求个好心人解决一下啊!!![]() 看这:#============================================================================== #新鼠标系统 V 1.1 by END66RPG && end55rpg && 灵魂の补给 2012.5 #----------------------------使用必看------------------------------------------ #脚本修改较多,要换素材最好不要改脚本,直接看素材Graphics/Mouse/...文件夹。 #鼠标形状状态的说明: #1.行走时会变成 wait.png #2.指向事件会变成 npc.png #3.指向非事件的character会变成 红色光标 #4.指向名字含有item字样的事件会变成 coach.png、 #5.【注意!】不用鼠标触发の事件请名字带有“no point” #除上所述,鼠标变成 紫色光标 #备注:要修改鼠标图像,最好别改脚本了, # 在Graphics\Mouse中: # 1.png为鼠标图标 # 2.png-4.png是动态普通形状 # 5-10是指向非事件的鼠标图 # 其余自己看着改吧! # 复制本工程需要3个脚本 /Graphics/(+ Icons + Mouse)图像。 #下面可修改([]中为通常的样子): 合成方式 = 0 #@blend_tepe【1 】:0~2 透明速度 = 10 #@opacity 【10 】:0~255 下降速度 = 1 #@jy 【1 】:0~50 X放大率 = 0.1 #@zoom_x 【0.1 or -0.03】:-1~1 Y放大率 = 0.1 #@zoom_y 【0.1 or -0.03】:-1~1 残影 = true #shadow 【true / false】 残光 = false #show_light 【true / false】 旋转 = false #angle 【true、false】 动态 = true#true #anima 【true、false】 #由于残光会建立94个图像,内存低就把show_light 给false掉吧~~ #加入鼠标转向专利一个~~我是仿windows显示时间屏保的鼠标制作的~~ #是关于Math的算法,不是只有8方向,而是360个= =!!~ #把【85】行去掉“#”就会掉many FPS 不过很华丽~~(注:先开启旋转,残光功能!) #-----------------------------------分割线-------------------------------------- #如果需要在游戏中调用修改鼠标各项设置:见204行处的方法调用,不需要改变的量用nil #表示! #============================================================================== module Mouse attr_accessor :count #变换动画计数 attr_accessor :npc #指向NPC attr_accessor :wait #指针变成角色正在移动 attr_accessor :enemy #指针指向敌人 attr_accessor :coach #coach icons switch #====================================================== #change icon! #====================================================== def self.npc if @NPC != true @count = 10 @npc = true end end def self.wait if @Wait != true @count = 10 @wait = true end end def self.enemy if @enemy != true @count = 10 @enemy = true end end def self.coach if @COACH != true @count = 10 @coach = true end end #====================================================== #end #====================================================== def self.text end def self.into_menu Sound.play_ok SceneManager.call(Scene_Menu) Window_MenuCommand::init_command_position end def self.init2 #Directions @dir = 0 @old_x, @old_y = 0, 0 #Animations @light_id = 1 @mouse_sprite1 = Sprite.new; @mouse_sprite1.z = 9999; @mouse_sprite1.bitmap = Bitmap.new("Graphics/Icons/#{@light_id}"); @light_id = 1 @canyin = [] @rmenu = nil#右键菜单 @rightmenu = false @mouse_touch = false @count = 0 @npc,@wait,@coach = false end def self.setbb(a,b,c,d,e,f,g,h,i) @blend_tepe = a if a != nil @opacity = b if b != nil @jy = c if c != nil @zoom_x = d if d != nil @zoom_y = e if e != nil @light = f if f != nil @Shadow = g if g != nil @Angle = h if h != nil @anima = i if i != nil end def self.show_light(mx, my) @canyin.each{|s|s.opacity <= 0 ? (s.visible = false ; @canyin.delete(s)) : s.opacity -= 25} if @light @light_id < 94 ? @light_id += 1 : @light_id = 1 i = @light_id eval("@mouse_sprite#{i} = Sprite.new") eval("@mouse_sprite#{i}.x = #{mx}") eval("@mouse_sprite#{i}").y = my eval("@mouse_sprite#{i}").blend_type = @blend_tepe eval("@mouse_sprite#{i}").z = 9999; #eval("@mouse_sprite#{i}").angle = @mouse_sprite.angle eval("@mouse_sprite#{i}").bitmap = Bitmap.new("Graphics/Icons/#{@light_id}") for i in 1..94 begin eval("@mouse_sprite#{i}").opacity -= @opacity #10 eval("@mouse_sprite#{i}").y += @jy#1 eval("@mouse_sprite#{i}").zoom_x += @zoom_x#0.105 eval("@mouse_sprite#{i}").zoom_y += @zoom_y#0.105 eval("@mouse_sprite#{i}").dispose if eval("@mouse_sprite#{i}").opacity <= 0 rescue end end if @plight == true self.update_light end end return if !