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Kingpin RBD

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A member registered Apr 20, 2019 · View creator page →

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There's a "Read Me" file with instructions included within the zip. To be honest, I'm working on a completely revamped version of this plugin, but it's far more ambitious code-wise so it's proving difficult to get just right. It'll still work the same for the most part, but it should be capable of processing more complicated text than the current version. For example, it should be able to handle embedded tags which it currently can't do.

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That not how you would pull that off. 

  • The first thing to understand is that there are 3 ways to create a hover event: using an event tag placed a comment within an event which allows you to switch pages to disable it, using an event tag in the note section of an event which overrides page switching, & by script call.
  • Second, <hoverStart> is used for triggering events on hover only while <leaveStart> handles triggering events after you stop hovering. They're event triggers not status markers. Also, they should not be used together in note sections or the same event pages. They can be used on separate event pages & executed through the use of comments & self switches. 
  • Third, any event with an  "Action Button" trigger and no Mighty Mouse custom trigger tag is by default a hover & left-click event. My plugin can make them trigger with right-click alternatively, but they already allowing triggering by click while hovered since the left mouse button qualifies as an "Action Button" by default. Those events don't need a hover or leave trigger tag.

You do seem to want to go a bit beyond that so my plugin should actually help you. To be honest, your description of what you're trying to have happen is a bit confusing. If I understand correctly, you want something to glow when the event is hovered over, but I don't know whether you're wanting the mouse icon to glow (you'd have to change the hover state icon), or if you want a tile to glow (you can do this by assigning a translucent square image to the dropzone sprite though that would take a script call to pull off), or if you want the event's sprite to glow (this as simple as using default eventing to change the event's sprite/image on an event page to a glowing version. Either way, to make something happen with an event on hover then make something else able to happen to the same event you need to be using event pages. This require basic RPG Maker eventing and/or scripting knowledge.

If I was trying to do what I think you're describing, I'd create an event with two event pages. On the first page, there'd be no self-switch & I'd add <hoverStart> to a comment on that page. That'll make it automatically execute anything else on that page. At that point, you can do whatever visual change you want to pull off as I described above. Directly after those page lines ,I'd make it activate a self-switch such as A, then go to the second tab and assign self-switch A to it's condition. That will make it prioritize that page. Make that page a normal "Action Button" page so that when you click the event it'll execute anything on that page.

 If you want the event to happen repeatedly then you'd need to disable the self switch after leaving the event. To do that, at the end of whatever code you put on that page for you task, I'd make it activate another self switch such as B. At that point, I'd create a third event page and set it's condition to self-switch B, then have it turn self switch A off. Next, I'd add a comment with <leaveStart> in it. After that, I'd have the event turn self-switch B off (that won't happen until the mouse stops hovering the event). Now when you hover the event again everything should be back in it's default state like you never hovered it.

The reason you need the third page is because simply disabling self-switch A on the second page would make the first page active again, & since you'd still be hovering the event you'd end up back on the second page again immediately until you click again in a loop.

TL;DR:

Your problem can only be solved by having a better understanding of RPG Maker eventing and/or scripting. My plugin simply expands existing options so you can pull off new combinations like I described above. It still requires you to think creatively & make proper use of existing RPG Maker features.

There's videos from a demo project I already made for the MV version, but I'll think on something else I can put together as a simple showcase. Busy with classes at the moment so I can't put an ETA on it right now.

The MZ version of that plugin is a couple dollars more than the MV version. Paying $2 gets you access to the MV version while paying $4 gets you access to both versions. I've been busy with midterms this week but there will be updated versions of both out at some point soon.

Decided to add some new stuff before I upload the new version but it should be up pretty soon.

Ah. I removed 2.0.0 to post an updated version but I never actually uploaded the new file. I'll upload 2.0.1 in a bit.

The file has been fixed & re-uploaded.

I'll look into it. Seems like a simple fix.

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Realized you said the image was 48x48. Character sprite images can't be that small. Refer to the demensions, format, & naming patterns of the default character images in the 'img/characters' folder.

Which edition are you using? MV or MZ?

What are the dimensions of one of the problem images?

It may be having compatibility issues if you're using it with any other plugin that messes with layers or character priority. It's hard to say for sure without being able to examine your setup. I would guess that parts of my plugin are getting overwritten by something further down on your plugin list. Plugin priority matters & some other plugins simply may not be compatible with mine, especially if they attempt to do similar things.

I know this was reported ages ago, but I currently have no issues using YEP_CoreEngine with MightyMouse v1.7.1. I've actually never had issue using YEP_CoreEngine & Mighty Mouse together. As long as you put YEP_CoreEngine higher on the plugin list than Mighty Mouse, then nothing in my plugin she be getting overwritten or anything like that. You may have another plugin that's actually to blame.

Report anything that broke after installing this plugin here & I'll try to get to it as soon as I can.

