Project1
标题:
用鼠标脚本的问题
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作者:
xiaoxiaosuda
时间:
2011-2-12 12:11
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作者:
忧雪の伤
时间:
2011-2-12 12:19
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xiaoxiaosuda
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1、请用发表求助!
2、因为默认的8帧移动 + 鼠标 + 待机是没有整合的。所以用鼠标来行走会出现待机平移。
3、给你两个选择,一个自己下石焚刃暖,一个我发脚本给你。
作者:
xiaoxiaosuda
时间:
2011-2-12 12:23
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作者:
忧雪の伤
时间:
2011-2-12 12:25
本帖最后由 忧雪の伤 于 2011-2-12 12:26 编辑
###########################################################################################################################
# 脚本功能:八方向走与多帧移动之图片修正 + 人物跟随。
# 更新日期:2005年8月6日
# 更新内容:增加斜方向触发,增加斜方向面向角色(1步之内)
# 使用方法:将本脚本插入到main之前。如果你使用了雅土版的八方向走脚本,请确保这个脚本的顺序位置,在雅土八方向走脚本的后面。
# 预先处理:请输入每一步的帧数和总共可用的方向数
$c3_每一步的帧数 = 8
$c3_总共可用的方向数 = 8 #——建议不要修改这个。如果要伪8方向的,就用伪的好了。
# 图片处理与功能说明:
# 1、每一步的帧数:
# 众所周知,RMXP的移动行走图是一个方向共有4帧,很多人都觉得这个帧数有点少。
# 使用这个脚本之后,只要将 $c3_每一步的帧数 这个变量设置一个需要的帧数即可修改
# 单方向移动帧数为相应输入值。修改后,需要用photoshop将所有用到的素材的横排
# 调整为相应帧数,比如输入了8则要将每一行设置8个图像(即每一个行走图有8列)。
# 2、可用方向调整(可用数量:4、8):
# 当为4方向时没有任何变化,还是一个图4行,上左右下4个方向。
# 如果想使用8方向走,将需要八方向行走的行走图在延伸扩大的画布中按照左下、右下、左上、右上继续排布图像。
# 即,行走图图片从上到下的面向排列顺序为:下,左,右,上,左下,右下,左上,右上。
# 至于不需要8方向走的普通的NPC(character),使用photoshop将画布向下扩大一倍即可使用。
# 需要注意的是,如果需要斜方向飞鸟,请不要忘记自制素材。
# 特别提示:
# 使用本脚本前请先考虑清楚是否要做这种效果。因为使用本脚本后需要用photoshop处理character行走图素材
# 虽然这种处理用photoshop定义动作只需要5分钟即可全部完成,但在制作阶段会感觉不是很爽(具体的用了才知道)
# 作者的建议是,如果你没有足够的制作经验,使用这个脚本得不偿失。请确保自己的能力属于“高手”级别!
# 附赠功能:
# 可以让NPC角色随机8方向走,方法是:NPC角色移动路线为“自定义”,然后自定义里面使用脚本,输入c8即可
# 可以让NPC角色随机4斜角方向走,方法是:NPC角色移动路线为“自定义”,然后自定义里面使用脚本,输入c4即可
# 可以使用真·斜4方向行走,参考脚本53行开始
# 作者:carol3
###########################################################################################################################
###########################################################################################################################
class Game_Player < Game_Character
if $c3_总共可用的方向数 == 8
def update
last_moving = moving?
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# 用井号后面的东西替代前面的,就可以实现斜4方向走
case Input.dir8
when 2
move_down #move_lower_left
when 4
move_left #move_upper_left
when 6
move_right #move_lower_right
when 8
move_up #move_upper_right
when 1
move_lower_left
when 3
move_lower_right
when 7
move_upper_left
when 9
move_upper_right
end
end
# 本地变量记忆坐标
last_real_x = @real_x
last_real_y = @real_y
super
# 角色向下移动、画面上的位置在中央下方的情况下
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# 画面向下卷动
$game_map.scroll_down(@real_y - last_real_y)
end
# 角色向左移动、画面上的位置在中央左方的情况下
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# 画面向左卷动
$game_map.scroll_left(last_real_x - @real_x)
end
# 角色向右移动、画面上的位置在中央右方的情况下
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# 画面向右卷动
$game_map.scroll_right(@real_x - last_real_x)
end
# 角色向上移动、画面上的位置在中央上方的情况下
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# 画面向上卷动
$game_map.scroll_up(last_real_y - @real_y)
end
# 不在移动中的情况下
unless moving?
# 上次主角移动中的情况
if last_moving
# 与同位置的事件接触就判定为事件启动
result = check_event_trigger_here([1,2])
# 没有可以启动的事件的情况下
if result == false
# 调试模式为 ON 并且按下 CTRL 键的情况下除外
unless $DEBUG and Input.press?(Input::CTRL)
# 遇敌计数下降
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 判定为同位置以及正面的事件启动
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
#--------------------------------------------------------------------------
# ● 正面事件的启动判定
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# 事件执行中的情况下
if $game_system.map_interpreter.running?
