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Mouse System Buttons update 1.5

Started by Dark_falcao, August 04, 2012, 08:00:53 PM

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Dark_falcao

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


Here a event button on the map ground


Here the new arrow selector usable in some scenes


Here the name display when mouse pointer is over the event


Enjoy!

Helladen

It looks nice, trying out the demo now.

Dark_falcao

well, if you found some bug let me know

Acezon

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?

Dark_falcao

Quote from: It's 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?

I just check the script and everything is fine

I dont get you issue


Helladen

#5
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.

Simple Mango

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...

Quote from: It's 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?

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)
I am the Simple Mango.
Are you the Complicated Mango?
:3

Dark_falcao

@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

apoclaydon

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

Dark_falcao

There is a new update for this script

See log of changes at the main post!

Tuomo L

#10
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!

Dark_falcao

@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


jomarcenter

can i have permission to use in a commercial game. since mouse script is very hard to find.

Dark_falcao

Quote from: 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.

You can find the terms of use inside the script

Calavera123

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! :)

Dark_falcao

Quote from: 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! :)

The script is designed to work with 544 X 416 resolution (default one) that may be the problem you are facing right now

Calavera123

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.

Calavera123


Dark_falcao

You have one command explained inside the script

Call this line to disable or enable  the script
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



Calavera123

Ooooh!!! Now I get it! Thank you very much for your answer and for this awesome script!  ;D

yuyu!

This script is my life. :gracie:

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

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