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RMRK RPG Maker Creation => VX Ace => VXA Scripts Database => Topic started by: Dark_falcao on August 04, 2012, 08:00:53 PM

Title: Mouse System Buttons update 1.5
Post by: Dark_falcao on August 04, 2012, 08:00:53 PM
Mouse System Buttons 1.5

Hello everybody, do you like press buttons? i do!

This is a button based mouse script, allow you create as many buttons you want to the game map screen or map ground, also provide you full  mouse interaction within the game play.


Version 1.5 change log
- Fixed sound over loading on selectable windows
- Fixed bug when selecting event graphic tileset that have mouse comment tag
- FIxed minor bug when transfering (event name now erase completely)
- Added option to turn on / off arrow selector on save file
- Important! changes on mouse comment tags!
~ CLICK START change to MOUSE START
~ ANIMATION change to MOUSE ANIMATION
~ NAME change to MOUSE NAME[/font][/color]

Features

- Allow you create buttons and easily configure them to do something
- Events can be buttons too, map ground buttons! for some puzzles etc.
- Allow you display event name
- Full mouse interaction
- WASD movement optional
- Intruducing a mouse selector, never seen before on a rpg maker game
- And the word everybody love, plug and play!

Mouse commands

- Left Click:      decision
- Right click:     cancel / back
- Mouse wheel: press mouse wheel button to run

Instruction
Copy and paste the script above Main, plug and play
configuration explained in the script

Credits
Falcao

Demo
get the latest version at my rgss site
http://falcaorgss.wordpress.com/2012/09/17/mouse-system-buttons-update-1-5/

Code
I recomend you to download demo to see how everything work, here i leave you the code just plug and play
http://pastebin.com/CuZGuNGD


Screens

Here the clickable screens buttons
(http://i627.photobucket.com/albums/tt357/falcao99/mousepic4.png)

Here a event button on the map ground
(http://i627.photobucket.com/albums/tt357/falcao99/Mousesystempic2.png)

Here the new arrow selector usable in some scenes
(http://i627.photobucket.com/albums/tt357/falcao99/Mousesystempic1.png)

Here the name display when mouse pointer is over the event
(http://i627.photobucket.com/albums/tt357/falcao99/mousepic5.png)

Enjoy!
Title: Re: Mouse System Buttons 1.1
Post by: Helladen on August 05, 2012, 12:07:37 AM
It looks nice, trying out the demo now.
Title: Re: Mouse System Buttons 1.1
Post by: Dark_falcao on August 05, 2012, 10:50:12 PM
well, if you found some bug let me know
Title: Re: Mouse System Buttons 1.1
Post by: Acezon on August 12, 2012, 09:48:56 AM
Nice script! However, when I'm talking to the guy that toggles the mouse pointer, whenever I press the cancel button it always turns the mouse pointer on (even if the mouse pointer was initially off). Is there a workaround there?
Title: Re: Mouse System Buttons 1.1
Post by: Dark_falcao on August 12, 2012, 06:16:41 PM
Nice script! However, when I'm talking to the guy that toggles the mouse pointer, whenever I press the cancel button it always turns the mouse pointer on (even if the mouse pointer was initially off). Is there a workaround there?

I just check the script and everything is fine

I dont get you issue

Title: Re: Mouse System Buttons 1.1
Post by: Helladen on August 15, 2012, 04:15:07 AM
Seems to have an issue for me. While in the menu, it makes too much noise (updates too much). Save scene also I do not like being altered like that.
Title: Re: Mouse System Buttons 1.1
Post by: Simple Mango on August 16, 2012, 06:32:26 AM
I love this script a good deal, I'll probably be using it in my game for menu choices and to activate some quick events on the map. Great work, truly!~ But I'm having a minor problem, as it seems to be altering variables (Or is it just the first variable?). I'm using another script (Yanfly's) that alters the save menu to show variables, which is why I caught it right after downloading your script. I rely on variables in my game (As I'm sure many do) so I was just checking what the cause here is? As long as it is only the first variable, I can just adjust my game to fit your script. Thanks a bunch for your hard work, this is greatly appreciated! (Seriously, a computer game with no mouse functions? Absurd, RPG Maker, absurd)

While I'm here, I feel like answering a couple of questions that I found the answers to myself even if maybe they've been fixed already...

Nice script! However, when I'm talking to the guy that toggles the mouse pointer, whenever I press the cancel button it always turns the mouse pointer on (even if the mouse pointer was initially off). Is there a workaround there?