return result
end
# 计算正面坐标
new_x = @x
new_y = @y
case @direction
when 1
new_x -= 1
new_y += 1
when 2
new_y += 1
when 3
new_x += 1
new_y += 1
when 4
new_x -= 1
when 6
new_x += 1
when 7
new_x -= 1
new_y -= 1
when 8
new_y -= 1
when 9
new_x += 1
new_y -= 1
end
# 全部事件的循环
for event in $game_map.events.values
# 事件坐标与目标一致的情况下
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# 跳跃中以外的情况下、启动判定是正面的事件
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# 找不到符合条件的事件的情况下
if result == false
# 正面的元件是计数器的情况下
if $game_map.counter?(new_x, new_y)
# 计算 1 元件里侧的坐标
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# 全事件的循环
for event in $game_map.events.values
# 事件坐标与目标一致的情况下
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# 跳跃中以外的情况下、启动判定是正面的事件
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
end
end
class Sprite_Character < RPG::Sprite
def update
super
# 元件 ID、文件名、色相与现在的情况存在差异的情况下
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# 记忆元件 ID 与文件名、色相
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# 元件 ID 为有效值的情况下
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
# 元件 ID 为无效值的情况下
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / $c3_每一步的帧数
if $c3_总共可用的方向数==4
@ch = bitmap.height / 4
else
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
end
# 设置可视状态
self.visible = (not @character.transparent)
# 图形是角色的情况下
if @tile_id == 0
# 设置传送目标的矩形
sx = @character.pattern * @cw
if $c3_总共可用的方向数==8
case @character.direction
when 2
sy = 0 * @ch
when 4
sy = 1 * @ch
when 6
sy = 2 * @ch
when 8
sy = 3 * @ch
when 1
sy = 4 * @ch
when 3
sy = 5 * @ch
when 7
sy = 6 * @ch
when 9
sy = 7 * @ch
end
else
sy = (@character.direction - 2) / 2 * @ch
end
self.src_rect.set(sx, sy, @cw, @ch)
end
# 设置脚本的坐标
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
# 设置不透明度、合成方式、茂密
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# 动画
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
#####################################################################
id = $game_map.map_id
name = $data_mapinfos[id].name
if name.include?("★") and not @character.character_name.include?("★★")
rage = name.split(/★/)[1]
min_rate = rage.split(/~/)[0].to_f
max_rate = rage.split(/~/)[1].to_f
rate = min_rate + (@character.y.to_f / $game_map.height.to_f * (max_rate - min_rate))
self.zoom_x = self.zoom_y = rate
end
####################################################################
end
end
class Game_Character
def c8
# 随机 0~5 的分支
case rand(10)
when 0..3 # 随机
move_random
when 4 # 前进一步
move_forward
when 5 # 暂时停止
@stop_count = 0
when 6..9 #另外4方向随机
c4
end
end
def c4
case rand(5)
when 0
move_upper_left
@direction = 7
when 1
move_upper_right
@direction = 9
when 2
move_lower_left
@direction = 1
when 3
move_lower_right
@direction = 3
when 4
@stop_count = 0
end
end
def update
# 跳跃中、移动中、停止中的分支
if jumping?
update_jump
elsif moving?
update_move
else
update_stop
end
# 动画计数超过最大值的情况下
# ※最大值等于基本值减去移动速度 * 1 的值
if @anime_count > 16 * 4/$c3_每一步的帧数 - @move_speed # * 2
# 停止动画为 OFF 并且在停止中的情况下
if not @step_anime and @stop_count > 0
# 还原为原来的图形
@pattern = @original_pattern
# 停止动画为 ON 并且在移动中的情况下
else
# 更新图形
@pattern = (@pattern + 1) % $c3_每一步的帧数
end
# 清除动画计数
@anime_count = 0
end
# 等待中的情况下
if @wait_count > 0
# 减少等待计数
@wait_count -= 1
return
end
# 强制移动路线的场合
if @move_route_forcing
# 自定义移动
move_type_custom
return
end
# 事件执行待机中并且为锁定状态的情况下
if @starting or lock?
# 不做规则移动
return
end
# 如果停止计数超过了一定的值(由移动频度算出)
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
# 移动类型分支
case @move_type
when 1 # 随机
move_type_random
when 2 # 接近
move_type_toward_player
when 3 # 自定义
move_type_custom
end
end
end
end
class Window_Base < Window
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / $c3_每一步的帧数
ch = bitmap.height / $c3_总共可用的方向数
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
class Game_Character
#............................................................................
#----------------------------------------------------------------------------
# ● 寻路移动
#----------------------------------------------------------------------------
def goto(x, y)
#当操作目标为 角色 时
trg_x = x
trg_y = y
self_x = self.x
self_y = self.y
real_self_x = self.screen_x
real_self_y = self.screen_y
real_trg_x = x
real_trg_y = y
#调用寻路算法,开始计算路线
@find_path = Find_Path.new
@path = @find_path.find_short_path(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y)
#开始自动移动,参照本类的 update方法
@go_path = true
#自动移动 处理位置初始化
@path_id = 0
end
#............................................................................
