Amaranth's Super Simple Mouse System for Ace

Kes

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@Shaz I don't use any icon on an event (e.g. 'Talk' or any of the others you mention in the header), so I don't think it can be that.
 

Shaz

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@Kes do you use the <mouse ...> tag at all in any event comments? That is definitely what is throwing the error. Perhaps to show text?
 

Kes

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@Shaz No, I have never used that tag ever, except as below. I only use the script for movement.

EDIT I do use the <mouse arrow 0 1> comment for shopkeepers, but there are no shops where the player is.
 
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Shaz

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@Kes, what do you have on lines 108 - 110 of the script?
 

Kes

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@Shaz
Code:
ICON = {'arrow' => 345, 'talk' => 4, 'look' => 3, 'fight' => 116,
        'touch' => 491, 'exit' => 121}
DEFAULT_ICON = 'arrow'
 

Shaz

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@Kes, Okay.

I'm assuming your line 161 is this:
Code:
rect = Rect.new(item_cursor % 16 * 24, item_cursor / 16 * 24, 24, 24)
Line 161 is only run if it's trying to set the mouse cursor. And that only happens if you have an event somewhere with a <mouse ...> comment. If you definitely do not have any of those comments on that map (or in any common events that might be run on that map), I cannot see any reason for the error to happen - it shouldn't even be running that function.

At this stage, I would be confirming that the player has a legitimate version of the game and not a hacked one. From time to time we would get Aveyond players asking for help with the most obscure bugs that nobody else ever encountered and we could not find a reason for. 9 times out of 10 they were playing a hacked game.

If it's a legitimate copy of the game, and you're happy to send me through your original project and can get a save file from the player (assuming they have one shortly before the crash, and the crash is easily reproducable), I can take a look for you.
 
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Kes

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@Shaz That's exactly what my line 161 has.

It might well be a hacked game, then. If I add together all the copies sold on Aldorlea's site plus on Steam, this game has been played several thousand times and this crash has not come up before.

Thanks for your time and trouble.
 

Shaz

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No worries. If you do verify that it's a legal copy, I'm happy to take a look at it for you and see if I can troubleshoot. In fact, if you can get hold of their save file and make it happen yourself, I can tell you exactly what changes to make to the script to add some debugging comments and find out what's going on yourself - no need to send anything to me to look at.

If you use the comment for shopkeepers, and, say, forgot to put the icon first but put Shopkeeper or their name, it could cause that error. But as you say, no shops on that map ...
 
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GreenBanana

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Error:
upload_2019-4-5_9-20-21.png

Circumstance:
When transferring the player to a new map.

The mouse is not hovering over an event.
The map does not loop in either direction.
The script used to increase resolution is [Yanfly] Ace Core Engine and not "Tsukihime".
The game title only includes English letters, and also includes hyphens and parentheses.
 

bgillisp

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That usually means you have an icon on that map that doesn't exist in the setup. Check the setup and make sure all icons exist in your icon database, and check the code for all events on that new map.
 

GreenBanana

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That usually means you have an icon on that map that doesn't exist in the setup. Check the setup and make sure all icons exist in your icon database, and check the code for all events on that new map.
The target map of the transfer has no events on it whatsoever.

Update:

Noticing 194 may be the error. Not sure what
Code:
    unless event.nil? && y < 410
required the number "410" for. Without knowing Ruby code, "y < 410" would seem to indicate an arbitrarily imposed limit of the script not working on maps larger than 410 tiles, with the error being that RPG Maker VX Ace allows for maps up to a size of 500 by 500 tiles.

Only the coder who used Yukihiro Matsumoto's Ruby coding language can vouch for the necessity of this limitation.
 
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Shaz

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410 is the top of the HUD. If you don't have a HUD, you don't need that check. That may have crept into one of the updates.
 

GreenBanana

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410 is the top of the HUD. If you don't have a HUD, you don't need that check. That may have crept into one of the updates.
Alright. Well, changing it to 500 fixed it. Thanks very much for the elaboration.
 

Rudostan

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Your script works like a charm to me. Expect yourself to be in credits. Thanks! My project is not commercial.
 

Rudostan

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I only have one question: How to make the player's very computer mouse icon be a default icon on the screen in the game?
 
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slimmmeiske2

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Rudostan, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


If you want to add something to your post, please use the 'Edit' button to do so.
 

Indinera

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There is a bug with this script.
Say you have a corridor with 2 events that are "Below Characters" as Priority and "Player Touch" as trigger:
-----x-------------------y----
x and y are you 2 events.

When you play without the mouse, if you go from left to right, as you step on event x, you get what happens in it (for instance dialogues).
Then you're free to move again and if you continue right you get event y as well, as it should be.

However with the mouse, if your character is on the left and you click on the right, then your character will start going to the right (logical), but as it steps on event x, it will not stop. Event x will still be triggered but the character will keep moving (which in itself doesn't look very good).
But the bigger problem is, if event x is not finished before you reach the right part of the corridor, event y will completely be overlooked.
This might cause game-crashing bugs, like for instance if event y contains a switch that needs to be ON to continue.

Is there any known fix per chance?
 

Roninator2

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@Indinera there is
I got this made for me by @A-Moonless-Night
Code:
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. It includes event starting determinants and
# map scrolling functions. The instance of this class is referenced by
# $game_player.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias amn_shazmouse_gameplayer_mousesupport_update  update
  def update
    amn_shazmouse_gameplayer_mousesupport_update
    stop_movement_if_message
  end
 
  def stop_movement_if_message
    clear_path if $game_message.busy? || $game_message.visible
  end
 
end
Causes the player to stop while the message is being displayed.
 
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Indinera

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@Roninator2
Thank you, where should I put it?

EDIT: got it, working, thank you so much.
 
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