(500)
    $game_system.se_play($data_system.decision_se)

  elsif @cheat_word == "iamarealfighter"
    $game_party.gain_weapon(1, 1)
    $game_party.gain_armor(21, 1)
    $game_system.se_play($data_system.decision_se)

  elsif @cheat_word == "iloveitems"
    for i in 1...$data_items.size
      $game_party.gain_item(i, 10)
      $game_system.se_play($data_system.decision_se)
    end

  elsif @cheat_word == "somehelpplease"
    $game_party.add_actor(2)
    $game_system.se_play($data_system.decision_se)

# STOP EDITING \\

          else
            # Play buzzer SE
            $game_system.se_play($data_system.buzzer_se)
          end
        # Switch to map screen
        $scene = Scene_Map.new
        return
      end
      # If text character is empty
      if @input_window.character == ""
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Add text character
      @edit_window.add(@input_window.character)
      return
    end
  end
end


#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  by BudsieBuds
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw Graphic
  #     icon  : icon
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_icon_graphic(icon, x, y)
    bitmap = RPG::Cache.icon(icon)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end


#==============================================================================
# ** Window_CheatsEdit
#------------------------------------------------------------------------------
#  by BudsieBuds
#==============================================================================

class Window_CheatsEdit < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :cheat                    # cheat
  attr_reader   :index                    # cursor position
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 128)
    self.contents = Bitmap.new(width - 32, height - 32)
    @max_char = 17
    @index = 0
    @cheat = ""
    refresh
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Add Character
  #     character : text character to be added
  #--------------------------------------------------------------------------
  def add(character)
    if @index < @max_char and character != ""
      @cheat += character
      @index += 1
      refresh
      update_cursor_rect
    end
  end
  #--------------------------------------------------------------------------
  # * Delete Character
  #--------------------------------------------------------------------------
  def back
    if @index > 0
      # Delete 1 text character
      name_array = @cheat.split(//)
      @cheat = ""
      for i in 0...name_array.size-1
        @cheat += name_array[i]
      end
      @index -= 1
      refresh
      update_cursor_rect
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Draw cheat
    name_array = @cheat.split(//)
    for i in 0...@max_char
      c = name_array[i]
      if c == nil
        c = "?"
      end
      x = (i + 1) * 32
      self.contents.draw_text(x, 32, 28, 32, c, 1)
    end
    # Draw graphic
    draw_icon_graphic("cheat", 16, 60)
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    x = (@index + 1) * 32
    self.cursor_rect.set(x, 32, 28, 32)
  end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
  def update
    super
    update_cursor_rect
  end
end


#==============================================================================
# ** Window_CheatsInput
#------------------------------------------------------------------------------
#  by BudsieBuds
#==============================================================================

class Window_CheatsInput < Window_Base
  CHARACTER_TABLE =
  [
    "A","B","C","D","E",
    "F","G","H","I","J",
    "K","L","M","N","O",
    "P","Q","R","S","T",
    "U","V","W","X","Y",
    "Z"," "," "," "," ",
    "+","-","*","/","!",
    "1","2","3","4","5",
    "" ,"" ,"" ,"" ,"" ,
    "a","b","c","d","e",
    "f","g","h","i","j",
    "k","l","m","n","o",
    "p","q","r","s","t",
    "u","v","w","x","y",
    "z"," "," "," "," ",
    "#","$","%","&","@",
    "6","7","8","9","0",
    "" ,"" ,"" ,"" ,"" ,
  ]
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 128, 640, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    @index = 0
    refresh
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Text Character Acquisition
  #--------------------------------------------------------------------------
  def character
    return CHARACTER_TABLE[@index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...90
      x = 140 + i / 5 / 9 * 180 + i % 5 * 32
      y = i / 5 % 9 * 32
      self.contents.draw_text(x, y, 32, 32, CHARACTER_TABLE[i], 1)
    end
    self.contents.draw_text(428, 9 * 32, 48, 32, "OK", 1)
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor is positioned on [OK]
    if @index >= 90
      self.cursor_rect.set(428, 9 * 32, 48, 32)
    # If cursor is positioned on anything other than [OK]
    else
      x = 140 + @index / 5 / 9 * 180 + @index % 5 * 32
      y = @index / 5 % 9 * 32
      self.cursor_rect.set(x, y, 32, 32)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If cursor is positioned on [OK]
    if @index >= 90
      # Cursor down
      if Input.trigger?(Input::DOWN)
        $game_system.se_play($data_system.cursor_se)
        @index -= 90
      end
      # Cursor up
      if Input.repeat?(Input::UP)
        $game_system.se_play($data_system.cursor_se)
        @index -= 90 - 40
      end
    # If cursor is positioned on anything other than [OK]
    else
      # If right directional button is pushed
      if Input.repeat?(Input::RIGHT)
        # If directional button pressed down is not a repeat, or
        # cursor is not positioned on the right edge
        if Input.trigger?(Input::RIGHT) or
           @index / 45 < 3 or @index % 5 < 4
          # Move cursor to right
          $game_system.se_play($data_system.cursor_se)
          if @index % 5 < 4
            @index += 1
          else
            @index += 45 - 4
          end
          if @index >= 90
            @index -= 90
          end
        end
      end
      # If left directional button is pushed
      if Input.repeat?(Input::LEFT)
        # If directional button pressed down is not a repeat, or
        # cursor is not positioned on the left edge
        if Input.trigger?(Input::LEFT) or
           @index / 45 > 0 or @index % 5 > 0
          # Move cursor to left
          $game_system.se_play($data_system.cursor_se)
          if @index % 5 > 0
            @index -= 1
          else
            @index -= 45 - 4
          end
          if @index < 0
            @index += 90
          end
        end
      end
      # If down directional button is pushed
      if Input.repeat?(Input::DOWN)
        # Move cursor down
        $game_system.se_play($data_system.cursor_se)
        if @index % 45 < 40
          @index += 5
        else
          @index += 90 - 40
        end
      end
      # If up directional button is pushed
      if Input.repeat?(Input::UP)
        # If directional button pressed down is not a repeat, or
        # cursor is not positioned on the upper edge
        if Input.trigger?(Input::UP) or @index % 45 >= 5
          # Move cursor up
          $game_system.se_play($data_system.cursor_se)
          if @index % 45 >= 5
            @index -= 5
          else
            @index += 90
          end
        end
      end
      # If L or R button was pressed
      if Input.repeat?(Input::L) or Input.repeat?(Input::R)
        # Move capital / small
        $game_system.se_play($data_system.cursor_se)
        if @index < 45
          @index += 45
        else
          @index -= 45
        end
      end
    end
    update_cursor_rect
  end
end
thank
give me your stuff,yu not going to need them where your going....Disney land!!!

**
Rep:
Level 87
The Leaf
your welcome
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

**
Rep:
Level 87
or if you don't like scripts:

Try making a unused actor, (i.e. Actor #1000 Name: <nothing>), then make an event where you put that characters name in, then right after the name input processor, put a conditional branch, under the actor tab, actor 1000 :blank  and name ->whatever you want them to type in for cheat.  then put the cheats you want, and for else you could add another conditional branch with same thing, so that you can have different cheats

The song stuck in my head this week is: Aerosmith - Dream On