Akromosis

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The plugin doesn't work after the update.
Workaround: in the plugin settings, delete the Custom Cursor Folder (the line should be empty).
After this, remove all your custom cursors to the game directory (where Game.rpgproject file is).

Thanks alot!, I got the plugin to work, but the custom cursor image as set in the plugin-manager still doesn't seem to work. Am I doing somehting wrong?: I put a png-file in the game directory ("cursor.png"), and put "cursor" as a string for the custom cursor image variable in the plugin-manager - still doesn't work.
 

robhav

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Hi. I'm using this plugin in my project and it works great except for one problem that I've run into. I want to use the zoom function ($gameScreen.setZoom) but when I do I can't click on events and get them to work. If I keep clicking all around the event it will eventually work. I assume it's because the game map event location is not reading the same when zoomed in. Something to do with this maybe:

$._eventsXy = function(x, y) {
return $gameMap.eventsXy(x, y);
}

Is there any way to have it read screen x and y instead of map x and y or is there some other way to make it work?

Thanks.
 
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Question, please and thank you;

Is there a way to disable player movement. I would love to be able to use as just a point and click game, but I've poured over your documentation page and can find nothing! Though I suppose if I only used paralax maps that might help... Do everything in only single screen size. Ah well, just thought I'd ask anyway!
 

robhav

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Question, please and thank you;

Is there a way to disable player movement. I would love to be able to use as just a point and click game, but I've poured over your documentation page and can find nothing! Though I suppose if I only used paralax maps that might help... Do everything in only single screen size. Ah well, just thought I'd ask anyway!

This plugin of Yanfly's should work: Stop Map Movement

In my game I use point-click only on an overland map. What I do is make the player transparent, transfer them to the map on top of a tile that has no through movement (like inside of a wall). Then you can just click anywhere and the player won't move but click-on events will activate. But Yanfly's plugin would seem to be more flexible. Although I haven't tried it with the Mouse System Ex plugin.
 

astracat111

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Question, please and thank you;

Is there a way to disable player movement. I would love to be able to use as just a point and click game, but I've poured over your documentation page and can find nothing! Though I suppose if I only used paralax maps that might help... Do everything in only single screen size. Ah well, just thought I'd ask anyway!

There absolutely is, I don't know how to do it just now but it is there in rpg maker's source.

Watch some tutorials on how to make a plugin properly, you don't want to just edit the source code you have to change the method/function properly.
 

astracat111

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Maybe do this, it maps your keyMapper and gamepadMapper to a useless key so basically disables input (I think it's the ' key, you can map it to something else just look up javascript keydown key codes):

Code:
   Input.keyMapper =
        {
        222: 'tab',       // tab
        222: 'ok',       // enter
        222: 'shift',    // shift
        222: 'control',  // control
        222: 'control',  // alt
        222: 'escape',   // escape
        222: 'ok',       // space
        222: 'pageup',   // pageup
        222: 'pagedown', // pagedown
        222: 'left',     // left arrow
        222: 'up',       // up arrow
        222: 'right',    // right arrow
        222: 'down',     // down arrow
        222: 'escape',   // insert
        222: 'pageup',   // Q
        222: 'pagedown', // W
        222: 'escape',   // X
        222: 'ok',       // Z
        222: 'escape',   // numpad 0
        222: 'down',     // numpad 2
        222: 'left',    // numpad 4
        222: 'right',   // numpad 6
        222: 'up',      // numpad 8
        222: 'debug'    // F9
        };


        Input.gamepadMapper = {
        222: 'ok',        // A
        222: 'cancel',    // B
        222: 'shift',     // X
        222: 'menu',      // Y
        222: 'pageup',    // LB
        222: 'pagedown',  // RB
        222: 'up',       // D-pad up
        222: 'down',     // D-pad down
        222: 'left',     // D-pad left
        222: 'right',    // D-pad right
        };
 
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you know what I just realised I could do... just make a map and make the floor impassable. lol. think I solved my own question, but thank you ever so anyway!
 

