[RMVX ACE] JETS MOUSE SYSTEM - MANY ISSUES...

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Hi, guys. I have some issues with Jets Mouse System.

1. I can set ALLOW_MOUSE_MOVEMENT = false, but the player sprite will move anyway as long as I just click often enough. Can this be changed?

2. I can set USE_WHEEL_DETECTION = true. According to the description, I should be able to scroll through Choice Options then (at least I think that's what "selectable windows" means), but I cannot. It seems that the mouse wheel still has no function.

3. If I have a Yes-No-Choice I don't even have to click directly on "Yes" to confirm the selection. I'm able to choose "Yes" even though my mouse cursor is in the upper right corner of the screen. As long as the "Yes" option is just hovered, the mouse cursor can be anywhere and it still works. Can this be changed?

Jets Mouse System (.txt-file)
Marrend
Guardian of the Description Thread
21806
1) A Control-F search only finds "ALLOW_MOUSE_MOVEMENT" within the configuration. So, in theory, the value of that switch shouldn't matter. Players should always be able to use the mouse for movement. Saying that, I'm not 100% sure where this check would be. Game_Map? Game_Player?

2) I'm using a relatively blank project, and turning that switch on throws an exception?

Script 'Jet - Mouse Control' line 154: NoMethodError occurred.
undefined method '&' for "/u0013":String

So, uh, no clue. Sorry.

3) If the mouse is outside the bounds of a selection window, I assume players can still use the keyboard for input regardless. Still, the left mouse button is associated with the action button...

module Input
    alias jet5888_press? press? unless $@
    def press?(arg)
      if arg == Input::C
        return true if Mouse.press?(1)
      elsif arg == Input::B
        return true if Mouse.press?(2)
      end
      jet5888_press?(arg)
    end
  end
end

...through the Input module. I suppose if you really, really want to disallow users from making a selection when the cursor is outside the window, maybe an edit to...

class Window_Selectable < Window_Base
  def process_handling
    return unless open? && active
    return process_ok       if ok_enabled?        && Input.trigger?(:C) && mouse_in_window?
    return process_cancel   if cancel_enabled?    && Input.trigger?(:B)
    return process_pagedown if handle?(:pagedown) && Input.trigger?(:R)
    return process_pageup   if handle?(:pageup)   && Input.trigger?(:L)
  end

  def mouse_in_window?
    mouse_x = Mouse.pos[0]
    mouse_y = Mouse.pos[1]
    if mouse_x > self.x && mouse_x < self.x+self.width &&
      mouse_y > self.y && mouse_y < self.y+self.height
      return true
    else
      return false
    end
  end
end

...Window_Selectable might work? I mean, it seems to work on my end, but, maybe you might have a different script configuration that makes this fail.
Found another one. If I reset game with F12, the mouse cursor disappears

author=Marrend
Players should always be able to use the mouse for movement.

I'm going to make a citybuilding game. That's why I want to prevent my invisible player sprite from randomly moving around the map as this leads to unpredictable errors.

author=Marrend
So, uh, no clue. Sorry.

No prob, my friend. :)

author=Marrend
...Window_Selectable might work? I mean, it seems to work on my end, but, maybe you might have a different script configuration that makes this fail.

Hell, yeah! This works! That's so much better now, thanks for this one.
Someone wants to help me fixing this F12 clitch? Mouse Cursor keeps disappearing after I hit F12 to reset my game. Can't figure out what's wrong.
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