#===========================================================================#
# * Version 2.0 change log (Date: January 13 2013)
# - Added path finding, now the game player is able to move using the mouse
# - Added compatibility with Victor Animated Battle version 1.x and above
# - Now you are able to change the mouse cursor icon in game
# - Two new notetags added to change the mouse cursor by event comment tags
# - Fixed crash when pointing a notetagged event with a valid condition
#----------------------------------------------------------------------------
# * Version 1.6 change log (Date: November 21 2012)
#
# - Added compatibility for any game screen resolution
# - System optimized to consume less cpu than before
# - Added extra compatibility for Pearl ABS Liquid
# - Removed the font fix
# - Added the imported bolean
#----------------------------------------------------------------------------
# * Version 1.5 change log
#
# - Fixed cursor sound over loading on selectable windows
# - Fixed bug when selecting event graphic tileset that have mouse comment tag
# - FIxed minor bug when transfering (event name now erase completely)
# - Added option to turn on / off arrow selector on save file
# - Important! changes on mouse comment tags!
# ~ CLICK START change to MOUSE START
# ~ ANIMATION change to MOUSE ANIMATION
# ~ NAME change to MOUSE NAME
#
#---------------------------------------------------------------------------
# * installation
#
# Copy and paste this script above main done!
#
# * Mouse triggers
# - Left click: Action button
# - Right click: Cancel button, close windows
# - Mouse wheel middle button: DASH
#
#---------------------------------------------------------------------------
# * Main features
#
# - Allow you create buttons and configure them to do something
# - Events can be buttons too, map ground buttons! for some puzzles etc.
# - Allow you display event name
# - Full mouse interaction
# - WASD movement optional
# - Path finding feature, player is able to move using the mouse
# - Mouse cursor changing in-game enabled
#---------------------------------------------------------------------------
# * Event buttons commands
#
# Write this lines on event comments tags
#
# MOUSE START - Event start when you click the event
# MOUSE ANIMATION x - Show animation when mouse is over event,
# ex: MOUSE ANIMATION 1
# MOUSE NAME x - Display event name when mouse is over event,
# ex: MOUSE NAME Falcao
# MOUSE ICON x - change the mouse cursor icon when it is over the event
# change x for the icon index to display
# MOUSE PIC X - Change the mouse cursor when is over an event but in this
# case it display a picture graphic name, change x for the
# picture name
#------------------------------------------------------------------------------
# * Script calls
#
# Call this line to turn off/on the mouse cursor within the game true/false
# Mouse.show_cursor(false)
#
# If you want to change the mouse cursor manually use the following script calls
# Mouse.set_cursor(:iconset, x) - change x for any icon index
#
# if you want to show a picture instead iconset use the next script call
# Mouse.set_cursor(:picture, name) - change name for picture name
#-----------------------------------------------------------------------------
module Map_Buttons
# You can easily insert as many buttons you want to the map screen
# define here below your buttons parameters
Insert = {
#-----------------------------------------------------------------------------
# A => [B, C, D, E, F]
#
# A = Button number
#
# B = Name
# C = X position in screen tile
# D = Y position in screen tile
# E = Icon, if you want a picture write picture 'name' otherwise icon index
# F = What this button gonna do?, you have two options, call scene or call
# common event, if you want scene put scene name, if you want common event
# put common event ID
# This button call the menu screen
1=> ["Menu", 16, 11, 117, Scene_Menu],
# This button call a common event ID 1
2=> ["Bestiary", 16, 12, 121, 1],
}
# * General configutration
# Mouse cursor icon, if you want a picture write pic 'name' otherwise icon index
CursorIcon = 386
# Switch ID to turn off/on the icons on the screen
Switch = 100
# Allow movement with W A S D keys true/false
WASD_Movement = true
# Display arrow selector on save file? true / false
DisplaySelector = false
# When you click on event, do you want the player to ignore the self movement?
IgnoreEventPath = true
# Switch id to enable or disable the path finding feature
PathFinderSwitch = 500
#
#----------------------------------------------------------------------------
#
# * License
#
# You can use this script in non comercial games, in you need it for comercial
#-----------------------------------------------------------------------------
def self.check_value(value)
return 'numeric' if value.is_a? Fixnum
return 'string'
end
end
($imported ||= {})[:Mouse_System_Buttons] = 2.0
# This class create all screen and event buttons on game screen
class Interactive_Buttoms
attr_reader :cursoring
def initialize
create_screen_buttoms
@ani_delay = 0
end
def create_screen_buttoms
if $imported["Falcao Pearl ABS Liquid"]
if PearlKernel::clean_back?
