[ACE] Conditional Comment Tags for Jet Mouse? (Mouse Hover NPC Display Name/Etc Problem)

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Started by Arsist 1 posts View original ↗
  1. The script line for determining whether a comment for the mouse hover display text of an event is

    def text_box @text_box ||= ( if (a = check_for_comment(/MOUSE[ ]*TEXT[ ]*(.+)/i)) Window_MousePopUp.new(self, a) else false end ) endHowever, I can't have it so that the display name is anything different based on a certain condition.

    Like if I wanted to so it so that if switch "Met Marcus" is on, then there's a comment

    MOUSE TEXT Marcus elsewise there's a comment

    MOUSE TEXT ??? For example, anything not regarding an NPC, such an event saying "Closed" versus "Open" or "For Sale" versus "Rented" cannot be done because the script will always read the first comment call with the words "MOUSE TEXT".

    So your character automatically knows the names of every character with a display name even if they're being stealthy or you haven't met them yet. You could suggest that I merely make separate pages for separate display names but it gets more complicated than that, and for a complex event you would literally be making two long, similar pages for a simple thing.

    The same also applies to the mouse cursor icon function

    def mouse_cursor @mouse_cursor ||= ( if (a = check_for_comment(/MOUSE[ ]*PIC[ ]*(\d+)/i)) a.to_i elsif (a = check_for_comment(/MOUSE[ ]*PIC[ ]*(.+)/i)) a else false end ) endand the ability to activate an event by clicking on it instead of approaching it, be it, even if you have it so that this comment is only put when a condition is met, even if the condition isn't met, the fact that the comment was in the event at all automatically activates the feature

    def mouse_activated? @mouse_activated ||= check_for_comment(/MOUSE[ ]*CLICK/i) endIt has something to do with this check_for_comment process

    I have noticed a similar problem with other mouse scripts as well.