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 Lv1.梦旅人 
	梦石0 星屑55 在线时间87 小时注册时间2013-7-11帖子100 | 
7楼
 
 
 楼主|
发表于 2013-8-27 13:00:28
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只看该作者 
| 求个好心人解决一下啊!!  如果需要另外两个关联的脚本 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
 #==============================================================================
 
 
 
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