seaotter

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D: I'll look into this right now, sorry for the inconvenience. D:

I can't replicate this error at all :(

I'm unsure if maybe I've uploaded an incorrect version? I'll re-upload one more time just to be sure.

Also for MMC+ it shows that the file is there, did you try the "I already paid for this..." link :x?

View attachment 173805
I already paid for this link is ok,
I download Mimosa_MouseCursorPlus.js at MV
then still....
rpg_managers.js:1919 Uncaught TypeError: Cannot read property '_url' of undefined
SceneManager.onError @ rpg_managers.js:1919
rpg_managers.js:1920 chrome-extension://njgcanhfjdabfmnlmpmdedalocpafnhl/js/plugins/Mimosa_MouseCursorPlus.js 1505
SceneManager.onError @ rpg_managers.js:1920
js/plugins/Mimosa_MouseCursorPlus.js:1505 Uncaught TypeError: Cannot read property '_url' of undefined
at Sprite_MouseCursor.getBitmap (js/plugins/Mimosa_MouseCursorPlus.js:1505)
at Sprite_MouseCursor.updateBitmap (js/plugins/Mimosa_MouseCursorPlus.js:1627)
at Sprite_MouseCursor.updateMouse (js/plugins/Mimosa_MouseCursorPlus.js:1603)
at Sprite_MouseCursor.update (js/plugins/Mimosa_MouseCursorPlus.js:1517)
at TickerListener.fn (js/plugins/Mimosa_MouseCursorPlus.js:881)
at TickerListener.emit (pixi.js:27154)
at Ticker.update (pixi.js:26991)
at Ticker._tick (pixi.js:26727)
DevTools failed to parse SourceMap: chrome-extension://njgcanhfjdabfmnlmpmdedalocpafnhl/js/libs/pixi.js.map
DevTools failed to parse SourceMap: chrome-extension://njgcanhfjdabfmnlmpmdedalocpafnhl/js/libs/pixi-tilemap.js.map
DevTools failed to parse SourceMap: chrome-extension://njgcanhfjdabfmnlmpmdedalocpafnhl/js/libs/pixi-picture.js.map
 

seaotter

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Sorry , It is my error
I note, download this new plus version need to resetup all setup.
then all ok !!
 

chaucer

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Mimosa Mouse Cursor Plus has been updated!~

● Version : 1.4.0
● Date : 06/13/2021

★ Add - events hover cursors now calculated by event size, not tile size!
★ Add - Pixel Precision for events!
✩ Fix - sometimes mouse does not appear on game start in linux.
✩ Fix - Compatability with MBS.
 

seaotter

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rpg_managers.js:1949 TypeError: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': Value is infinite and not of type 'long'.
at Object.$.isPixelValid (Mimosa_MouseCursorPlus.js:903)
at Object.$.isCursorOverSprite (Mimosa_MouseCursorPlus.js:885)
at Sprite_Picture.updateCursorHover (Mimosa_MouseCursorPlus.js:1249)
at Sprite_Picture.update (eval at $.alias (Mimosa_MouseCursorPlus.js:583), <anonymous>:8:10)
 

chaucer

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My apologies, this issue was patched, the new version is 1.4.1, I had reworked a functions parameters, and forgot to update all the calls to said function. It's fixed now though! Make sure the version is at 1.4.1. :)
 

seaotter

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I use 1.41 ... then

rpg_managers.js:1949 TypeError: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': Value is infinite and not of type 'long'.
at Object.$.isPixelValid (Mimosa_MouseCursorPlus.js:907)
at Object.$.isCursorOverSprite (Mimosa_MouseCursorPlus.js:889)
at Sprite_Picture.updateCursorHover (Mimosa_MouseCursorPlus.js:1254)
at Sprite_Picture.update (eval at $.alias (Mimosa_MouseCursorPlus.js:587), <anonymous>:8:10)
 

seaotter

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At MV
------------
1.43 FIX bug please ...
------------------------------------
rpg_managers.js:1949 TypeError: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': Value is infinite and not of type 'long'.

at Object.$.isPixelValid (Mimosa_MouseCursorPlus.js:930)

at Object.$.isCursorOverSprite (Mimosa_MouseCursorPlus.js:909)

at Sprite_Picture.updateCursorHover (Mimosa_MouseCursorPlus.js:1277)

at Sprite_Picture.update (eval at $.alias (Mimosa_MouseCursorPlus.js:596), <anonymous>:8:10)

at rpg_core.js:4068

at Array.forEach (<anonymous>)

at Sprite.update (rpg_core.js:4066)

at rpg_core.js:4068

at Array.forEach (<anonymous>)

at Spriteset_Battle.Sprite.update (rpg_core.js:4066)

uSetjF.png
 

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seaotter

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I note at my desktop PC's chrome this plugin can work,

but at android mobile's chrome can't work

Can you fix it ?

Please .
 

Choraß

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@seaotter
I'm confused about your question, how should work a pc mouse cursor at a (android) mobile device? And why do you need a pc mouse cursor at mobile? :eswt:
 

seaotter

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@seaotter
I'm confused about your question, how should work a pc mouse cursor at a (android) mobile device? And why do you need a pc mouse cursor at mobile? :eswt:
01. at my game , mouse is a cursor (player) then it will to attack others events
02. at desktop all is ok
03. at mobile mouse cursor will not display to show
but my another mouse cursor plugin can show at mobile chrome
but it is no Animation at mouse cursor,
but I need Animation at mouse cursor, So I buy this cool plugin
So I trust Chaucer can fix this problem...
 

chaucer

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I havereplied on itch.io ^^ but i will reply again here, this was intended functionality, as I don't know of away in pure javascript to detect if a moiuse is being used on mobile devices, which means even if the user has no mouse, the cursor will remain visible for them too, there is asolution by utilizing java in android studio, however, this is not something I can just includ ein my plugin, as this has to be done in android studio specifically.

However if you wish to proceed with mouse functionality on mobile devices, it is very easy to do.

//============================================================================= $.enableCursor = function () { // enable mouse cursor. //============================================================================= if ( $.enabled ) return; if ( Utils.isMobileDevice() ) return false; // <-- REMOVE THIS LINE $.styleParent.appendChild( $.style ); $.enabled = true; }
 

seaotter

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I havereplied on itch.io ^^ but i will reply again here, this was intended functionality, as I don't know of away in pure javascript to detect if a moiuse is being used on mobile devices, which means even if the user has no mouse, the cursor will remain visible for them too, there is asolution by utilizing java in android studio, however, this is not something I can just includ ein my plugin, as this has to be done in android studio specifically.

However if you wish to proceed with mouse functionality on mobile devices, it is very easy to do.

//============================================================================= $.enableCursor = function () { // enable mouse cursor. //============================================================================= if ( $.enabled ) return; if ( Utils.isMobileDevice() ) return false; // <-- REMOVE THIS LINE $.styleParent.appendChild( $.style ); $.enabled = true; }
Perfect !
You are Best !
 

ShadowDragon

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I rather rule it out with // instead of removing it, because you can
always enable it, I wonder if "return false" also could be "return true"?
for the same effect?

but it's a nice to see there are ways :) and easy tricks.
 

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