Save-Point
Aleworks Input Mouse Sprite Add-On - Printable Version

+- Save-Point (https://www.save-point.org)
+-- Forum: Material Development (https://www.save-point.org/forum-8.html)
+--- Forum: Scripts Database (https://www.save-point.org/forum-39.html)
+---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html)
+---- Thread: Aleworks Input Mouse Sprite Add-On (/thread-8812.html)



Aleworks Input Mouse Sprite Add-On - DerVVulfman - 09-04-2023

ALEWORKS INPUT MOUSE SPRITE ADD-ON
<For use with Aleworks Input Mouse 2.03>
Version: 1.2


Introduction

This script is an add-on to vgvgf's AleWorks Input Module (or AIM for short).

While the AIM system was relatively complete and let one use their system's mouse, entering full-screen mode with RPGMaker XP would eliminate the mouse sprite. Essentially, you would only have the default system sprite while in a windowed mode.

This system does not allow you to use the system mouse while in full-screen mode. Rather, it erases/hides the system mouse sprite upon execution, and replaces the sprite with one within a new Graphics\Mouse folder which can be cached. Said sprite will be visible in both full-screen and windowed modes.


Features
  • Hides the old mouse cursor
  • Creates a new Sprite_Mouse class which generates a new mouse cursor
  • The new mouse will be visible in both full-screen and windowed modes
  • Tracks the mouse within the Input module for simple menu use


Screenshots

A screenshot? It would show just a mouse cursor IN the game window.


Script

"script"


Instructions

Generally, place this below vgvgf's Aleworks collection of scripts and above Main for this to work.

REQUIRES: You include a .png file within a new Graphics\Mouse folder, and have its name match that within the script's configuration.


FAQ

This is stripped down from other works that I have, and quite similar to the MKXP mouse script from last week. However, it uses Win32API calls that MKXP cannot support.


Compatibility

For use specifically with the Aleworks Input package, and not the AWorks system which requires an accompanying .dll.


Credits and Thanks

To Aleworks/vgvgf who made the initial system, but had not introduced a separate mouse sprite generating system.

Terms and Conditions

Free for use.... PERIOD!


RE: Aleworks Input Mouse Sprite Add-On - DerVVulfman - 09-10-2023

A minor visual
BUMP
To version 1.1

A minor issue with the mouse cursor that existed with the script was that the cursor would be stuck on an edge of the screen when you moved your mouse away from the gaming window. It was essentially... UGLY.  And I thought, why not just hide the mouse sprite?

The new update adds a visibility routine that hides the mouse sprite when the mouse is off-screen, and returns its visible state when the mouse returns to the gaming window.


RE: Aleworks Input Mouse Sprite Add-On - DerVVulfman - 09-21-2023

A minor graphic application
BUMP
To version 1.2

A simple, error-preventing change was made to the system, one which also allows a bit more freedom to anyone adapting this script for their use. This change is that the cache system's method that loads the mouse cursor has been updated to accommodate two factors.

First, the mouse cache method now recognizes an optional hue parameter. Like the Pictures, Characters, and Battlers cache values, the mouse too can be loaded into memory with a hue shift from 0-360. This could be useful for those who adapt the script to change the mouse's appearance according to the end-user's whims. But it is solely optional, and not including a hue value within the command to load the cursor will result in the graphic loaded pure.

And second, the mouse cache method will not crash the project if the end-user neglects to supply the actual cursor graphic for the mouse, or supplies incorrect filenames if the mouse cursor graphic is meant to change. If an error in loading the cursor graphic occurs, the system will instead generate and store away a 32x32px blank image in its place.