Mouse System Ex

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Started by Galenmereth 194 posts Page 9 of 10 View original ↗
  1. I really really need to have left and right click. Does anyone know how to add "Right click activate" this to the script? I have tried myself but with no luck. really hoping for this :)
    I imagine it like this
    Click_activate A true;
    RightClick_activate B true;
  2. I'm feeling dumb....but....
    How can I convert the raw script page into a .js?
    I'm trying to download the Mouse System-Ex.
  3. it has incompatibility issues with the newest version of mv. So you would have to downgrade as far as I know. Unless your already using a more out dated version, I think 1.5.2 and below.

    For the script, on the raw page right click and select all, then save as name.js, name being the plugin name at the top of the script.
  4. Tatutoy said:
    I'm feeling dumb....but....
    How can I convert the raw script page into a .js?
    I'm trying to download the Mouse System-Ex.

    Right Click, save link as
    or open github page right click save as.
    1590716014974.png
  5. @Black Mamba That sometimes does not download the js file properly, I have seen it myself. Best to select all the raw code, copy and paste into a text file and save as into a js file to know 100% sure its been done right.
  6. So with the new version of MV, this plugin just outright does not work. It may have something to do with how MV now fetches folders and assets, I'm not sure.
    All I know is that I have my directory still set to img/cursors/ , but when I upgraded from 1.4.0 to 1.6.2, all of a sudden the plugin goes from working perfectly, to saying 'the directory img/cursors/ has been created for you. put any custom images in this folder.'
    But, I already have that folder, AND when I tested to see what it was doing, it wasn't actually 'creating' anything at all. Unsure what happened, but the update has completely borked this poor Plugin. Any way it can be updated/fixed? :( I know it's old, but it's a core asset to the point and click I was working on.
  7. VTDraws said:
    So with the new version of MV, this plugin just outright does not work. It may have something to do with how MV now fetches folders and assets, I'm not sure.
    All I know is that I have my directory still set to img/cursors/ , but when I upgraded from 1.4.0 to 1.6.2, all of a sudden the plugin goes from working perfectly, to saying 'the directory img/cursors/ has been created for you. put any custom images in this folder.'
    But, I already have that folder, AND when I tested to see what it was doing, it wasn't actually 'creating' anything at all. Unsure what happened, but the update has completely borked this poor Plugin. Any way it can be updated/fixed? :( I know it's old, but it's a core asset to the point and click I was working on.

    Mine works. It's all the way up there in the plugin list. It gives an error when play testing but when exported works fine: my cursor is not in the img folder, but is in the main folder (next to the .rpgproject). I mean, it's activated and all, but put aside and even then it works. Also, the version I have is 1.8.2, try updating.
  8. spec3 said:
    Mine works. It's all the way up there in the plugin list. It gives an error when play testing but when exported works fine. My cursor is not in the img folder, but is in the main folder (next to the .rpgproject)
    I kinda need to be able to see the cursors during playtesting, though... I have an entire point-and-click system in place, where you change between 'look', 'touch', 'talk', and 'listen', each with a respective cursor image change. If I can't see that during playtesting, I can't be sure the game is working properly.
  9. VTDraws said:
    I kinda need to be able to see the cursors during playtesting, though... I have an entire point-and-click system in place, where you change between 'look', 'touch', 'talk', and 'listen', each with a respective cursor image change. If I can't see that during playtesting, I can't be sure the game is working properly.
    Ah, I see. I use icons and they appear fine for me. Try updating.
  10. I haven't had any problems using this in 1.6.2, but I also haven't set up any cursors yet (using it mainly for the improved mouse experience in menus), so perhaps there are issues with that aspect of it? I'm not sure... if there are, I'd definitely like to know, since I probably will want to add cursors eventually.
  11. Why is there an isFontLoaded function added at the bottom of the file? It doesn't even seem to be used.

    I can see the fix to cursor directory detection is required, but I'm not sure why it's so complicated... what's wrong with just var path = this.customCursorPath?

