Tsukihime

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I know it's already been said before but could you tweak the MOUSE CLICK tag so it works even if ALLOW MOUSE MOVEMENT is set to false? Thanks. :)
You can add the script I added, which separates movement from event checks.

But it's not tested thoroughly and I expect some things to not work as expected.
 
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Internetakias

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You can add the script I added, which separates movement from event checks.

But it's not tested thoroughly and I expect some things to not work as expected.
Thanks but I'm getting a "stack level too deep" error now.
 
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Tsukihime

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Try this one. It doesn't assume you are replacing methods directly



Code:
class Scene_Map
  def update(*args, &block)
    jet3745_update
    check_event_trigger
    check_mouse_movement if $game_system.mouse_movement
    check_mouse_icon_change
  end

  # moved here
  def check_event_trigger
        $game_temp.mouse_character ||= $game_player
        if Mouse.click?(1)
          dont_move = false
          x, y = *Mouse.true_grid
          ($game_map.events_xy(x, y) + $game_map.vehicles).each {|event|
                if event.is_a?(Game_Vehicle)
                  if (event.x - mouse_char.x).abs + (event.y - mouse_char.y).abs == 1
                        if [event.x, event.y] == Mouse.true_grid
                          mouse_char.get_on_vehicle_mouse(event)
                          dont_move = true
                        end
                  end
                elsif !!!mouse_char.vehicle
                  if event.mouse_activated?
                        event.start
                        dont_move = true
                  elsif (event.x - mouse_char.x).abs + (event.y - mouse_char.y).abs == 1
                        if event.is_a?(Game_Vehicle)
                          mouse_char.get_on_vehicle_mouse(event)
                          dont_move = true
                        else
                          if !event.mouse_empty? && [0, 1, 2].include?(event.trigger)
                                mouse_char.turn_toward_character(event)
                                event.start
                                dont_move = true
                          end
                        end
                  else
                        {UP: [0, -1], DOWN: [0, 1], LEFT: [-1, 0], RIGHT: [1, 0]}.each {|d, a|
                          if event.check_for_comment(/MOUSE[ ]*MOVE[ ]*#{d.to_s}/i)
                                x += a[0]; y += a[1]
                          end
                        }
                  end
                end
          }
          mouse_char.mouse_path(x, y) unless dont_move
        end
  end

  def check_mouse_movement
        $game_temp.mouse_character ||= $game_player
        if Mouse.click?(1)
          # separated into its own method
          x, y = *Mouse.true_grid

          mouse_char.mouse_path(x, y)
        end
  end
end
 
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Internetakias

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This one works but it also overrides the ALLOW_MOUSE_MOVEMENT = false setting, and thus allowing the character to move with the mouse.
 
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mbscout

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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.
While trying to get "Yanfly's Engine Ace - Ace Core Engine v1.09" and "Jet's Mouse System" to work together, a thought came to me. I noticed the default tiles on a screen is 17x13. When using Engine Ace - Ace Core Engine to change the resolution to 20x15 tiles per screen(tps)/640x480px, the 'target box' is 50% out of phase. But if the resolution is changed to 19x15(tps)/608x480px the mouse script works normally. So for what ever reason, odd numbers are needed for the resolution for both scrips to work together.

Edit:

I found were the problem was. The code was using a double for centering the screen on the player.

Just add this code to fix the compatibly problem with "Yanfly's Engine Ace - Ace Core Engine v1.09"



Code:
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * X Coordinate of Screen Center
  #--------------------------------------------------------------------------
  def center_x
    (Graphics.width / 32 - 1) / 2  #was 2.0
  end
  #--------------------------------------------------------------------------
  # * Y Coordinate of Screen Center
  #--------------------------------------------------------------------------
  def center_y
    (Graphics.height / 32 - 1) / 2 #was 2.0
  end
end
 
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Jet

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I have updated the mouse. These are the following changes:

  • Fixed the bug that made it so when the player couldn't move with the mouse, he could not start events with MOUSE CLICK in it.
  • Fixed the bug that special event mouse cursors did not changed based on the event page.
  • Added additional documentation on script-based mouse commands that can be used in events.
  • Added option to have the script check the 4 adjacent tiles around an impassable tile the player has clicked on for another path.
  • Some syntactical changes to speed up some sections.
 

Jet

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Another spectacular update my fellows:

  • Added diagonal movement
  • Sped up the pathfinding by a good bit
  • Fixed bug where the player would move if you clicked on him
  • Fixed the invalid byte sequence bug that would occur with certain characters in the game title

Hope you guys enjoy this.
 