#--------------------------------------------------------------------------
# ● 面向主角的方向
#--------------------------------------------------------------------------
def turn_toward_player
# 求得与主角的坐标差
sx = @x - $game_player.x
sy = @y - $game_player.y
# 坐标相等的场合下
if sx == 0 and sy == 0
return
end
# 横侧距离长的情况下
if sx.abs > sy.abs
# 将左右方向变更为朝向主角的方向
sx > 0 ? turn_left : turn_right
# 竖侧距离长的情况下
else
# 将上下方向变更为朝向主角的方向
sy > 0 ? turn_up : turn_down
end
if sx == -1 and sy == -1
unless @direction_fix
@direction = 3
end
@stop_count = 0
elsif sx == -1 and sy == 1
unless @direction_fix
@direction = 9
end
@stop_count = 0
elsif sx == 1 and sy == -1
unless @direction_fix
@direction = 1
end
@stop_count = 0
elsif sx == 1 and sy == 1
unless @direction_fix
@direction = 7
end
@stop_count = 0
end
end
end
#==============================================================================
#==============================================================================
复制代码
#==============================================================================
# 近大远小 V 1.1
#==============================================================================
# 这个效果的,那么请在地图名中加入“★”这个标志,这样就会按照近大远小来处理人
# 物,否则效果不变。
# MAP001 无近大远小效果
# MAP001★0.5~1.0 屏幕最上方比例为原始大小的0.5倍,最下方为1.0倍
# MAP001★1.0~2.0 屏幕最上方比例为原始大小的1.0倍,最下方为2.0倍
# 另外,人物在放大后会略显毛边儿,这也是没办法的
# 此脚本对NPC同样适用……具体可参考演示。
# 不过也有不足,即使这样修改了大小,游戏中的各种人物还是占据一格的大小,当人变
# 小时, 彼此之间距离会有些大……
#==============================================================================
class Scene_Title
alias stars_main main
def main
stars_main
end
end
复制代码
# ————————————————————————————————————
# ▼▲▼ XRXS13. パーティ列車移動 ver.1.02 ▼▲▼
#
# Train_Actor
#
#
module Train_Actor
#是否使用停止跟随的方法,也就是说,这里false改为true的时候,如果TRANSPARENT_SWITCHES_INDEX
#开关打开,跟随的人物就消失了(其实只是变成透明而已)
TRANSPARENT_SWITCH = false
TRANSPARENT_SWITCHES_INDEX = 20
#举例:第一个为true,第二个为20,则打开20号开关,后面的人都没了。
#跟随人数的最大数目,可以更改为2、3什么的。
TRAIN_ACTOR_SIZE_MAX = 4
# 定数
#Input::DOWN = 2
#Input::LEFT = 4
#Input::RIGHT = 6
#Input::UP = 6
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5
#==============================================================================
# ■ Game_Party_Actor
#------------------------------------------------------------------------------
#
#==============================================================================
class Game_Party_Actor < Game_Character
def initialize
super()
@through = true
end
def setup(actor)
# キャラクターのファイル名と色相を設定
if actor != nil
#..........................................................................
@old_character = actor.character_name
#..........................................................................
@character_name = actor.character_name
@character_hue = actor.character_hue
else
#............................................................................
@old_character = ""
#............................................................................
@character_name = ""
@character_hue = 0
end
# 不透明度と合成方法を初期化
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# ● 下に移動
# turn_enabled : その場での向き変更を許可するフラグ
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# 下を向く
if turn_enabled
turn_down
end
# 通行可能な場合
if passable?(@x, @y, Input::DOWN)
# 下を向く
turn_down
# 座標を更新
@y += 1
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 左に移動
# turn_enabled : その場での向き変更を許可するフラグ
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# 左を向く
if turn_enabled
turn_left
end
# 通行可能な場合
if passable?(@x, @y, Input::LEFT)
# 左を向く
turn_left
# 座標を更新
@x -= 1
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 右に移動
# turn_enabled : その場での向き変更を許可するフラグ
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# 右を向く
if turn_enabled
turn_right
end
# 通行可能な場合
if passable?(@x, @y, Input::RIGHT)
# 右を向く
turn_right
# 座標を更新
@x += 1
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 上に移動
# turn_enabled : その場での向き変更を許可するフラグ
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# 上を向く
if turn_enabled
turn_up
end
# 通行可能な場合
if passable?(@x, @y, Input::UP)
# 上を向く
turn_up
# 座標を更新
@y -= 1
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 左下に移動
#--------------------------------------------------------------------------
def move_lower_left
# 向き固定でない場合
unless @direction_fix
# 右向きだった場合は左を、上向きだった場合は下を向く
@direction = 1
end
# 下→左、左→下 のどちらかのコースが通行可能な場合
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# 座標を更新
@x -= 1
@y += 1
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 右下に移動
#--------------------------------------------------------------------------
def move_lower_right
# 向き固定でない場合
unless @direction_fix
# 左向きだった場合は右を、上向きだった場合は下を向く
@direction = 3
end
# 下→右、右→下 のどちらかのコースが通行可能な場合
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# 座標を更新
@x += 1
@y += 1
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 左上に移動
#--------------------------------------------------------------------------
def move_upper_left
# 向き固定でない場合
unless @direction_fix
# 右向きだった場合は左を、下向きだった場合は上を向く
@direction = 7
end
# 上→左、左→上 のどちらかのコースが通行可能な場合
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# 座標を更新
@x -= 1
@y -= 1
increase_steps
end
end
#--------------------------------------------------------------------------
# ● 右上に移動
#--------------------------------------------------------------------------
def move_upper_right
# 向き固定でない場合
unless @direction_fix
# 左向きだった場合は右を、下向きだった場合は上を向く
@direction = 9
end
# 上→右、右→上 のどちらかのコースが通行可能な場合
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# 座標を更新
@x += 1
@y -= 1
increase_steps
end
end
attr_writer :move_speed
attr_writer :step_anime
end
#==============================================================================
# ■ Spriteset_Map_Module
#------------------------------------------------------------------------------
#
#==============================================================================
module Spriteset_Map_Module
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
index_game_player = 0
@character_sprites.each_index do |i|
if @character_sprites[i].character.instance_of?(Game_Player)
index_game_player = i
break
end
end
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end
#==============================================================================
# ■ Scene_Map_Module
#------------------------------------------------------------------------------
#
#==============================================================================
module Scene_Map_Module
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end
#==============================================================================
# ■ Game_Party_Module
#------------------------------------------------------------------------------
#
#==============================================================================
module Game_Party_Module
def return_char(i)
return @characters[i]
end
def set_transparent_actors(transparent)
@transparent = transparent
end
def setup_actor_character_sprites
if @characters == nil
@characters = []
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters.push(Game_Party_Actor.new)
end
end
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters[i - 1].setup(actors[i])
end
if $scene.class.method_defined?('setup_actor_character_sprites')
$scene.setup_actor_character_sprites(@characters)
end
end
def update_party_actors
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRANSPARENT_SWITCH
transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
end
end
for character in @characters
character.transparent = transparent
character.move_speed = $game_player.move_speed
#...........................................................
