KM_01
2013-11-08 07:46:52
I have been having issues with the way dragmouse now functions..
In SRL-5 I used the procedure frequently and it always behaved the same way, but in SRL-6 some strange things were happening..
I solved one issue by examining dragmouse in the mouse methods, inside the method, wait(random(100)) was used twice.
Random(100) is going to return 0 and 1 sometimes and these low wait times (when draging the mouse) were causing the mouse button to be released early. Improved this by changing the wait calls to wait(100 + random(100)) (issue still present but happening much less)
Another issue, is that co-ordinates sometimes require +1 to function.. Example:
In SRL-5 I used the procedure frequently and it always behaved the same way, but in SRL-6 some strange things were happening..
I solved one issue by examining dragmouse in the mouse methods, inside the method, wait(random(100)) was used twice.
Random(100) is going to return 0 and 1 sometimes and these low wait times (when draging the mouse) were causing the mouse button to be released early. Improved this by changing the wait calls to wait(100 + random(100)) (issue still present but happening much less)
Another issue, is that co-ordinates sometimes require +1 to function.. Example:
//Open mini-map
mousebox(Inttobox(700,100,704,120)); //move to window edge
dragmouse(Point(400+random(20), 100+random(20))); //drag to new position
//store mouse co-ords of new mini-map window edge
getmouse(x,y);
//Close mini-map
mousebox(Inttobox(x+1,100,x+1,120)); // co-ords require +1 to avoid clicking on the mainscreen
dragmouse(Point(698+random(8), 100+random(20))); //drag to original positionI wanted to know if anyone else is having problems with dragmouse or if fps lag is causing it (using the script on a laptop).. I had no issues with the old method behaving like this. Also, earlier today, dragmouse started behaving normally and the x+1 was not required (I had to remove it because the inside bounds of the mini-map were being clicked)..(SRL did update itself today so maybe that issue was resolved?)