Posts: 139
Threads: 3
Joined: Dec 2010
So that's it, my bad with read a manual. But logical to assume, why cannot combine the two functions?
"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.
Posts: 11,230
Threads: 649
Joined: May 2009
Well, either you use the mouse to click on and activate an event, or you use the mouse to click where you wnat the player to walk. It won't know which option you wish to take if the two were combined. So I don't see combining the two to be feasible. Anyway, the click-on-event feature was an afterthought for a friend and wasn't intended to be part of the system.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 624
Threads: 16
Joined: Feb 2010
While I haven't used the system thoroughly, isn't it possible to set the item for right click and walking to left click?
Posts: 11,230
Threads: 649
Joined: May 2009
Having a mouse button (left or right) being an item/select button would normally presume another as a cancel/escape button. Having Mousie perform movement, item select and be able to backtrack with an escape function (or change to a separate action/escape function) when dialog windows show up during map windows...
No. Make something too complex and it becomes easier to break. And the more you put into a system that is supposed to run in the background, and the slower systems may run. It's for both these reasons I decline. Sorry.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 11,230
Threads: 649
Joined: May 2009
BUMP!
to version 2.7
Re-included the subroutines that my
Pos Set routine was supposed to use. My bad for accidentally leaving them out. Now you can use this call which I listed in the instructions for the last version:
Code:
# Mouse.pos_set(x, y)
# This call sets the mouse cursor's position specified by x and y.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 2,507
Threads: 75
Joined: Dec 2010
Posts: 11,230
Threads: 649
Joined: May 2009
NOW... I see what's happening. It's a conflict with the Event clicking on an event that doesn't have an action button trigger.
So now, the event click feature only responds to events that have the trigger set to action. The mouse will not activate or click anything set to player touch, event touch, parallel process or (gasp), autorun. Wow... that would suck.
So... BUMP! to version 2.8.
Thanks goes to MeKool of House Slashers and RPG Revolution for pointing out the event click issue.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 11,230
Threads: 649
Joined: May 2009
BUMP! to version 2.9.
One final bump.... a small syntax error corrected.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 45
Threads: 7
Joined: Dec 2010
can't seem to get my character to move via mouse even after talking to the guy.
Posts: 11,230
Threads: 649
Joined: May 2009
It's currently set to event clicking mode. This means you have the mouse set up so it can click on events and activate them like an old LucasArts game while moving the character with the keyboard. It's a switch in the system.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links