Krystek_My

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Hi!
Can you take a few more screenshots?
I saw only one in documantation.
 

Uranium

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Is there any way that you can have the "click_activate!" affect a single event page, Not the whole event and all pages within it???

my problem is I want the click_activate! to be disabled temporarly after you click it one time. But the click_activate! placed in the notetag of an event affects every page.

HELP?!?!!?
 

Drifter92

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You can put it in a comment in every page that you want it to activate with the mouse click :)
 

mimi-min

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Edit: Turns out, it's a plugin compatibility issue... When I disabled Altimit Pixel Movement it started working. Oh well....

I can't seem to get the click_activate! to work. Is there another setting I need to use? I've tried in both comment and note.

SSt49GF.png
 
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Krimer

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Hey, if anyone interested in this plugin, but you have endless loading with this plugin before, then i have good news for you.
In RMMV 1.6.1 endless loading bug was gone, but there where another bug appeared, but i fix it.
Fixed version of plugin you can find here - link
Plugin now works fine without any issues, atleast for me. Tested on 3 different PC's. Works only for 1.6.1 projects.
 
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Scheikowski

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Hey, if anyone interested in this plugin, but you have endless loading with this plugin before, then i have good news for you.
In RMMV 1.6.1 endless loading bug was gone, but there where another bug appeared, but i fix it.
Fixed version of plugin you can find here - link
Plugin now works fine without any issues, atleast for me. Tested on 3 different PC's. Works only for 1.6.1 projects.
What about 1.5.0 version? Is it possible to make it working for it?
 

Krimer

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What about 1.5.0 version? Is it possible to make it working for it?
I can't say for sure, for now i don't know where the problem is. All seems fine, but for some reason endless loading don't what to go away.
I will try to find workaround for 1.5.0 version, but I can't guarantee anything.

UPD:
I think I found the problem. Made some changes.
Same link for fixed version - link
Must be working now even for 1.5.0 projects.

@Scheikowski Try new version with 1.5.0 project, please
 
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Scheikowski

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UPD:
I think I found the problem. Made some changes.
Same link for fixed version - link
Must be working now even for 1.5.0 projects.

@Scheikowski Try new version with 1.5.0 project, please

You're awesome @Krimer. Now it works for 1.5.0 version, too. Thanks a lot.
 

krizmn

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So I tried to upload my game to a site. When I try to play it I get "ReferenceError" "process is not defined". When I turn off TDDP_MouseSystemEx and re-upload everything works fine. I am using the current version of the plugin and MV. Any thoughts?
 

TheGreatEater

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The plugin doesn't work after the update.
Workaround: in the plugin settings, delete the Custom Cursor Folder (the line should be empty).
After this, remove all your custom cursors to the game directory (where Game.rpgproject file is).

Remove (as in delete) all the custom cursors in the game directory, or move all the custom cursors to the game directory? Sorry if that's a bit grammar nazi-ish, but it's a huge distinction, and I'm not sure which one you meant.
 

shindow

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I'm having an issue with this and Yanfly's Message Backlog. The backlog refuses to come up and freezes my game if I try to access it. When I disabled this mouse plugin, everything worked fine. I can't get anything to show up in the error console, either. Any ideas?

Edit: For now, moving the Mouse plug in to the top of the list seems to have solved the issue.
 
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Lady

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Anyone has a PDF of the documentation page? Currently the page can't be found.
 

Galenmereth

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@Lady Sorry about that, the page should be available again now. I made it private since the plugin is outdated and won't work correctly with the latest version of MV, but I should've considered people might still use it.

On that note I do intend to update this plugin finally. It might take a bit of time, but it's on my list.
 

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I'm looking at/working through a simple game tutorial. Town, dungeon, boss; town, dungeon, boss; etc. (Thanks, Yanfly!) I'm itching to make something complex but experience (and past disappointment!) tell me to go slow and learn.

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--- Minimum Requirement ---

M.Knight: Phew...finally,i got the New Game. Let's check the Requirement
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Next goal is to make pull & push + lift & throw systems with mouse support and have skill levels in them and action indicators!

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