@angle a = 0 #被废掉的朝向 hu = [(@old_x - mx), (@old_y - my)] return if hu[0] == 0 or hu[1] == 0 math = 135 - self.atoa(Math.atan(hu[1]/hu[0])) if hu[0] > 0 @mouse_sprite.angle = math - 90 else @mouse_sprite.angle = math + 90 end #p math @old_x, @old_y = mx, my end def self.plight return unless @light @l = Sprite.new @l.z = 999999 @pcount = 30 @l.blend_type = 1 @l.bitmap = Bitmap.new("Graphics/Icons/#{@pcount}"); @l.ox = @l.bitmap.width / 2 @l.oy = @l.bitmap.height / 2 @l.x, @l.y = @mouse_sprite.x, @mouse_sprite.y @plight = true end def self.update_light @pcount += 1 @l.bitmap = Bitmap.new("Graphics/Icons/#{@pcount}") @l.zoom_x += 0.1 @l.zoom_y += 0.1 @l.opacity -= 10 if @pcount >= 70 @l.dispose @pcount = 0 @plight = false end end def self.atoa(hu)#弧度转角度 return (hu * 180) / Math::PI # end #============================================================================== #New Part! #============================================================================== def self.moving(x,y) return if !@shadow == true sprite = Sprite.new sprite.z = 999 sprite.bitmap = @mouse_sprite.bitmap if !@mouse_sprite.disposed?#Bitmap.new("Graphics/Mouse/1.png") sprite.x = x sprite.y = y sprite.opacity = 200 sprite.angle = @mouse_sprite.angle @canyin.push sprite end def self.canyin return @canyin.size end def self.right_menu(x,y) @rmenu.dispose if @rmenu != nil @rmenu = Sprite.new @rmenu.z = 1000 # @rmenu.bitmap.fill_rect(0, 0, 150, 32*n, Color.new(255,255,255)) # @rmenu.bitmap.font.color = Color.new(68,34,255) # n.times{|i| # @rmenu.bitmap.fill_rect(0, i*32, 150, 1, Color.new(0,0,0)) # @rmenu.bitmap.draw_text(0, i*32, 150, 32,text[0]) # } @rmenu.x,@rmenu.y = x,y @rmenu.opacity = 200 @rightmenu = true end def self.mouse_touch=(bar) @mouse_touch = bar end def self.mouse_touch return @mouse_touch end def self.check if Mouse.trigger?(Mouse::LEFT) if @rightmenu mx,my = Mouse.get_mouse_pos lx = @rmenu.x - @rmenu.ox rx = lx + @rmenu.bitmap.width ty = @rmenu.y - @rmenu.oy by = ty + @rmenu.bitmap.height if mx < lx or mx > rx or my < ty or my > by or @rmenu.bitmap.get_pixel(mx-lx,my-ty).alpha == 0 else a = [] text.size.times{|t|a << [t*32 , ([email protected]).abs].min} eval(text[(a.max/32).to_i][1]) end @rightmenu = false @rmenu.dispose @rmenu = nil return end end end end Mouse.init2 Mouse.setbb(合成方式, 透明速度, 下降速度, X放大率, Y放大率,残光,残影,旋转,动态) #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== #=================以下两个用来调整战斗时的手感问题,可以自己试试。 $敌人选框扩大 = 30 $角色选框扩大 = 20 #============================================================================== # API调用 #============================================================================== $ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l') $GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i') $ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i') $GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l') $Window_HWND = $GetActiveWindow.call $GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i') #$FindWindow = Win32API.new("user32", "FindWindow", 'pp', 'i') #$HookStart = Win32API.new("mouse_hook.dll", "HookStart", 'i', nil) #$HookEnd = Win32API.new("mouse_hook.dll", "HookEnd", nil, nil) #$GetMouseStatus = Win32API.new("mouse_hook.dll", "GetMouseStatus", 'i', 'i') #$Window_HWND = $FindWindow.call(nil, 'mousetry') module Mouse LEFT = 0x01 RIGHT = 0x02 def self.init(sprite = nil) # $HookStart.call($Window_HWND) $ShowCursor.call(0) @show_cursor = false @mouse_sprite = Sprite.new @mouse_sprite.z = 99999 @mouse_sprite.bitmap = Bitmap.new('Graphics/Mouse/1') #@mouse_sprite.bitmap.fill_rect(Rect.new(0, 0, 32, 32), Color.new(0, 0, 0)) @left_press = false @right_press = false @left_trigger = false @right_trigger = false @left_repeat = false @right_repeat = false @click_lock = false @mouse_x, @mouse_y = self.get_mouse_pos update end def self.exit @mouse_sprite.bitmap.dispose @mouse_sprite.dispose @show_cursor = true # $HookEnd.call $ShowCursor.call(1) end def self.mouse_debug return @mouse_debug.bitmap end def self.update left_down = $GetKeyState.call(0x01) right_down = $GetKeyState.call(0x02) @click_lock = false mouse_x, mouse_y = self.get_mouse_pos if @mouse_x != mouse_x or @mouse_y != mouse_y moving(@mouse_x, @mouse_y) @mouse_x, @mouse_y = mouse_x,mouse_y end if @mouse_sprite != nil @mouse_sprite.x = mouse_x @mouse_sprite.y = mouse_y end if @anima == true if @npc == true if @count == 80 @count = 0 @npc = false else @count += 1 end if FileTest.exist?("Graphics/Mouse/npc_#{@count/10}.png") @mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/npc_#{@count/10}.png") end elsif @coach == true if @count == 60 @count = 0 @coach = false else @count += 1 end if FileTest.exist?("Graphics/Mouse/coach_#{@count/10}.png") @mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/coach_#{@count/10}.png") end elsif @enemy == true if @count == 60 @count = 0 @enemy= false else @count += 1 end if FileTest.exist?("Graphics/Mouse/#{@count/10 + 4}.png") @mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/#{@count/10 + 4}.png") end elsif @wait == true if @count == 60 @count = 0 @wait = false else @count += 1 end if FileTest.exist?("Graphics/Mouse/wait_#{@count/10}.png") @mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/wait_#{@count/10}.png") end else @count == 40 ? @count = 0 : @count += 1 if FileTest.exist?("Graphics/Mouse/#{@count/10}.png") @mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/#{@count/10}.png") end end end self.show_light(@mouse_sprite.x, mouse_y) self.check if left_down[7] == 1 @left_repeat = (not @left_repeat) @left_trigger = (not @left_press) @left_press = true else @left_press = false @left_trigger = false @left_repeat = false end if right_down[7] == 1 @right_repeat = (not @right_repeat) @right_trigger = (not @right_press) @right_press = true else @right_press = false @right_trigger = false @right_repeat = false end end def self.get_mouse_pos point_var = [0, 0].pack('ll') if $GetCursorPos.call(point_var) != 0 if $ScreenToClient.call($Window_HWND, point_var) != 0 x, y = point_var.unpack('ll') if (x < 0) or (x > 10000) then x = 0 end if (y < 0) or (y > 10000) then y = 0 end if x > Graphics.width then x = Graphics.width end if y > Graphics.height then y = Graphics.height end return x, y else return 0, 0 end else return 0, 0 end end def self.press?(mouse_code) if mouse_code == LEFT if @click_lock return false else return @left_press end elsif mouse_code == RIGHT return @right_press else return false end end def self.trigger?