    I was using the older version of MouseSystemEx (1.5.8 I think) from the dlc directory, so maybe that's partly why I saw no issues. I decided to update when I noticed there was a newer version, though.
  12. Solar_Flare said:
    Why is there an isFontLoaded function added at the bottom of the file? It doesn't even seem to be used.
    Its default MV function but it behave differently on different versions of nwjs for this plugin. Was added for fix endless loading with this plugin in 1.5.0 version of MV, for 1.6.2 its not needed.
  13. Okay, so in the latest version, in the _precacheCustomCursors function, I changed this:

    JavaScript:
                // Find that relative local path, using MV's own methods
                var path = window.location.pathname.replace(/\/[^\/]*$/, '/' + this.customCursorPath);
                if (path.match(/^\/([A-Z]\:)/)) {
                    path = path.slice(1);
                }
                path = decodeURIComponent(path);

    to this:

    JavaScript:
                var path = this.customCursorPath

    and that seems to work. @VTDraws - you could try either that or Krimer's fix. The issue was that it tried to look for the cursors directory in C:\ instead of your project directory, but only in that one place, everywhere else it was correct (I think).
  14. Thanks you guys, all fixed up! I'll be sure to let y'all know if any other weirdness happens. :D
  15. Hello there, I was wondering if it was possible to both be able to hover over an event, and hover away from it, and then also be able to click or not click it.

    I basically have the event set up so it turns to a different object on hover, and then returns to the original form, and back again once I hover. Problem is, I can't seem to have a click function option with hovering?

    It seems like it wants me to choose between hovering or clicking, wasn't sure how I could set it up in the event to do both.

    I also seem to be having trouble with it finding my cursor icon, which is called bluebutton [in the img/cursors folder]type just like that, as bluebutton.png in the cursor image parameters, as well as set to true for custom cursor, and false for hiding it.

    But I can do without the cursor. The most *Important* thing, is being able an event to change it's image on hover, and back to normal once leaving hover, and be able to get another event to play on a click.

    I really really appreciate the help <3 thank you so much!

    My contacts, phoenixsylvan@gmail.com, twitter @phoenixastra, or discord PhoenixSylph#7995
  16. Okay, SO @Krimer @Solar_Flare , I found the issue. It wasn't what any of us thought.

    Last night after messing with my game a bit, the mouse system broke again. At first, it just wasn't using any NEW cursors I'd recently made and put into the img/cursors/ folder... but then after I got frustrated and remade the cursors folder to try and 'refresh' it, it wasn't finding ANY of my custom cursors in the /img/cursors folder.
    After three hours of frustration, I discovered the problem.
    I had deleted the _index.json file
    Yeah dummy move on me, but that's where things get interesting/frustrating.

    I checked into the json file by temp changing it to .txt, and found that the index only had my OLD cursor png names in it. It hadn't naturally updated with the new cursor pngs I put in it last night. So I manually added the new .png file names to the _index.txt, saved it to _index.json again, and then the plugin worked just fine because it could find the new pngs!

    Now, I know this means I can just manually put in all my new cursor files, but shouldn't the _index.json be updating on its own when I put new files into the /img/cursors/ folder?
  17. The index JSON is generated only if you launch the game as a playtest from the editor. If that's what you're doing, and you're using the fixed code that has been posted in this thread, and it still doesn't work, then I'm not sure what the problem could be... I would probably try setting a breakpoint in _precacheCustomCursors and stepping through to see what's wrong.
  18. Solar_Flare said:
    The index JSON is generated only if you launch the game as a playtest from the editor. If that's what you're doing, and you're using the fixed code that has been posted in this thread, and it still doesn't work, then I'm not sure what the problem could be... I would probably try setting a breakpoint in _precacheCustomCursors and stepping through to see what's wrong.
    I am indeed running it from the editor as a playtest, and am using the fixed script. Not sure what's happening T0T
  19. @VTDraws ¯\_(ツ)_/¯ I cant recreate your problem, no matter how many new cursors i add to folder - they all appears in json after playtest. If you can recreate problem in new project and send it to me in pm i can look in to it.