@buttons_sprites = []
return
end
end
@buttons_sprites = []
for i in Map_Buttons::Insert.values
@buttons_sprites.push(Sprite_Buttons.new(i[0], i[1], i[2], i[3], i[4]))
end
end
def create_button_text
if @button_text.nil?
@button_text = Sprite.new
@button_text.bitmap = Bitmap.new(100, 32)
@button_text.z = 50
@button_text.bitmap.font.size = 16
end
end
def dispose_screen_buttons
for button in @buttons_sprites
button.dispose
end
@buttons_sprites = []
end
def dispose_button_text
if not @button_text.nil?
@button_text.dispose
@button_text.bitmap.dispose
@button_text = nil
end
end
def dispose
dispose_screen_buttons
dispose_button_text
end
def update
if $game_switches[Map_Buttons::Switch] and not @buttons_sprites.empty?
dispose_screen_buttons
elsif not $game_switches[Map_Buttons::Switch] and @buttons_sprites.empty?
create_screen_buttoms
end
update_buttons
update_event_selection
end
# path update
def update_path
return if $game_switches[Map_Buttons::PathFinderSwitch]
return if $game_message.busy?
return unless $game_player.normal_walk?
mx, my = Mouse.map_grid[0], Mouse.map_grid[1]
if Map_Buttons::IgnoreEventPath
$game_map.events.values.each do |event|
return if event.x == mx and event.y == my
end
end
$game_player.find_path(mx, my)
end
def update_buttons
for button in @buttons_sprites
button.update
if button.zooming
@screen_b = true
create_button_text
if button.x > 272
x, y = button.px * 32 - 98, button.py * 32
draw_button_text(x, y, button.name, 2)
elsif button.x < 272
x, y = button.px * 32 + 31, button.py * 32
draw_button_text(x, y, button.name, 0)
end
end
end
if @screen_b != nil
unless mouse_over_button?
dispose_button_text
@screen_b = nil
end
end
end
def reset_cursor
if Map_Buttons::check_value(@cursoring[1]) == 'numeric'
Mouse.set_cursor(:iconset, @cursoring[1], true)
else
Mouse.set_cursor(:picture, @cursoring[1], true)
end
@cursoring = nil
end
def apply_iconchanging(sym, operand, event)
cursor = $game_system.cursorr
cursor = Map_Buttons::CursorIcon if cursor.nil?
@cursoring = [event, cursor]
Mouse.set_cursor(sym, operand, true)
end
def update_event_selection
return if @screen_b #disable event buttom if mouse over screen buttom
update_path if Mouse.trigger?(0)
for event in $game_map.events.values
next if event.page.nil?
if event.x == Mouse.map_grid[0] and event.y == Mouse.map_grid[1]
if event.mouse_start
if Mouse.trigger?(0) and !$game_map.interpreter.running?
event.start
end
end
anime = event.mouse_animation
if anime != 0
@ani_delay += 1
event.animation_id = anime if @ani_delay == 1
@ani_delay = 0 if @ani_delay > 16
end
name = event.mouse_name
if name != ""
@eve = [event.x, event.y, event, name]
create_button_text
end
icon = event.mouse_iconset
picture = event.mouse_picture
if !icon.nil? and icon != 0 and @cursoring.nil?
apply_iconchanging(:iconset, icon, event)
elsif !picture.nil? and picture != "" and @cursoring.nil?
