Strange Mouse Support Issue (ACE)

bgillisp

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So I have installed Shaz's Super Simple Mouse Script (Link: https://forums.rpgmakerweb.com/index.php?threads/amaranths-super-simple-mouse-system-for-ace.17829/ ), and added in a script that allowed you to turn it on or off with a switch (link here: https://forums.rpgmakerweb.com/inde...-script-enable-disable-fix.23480/#post-910222 ). I also coded into Yanfly's System Option Script an option to turn the mouse ON or OFF (Yanfly's script here: https://yanflychannel.wordpress.com/rmvxa/menu-scripts/system-options/ )

Now, here's the issue:

If I install either @TheoAllen 's anti-lag script (Link here: https://www.rpgmakercentral.com/top...nti-lag-version-11-added-page-check-enhancer/ ) or use Effectus (Cannot post link as it is a paid script), if I ever turn the mouse from OFF to ON the mouse will not work for movement (all other features work, just not movement, the player will just stand there no matter how hard you click) until after the first scene change (from map to battle for instance). This is true even if I load a save game when the mouse is supposed to be set to ON. But if I have no anti-lag script installed at all, the mouse works fine, I can turn it from OFF to ON with no issues, and loaded save games have full mouse support from the beginning.

Any suggestions as to what might be going on here? I suspect I might need to add something else to Yanfly's Options menu for the change to work, but not sure what else it could be. My suspicion is maybe I need to add a command to tell the map to refresh itself, as that is what it is acting like it needs. Any ideas on how to do that? Or any other suggestions?

Edit: Ok, there seems to be an easy partial fix. For Theoallen's anti-lag if you move the mouse script and the script for turning the mouse on/off above the anti-lag script it works. Effectus though half of the features will not work still if you do that. So am curious if there is a better fix, but for now I can say 50% solved?
 
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Kes

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I have, as you know, Shaz's mouse script and the enable/disable script, together with Yanfly's Option script and Effectus. However, I do not use the Option script for letting the player choose to enable/disable, but have it as a separate item in the Main Menu. This works flawlessly.

The menu item calls a common event which looks like this.
upload_2018-12-8_16-38-45.png

I'd have to dig around to find out how I got the extra item in the Menu, but my memory is that it is in one of Yanfly's basic scripts - core engine maybe?

EDIT
Yanfly Ace Menu engine, line 108
 

bgillisp

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@Kes : Yanfly's Menu engine lets me add options to the menu. I suspect the issue is the engine doesn't update that the mouse can work until an event has ran, as I found out if I run an event then the mouse kicks in too. So maybe yours works as you are calling it via an event and mine is having issues as I'm not.

But I did get it to work to a degree if I rearrange the scripts. The problem is if you use Effectus the comments don't work though if you do that (like <mouse fight> showing a sword on events you put that on). I don't think you've ever used that feature but I'd like to have it if I can get it to work. But movement and interaction does work if I put the mouse script + the option scripts above Effectus (even though Effectus says to put them below).

I dunno...I might just axe Effectus. It's abandonware these days and as many features as I've had to disable in it to get it to work I'm not sure I'm gaining enough benefit anymore.
 

Kes

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Yeah, I was lucky that I got Source to make all sorts of comparability patches for me before he vanished. So I have it working with a whole range of things it would otherwise mess up
 

Roninator2

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My order is efffectus, shaz mouse then yanfly system options (where I put the mouse on off)
No issues for me. Mouse icons work, movement works.
Code:
      :switch_1  => [ 98, "Mouse", "OFF", "ON",
                     "Turn Mouse control on or off.\n"+
                     "Must close the menu for changes to take effect"
                    ],
I also wonder what settings you have for effectus? I use to have a lot of problems until I started changing the options.
Code:
    PATTERNS = ['always']
    PREVENT_OFFSCREEN_UPDATES = true
    SCREEN_TILE_DIVMOD = false
    ONLY_PARALLAX_MAPS = false
    IMPROVED_PLANE     = false
    ATB_BARS_NEED_FIXING = false
    MAP_SCENE_WINDOW_IMPROVEMENTS = false
    SPRITE_CHARACTER_FULL_UPDATE_RATE = 2
 

bgillisp

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@Roninator2 : Did you add that as one of the two custom switches you can have? If so I'm out of those, so I had to code in a third. That might be where the issue lies as the added one is not updating 100%.

But as it is, even without it (as I tested it by disabling the switch option completely), if I put the mouse script below Effectus and add the patch, movement doesn't work until I either 1) Run an event or 2) Enter a battle and win it. Everything else does. As for the setup I don't know it anymore, as I got rid of Effectus today as this was the last straw. I've so far had to fix the following:

-No HP bars on enemies.
-A random crash on line 1715 if you enter battle or open your menu at the EXACT minute an event comes on screen (rare, but it will happen with visual battles about 1x every 20 hours or so of playing).
-Stuttering while crossing maps. This has been unable to be fixed, and the anti-stutter patches for ACE don't help. And sometimes the stutter is really sharp too, especially on windows 10 machines.
-And finally this.

Edit: @Roninator2 : I tried your settings for both effectus and the switch on an old backup, and it didn't work, I have no mouse support at all. Are you using the same script I am for turning the mouse on and off?
 
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