Objective
The script I am referring to in this is Shaz's mouse script here: http://forums.rpgmakerweb.com/index.php?/topic/17829-amaranths-super-simple-mouse-system-for-ace/ but that is not the issue.
I want to give the player the choice of enabling or disabling the mouse. This can be done by a script call. However, the value generated by the script call is NOT saved anywhere. If you want your game to remember that the mouse is enabled or disabled, you will need to set something up to call one of the commands whenever the game is launched, or a new game started or a saved game is loaded, depending on how global you want the mouse setting to be. So my objective is to find a way of doing just that.
The only way I could think of doing that was to have a common event on parallel process that would (I thought) run automatically whenever the game opened. It would check to see if a particular switch was on or off and do the script call as required. I had hoped that 'erase event' would operate, but it seems that it doesn't. I know this because I put in a piece of text at every stage to find out what was or wasn't running, and even with erase event it still kept on looping.
There may be several reasons why it's not working, but here is the screen shot of how it looks at the moment.
I couldn't find a way of having this without a condition switch at the top. The problem with that is that if the switch is OFF then the event won't run. If the event doesn't run then the script call for 'false' is not made so if the player has chosen to disable the mouse that will be ignored the next time the game is started and the script default (true) will operate. I don't want the player to have to chose every time they open up.
I think I have set this up entirely wrong, but can't see how it should have been done. You can see from the screen shot what the 2 script calls are. Can this event be fixed, or should I be doing this a totally different way?
Thanks.
The script I am referring to in this is Shaz's mouse script here: http://forums.rpgmakerweb.com/index.php?/topic/17829-amaranths-super-simple-mouse-system-for-ace/ but that is not the issue.
I want to give the player the choice of enabling or disabling the mouse. This can be done by a script call. However, the value generated by the script call is NOT saved anywhere. If you want your game to remember that the mouse is enabled or disabled, you will need to set something up to call one of the commands whenever the game is launched, or a new game started or a saved game is loaded, depending on how global you want the mouse setting to be. So my objective is to find a way of doing just that.
The only way I could think of doing that was to have a common event on parallel process that would (I thought) run automatically whenever the game opened. It would check to see if a particular switch was on or off and do the script call as required. I had hoped that 'erase event' would operate, but it seems that it doesn't. I know this because I put in a piece of text at every stage to find out what was or wasn't running, and even with erase event it still kept on looping.
There may be several reasons why it's not working, but here is the screen shot of how it looks at the moment.
I couldn't find a way of having this without a condition switch at the top. The problem with that is that if the switch is OFF then the event won't run. If the event doesn't run then the script call for 'false' is not made so if the player has chosen to disable the mouse that will be ignored the next time the game is started and the script default (true) will operate. I don't want the player to have to chose every time they open up.
I think I have set this up entirely wrong, but can't see how it should have been done. You can see from the screen shot what the 2 script calls are. Can this event be fixed, or should I be doing this a totally different way?
Thanks.