apply_iconchanging(:picture, picture, event)
end
end
end
if @cursoring != nil
reset_cursor if not mouse_over_event?(@cursoring[0].x, @cursoring[0].y)
end
if @eve != nil
@eve[2].ch_oy.nil? ? event_oy = 32 : event_oy = @eve[2].ch_oy
if event_oy > 32
draw_button_text(@eve[2].screen_x - 49,
@eve[2].screen_y - event_oy / 2 - 50, @eve[3], 1)
else
draw_button_text(@eve[2].screen_x - 49,
@eve[2].screen_y - event_oy / 2 - 36, @eve[3], 1)
end
if not mouse_over_event?(@eve[0], @eve[1])
dispose_button_text
@eve = nil
end
end
end
def draw_button_text(x, y, text, a=0)
return if @button_text.nil?
@button_text.x = x
@button_text.y = y
return if @old_name == text
@button_text.bitmap.clear
@button_text.bitmap.draw_text(2, 0, @button_text.bitmap.width, 32, text, a)
@old_name = text
end
def mouse_over_button?
for button in @buttons_sprites
if Mouse.object_area?(button.x, button.y - 6, button.width, button.height)
return true
end
end
@old_name = nil
return false
end
def mouse_over_event?(event_x, event_y)
if Mouse.map_grid[0] == event_x and Mouse.map_grid[1] == event_y
return true
end
@old_name = nil
return false
end
end
# Set buttons sprites
class Spriteset_Map
alias falcao_insert_buttuns_view create_viewports
def create_viewports
@interact_buttoms = Interactive_Buttoms.new
falcao_insert_buttuns_view
end
alias falcao_insert_buttuns_dis dispose
def dispose
@interact_buttoms.reset_cursor if @interact_buttoms.cursoring != nil
@interact_buttoms.dispose
falcao_insert_buttuns_dis
end
alias falcao_insert_buttuns_up update
def update
if $game_player.clear_mousepointers
@interact_buttoms.dispose
$game_player.clear_mousepointers = nil
end
@interact_buttoms.update
falcao_insert_buttuns_up
end
end
# comments definition
class Game_Event < Game_Character
attr_reader :mouse_start, :mouse_animation, :mouse_name, :mouse_iconset
attr_reader :mouse_picture, :page
alias falcaomouse_setup setup_page_settings
def setup_page_settings
falcaomouse_setup
@mouse_start = check_comment("MOUSE START")
@mouse_animation = check_value("MOUSE ANIMATION")
@mouse_name = check_name("MOUSE NAME")
@mouse_iconset = check_value("MOUSE ICON")
@mouse_picture = check_name("MOUSE PIC")
end
def check_comment(comment)
return false if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
if item.parameters[0].include?(comment)
return true
end
end
end
return false
end
def check_value(comment)
return 0 if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
if item.parameters[0] =~ /#{comment}[ ]?(\d+)?/
return $1.to_i
end
end
end
return 0
end
def check_name(comment)
return "" if @list.nil? or @list.size <= 0
for item in @list
next unless item.code == 108 or item.code == 408
if item.parameters[0] =~ /#{comment} (.*)/
return $1.to_s
end
end
return ""
end
end
# Create screen buttons sprites
class Sprite_Buttons < Sprite
attr_reader :px
attr_reader :py
attr_reader :name
attr_reader :zooming
def initialize(name, px, py, icon_index, action=nil)
super()
self.z = 50
@icon_index = icon_index
@px = px
@py = py
@action = action
@object_zooming = 0
@zooming = false
@name = name
set_bitmap
update
end
def update
super
if Mouse.object_area?(self.x, self.y - 4, self.bitmap.width,
self.bitmap.height)
@zooming = true
@object_zooming += 1
case @object_zooming
when 1..10 ; self.zoom_x -= 0.02 ; self.zoom_y -= 0.02
when 11..20 ; self.zoom_x += 0.02 ; self.zoom_y += 0.02
when 21..30 ; self.zoom_x = 1.0 ; self.zoom_y = 1.0
@object_zooming = 0
end
if Mouse.trigger?(0) and @action != nil
unless $game_map.interpreter.running?
