OK I figured it out, had to do a bit of extra stuff to get it to work.
Code: ags
Where mouseGraphicToUse stores the graphic for the current mode, and mouseViewToUse stores the view for the current mouse mode. I tried to explain my situation about using the easy AGS animation control, here's why I couldn't.
1. It doesn't animate over inventory icons which I don't like.
2. I have usermode 8 being 8 effective cursors and each should have different icons, so I can't just switch the views and graphics for it to animate.
What would really be cool in AGS is if all cursors were views no matter what, and just stayed in frame 1 of the view regularly. I think that would give you better control since then you could do something like mouse.animate, and mouse.goToFrame which would give you more control over it.
if (Game.GetLocationName(mouse.x, mouse.y)==""){
lblStatus.TextColor=47104;
if (mouseAnimating==true){
Mouse.ChangeModeGraphic(mouse.Mode, mouseGraphicToUse);
mouseAnimating=false;
}
}else{
lblStatus.TextColor=63488;
if (mouseAnimating==false){
mouse.ChangeModeView(mouse.Mode, mouseViewToUse);
mouseAnimating=true;
}
}
Where mouseGraphicToUse stores the graphic for the current mode, and mouseViewToUse stores the view for the current mouse mode. I tried to explain my situation about using the easy AGS animation control, here's why I couldn't.
1. It doesn't animate over inventory icons which I don't like.
2. I have usermode 8 being 8 effective cursors and each should have different icons, so I can't just switch the views and graphics for it to animate.
What would really be cool in AGS is if all cursors were views no matter what, and just stayed in frame 1 of the view regularly. I think that would give you better control since then you could do something like mouse.animate, and mouse.goToFrame which would give you more control over it.