It seems that the cursor and the real mouse aren´t exactly in the same place. To be more acurate, the actual click is about one and a half tiles to the right of the cursor, and maybe a half tile up.
I just installed the script, and I think I'm seeing this as well as another issue. First, here's a screenshot of the mouse script beside my character, when I start...
[IMG]http://i.imgur.com/NOPKB.png[/IMG]
The highlight seems fine on the first screenshot, and even when you aim, you're good.
[IMG]http://i.imgur.com/BrZOi.png[/IMG]
In the screenshot above, I'm aiming for the door center. It's correct, and there's an event there to open the door.
[IMG]http://i.imgur.com/04gKH.png[/IMG]
Now, once you move, you get this whenever you aim. You're 50% to the right or left of the actual spot where you can aim.... Also, when I mouse click on the event where the door action is, you don't go to it. I'm guessing there's a way to make it so, but it looks like either I've done something wrong (I haven't edited the event) or else, the walk parsing code doesn't want to go there. Even if I click the doors right from my starting position (so that you KNOW it's dead on, without the issue I'm having above) it won't walk to it. It will walk right up to it, and then stop. And you can 'manually' walk through them.
Let me say this - THIS SCRIPT IS SOME KIND OF AMAZING MAGIC. I am in awe of how amazing it looks, and applaud the work you've done so far.
GB
EDIT: Ah. I think I've also determined where the issue I'm having specifically may be originating. The door event works if you choose "Below" or "Above", but not at the same level. Unfortunately, this causes a different issue in the fact that now, the player walks through (under or over, technically) the door graphic before the animation opens and closes the door. So, unfortunately, that kills the functionality for me somewhat...
As an aside, everything else works - and I've just tested Vlue's mouse, and it works fine with my door events as is. Unfortunately, his doesn't offer as much robust power (sorry Vlue!) as Jet's does, as it doesn't (presently?) have auto-walk, nor does it seem to have the pathing code as strongly as Jet's. Now, if there was some way to match Vlue's event functionality with Jet's pathing and customization...
EDIT EDIT: A-HA! I can confirm that the issue whereby the 'target box' is 50% out of phase with your position is caused by a conflict with "Yanfly's Engine Ace - Ace Core Engine v1.09", and likely due to the increase in screen resolution when the screen is panning. I removed this script and everything works fine, shy of the issues with my doors, as above. I'm still hoping and wishing for some resolution to each, if that's anywhere close to possible.