Sound.play_ok
if @action == Scene_Menu and not $game_system.menu_disabled
SceneManager.call(@action)
Window_MenuCommand::init_command_position
return
end
if Map_Buttons::check_value(@action) == 'numeric'
$game_temp.reserve_common_event(@action)
else
SceneManager.call(@action)
end
end
end
elsif @object_zooming > 0
self.zoom_x = 1.0
self.zoom_y = 1.0
@object_zooming = 0
else
@zooming = false
end
end
def set_bitmap
if Map_Buttons::check_value(@icon_index) == 'numeric'
self.bitmap = Bitmap.new(24, 24)
bitmap = Cache.system("Iconset")
rect = Rect.new(@icon_index % 16 * 24, @icon_index / 16 * 24, 24, 24)
self.bitmap.blt(0, 0, bitmap, rect)
else
self.bitmap = Cache.picture(@icon_index)
end
self.x = @px * 32 + 4
self.y = @py * 32 + 4
end
end
# Game_character new variable
class Game_CharacterBase
attr_accessor :ch_oy
end
# Sprite character
class Sprite_Character < Sprite_Base
alias falcaoadd_oxy_set_character_bitmap set_character_bitmap
def set_character_bitmap
falcaoadd_oxy_set_character_bitmap
@character.ch_oy = self.oy
end
end
class Game_System
attr_accessor :current_cursor
def cursorr
return Map_Buttons::CursorIcon if @current_cursor.nil?
return @current_cursor
end
end
# Mouse module
module Mouse
GetKeyState = Win32API.new('user32', 'GetAsyncKeyState', 'i', 'i')
GetCursorPos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
GetClientRect = Win32API.new('user32', 'GetClientRect', %w(l p), 'i')
ShowCursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
ScreenToClient = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i')
Findwindow = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')
GetPrivatePro = Win32API.new('kernel32', 'GetPrivateProfileStringA',
%w(p p p p l p), 'l')
ShowCursor.call(0)
@triggers = [[0, 1], [0, 2], [0, 4]]
@old_pos = 0
# Mouse Sprite
def self.set_cursor(sym, operand, write=false)
case sym
when :iconset
$mouse_cursor.bitmap = Bitmap.new(24, 24)
bitmap = Cache.system("Iconset")
rect = Rect.new(operand % 16 * 24, operand / 16 * 24, 24, 24)
$mouse_cursor.bitmap.blt(0, 0, bitmap, rect)
when :picture then $mouse_cursor.bitmap = Cache.picture(operand)
end
$game_system.current_cursor = operand if write
end
$mouse_cursor = Sprite.new
icon = Map_Buttons::CursorIcon
if Map_Buttons::check_value(icon) == 'numeric'
set_cursor(:iconset, icon)
else
set_cursor(:picture, icon)
end
$mouse_cursor.z = 10001
$mouse_cursor.x = $mouse_cursor.y = 1000
$mouse_cursor.ox = 4
def self.show_cursor(value)
unless value
@pos[0] = @pos[1] = 600
end
$mouse_cursor.visible = value
end
def self.map_grid
return nil if @pos == nil
x = ($game_map.display_x).to_i + (@pos[0] / 32)
y = ($game_map.display_y).to_i + (@pos[1] / 32)
return [x, y]
end
def self.standing?
return false if @old_px != @pos[0]
return false if @old_py != @pos[1]
return true
end
def self.input_keys
$game_arrows.mode_on ? type = $game_arrows.in_type : type = Input::C
keys = {0 => type, 1 => Input::B, 2 => Input::A}
return keys
end
def self.object_area?(x, y, width, height)
return false if @pos.nil?