Yes, the Mirror Mode plugin option swaps drag & drop to the right mouse button while returning event triggering to the left button.

The free version does not change icons on hover so it wouldn't look same as in that video & the hover text in that vid is related to a separate plugin which utilizes the paid version of Mighty Mouse.

Glad it works. Yeah, I can't directly support custom fonts because there's no telling what one person is doing vs another in making them so the spacing feature is likely going to be the final fix for that issue. Should work fine with standard fonts & fonts that follow the same file format closely enough. As far as custom windows, can't make any promises on that. I barely have time to get online nowadays. If a get a few moments to look into it & can get it added without much hassle then it'll happen.

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What font is that? Trying to simulate it on my end.

Edit: This plugin was built around using the default game font so I can't say exactly what is happening until I try the same font, but I released an update anyway with a potential workaround. Increase the new text spacing plugin parameter & see if that makes things easier to read on your end.

In case you didn't realize, I already made that update the same day I first responded to this.

Honestly, RPG Maker is quite limited, but some limitations can be overcome through clever coding. This just took some out-of-the-box thinking & problem solving. As far as a translation, if you're willing to put the time into making it for free then I'll definitely put it up for the people who need it & be sure credit you for the translation. I'm probably gonna be putting out an update soon though so you should wait until after it's available.

This means of drag & drop is by default tile-based, not image-based so it doesn't factor in alpha coordinates. It's purpose made to work properly with game objects such as events & the player.

Never much much thought into it before now but theoretically, it shouldn't be too difficult to add a plugin option to swap between left & right-click drag & then have the unchosen option default to event activation. Could probably get it done pretty quickly so I'll look into it.

Only while Drag & Drop is disabled currently.

Yeah, left clicking is wholly reserved for drag & drop unless you disable it which returns the event trigger function.

Make sure you still have the all draggable plugin option turned off if only wanting to use tagged events. It may have switched back on for you for some reason.

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Ok, so after updating my test project files to 1.6.2 I was able to reproduce the issue. Seems to have been cause by a typo. A missed capital letter in a variable name to be exact, but fixing that seems to have once again fixed the issue on my end. Try re-downloading the file again & let me know if it doesn't work.

Re-uploaded the latest versions again. I added a new feature to both that blocks objects from being dropped on impassable tiles now. I fixed a typo I made in the last update & I'm hoping that fixed the autonomous movement issue on your end. Even with the typo it already works right on my end for whatever reason. As soon as an even snaps back it starts moving again. It also works with stackable switched on for me. The events start moving after the drop. Not sure why its not working for you unless maybe I uploaded the wrong file before. Try it again.

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Re-download the file. That should be fixed now too. Oh, & if you were asking whether the snap back feature was a bug, it's not. The stackable option was created to overwrite that as desired.

I've added the feature of pausing step movement & autonomous event movement on drag to versions 1.29 & 1.69 which are now posted. Once again I can't make it an option to let stepping remain enabled while dragging without the speed suddenly picking up so I think having it pause instead is the best trade-off. Since I typically code most things from scratch while using events mainly as placeholders, I had no idea about the autonomous movement issue tbh but it was relatively easy to get fixed. It works on my end at least.

The speed concern you're having isn't related to a bug. The reason the object's position is able to keep up with the cursor's sudden position changes reliably is due to a tied-in increase in movement speed. Otherwise it would likely appear as if the object is following the mouse & playing catch up vs being dragged by the cursor. Keep in mind that this plugin is actually emulating standard drag & drop. It's not unlocking a built-in capability. That fact is why it can do so much more like manage location by tile and snap into place & even work with events & other objects without issues. Pausing autonomous movement during drags should be easy enough to incorporate I believe. I'll look into that. There is no way to have it continue stepping without the movement speed being affected though for the reason I mentioned above. At best I can have it disable stepping when being dragged to avoid the speed-up effect being seen.

That should be fixed now with v.127 alongside a few other potential issues. I was able to create a 1.6.2 project & get it to work with that update. If it's not resolved please let me know so that I can work on it again. 

Thanks for the support. I'll keep em coming.

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My hope is for you guys & girls to use this thread to share tips on how to get the most out of the MightyMouse plugin. I can't get online & check for comments & such as often as I would like so this way you may still be able to find answers to minor issues & help with things you need. I will check back as often as I can & provide whatever help I can as well.  The best way to get a hold of me is by messaging me on Patreon. Please be kind to each other.

Edit: I am now on rpgmakerweb's forums as well. Look for Kingpin_RBD there as well as another possible means to reach me directly. Patreon is still the main way though.

If you encounter bugs you can report them on my Patreon page here, or simply post them in comments. I've been fairly busy lately but I try to check patreon at least every 2-3 days so it's the best way to report any bugs. That's also the best place to contact me as I'm not very active on many forums or even Discord.