(mouse_code) if mouse_code == LEFT if @click_lock return false else return @left_trigger end elsif mouse_code == RIGHT return @right_trigger else return false end end def self.repeat?(mouse_code) if mouse_code == LEFT if @click_lock return false else return @left_repeat end elsif mouse_code == RIGHT return @right_repeat else return false end end def self.click_lock? return @click_lock end def self.click_lock @click_lock = true end def self.click_unlock @click_lock = false end end module Input if @self_update == nil @self_update = method('update') @self_press = method('press?') @self_trigger = method('trigger?') @self_repeat = method('repeat?') end def self.update @self_update.call Mouse.update end def self.press?(key_code) if @self_press.call(key_code) return true end if key_code == C return Mouse.press?(Mouse::LEFT) elsif key_code == B return Mouse.press?(Mouse::RIGHT)if !SceneManager.scene_is?(Scene_Map) else return @self_press.call(key_code) end end def self.trigger?(key_code) if @self_trigger.call(key_code) return true end if key_code == C return Mouse.trigger?(Mouse::LEFT) elsif key_code == B return Mouse.trigger?(Mouse::RIGHT) if !SceneManager.scene_is?(Scene_Map) else return @self_trigger.call(key_code) end end def self.repeat?(key_code) if @self_repeat.call(key_code) return true end if key_code == C return Mouse.repeat?(Mouse::LEFT) elsif key_code == B return Mouse.repeat?(Mouse::RIGHT)if !SceneManager.scene_is?(Scene_Map) else return @self_repeat.call(key_code) end end end class Window_Selectable if @self_alias == nil alias self_update update @self_alias = true end def update #self.cursor_rect.empty self_update if self.active and item_max > 0 index_var = @index tp_index = @index mouse_x, mouse_y = Mouse.get_mouse_pos mouse_not_in_rect = true for i in 0...item_max @index = i update_cursor top_x = self.cursor_rect.x + self.x + 16 top_y = self.cursor_rect.y + self.y + 16 bottom_x = top_x + self.cursor_rect.width bottom_y = top_y + self.cursor_rect.height top_x += self.x_mod top_y += self.y_mod bottom_x += self.x_mod bottom_y += self.y_mod if (mouse_x > top_x) and (mouse_y > top_y) and (mouse_x < bottom_x) and (mouse_y < bottom_y) mouse_not_in_rect = false if tp_index != @index tp_index = @index $data_system.sounds[0].play end break end end if Input.trigger?(Input::F9) p top_x,top_y,Mouse.get_mouse_pos end if mouse_not_in_rect @index = index_var update_cursor Mouse.click_lock else Mouse.click_unlock end end end end class Window_NameInput if @self_alias == nil alias self_update update @self_alias = true end def update #self.cursor_rect.empty self_update if self.active index_var = @index mouse_x, mouse_y = Mouse.get_mouse_pos mouse_not_in_rect = true for i in (0...HIRAGANA.size).to_a.push(180) @index = i update_cursor top_x = self.cursor_rect.x + self.x + 16 top_y = self.cursor_rect.y + self.y + 16 bottom_x = top_x + self.cursor_rect.width bottom_y = top_y + self.cursor_rect.height # if (mouse_x > top_x) and (mouse_y > top_y) and (mouse_x < bottom_x) and (mouse_y < bottom_y) mouse_not_in_rect = false break end end if mouse_not_in_rect @index = index_var update_cursor Mouse.click_lock else Mouse.click_unlock end end end end =begin class Window_InputNumber if @self_alias == nil alias self_update update @self_alias = true end def update #self.cursor_rect.empty self_update mouse_x, mouse_y = Mouse.get_mouse_pos if self.active and @digits_max > 0 index_var = @index mouse_not_in_rect = true for i in 0...