return @pos[0].between?(x, width + x) && @pos[1].between?(y, height + y)
end
def self.position
return @pos == nil ? [0, 0] : @pos
end
def self.global_pos
pos = [0, 0].pack('ll')
return GetCursorPos.call(pos) == 0 ? nil : pos.unpack('ll')
end
def self.screen_to_client(x=0, y=0)
pos = [x, y].pack('ll')
return ScreenToClient.call(self.hwnd, pos) == 0 ? nil : pos.unpack('ll')
end
def self.pos
global_pos = [0, 0].pack('ll')
gx, gy = GetCursorPos.call(global_pos) == 0 ? nil : global_pos.unpack('ll')
local_pos = [gx, gy].pack('ll')
x, y = ScreenToClient.call(self.hwnd,
local_pos) == 0 ? nil : local_pos.unpack('ll')
begin
if (x >= 0 && y >= 0 && x <= Graphics.width && y <= Graphics.height)
@old_px, @old_py = x, y
return x, y
else
return -20, -20
end
rescue
return 0, 0
end
end
def self.update
old_pos = @pos
@pos = self.pos
self.input_keys
if !$mouse_cursor.visible && old_pos != @pos
$mouse_cursor.visible = true
end
if old_pos != [-20, -20] && @pos == [-20, -20]
ShowCursor.call(1)
elsif old_pos == [-20, -20] && @pos != [-20, -20]
ShowCursor.call(0)
end
for i in @triggers
n = GetKeyState.call(i[1])
if [0, 1].include?(n)
i[0] = (i[0] > 0 ? i[0] * -1 : 0)
else
i[0] = (i[0] > 0 ? i[0] + 1 : 1)
end
end
end
# trigger definition
def self.trigger?(id = 0)
pos = self.pos
if pos != [-20,-20]
case id
when 0
return @triggers[id][0] == 1
when 1
if @triggers[1][0] == 1 && !$game_system.menu_disabled
return @triggers[id][0] == 1
end
when 2
return @triggers[id][0] == 1
end
end
end
# repeat definition
def self.repeat?(id = 0)
if @triggers[id][0] <= 0
return false
else
return @triggers[id][0] % 5 == 1 && @triggers[id][0] % 5 != 2
end
end
#press definition
def self.press?(id = 0)
if @triggers[id][0] <= 0
return false
else
return true
end
end
def self.screen_to_client(x=0, y=0)
pos = [x, y].pack('ll')
return ScreenToClient.call(self.hwnd, pos) == 0 ? nil : pos.unpack('ll')
end
def self.hwnd
if @hwnd.nil?
game_name = "\0" * 256
GetPrivatePro.call('Game', 'Title', '', game_name, 255, ".\\Game.ini")
game_name.delete!("\0")
@hwnd = Findwindow.call('RGSS Player', game_name)
end
return @hwnd
end
def self.client_size
rect = [0, 0, 0, 0].pack('l4')
GetClientRect.call(self.hwnd, rect)
right, bottom = rect.unpack('l4')[2..3]
return right, bottom
end
end
# Input module aliased
class << Input
unless self.method_defined?(:falcao21_mouse_update)
alias_method :falcao21_mouse_update, :update
alias_method :falcao21_mouse_trigger?, :trigger?
alias_method :falcao21_mouse_repeat?, :repeat?
alias_method :fal_mouse_input_press?, :press?
end
def update
if $mouse_cursor.visible
Mouse.update
$game_arrows.update
mx, my = *Mouse.position
$mouse_cursor.x = mx unless mx.nil?
$mouse_cursor.y = my unless my.nil?
end
falcao21_mouse_update
end
# trigger
def trigger?(constant)
return true if falcao21_mouse_trigger?(constant)
unless Mouse.pos.nil?
if Mouse.input_keys.has_value?(constant)
mouse_trigger = Mouse.input_keys.index(constant)
return true if Mouse.trigger?(mouse_trigger)
end
end
return false
end
# press
def press?(constant)
return true if fal_mouse_input_press?(constant)
unless Mouse.pos.nil?
if Mouse.input_keys.has_value?(constant)
mouse_trigger = Mouse.input_keys.index(constant)
return true if Mouse.press?(mouse_trigger)
end
end
return false
end
# repeat
def repeat?(constant)
return true if falcao21_mouse_repeat?(constant)
unless Mouse.pos.nil?