if $game_player.step_anime_in == 0
character.step_anime = $game_player.step_anime
else
character.step_anime = false
end
#...........................................................
character.update
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
move_list_setup
end
def move_party_actors
if @move_list == nil
@move_list = []
move_list_setup
end
@move_list.each_index do |i|
if @characters[i] != nil
case @move_list[i].type
when Input::DOWN
@characters[i].move_down(@move_list[i].args[0])
when Input::LEFT
@characters[i].move_left(@move_list[i].args[0])
when Input::RIGHT
@characters[i].move_right(@move_list[i].args[0])
when Input::UP
@characters[i].move_up(@move_list[i].args[0])
when DOWN_LEFT
@characters[i].move_lower_left
when DOWN_RIGHT
@characters[i].move_lower_right
when UP_LEFT
@characters[i].move_upper_left
when UP_RIGHT
@characters[i].move_upper_right
when JUMP
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
end
end
end
end
#==============================================================================
# ■ Move_List_Element
#------------------------------------------------------------------------------
#
#==============================================================================
class Move_List_Element
def initialize(type,args)
@type = type
@args = args
end
def type()
return @type
end
def args()
return @args
end
end
def move_list_setup
for i in 0 .. TRAIN_ACTOR_SIZE_MAX
@move_list[i] = nil
end
end
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end
module Game_Player_Module
def update
$game_party.update_party_actors
super
end
def moveto( x, y )
$game_party.moveto_party_actors( x, y )
super( x, y )
end
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
#..........................................................................
elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN) and
can_go?(@x, @y + 1)
unless @direction_fix
@direction = 1
end
$game_party.move_lower_left_party_actors
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN) and
can_go?(@x, @y + 1)
unless @direction_fix
@direction = 3
end
$game_party.move_lower_right_party_actors
increase_steps
#..........................................................................
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
#..........................................................................
elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT) and
can_go?(@x - 1, @y)
unless @direction_fix
@direction = 7
end
$game_party.move_upper_left_party_actors
increase_steps
elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT) and
can_go?(@x - 1, @y)
unless @direction_fix
@direction = 1
end
$game_party.move_lower_left_party_actors
increase_steps
#..........................................................................
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
#..........................................................................
elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT) and
can_go?(@x + 1, @y)
unless @direction_fix
@direction = 9
end
$game_party.move_upper_right_party_actors
increase_steps
elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT) and
can_go?(@x + 1, @y)
unless @direction_fix
@direction = 3
end
$game_party.move_lower_right_party_actors
increase_steps
#..........................................................................
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
#..........................................................................
elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP) and
can_go?(@x, @y - 1)
unless @direction_fix
@direction = 7
end
$game_party.move_upper_left_party_actors
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP) and
can_go?(@x, @y - 1)
unless @direction_fix
@direction = 9
end
$game_party.move_upper_right_party_actors
increase_steps
#..........................................................................
end
super(turn_enabled)
end
def move_lower_left
# 下→左、左→下 のどちらかのコースが通行可能な場合
unless @direction_fix
@direction = 1
end
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::DOWN) and can_go?(@x - 1, @y + 1)
$game_party.move_down_party_actors
unless @direction_fix
@direction = 2
end
increase_steps
elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y + 1)
$game_party.move_left_party_actors
unless @direction_fix
@direction = 4
end
increase_steps
#..........................................................................
end
super
end
def move_lower_right
# 下→右、右→下 のどちらかのコースが通行可能な場合
unless @direction_fix
@direction = 3
end
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::DOWN) and can_go?(@x + 1, @y + 1)
$game_party.move_down_party_actors
@direction = 2
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y + 1)
$game_party.move_right_party_actors
@direction = 6
increase_steps
#..........................................................................
end
super
end
def move_upper_left
# 上→左、左→上 のどちらかのコースが通行可能な場合
unless @direction_fix
@direction = 7
end
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::UP) and can_go?(@x - 1, @y - 1)
$game_party.move_up_party_actors
unless @direction_fix
@direction = 8
end
increase_steps
elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y - 1)
$game_party.move_left_party_actors
unless @direction_fix
@direction = 4
end
increase_steps
#..........................................................................
end
super
end
def move_upper_right
# 上→右、右→上 のどちらかのコースが通行可能な場合
unless @direction_fix
@direction = 9
end
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::UP) and can_go?(@x + 1, @y - 1)
$game_party.move_up_party_actors
unless @direction_fix
@direction = 8
end
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y - 1)
$game_party.move_right_party_actors
unless @direction_fix
@direction = 6
end
increase_steps
#..........................................................................
end
super
end
def jump(x_plus, y_plus)
# 新しい座標を計算
new_x = @x + x_plus
new_y = @y + y_plus
# 加算値が (0,0) の場合か、ジャンプ先が通行可能な場合
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
attr_reader :move_speed
attr_reader :step_anime
end
end # module Train_Actor
#==============================================================================
# ■ Game_Party
#------------------------------------------------------------------------------
#
#==============================================================================
class Game_Party
include Train_Actor::Game_Party_Module
end
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
#
#==============================================================================
class Game_Player
include Train_Actor::Game_Player_Module
end
#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
#
#==============================================================================
class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
#
#==============================================================================
class Scene_Map
include Train_Actor::Scene_Map_Module
end
复制代码
#==============================================================================
# ■ 待机动作系统(多种)
#------------------------------------------------------------------------------
# 企图改为随机的动态小动作...也就是更多的小动作...但尚未实现(原因:缺少素材)
# By 星子,whbm(修改随机动作)
#==============================================================================
class Game_Character
attr_accessor :time
attr_accessor :step_anime_in
#..........................................................................
attr_accessor :old_character
#..........................................................................