You might have figured this out already, but that's because it is currently set in the demo to hit option two if you hit cancel. Has nothing to do with the script~

Also, to the above post, if you don't like the arrow being in the save menu, go to lines 755-762 to remove them, but only them. (That said, this is altering the script, so there may very likely be an adverse effect I'm not aware of as I'm very very much a beginner in scripting. No problems for me so far, but I only just did this, so... fair warning? lol)
Title: Re: Mouse System Buttons 1.1
Post by: Dark_falcao on August 18, 2012, 04:10:33 PM
@Simple Mango

Im glad you fix your stuff by yourself, i explain what every block do in the script  it is easy to find something you dont like and disable it

I hope you guys explote all the features this script offers
Title: Re: Mouse System Buttons 1.1
Post by: apoclaydon on August 22, 2012, 06:46:52 PM
seams nice but the number selection arrows seams to make the numbers go up by 2 (like a double click) also would it be possible to get the movement done via mouse clicks
Title: Re: Mouse System Buttons update 1.5
Post by: Dark_falcao on September 17, 2012, 07:29:30 PM
There is a new update for this script

See log of changes at the main post!
Title: Re: Mouse System Buttons update 1.5
Post by: Tuomo L on October 06, 2012, 09:33:17 AM
Is there a way to make this 640x480 compatibile? Also, it'd be nice to have the option to start the game with the selected switch with OFF instead of ON automaticly for cutscene purposes.


Also, suggestion; can you make it so that mouse handles different from regular touch, as in, I walk to guy and talk to them, it's different if I click them with a mouse?


This has incredible potential and I'm looking forward to seeing it grow!
Title: Re: Mouse System Buttons update 1.5
Post by: Dark_falcao on October 08, 2012, 11:39:27 AM
@drbigt I never tested this on 640 x 416 but you can still change manually the script resolution at the mouse module script, you will see a method defining 544 x 416 change that too your desire resolution, everything should work.

I didnt add option to change mouse icin in game becouse, you can use an animation over an event

Title: Re: Mouse System Buttons update 1.5
Post by: jomarcenter on October 09, 2012, 01:45:20 PM
can i have permission to use in a commercial game. since mouse script is very hard to find.
Title: Re: Mouse System Buttons update 1.5
Post by: Dark_falcao on October 12, 2012, 09:40:25 PM
can i have permission to use in a commercial game. since mouse script is very hard to find.

You can find the terms of use inside the script
Title: Re: Mouse System Buttons update 1.5
Post by: Calavera123 on October 14, 2012, 06:54:50 PM
I have a problem during the battle scene: when passing the cursor over the options, they don't highlight correctly (they do if I pass the cursor above them, not on their site). I'm using Yanfly's Core Engine to change the resolution to 640x480, and I already changed the max resolution on this script. Also (but less important), the mouse selector doesn't display at the correct position. Sorry but I'm not that good with scripting  :-\

Thanks in advance! :)
Title: Re: Mouse System Buttons update 1.5
Post by: Dark_falcao on October 14, 2012, 09:14:15 PM
I have a problem during the battle scene: when passing the cursor over the options, they don't highlight correctly (they do if I pass the cursor above them, not on their site). I'm using Yanfly's Core Engine to change the resolution to 640x480, and I already changed the max resolution on this script. Also (but less important), the mouse selector doesn't display at the correct position. Sorry but I'm not that good with scripting  :-\

Thanks in advance! :)

The script is designed to work with 544 X 416 resolution (default one) that may be the problem you are facing right now
Title: Re: Mouse System Buttons update 1.5
Post by: Calavera123 on October 15, 2012, 02:07:30 AM
Oh well, I guess there's no solution for that... Thank you.  ;9

But... It is possible to disable this system for certain scenes? I mean, "hide and disable" the mouse system when fighting. What lines should I edit? Sorry for the inconvenience.
Title: Re: Mouse System Buttons update 1.5
Post by: Calavera123 on October 26, 2012, 04:49:14 PM
Any help for me?  :-\
Title: Re: Mouse System Buttons update 1.5
Post by: Dark_falcao on October 27, 2012, 12:34:58 AM
You have one command explained inside the script

Call this line to disable or enable  the script
Code: [Select]
Mouse.show_cursor(false)

Change the value to true when you need to enable it.

There is not 'Automatic disabling' do your part and make an effort to get what you need


Title: Re: Mouse System Buttons update 1.5
Post by: Calavera123 on October 27, 2012, 05:37:58 AM
Ooooh!!! Now I get it! Thank you very much for your answer and for this awesome script!  ;D
Title: Re: Mouse System Buttons update 1.5
Post by: yuyu! on October 27, 2012, 07:55:24 PM
This script is my life. :gracie:

It's very awesome~ thanks for writing it, falcao! ^-^