if Mouse.input_keys.has_value?(constant)
mouse_trigger = Mouse.input_keys.index(constant)
return true if Mouse.repeat?(mouse_trigger)
end
end
return false
end
end
# Here your best friend, you can call this script within the game, scene etc.
# $game_arrows.create_arrows(x, y), create it, $game_arrows.dispose, delete it
class Game_Arrow_Selector
attr_accessor :mode_on
attr_accessor :in_type
def initialize
@mode_on = false
end
def create_arrows(x, y)
return unless @arrows_sprites.nil?
buttons = {1=> 'UP', 2=> 'RIGHT', 3=> 'DOWN',
4=> 'LEFT', 5=> 'OK', 6=> 'Cancel'}
@arrows_sprites = []
for i in buttons.values
@arrows_sprites.push(Garrows_Sprites.new(i, x, y))
end
end
def dispose
return if @arrows_sprites.nil?
for arrow in @arrows_sprites
arrow.dispose
end
@arrows_sprites = nil
@mode_on = false
end
def update
return if @arrows_sprites.nil?
for arrow in @arrows_sprites
arrow.update
end
end
end
class Garrows_Sprites < Sprite
def initialize(name, x, y)
super()
self.z = 1000
@px, @py = x, y
@name = name
@object_zooming = 0
@zooming = false
set_bitmap
update
end
def update
super
if Mouse.object_area?(self.x + @fix[0], self.y + @fix[1],
self.bitmap.width + @fix[2], self.bitmap.height + @fix[3])
$game_arrows.mode_on = true
$game_arrows.in_type = Input::UP if @name == 'UP'
$game_arrows.in_type = Input::DOWN if @name == 'DOWN'
$game_arrows.in_type = Input::LEFT if @name == 'LEFT'
$game_arrows.in_type = Input::RIGHT if @name == 'RIGHT'
$game_arrows.in_type = Input::C if @name == 'OK'
$game_arrows.in_type = Input::B if @name == 'Cancel'
@object_zooming += 1
@zooming = true
case @object_zooming
when 1..10 ; self.zoom_x -= 0.01 ; self.zoom_y -= 0.01
when 11..20 ; self.zoom_x += 0.01 ; self.zoom_y += 0.01
when 21..30 ; self.zoom_x = 1.0 ; self.zoom_y = 1.0
@object_zooming = 0
end
elsif @object_zooming > 0
self.zoom_x = 1.0
self.zoom_y = 1.0
@object_zooming = 0
elsif @zooming
@zooming = false
$game_arrows.mode_on = false
end
end
def set_bitmap
self.bitmap = Bitmap.new(24, 15) if @name != 'Cancel'
case @name
when 'UP'
self.x = @px + 25 ; self.y = @py - 2
self.angle = 182 ; @fix = [-23, -18, 0, 0]
when 'DOWN'
self.x = @px + 1 ; self.y = @py + 26
@fix = [0, -4, 0, 0]
when 'LEFT'
self.x = @px ; self.y = @py + 1
self.angle = - 92 ; @fix = [-14, -4, - 9, 9]
when 'RIGHT'
self.x = @px + 26 ; self.y = @py + 26
self.angle = + 92 ; @fix = [0, - 26, - 9, 9]
when 'OK'
self.x = @px + 1 ; self.y = @py + 6
@fix = [0, -4, 0, 0]
self.bitmap.font.size = 20
self.bitmap.draw_text(4, -7, self.bitmap.width, 32, @name)
return
when 'Cancel'
self.x = @px - 11 ; self.y = @py + 42
@fix = [0, -4, 0, 0]
self.bitmap = Bitmap.new(50, 15)
self.bitmap.font.size = 20
self.bitmap.draw_text(2, -7, self.bitmap.width, 32, @name)
return
end
draw_crappy_triangle(0, 0)
end
# This method create a crappy triangle pointing down
def draw_crappy_triangle(px, py)
color = Color.new(192, 224, 255, 255)
x, y, w, = 0, 4, 24
self.bitmap.fill_rect(px + 1, py, 22, 1, color)
self.bitmap.fill_rect(px, py + 1, 24, 4, color)
for i in 1..10
x += 1; y += 1; w -= 2
self.bitmap.fill_rect(px + x, py + y, w, 1, color)
end
end
end
$game_arrows = Game_Arrow_Selector.new
# Arrow selector is displayed when Input number is on
class Game_Interpreter