@digits_max @index = i #update_cursor top_x = self.cursor_rect.x + self.x + 16 bottom_x = top_x + self.cursor_rect.width # if (mouse_x > top_x) and (mouse_x < bottom_x) mouse_not_in_rect = false break end end if mouse_not_in_rect @index = index_var #update_cursor Mouse.click_lock else Mouse.click_unlock end end if @last_mouse_y == nil @last_mouse_y = mouse_y end check_pos = (@last_mouse_y - mouse_y).abs if check_pos > 10 #$game_system.se_play($data_system.cursor_se) place = 10 ** (@digits_max - 1 - @index) n = @number / place % 10 @number -= n * place n = (n + 1) % 10 if mouse_y < @last_mouse_y n = (n + 9) % 10 if mouse_y > @last_mouse_y @number += n * place refresh @last_mouse_y = mouse_y end end end =end class Scene_File if @self_alias == nil alias self_update update @self_alias = true end def update mouse_x, mouse_y = Mouse.get_mouse_pos Mouse.click_lock idx = 0 for i in @savefile_windows top_x = i.x + 16 top_y = i.y + 16 bottom_x = top_x + i.width bottom_y = top_y + i.height if (mouse_x > top_x) and (mouse_y > top_y) and (mouse_x < bottom_x) and (mouse_y < bottom_y) i.selected = true if @file_index != idx @file_index = idx $data_system.sounds[0].play end Mouse.click_unlock else i.selected = false end idx += 1 end self_update end end class Game_Player if @self_alias == nil alias self_update update @self_alias = true end def update mouse_x, mouse_y = Mouse.get_mouse_pos if @last_move_x == nil @last_move_x = false end if Mouse.trigger?(Mouse::RIGHT) Mouse.right_menu(mouse_x, mouse_y) Graphics.update elsif Mouse.press?(Mouse::LEFT) if Mouse.mouse_touch == true Mouse.mouse_touch = false return end Mouse.plight Mouse.wait last_moving = moving? last_direction = @direction # return unless movable? # return if $game_map.interpreter.running? unless moving? or $game_map.interpreter.running? last_x = @x if @last_move_x @last_move_x = false elsif mouse_x > screen_x + 16 move_straight(6) elsif mouse_x < screen_x - 16 move_straight(4) end last_y = @y if last_x != @x @last_move_x = true elsif mouse_y > screen_y move_straight(2) elsif mouse_y < screen_y - 32 move_straight(8) end =begin if last_y != @y @last_move_x = false elsif not @last_move_x case last_direction when 2 turn_down when 4 turn_left when 6 turn_right when 8 turn_up end end =end end end self_update end end Mouse.init END { Mouse.exit } class Window_Base < Window attr_accessor :x_mod attr_accessor :y_mod alias ka_initialize initialize def initialize(x, y, width, height) ka_initialize(x, y, width, height) self.x_mod = 0 self.y_mod = 0 end end class Window_PartyCommand < Window_Command alias ka1_initialize initialize def initialize ka1_initialize self.y_mod = Graphics.height-128 end end class Window_ActorCommand < Window_Command alias ka2_initialize initialize def initialize ka2_initialize self.x_mod = -128 self.y_mod = Graphics.height-128 end end #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== |
这个报错信息是指本应该提供Fixnum型的参数却提供了nil,一般是数组的索引出了问题 【我只能帮到这一步了 |
本帖最后由 1091160905 于 2013-8-27 10:26 编辑 很简单,我经历几周的时间,研究出了—— 地图上的事件不能用地图的图块(即 前面是黄色圆圈的)作为行走图 我有一个地图也这样,我改后只能让他不会一进入就出错,但只要打开菜单,关闭后马上出错 |
rx = lx + @cw 他说不能被作为变量... 我也不懂,没学完脚本就是殇T^T 还有,这里一定有你想要的答案http://www.baidu.com/index.php?tn=10018802_hao |
![]() |
没人吗????![]() |
站长信箱:[email protected]|手机版|小黑屋|无图版|Project1游戏制作
GMT+8, 2025-9-14 00:37
Powered by Discuz! X3.1
© 2001-2013 Comsenz Inc.