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
alias old_ini initialize
def initialize
old_ini
@old_character = ""
@time = 0
@step_anime_in = 0
end
TIME_LIMIT = 2 # 抓耳挠腮前的等待时间 (好象也不是帧…不知道是什么单位了)
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
if self.is_a?(Game_Player)# or @event.name.split(/,/)[0]=="我军"
if @time == TIME_LIMIT
temp_rand = rand(2) + 1
@character_name = @old_character + "_W" + temp_rand.to_s
@step_anime_in = 1
if not @step_anime_must_off
@step_anime = true
end
@time = TIME_LIMIT + 1
elsif @time < TIME_LIMIT
@step_anime_in = 0
if not @step_anime_must_on
@step_anime = false
end
end
if moving? or @move_route_forcing or $game_system.map_interpreter.running?
@time = 0
@character_name = @old_character
end
if $game_temp.message_window_showing
if not @step_anime_must_on
@step_anime = false
end
end
unless moving?
@time += 1 if @time < TIME_LIMIT
end
end
# 跳跃中、移动中、停止中的分支
if jumping?
update_jump
elsif moving?
update_move
else
update_stop
end
# 动画计数超过最大值的情况下
# ※最大值等于基本值减去移动速度 * 1 的值
if @anime_count > 16 * 4/$c3_每一步的帧数 - @move_speed # * 2#18 - @move_speed * 2
# 停止动画为 OFF 并且在停止中的情况下
if not @step_anime and @stop_count > 0
# 还原为原来的图形
@pattern = @original_pattern
# 停止动画为 ON 并且在移动中的情况下
else
# 更新图形
@pattern = (@pattern + 1) % $c3_每一步的帧数
end
# 清除动画计数
@anime_count = 0
end
# 等待中的情况下
if @wait_count > 0
# 减少等待计数
@wait_count -= 1
return
end
# 强制移动路线的场合
if @move_route_forcing
# 自定义移动
move_type_custom
return
end
# 事件执行待机中并且为锁定状态的情况下
if @starting or lock?
# 不做规则移动
return
end
# 如果停止计数超过了一定的值(由移动频度算出)
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
# 移动类型分支
case @move_type
when 1 # 随机
move_type_random
when 2 # 接近
move_type_toward_player
when 3 # 自定义
move_type_custom
end
end
end
end
class Game_Event < Game_Character
attr_reader :event
end
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
# 清除角色的文件名及对像
#......................................................................
@old_character = ""
#......................................................................
@character_name = ""
@character_hue = 0
# 分支结束
return
end
# 获取带头的角色
actor = $game_party.actors[0]
# 设置角色的文件名及对像
@character_name = actor.character_name
#........................................................................
@old_character = actor.character_name
#........................................................................
@character_hue = actor.character_hue
# 初始化不透明度和合成方式子
@opacity = 255
@blend_type = 0
end
end
复制代码
#==============================================================================
# ■ 完整鼠标系统(八方向)
#------------------------------------------------------------------------------
# 使用时务必配合专用寻路算法
# By whbm
#==============================================================================
#下面做一下介绍与使用说明:
# 在屏幕上单击鼠标的时候,会自动进行寻路,这里为了速度更快并且为了进行迷
#宫时的难度寻路被限定在当时的屏幕内部。(否则玩家直接点到终点,呵呵....知道
#后果了吧)
# 在角色移动过程中再次单击鼠标(即双击)并在单击第二次鼠标的时候不松手,
#角色将会跟随鼠标方向移动。(这个应该好理解,不用多说吧)当角色贴着欲被启动
#的事件的时候,单击NPC即可启动事件。若未贴着,将会产生自动寻路到NPC附近的某
#点,那时在单击NPC即可。
# 当鼠标停在某些事件上时候会发现有不同的图标,设置方法为:宝箱事件请在事
#件的执行内容中添加 注释,注释内容为 Item 注意大小写。NPC事件请在事件的执行
#内容中添加 注释注释内容为 NPC 注意大小写。若不箱改变某事件的图标,则不要写
#那两个注释。
# 当把脚本转到您工程的时候千万别忘了那个寻路用的脚本。
#==============================================================================
class Game_Event
attr_accessor :flag
end
#==============================================================================
# ■ Game_Map
#------------------------------------------------------------------------------
# 处理地图的类。包含卷动以及可以通行的判断功能。
# 本类的实例请参考 $game_map 。
#==============================================================================
class Game_Map
def show_rate(event)
id = self.map_id
name = $data_mapinfos[id].name
if name.include?("★")
rage = name.split(/★/)[1]
min_rate = rage.split(/~/)[0].to_f
max_rate = rage.split(/~/)[1].to_f
rate = min_rate + (event.y.to_f / self.height.to_f * (max_rate - min_rate))
return rate
else
rate = 1
end
end
#--------------------------------------------------------------------------
# ● 检查鼠标处是否有自定义的事件并返回类型
#--------------------------------------------------------------------------
def check_event_custom(mouse_x, mouse_y)
for event in $game_map.events.values #循环所有事件检查
rate = show_rate(event)
event_width = (RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数) * rate
event_height = (RPG::Cache.character(event.character_name,event.character_hue).height / 8) * rate
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