alias falcao_setup_num_input setup_num_input
def setup_num_input(params)
falcao_setup_num_input(params)
$game_arrows.create_arrows(256, 194) if $game_message.position == 0
$game_arrows.create_arrows(256, 340) if $game_message.position == 1
$game_arrows.create_arrows(256, 180) if $game_message.position == 2
end
end
# Arrow selector is disposed when press ok
class Window_NumberInput < Window_Base
alias falcao_process_ok process_ok
def process_ok
falcao_process_ok
$game_arrows.dispose
end
end
# Arrow selector is displayed within save and load scene
class Scene_File < Scene_MenuBase
alias falcao47_start start
alias falcao47_terminate terminate
def start
falcao47_start
$game_arrows.create_arrows(210, 166) if Map_Buttons::DisplaySelector
end
def terminate
falcao47_terminate
$game_arrows.dispose if Map_Buttons::DisplaySelector
end
end
# WASD Movements
module Input
class << self
if !method_defined?('vxe_dir4')
alias vxace_dir4 dir4
end
def dir4
if Map_Buttons::WASD_Movement
return 2 if (Input.press?(Input::Y))
return 4 if (Input.press?(Input::X))
return 6 if (Input.press?(Input::Z))
return 8 if (Input.press?(Input::R))
end
return vxace_dir4
end
end
end
# If event start with mouse
class Game_Player < Game_Character
alias falcao_start_map_event start_map_event
def start_map_event(x, y, triggers, normal)
$game_map.events_xy(x, y).each do |event_click|
return if event_click.check_comment("MOUSE START")
end
falcao_start_map_event(x, y, triggers, normal)
end
end
# clear pointers when tranfering
class Game_Player < Game_Character
attr_accessor :clear_mousepointers
alias falcaomouse_perform_transfer perform_transfer
def perform_transfer
@clear_mousepointers = true if $game_map.map_id != @new_map_id
falcaomouse_perform_transfer
end
end
# Path find
class Game_Character < Game_CharacterBase
attr_accessor :map, :runpath
alias pathfind1_ini initialize
def initialize
pathfind1_ini
@map = nil
@runpath = false
end
alias pathfind1_up update
def update
run_path if @runpath == true
pathfind1_up
end
def run_path
return if moving?
step = @map[@x,@y]
if step == 1
@map = nil
@runpath = false
return
end
dir = rand(2)
case dir
when 0
move_straight(6) if @map[@x+1,@y] == step - 1 && step != 0
move_straight(2) if @map[@x,@y+1] == step - 1 && step != 0
move_straight(4) if @map[@x-1,@y] == step - 1 && step != 0
move_straight(8) if @map[@x,@y-1] == step - 1 && step != 0
when 1
move_straight(8) if @map[@x,@y-1] == step - 1 && step != 0
move_straight(4) if @map[@x-1,@y] == step - 1 && step != 0
move_straight(2) if @map[@x,@y+1] == step - 1 && step != 0
move_straight(6) if @map[@x+1,@y] == step - 1 && step != 0
end
end
def find_path(x,y)
sx, sy = @x, @y
result = setup_map(sx,sy,x,y)
@runpath = result[0]
@map = result[1]
@map[sx,sy] = result[2] if result[2] != nil
end
def clear_path
@map = nil
@runpath = false
end
def setup_map(sx,sy,ex,ey)
map = Table.new($game_map.width, $game_map.height)
map[ex,ey] = 1
old_positions = []
new_positions = []
old_positions.push([ex, ey])
depth = 2
depth.upto(100){|step|
loop do
break if old_positions[0] == nil
x,y = old_positions.shift
return [true, map, step] if x == sx and y+1 == sy
if $game_player.passable?(x, y, 2) and map[x,y + 1] == 0
map[x,y + 1] = step
new_positions.push([x,y + 1])
end
