Mousie: The Mouse System
#51
Hello I have a problem with this script, I can not set character movement via mouse even if i active the event in the demo. I also wanted to know if we could somehow make your script compatible with Zer0_CMS(I can not post the script-_-) , works without problems, but I can not move between the menu options.I hope it's understandable, I'm italian and I helped in some points with a translator
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#52
(04-12-2012, 12:37 PM)Keyren Wrote: Hello I have a problem with this script, I can not set character movement via mouse even if i active the event in the demo. I also wanted to know if we could somehow make your script compatible with Zer0_CMS(I can not post the script-_-) , works without problems, but I can not move between the menu options.I hope it's understandable, I'm italian and I helped in some points with a translator

I only just answered why the demo has the player not moving with mouse clicks...

(03-16-2012, 04:25 AM)DerVVulfman Wrote: 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. Tongue sticking out

As I said, it's a switch in the system. Find the configurable that enables event click activations (I forgot what it was called) and set it to false and then your character will be able to move with mouse clicks.

And as to menu functions, you have to use a number of custom calls that attach themselves to your menu code. The demo contains some menu edits (a separate bit of code) that Lambchop wrote. You should use that as a model to adapt to your custom CMS by Zer0.

I'm at work, so I don't have RPGMaker XP in front of me. But that should be it. Winking




Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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#53
thanks, but I could not solve=(. In the demo there is this event: Screenshot
but even if I activate it does not work, sorry but I'm not good with scripts ^^' indeed the menu part I did not well understood>__<

EDIT: I can not explain this thing, I downloaded the demo of this topic: http://save-point.org/Thread-xp-script-m...sets--3874
without knowing the demo also contained The Mouse System v. 2.6 and it works without problems by setting the event MOUSE_MOVE with and without the (true).I copied everything into a new project and also here work with version 2.6, while with the version 2.9 does not work @_@

EDIT2: I'm still testing the version 2.6, but so far it works well with both the movement in the battles, so if between version 2.6 and 2.9 is not too much difference to me this version is fine=), the only problem is the menu I do not know how to make it work=( if you can help me, obviously just you have time^__^.If you need I send you the script of my menu or a new project with all the necessary scripts, since I just discovered that the menu only works with the three parts of the Tons of Add-ons by Blizzard + Climate and Time Complete System @_@
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#54
Both MrMo's ABS (such as the Paperdoll demo you found) and the Mousie system have a switch you are not seeing. It is in the script itself, and this is what you are looking for.

Go and look in the Mousie script for this:

Code:
# Mouse Event Click on Startup --
  # true          = Event Clicking is available
  # false or nil  = Event Clicking disabled
  #
  # *  You can change event clicking with the script call:
  #    mouse_click(boolean) where boolean is true or false.
  # ** This disables mouse movement altogether
  MOUSE_EVENT_FUNCTION  = true

Change it to 'false'. That will disable the feature that turns on the LucasArts Puzzle click system and lets you use 'click-to-move'.

The demo also has the menu functions turned off by default. Look for this bit of code...
Code:
# Mouse Menu Functions on Startup --
  # true          = Mouse Menu Control is available
  # false or nil  = Menu Control is disabled
  #
  # *  You can change menu control with the script call:
  #    mouse_menu(boolean) where boolean is true or false.
  # ** Unless you make your own configuration system, the
  #    Scene_Title functions will default to this regardless
  #    of any save game values.
  MOUSE_MENU_FUNCTION   = false
And set THAT one to 'true'.

I did say it was a switch in the system. Winking Well, now you see where in the script the switches are to turn on and off.


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]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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#55
BUMP!
to Version 3.0

A minor bump occurred some time ago that I didn't announce that involved a grammatical bug fix.

This new bump now grants you the ability to not just have mouse clicks, but mouse presses. This comes as I was working on an ABS (Action Battle System) and wanted to have certain actions performed by pressing and holding down the mouse button. Now it can be accomplished.

And for those slightly confused why the demo doesn't allow the player character to move about by mouse point-n-click, please note that the 'event click' feature is turned on in the configuration page. The dialog of the NPC characters was slightly expanded to explain the features.
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]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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#56
BUMP!
to Version 3.1

Simple bump. I sometimes use Cybersam's Full Keyboard script, and remembered that his system uses a renamed Input.pressed? method rather than Input.press? that the default system uses. Because of that, I included a matching Input.pressed? system that works with his Input script.
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]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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#57
I have a question... Say I want a GUI that shows a "button" graphic, how do I, through an event, have it go to another scene or event if the mouse is double clicked between the x and y positions of the button?

Crucial...
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#58
If you're using a scripted GUI (in difference to the Event Click system i just mentioned), then you need to create a system that reads the mouse location and determines which so-called button it is over. This tracking operation only determines what button it is over, but does nothing else. After that, make a routine that checks for when the player clicks (or in your case doubleclicks), and when that happens, go to a 'if-click' method. There, you just read what button it is tracked over and perform your scripted routine.

The demo has a Window Edits subscript by Amanda Fitch, otherwise known as Amaranth or Lambchop if you remember her in HBGames. It has some basic routines you may wish to study.
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]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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#59
wow, I really DID go around in circles... I already asked about this and then just now made a request about just the exact same thing. OK, so, I'll be scouring over that coding to see what it can offer.

Okay, I think I see something that may allow me to do this... If I add something to the window edits and to the core script that related to mx and my, I can duplicate that statement to also give the same value to two variables, say $game_variables[100] and $game_variables[101], and then set up a common event that turns off walking and turns on 'event clicking' but then instead of event clicking, we just monitor to see if mouse.click occurs inside the barriers of our new game variables, like for instance, we can create a button picture at 40,100, and put GUI coordinates for variables [102](GUI X) variables [103](GUI X2) and variable [104](GUI Y) and variable [105](GUI Y2) and that picture is 64 wide and 90 tall. We can then check with either a script or through an parallel process that if the mouse position is greater than 40x, less than 104x, greater than 100y, and less than 190y, and then see if a click is done, then perform the action of the click.

Combined with say a text displayed at coordinates, a few variables, and a few icons in the text, we could create GUI buttons with relative ease. Does this make sense?

Seriously, would this work? and if so, how?
------------------------------------------------------------------------------------------------------------------------
Okay, so we can pass those variables by mouse.screen_x and mouse screen_y, and then create the variables of our button this way:

@game_variables[100] = mouse_screen.x
@game_variables[101] = mouse_screen.y

@game_variables[102] = 40
@game_variables[104] = 100
@game_variables[103] = @game_variables[102] + 64
@game_variables[105] = @game_variables[104] + 90

CONDITIONAL BRANCH:
If Variable[100] > Variable[102]
If Variable[100] < Variable[103]
If Variable [101] > Variable[104]
If Variable [101] < Variable[105]
If Mouse.click?(Left_Click) = TRUE
Call Common Event [001:This particular box clicked]
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#60
this method is not working, does anyone know how to pass the mouse coordinates to two variables?
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