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 Mousie: The Mouse System
#31
No, I think that player somehow turn on switch 0001 and then mouse icon will change so long as switch 0001 is turned on. Mouse icon been change again in to default graphic, when this switch will be turned off.
I'd like use it for my "build system". I solved some action with on click somewhere on map, but don't solve changing mouse graphic.
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#32
I've been lurking for a while, so many great RMXP scripts here!

Is there an easy way to hide the mouse icon and/or turn off the mouse update routines when a user presses a key? (Aveyond series has this effect). I'm by no means a good scripter, so I'm learning by looking through other scripts. I'm assuming a switch needs to set up somewhere that is triggered when a keypress is registered, and then turned off when the mouse is moved. I'm struggling with where that would take place.
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#33
Turn off/hide the cursor during a mouse button press? Novel thought. I may look into that. I have a couple other things to consider as well.
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#34
Wow! I'm amazed by that! The characters can find their way really well.
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#35
Just to clarify: I'm looking for the ability to turn the mouse off if a user starts using keyboard controls, and then turn the mouse back on if the user moves the mouse. This is especially usefull when selecting items from a menu. If a user hovers the mouse over an item and then tries to use the keyboard to select another item, the mouse stays active and will not allow the user to move off of the selected item. Not necessarily a need to have, but it's a nice touch that adds polish.
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#36
BUMP
New to version 2.6

The system had a problem letting the player move characters with the mouse when an auto-run event is working. That was wrong. Fixed.

And you can now switch between one set of cursors and another... in-game. Gotta thank Rieves for that one too.

You can thank sixtyandaquarter for getting me off my butt to add the event-clicking feature. If you wanted to use the mouse to click and activate events instead of moving the player around, you now can. Great for sims and the like.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
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[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

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#37
So, remember the old post.
I talked about the possibility of animated cursors support based on a icon slide. Is such a system can be implemented on the future?
"The things I always protect never change!" - Sakata Gintoki, Gintama.
"Two people dying separately? No. If we die, we'll die together." - Suigintou, Rozen Maiden.
And sorry for my mistakes in English words, if I do it.
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#38
Animated icons would cause a bit more drag on the system, so it' not something I would undertake. You can change from one 'set' of icons to another with Mousie, but you cannot have the mouse cursors animated. Sorry.

And I should point out the demo is set up so you can 'click' on events to activate them while letting the keyboard alone move the player. Laughing I forgot to change it back before the upload. Cest la vie.
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#39
Wulfman, the latest version of Mousie for some reason do not work with pathfinding of player on click. And this is what I need, combined with some features of new version. What should I do?
"The things I always protect never change!" - Sakata Gintoki, Gintama.
"Two people dying separately? No. If we die, we'll die together." - Suigintou, Rozen Maiden.
And sorry for my mistakes in English words, if I do it.
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#40
I asked the same question before the hack. You have to go into the script and edit the bit that says "Move on click" or something like that so that it's "true" then turn of the part that activates events with clicks (put "False"). DerVVulfman will be more precise!
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