for i in 0...event.list.size
if event.list[i].parameters[0] == "Item" #类型判断
event.flag = 1
elsif event.list[i].parameters[0] == "Npc" #类型判断
event.flag = 2
else
event.flag = 0 if $game_player.get_mouse_sta != 2 #无标志
end
return event.flag #返回事件类型标志
end
end
end
return 0 if $game_player.get_mouse_sta != 2 #如果不是在跟随鼠标状态,则返回无标志
return $mouse_icon_id #使鼠标图不变化
end
#--------------------------------------------------------------------------
# ● 检查鼠标处是否有事件可以开启
#--------------------------------------------------------------------------
def check_event_custom_start(mouse_x, mouse_y)
for event in $game_map.events.values #循环所有事件检查
#事件角色图片宽度、高度
rate = show_rate(event)
event_width = (RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数) * rate
event_height = (RPG::Cache.character(event.character_name,event.character_hue).height / 8) * rate
#判断是否鼠标在事件上
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
way_x = $game_player.x - event.x
way_y = $game_player.y - event.y
if [1,0,-1].include?($game_player.x-event.x) and [1,0,-1].include?($game_player.y-event.y)
for i in 0...event.list.size
if ["Item","Npc"].include?(event.list[i].parameters[0]) #当事件属于自定义事件
#判断主角朝向
if way_x == -1
p_direction = 3 if way_y == -1
p_direction = 6 if way_y == 0
p_direction = 9 if way_y == 1
elsif way_x == 0
p_direction = 2 if way_y == -1
p_direction = 8 if way_y == 1
else
p_direction = 1 if way_y == -1
p_direction = 4 if way_y == 0
p_direction = 7 if way_y == 1
end
event.start #开启事件
return 1, p_direction #返回即将开启事件以及角色朝向
end
end
end
end
end
return 0, 5 #返回不会开启事件以及角色朝向不变
end
#--------------------------------------------------------------------------
# ● 检查鼠标处是否存在自定义事件 for 寻路
#--------------------------------------------------------------------------
def check_event_custom_exist(mouse_x, mouse_y)
for event in $game_map.events.values #循环所有事件检查
#事件角色图片宽度、高度
rate = show_rate(event)
event_width = (RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数) * rate
event_height = (RPG::Cache.character(event.character_name,event.character_hue).height / 8) * rate
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
for i in 0...event.list.size
return 1, event if ["Item", "Npc"].include?(event.list[i].parameters[0]) #返回存在自定义事件以及事件体
end
end
end
return 0, event #返回不存在自定义事件,以及事件体
end
end
#=================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 = 20
$角色选框扩大 = 30
#==============================================================================
# ● 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')
module Mouse
LEFT = 0x01
RIGHT = 0x02
def self.init(sprite = nil)
$ShowCursor.call(0)
@show_cursor = false
@mouse_ani_viewport = Viewport.new(0,0,640,480)
@mouse_ani_viewport.z = 1
@mouse_ani = RPG::Sprite.new(@mouse_ani_viewport)
@mouse_ani.z = 1
@mouse_bitmap = Bitmap.new('Graphics/System/Mouse/mouse.png')
@mouse_sprite = Sprite.new
@mouse_sprite.z = 99999
@mouse_sprite.bitmap = Bitmap.new('Graphics/System/Mouse/mouse_1.png')
@mouse_sprite.bitmap.fill_rect(Rect.new(0, 0, 32, 32), Color.new(0, 0, 0))
$data_animations = load_data("Data/Animations.rxdata")
@mouse_wait_count = $data_animations[204].frame_max * 2
@mouse_wait = 0
@b = 1
@left_press = false
@right_press = false
@left_trigger = false
@right_trigger = false
@left_repeat = false
@right_repeat = false
@click_lock = false
update
end
def self.exit
@mouse_sprite.bitmap.dispose
@mouse_sprite.dispose
#..........................................................................
@mouse_ani.dispose
#..........................................................................
@show_cursor = true
$ShowCursor.call(1)
end
def self.mouse_debug
return @mouse_debug.bitmap
end
#.........................................................................
def self.set_ani(x, y)
@ani_x = x
@ani_y = y
x -= $game_map.display_x / 4
y -= $game_map.display_y / 4
@mouse_ani.x, @mouse_ani.y = x, y
@mouse_ani.animation($data_animations[204],true)
@mouse_wait = @mouse_wait_count
end
def self.update_ani
if @mouse_wait > 0
x = @ani_x
y = @ani_y
x -= $game_map.display_x / 4
y -= $game_map.display_y / 4
@mouse_ani.x, @mouse_ani.y = x, y
@mouse_ani.update
@mouse_wait -= 1
end
end
#.........................................................................
def self.update
#.........................................................................
update_ani
#.........................................................................
