upload a demo so i can see what ur talking about
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module MCES
Buton_Held = 'Shift'
class Processor
alias update_movement update
def update
update_movement
if Input.press?(Input::Key[Buton_Held]) &&
!$game_temp.message_window_showing && !check_event && @lwait == 0
@lwait = 5
x,y = mouse_tile
$game_player.set(x,y)
end
end
end
end
class Game_Player
SWITCH_ID = 1
RUN_SPEED = 4
RUN_BUTTON = Input::SHIFT
alias run_button_update update
def update
return run_button_update if $game_switches[SWITCH_ID]
if !@move_route_forcing && Input.press?(RUN_BUTTON)
if !@forced_speed
@prev_speed = @move_speed
@move_speed = RUN_SPEED
@forced_speed = true
end
elsif @forced_speed
@move_speed = @prev_speed
@forced_speed = false
end
run_button_update
end
end
class Game_Event
alias fix_update update
def update
fix_update if @event.name != '#'
end
end
#-------------------------------------------------------------------------
# * def index
#-------------------------------------------------------------------------
def index=(index)
@index = index
# Update cursor rectangle
update_cursor_rect
refresh
end
@column_max = 1
class Scene_Points
@command_window = Window_Command.new(224, BlizzCFG::DistroCommands)
@command_window.y = (BlizzCFG::WINDOW_MODE ? 256 : 0)
actor = $game_party.actors[0]
@status_window = Window_DistributionStatus.new(actor)
@distro_window = Window_Distribution.new(actor)
@dp_window = Window_DistributionPoints.new(actor)
@command_window.back_opacity = 200
@status_window.back_opacity = 200
@distro_window.back_opacity = 200
@dp_window.back_opacity = 200
if @amount != $game_party.item_number(item_id)
@amount = $game_party.item_number(item_id)
refresh_item
end
refresh_item
def update
if @amount != $game_party.item_number(item_id)
@amount = $game_party.item_number(item_id)
refresh_item
end
end/code]