return [true, map, step] if x-1 == sx and y == sy
if $game_player.passable?(x, y, 4) and map[x - 1,y] == 0
map[x - 1,y] = step
new_positions.push([x - 1,y])
end
return [true, map, step] if x+1 == sx and y == sy
if $game_player.passable?(x, y, 6) and map[x + 1,y] == 0
map[x + 1,y] = step
new_positions.push([x + 1,y])
end
return [true, map, step] if x == sx and y-1 == sy
if $game_player.passable?(x, y, 8) and map[x,y - 1] == 0
map[x,y - 1] = step
new_positions.push([x,y - 1])
end
end
old_positions = new_positions
new_positions = []
}
return [false, nil, nil]
end
end
class Game_Player
alias pathfind_player_update update
def update
clear_path if Input.dir4 != 0
pathfind_player_update
end
alias findpath_perform_transfer perform_transfer
def perform_transfer
clear_path if $game_map.map_id != @new_map_id
findpath_perform_transfer
end
end
# Window selectable (Thanks wora for some lines here)
class Window_Selectable < Window_Base
alias mouse_selection_ini initialize
def initialize(*args)
mouse_selection_ini(*args)
@scroll_wait = 0
@cursor_wait = 0
@sdelay = 0
end
alias mouse_selection_update update
def update
update_mouse_selection if self.active and self.visible
@sdelay -= 1 if @sdelay > 0
mouse_selection_update
end
def update_mouse_selection
@cursor_wait -= 1 if @cursor_wait > 0
(0..self.item_max - 1).each do |i|
irect = item_rect(i)
irx = self.x + 16 + irect.x - self.ox
iry = self.y + 16 + irect.y - self.oy
move_cursor(i) if Mouse.object_area?(irx, iry, irect.width, irect.height)
update_cursor
end
end
def move_cursor(index)
return if @index == index
@scroll_wait -= 1 if @scroll_wait > 0
row1 = @index / self.col_max
row2 = index / self.col_max
bottom = self.top_row + (self.page_row_max - 1)
if index != @index and @sdelay == 0
Sound.play_cursor
@sdelay = 5
end
if row1 == self.top_row and row2 < self.top_row
return if @scroll_wait > 0
@index = [@index - self.col_max, 0].max
@scroll_wait = 30
elsif row1 == bottom and row2 > bottom
return if @scroll_wait > 0
@index = [@index + self.col_max, self.item_max - 1].min
@scroll_wait = 30
else
@index = index
end
return if @cursor_wait > 0
@cursor_wait += 2
end
end
# Name imput selectable
class Window_NameInput
alias mouse_name_select update unless $@
def update(*args, &block)
mouse_name_select(*args, &block)
if self.active and self.visible
(0..self.table[@page].size - 1).each do |i|
irect = item_rect(i)
irx = self.x + 16 + irect.x - self.ox
iry = self.y + 16 + irect.y - self.oy
@index = i if Mouse.object_area?(irx, iry, irect.width, irect.height)
end
end
end
end
# Window party command
class Window_PartyCommand < Window_Command
def update_mouse_selection
(0..self.item_max - 1).each do |i|
irect = item_rect(i)
irx = self.viewport.ox + 16 + irect.x - self.ox
iry = 288 + 16 + irect.y - self.oy
self.index = i if Mouse.object_area?(irx, iry, irect.width, irect.height)
end
end
end
# Window actor command
class Window_ActorCommand < Window_Command
def update_mouse_selection
(0..self.item_max - 1).each do |i|
irect = item_rect(i)
add = 288
add = 156 if !$imported[:ve_animated_battle].nil? &&
$imported[:ve_animated_battle] > 1
irx = self.viewport.ox + add + 16 + irect.x
iry = 288 + 16 + irect.y
self.index = i if Mouse.object_area?(irx, iry, irect.width, irect.height)
end
end
end