left_down = $GetKeyState.call(0x01)
right_down = $GetKeyState.call(0x02)
if Graphics.frame_count * 3 / Graphics.frame_rate != @total_sec
@total_sec = Graphics.frame_count * 3 / Graphics.frame_rate
@a = !@a
end
if @b >= 27
@b = 0
else
@b += 1
end
if $scene.is_a?(Scene_Map) == false
$mouse_icon_id = 0
end
if $mouse_icon_id != $mouse_icon_id_last
case $mouse_icon_id
when 1
if @a
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem1')
else
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem2')
end
when 2
if @a
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo1')
else
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo2')
end
when 11
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_LEFT')
when 12
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_DOWN')
when 13
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_RIGHT')
when 14
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LEFT')
when 16
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_RIGHT')
when 17
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_LEFT')
when 18
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UP')
when 19
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_RIGHT')
when 0
@mouse_sprite.bitmap = Bitmap.new('Graphics/System/Mouse/mouse_1.png')
end
$mouse_icon_id_last = $mouse_icon_id
else
case $mouse_icon_id
when 1
if @a
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem1')
else
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem2')
end
when 2
if @a
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo1')
else
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo2')
end
when 0
x = @b % 4 * 32
y = @b / 4 * 32
@mouse_sprite.bitmap.clear
@mouse_sprite.bitmap.stretch_blt(Rect.new(0,0,32,32),@mouse_bitmap,Rect.new(x,y,32,32))
end
end
@click_lock = false
mouse_x, mouse_y = self.get_mouse_pos
if @mouse_sprite != nil
@mouse_sprite.x = mouse_x
@mouse_sprite.y = mouse_y
end
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 > 640 then x = 640 end
if y > 480 then y = 480 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)
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)
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)
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_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_rect
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
if tp_index != @index
tp_index = @index
$game_system.se_play($data_system.cursor_se)
end
break
end
end
if mouse_not_in_rect
@index = index_var
update_cursor_rect
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_update
if self.active
index_var = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in (0...CHARACTER_TABLE.size).to_a.push(180)
@index = i
update_cursor_rect
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_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
end
class Window_InputNumber
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
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_rect
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_rect
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
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
$game_system.se_play($data_system.cursor_se)
end
Mouse.click_unlock
else
i.selected = false
end
idx += 1
end
self_update
end
end
class Arrow_Enemy
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
idx = 0
for i in $game_troop.enemies do
if i.exist?
top_x = i.screen_x - self.ox
top_y = i.screen_y - self.oy
bottom_x = top_x + self.src_rect.width
bottom_y = top_y + self.src_rect.height
if (mouse_x > top_x - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and
(mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
end
end
class Arrow_Actor
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
idx = 0
for i in $game_party.actors do
if i.exist?
top_x = i.screen_x - self.ox
top_y = i.screen_y - self.oy
bottom_x = top_x + self.src_rect.width
bottom_y = top_y + self.src_rect.height
if (mouse_x > top_x - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and
(mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
end
end
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
# 处理主角的类。事件启动的判定、以及地图的滚动等功能。
# 本类的实例请参考 $game_player。
# 鼠标控制角色的主程序
#==============================================================================
class Game_Player
if @self_alias == nil
alias self_update update
@self_alias = true
end
#--------------------------------------------------------------------------
# ● 得到鼠标的状态
#--------------------------------------------------------------------------
def get_mouse_sta
return @mouse_sta
end
#--------------------------------------------------------------------------
# ● 完整鼠标系统
#--------------------------------------------------------------------------
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
@mtp_x = mouse_x
@mtp_y = mouse_y
unless $game_system.map_interpreter.running? and @mouse_sta == 2 #鼠标状态不为跟随状态
#得到鼠标图标方向
$mouse_icon_id = $game_map.check_event_custom(mouse_x,mouse_y) if not [11, 12, 13, 14, 16, 17, 18, 19].include?($mouse_icon_id)
else
#令鼠标图标为正常
$mouse_icon_id = 0 if @mouse_sta != 2
end
#单击鼠标时进行判断寻路或跟随
if Mouse.trigger?(Mouse::LEFT) #当点击鼠标时
unless $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #各种无效情况的排除
#初始化
@mouse_sta = 1
p_direction = 5
#检查鼠标处能否开启事件
event_start,p_direction = $game_map.check_event_custom_start(mouse_x, mouse_y)
#若在移动中再次点击鼠标左键(即双击左键),则改鼠标状态为跟随状态
@mouse_sta = 2 if @paths_id != nil and @paths_id != @paths.size
if @mouse_sta != 2
#鼠标状态不为跟随状态则取数据并初始化路径
trg_x = (mouse_x + $game_map.display_x / 4) / 32