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Hey Jet. I wanna say I absolutely love the script. It's awesome. I'm having one bit of trouble though with the help text. When mousing over different items, weapons, skills, etc. in the various menus the help text in the help window doesn't update to show the description text for whatever I've moused over. So like I'll use the mouse to hover the cursor over different items in the inventory or skill menu and it'll only show the help text for the first item that the cursor was on before moving the mouse. So I end up having to use the arrow keys to move the cursor to different items to update the help window text. But just moving the cursor with the mouse doesn't update the help window. I hope that makes sense.

Also I'm having a bit of a compatibility issue with Yanfly's battle script with the enemy selection. His battle script doesn't use the menu box to select which enemy to attack but rather you select the enemy by using the arrow keys and it highlights which enemy is selected and has a text window at the top with the selected enemy's name. Well, the mouse script isn't able to change which enemy is selected. If there's any way you could fix these issues I'd be very grateful. Anyway, thanks for the great script.
 
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Cedric

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Hey, I sure like your script, but I feel like it needs one more feature to be perfect. It would be awesome if you made it possible to type "MOUSE CLICK <4> <common event 1>" in the Map Note box, and then clicking on a bare tile in region 4 would activate common event 1. What do you think?
 
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baka

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Thankyou so much Jet !

This has helped me a lot !
 

Guy

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Is there a way to allow a mouse over information on states?
If so... where do I begin.
 

GFatigue

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I am having two issues with the mouse if anyone would be willing to help me:

1. This is something that started happening in his updated script, I have an older version and it didn't use to do this. If you're trying to move with the keyboard, you have to let go of each directional key before you can press another, or else your character comes to a complete stop. (Example: Hold the up arrow, and if you want to make a left turn, you HAVE to release the up arrow before you press the left arrow or else you won't move at all).

2. If you try to change your party members in the formation window, and you have more than 4 members, you can't use the keyboard. The window and the cursor bugs up, and you HAVE to use the mouse. This is NOT isolated to just the Formation window.

This happens ANYTIME you have to scroll DOWN a window that you can't currently see (like if you have 20 items in a shop and you have to scroll down to see the full list of items, it bugs up there too) or if you're selecting an item in battle, or you have too many items to equip.

ANYTIME you have to scroll down to select additional items/skills/etc that are not currently being displayed on the window, the cursor bugs up when using the keyboard, and forces you to use the mouse.

If anyone can help me with these issues, that'd be amazing. Thanks all.
 

Jet

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I am having two issues with the mouse if anyone would be willing to help me:

1. This is something that started happening in his updated script, I have an older version and it didn't use to do this. If you're trying to move with the keyboard, you have to let go of each directional key before you can press another, or else your character comes to a complete stop. (Example: Hold the up arrow, and if you want to make a left turn, you HAVE to release the up arrow before you press the left arrow or else you won't move at all).

2. If you try to change your party members in the formation window, and you have more than 4 members, you can't use the keyboard. The window and the cursor bugs up, and you HAVE to use the mouse. This is NOT isolated to just the Formation window.

This happens ANYTIME you have to scroll DOWN a window that you can't currently see (like if you have 20 items in a shop and you have to scroll down to see the full list of items, it bugs up there too) or if you're selecting an item in battle, or you have too many items to equip.

ANYTIME you have to scroll down to select additional items/skills/etc that are not currently being displayed on the window, the cursor bugs up when using the keyboard, and forces you to use the mouse.

If anyone can help me with these issues, that'd be amazing. Thanks all.
I have updated the topic with a new version.

  • Fixed the stated #1 and #2 in quoted post
  • Fixed additional window issues with scrolling windows
 

GFatigue

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Would anyone know how to fix the issue with the mouse now updating the skill descriptions and item descriptions when scrolling through?

You have to use the arrow keys for the description box to update.

Anyone willing to help me fix that? I'd greatly appreciate it.
 

Jet

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Would anyone know how to fix the issue with the mouse now updating the skill descriptions and item descriptions when scrolling through?

You have to use the arrow keys for the description box to update.

Anyone willing to help me fix that? I'd greatly appreciate it.
This should be fixed, I have updated the topic with a link to the new script.
 

zeraf

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When I tried it with Victor's animated battle script, I was unable to change targets. Also had some trouble selecting things in a shop that had no scripts involved in it. So mainly the stuff that involves horizontal movement in the choices.
 
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Jet

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So, I guess there was a bug with the mouse script that screwed everything up if you changed the resolution of the window.


Both pathfinding and the developer block would report the wrong position and all kinds of nonsense.


Point is, that's fixed. Also screenshots are back in the topic, I guess those broke too.


New link in the original post.


Edit: Also fixed apparent issue of mouse taking priority over keyboard in the save/load menu. Another new link has been posted.
 
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Theicelolli

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Dear Jet

First off your Script is amazing!

But i do not quite understand how to change the Cursor Image.I would like to have a different Cursor because the actual Cursor does not match the theme of my Game.
 

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