x y is an optional addition, to force the pathfinding to move the player to an offset from the current event.icon is the name of the icon to show when the mouse is moved over the event.This is what your mouse cursor will look like when it's not over an event that sets a custom cursor. DEFAULT_ICON must have the name of one of the keys in the hash.The hash key is the name (one word, alpha characters only, lower case), and the number value is the icon index in your System IconSet.Add, change and remove icons through the ICON hash, just below the comments in the Mouse 1 - Sprite script.Most of the methods are aliased, so this can go below other custom scripts. rb file in a plain text editor, and copy and paste the scripts each into new slots in Materials. The mouse system is a series of 8 scripts (kept separate for ease of maintenance). Pathfinding and mouse processing do NOT override what the player can do via the keyboard, or what events are already programmed to do by the default scripts. HOWEVER, if the imp were set to Approach Player and Event Touch, it WOULD attack the player if the imp is on the hill and the player is below the hill on an adjacent tile. When you click on the Imp, the player will also walk up the steps to fight it. HOWEVER, if you used the keyboard instead of the mouse, pathfinding is overridden, and you WOULD be able to open the chest while standing on the tile to the right. When you click on the top chest, the player will not open the chest while standing beside it, because of the cliff edge. Mouse control in menus and other windows Custom mouse icons and text popups over events This is a complete overhaul and Ace conversion of the script originally written for XP by Near Fantastica and SephirothSpawn, heavily modified by Amaranth and used in all of the Aveyond games. Fix issue where player won't walk to the other side of a counter opposite shopkeepers Introduction Menus ignore the position of the mouse when using the arrow keys Cancel mouse path when guiding the player with arrow keys Activate an event without walking up to it (add a comment with to the top of the event page) Replaced calculation of item boundaries in Windows_Selectableġ.09 - Fixed mouse re-enabled when a common event is called from an autorun or player triggered eventġ.10 - Added interaction for sprites higher than 32 pixels tall (now you can click on the top of the sprite) Fixed early event activation bug introduced in 1.06 Fixed events not triggering after player reaches themġ.07 - Slowed down mouse scrolling, and don't loop save filesġ.08 - Catered for YEA Core script where screen size can be larger than map size, and map is centered Fixed event triggering when no path is foundġ.05 14 Sept 2013 - Tweaked accessing of tilemap_offsetġ.06 - Disabled mouse control while player is waiting for an NPC move route (or for any non-parallel process event to finish) Fixed player stuck on impassable tile error when clicking while dismounting the air ship vehicleġ.03 8 Sept 2013 - Fixed player moving to diagonal tile instead of adjacent tile when event is on a counterġ.04 10 Sept 2013 - Fixed vehicle pathfinding on world map 1.02 7 Sept 2013 - Fixed game crash when loading a save file made prior to adding script
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