trg_y = (mouse_y + $game_map.display_y / 4) / 32
@paths = []
@paths_id = 0
if event_start == 0 #若不能开启事件
if trg_x != $game_player.x or trg_y != $game_player.y #若目标不为自身则开始寻路
Mouse.set_ani(mouse_x + $game_map.display_x / 4, mouse_y + $game_map.display_y / 4)
find_path = Find_Path.new
@paths = find_path.find_player_short_path(trg_x, trg_y, @mtp_x, @mtp_y)
end
else #若能开启事件则改变角色朝向
@direction = p_direction
end
end
end
end
#开始移动
if @mouse_sta != nil and @mouse_sta == 1 #若鼠标状态为寻路状态
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #排除无效情况
if @paths_id != nil and @paths != nil and @paths_id <= @paths.size #若没有完成路径
case @paths[@paths_id] #判断路径
when 6
@last_move_x = true
move_right
@paths_id += 1
@direction = 6
when 4
@last_move_x = true
move_left
@paths_id += 1
@direction = 4
when 2
@last_move_x = false
move_down
@direction = 2
@paths_id += 1
when 8
@last_move_x = false
move_up
@direction = 8
@paths_id += 1
#斜四方向
when 1
@last_move_x = false
move_lower_left
@direction = 1
@paths_id += 1
when 3
@last_move_x = false
move_lower_right
@direction = 3
@paths_id += 1
when 7
@last_move_x = false
move_upper_left
@direction = 7
@paths_id += 1
when 9
@last_move_x = false
move_upper_right
@direction = 9
@paths_id += 1
end
end
end
elsif @paths != nil and @mouse_sta == 2 #当鼠标状态为跟随,且在移动中
if Mouse.press?(Mouse::LEFT) #持续按住鼠标
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #排除无效情况
#跟随方向判断并跟随
rate = $game_map.show_rate(self)
width = (RPG::Cache.character(self.character_name,self.character_hue).width / $c3_每一步的帧数) * rate
height = (RPG::Cache.character(self.character_name,self.character_hue).height / 8) * rate
self_ox = (self.screen_x - width / 2 + self.screen_x + width / 2) / 2
self_oy = (self.screen_y - height + self.screen_y) / 2
if (@mtp_x - self_ox)*(@mtp_x - self_ox) + (@mtp_y - self_oy)*(@mtp_y - self_oy) >= 961
if @mtp_x > self_ox
if self_oy - @mtp_y < 0.4 * (@mtp_x - self_ox) and
@mtp_y - self_oy < 0.4 * (@mtp_x - self_ox)
move_right
$mouse_icon_id = 16
@direction = 6
end
if @mtp_y - self_oy > - 0.4 * ( self_ox - @mtp_x ) and
@mtp_y - self_oy < - 2.4 * ( self_ox - @mtp_x )
move_lower_right
$mouse_icon_id = 13
@direction = 3
end
if @mtp_y - self_oy < 0.4 * ( self_ox - @mtp_x ) and
@mtp_y - self_oy > 2.4 * ( self_ox - @mtp_x )
move_upper_right
$mouse_icon_id = 19
@direction = 9
end
if @mtp_y - self_oy > 2.4 * ( @mtp_x - self_ox )
move_down
$mouse_icon_id = 12
@direction = 2
end
if @mtp_y - self_oy < - 2.4 * ( @mtp_x - self_ox )
move_up
$mouse_icon_id = 18
@direction = 8
end
end
if @mtp_x < self_ox
if @mtp_y - self_oy > - 0.4 * ( self_ox - @mtp_x ) and
@mtp_y - self_oy < 0.4 * ( self_ox - @mtp_x )
move_left
$mouse_icon_id = 14
@direction = 4
end
if @mtp_y - self_oy > 0.4 * ( self_ox - @mtp_x ) and
@mtp_y - self_oy < 2.4 * ( self_ox - @mtp_x )
move_lower_left
$mouse_icon_id = 11
@direction = 1
end
if @mtp_y - self_oy < - 0.4 * ( self_ox - @mtp_x ) and
@mtp_y - self_oy > - 2.4 * ( self_ox - @mtp_x )
move_upper_left
$mouse_icon_id = 17
@direction = 7
end
if @mtp_y - self_oy > 2.4 * ( self_ox - @mtp_x )
move_down
$mouse_icon_id = 12
@direction = 2
end
if @mtp_y - self_oy < - 2.4 * ( self_ox - @mtp_x )
move_up
$mouse_icon_id = 18
@direction = 8
end
end
end
#...................................................................
if @mtp_x > self_ox
if @mtp_y - self_oy > - 0.4 * ( @mtp_x - self_ox ) and
@mtp_y - self_oy < 0.4 * ( @mtp_x - self_ox )
$mouse_icon_id = 16
@direction = 6
end
if @mtp_y - self_oy > 0.4 * ( @mtp_x - self_ox ) and
@mtp_y - self_oy < 2.4 * ( @mtp_x - self_ox )
$mouse_icon_id = 13
@direction = 3
end
if @mtp_y - self_oy < - 0.4 * ( @mtp_x - self_ox ) and
@mtp_y - self_oy > - 2.4 * ( @mtp_x - self_ox )
$mouse_icon_id = 19
@direction = 9
end
if @mtp_y - self_oy > 2.4 * ( @mtp_x - self_ox )
$mouse_icon_id = 12
@direction = 2
end
if @mtp_y - self_oy < - 2.4 * ( @mtp_x - self_ox )
$mouse_icon_id = 18
@direction = 8
end
end
if @mtp_x < self_ox
if @mtp_y - self_oy > - 0.4 * ( self_ox - @mtp_x ) and
@mtp_y - self_oy < 0.4 * ( self_ox - @mtp_x )
$mouse_icon_id = 14
@direction = 4
end
if @mtp_y - self_oy > 0.4 * ( self_ox - @mtp_x ) and
@mtp_y - self_oy < 2.4 * ( self_ox - @mtp_x )
$mouse_icon_id = 11
@direction = 1
end
if @mtp_y - self_oy < - 0.4 * ( self_ox - @mtp_x ) and
@mtp_y - self_oy > - 2.4 * ( self_ox - @mtp_x )
$mouse_icon_id = 17
@direction = 7
end
if @mtp_y - self_oy > 2.4 * ( self_ox - @mtp_x )
$mouse_icon_id = 12
@direction = 2
end
if @mtp_y - self_oy < - 2.4 * ( self_ox - @mtp_x )
$mouse_icon_id = 18
@direction = 8
end
end
#...................................................................
end
else #没状态的情况
$mouse_icon_id = 0
@mouse_sta = 0
@paths_id = @paths.size #终止寻路移动
end
end
#..........................................................................
#当 自动移动 标记为真 以及 不在移动时
if @go_path and !moving?
#依据 自动移动 处理位置 判断下一步该往哪儿走
case @path[@path_id]
when 1
move_lower_left
when 3
move_lower_right
when 7
move_upper_left
when 9
move_upper_right
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
#自动移动 处理位置 递增
@path_id += 1
#假如 自动移动 处理位置 到达 路线数组的末尾
if @path_id == @path.size
#使得 自动移动 标记重置
@go_path = false
end
end
#..........................................................................
self_update
end
end
Mouse.init
END { Mouse.exit }
复制代码
作者:
xiaoxiaosuda
时间:
2011-2-12 13:18
提示:
作者被禁止或删除 内容自动屏蔽
作者:
忧雪の伤
时间:
2011-2-12 13:38
xiaoxiaosuda 发表于 2011-2-12 13:18
回复 忧雪の伤 的帖子
出现错误。你看附件。
鼠标脚本只留下game_player的内容,用你原来的脚本覆盖。(也就说你原来的PLAYER干掉)
作者:
xiaoxiaosuda
时间:
2011-2-12 13:50
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