#原来的鼠标四方向寻路来自66RPG,八方向由顾家枫修改。使用请带上作者信息。谢谢。 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 check_event_custom(x, y) for event in $game_map.events.values if event.screen_x/32 == x and event.screen_y/32-1 == y for i in 0...event.list.size if event.list[i].parameters[0] == "enemy" event.flag = 1 elsif event.list[i].parameters[0] == "npc" event.flag = 2 elsif event.list[i].parameters[0] == "chest" event.flag = 3 else event.flag = 0 end return event.flag end end end end end#============================================================================== # 本脚本来自[url=www.66rpg.com]www.66rpg.com[/url],源自geocities.jp,转载和使用请注明此内容 # # 初始鼠标图案在35行和64行改,变换的鼠标图案在62行改 # 这个脚本的思路是判断鼠标所在位置是否有事件,所以响应的情况只有一种。 # 如果想有多种响应的话,思路复杂,比如拆分事件名称等,做出来的东西将繁琐。 # —— JesseKiss #============================================================================== #=================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 $GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i') #$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/Icons/028-Herb04.png') #@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 if @a == nil @a = true @total_sec = Graphics.frame_count * 3 / Graphics.frame_rate end 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.refresh end def self.update 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 case $pop when 1 if @a @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/1.png') else @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/11.png') end when 2 if @a @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/2.png') else @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/22.png') end when 3 if @a @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/3.png') else @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/33.png') end else @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/028-Herb04.png') 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.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_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.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...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.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_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 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 unless $game_system.map_interpreter.running? $pop = $game_map.check_event_custom(mouse_x/32,mouse_y/32) else $pop = 0 end if @last_move_x == nil @last_move_x = false end if Mouse.press?(Mouse::LEFT) last_moving = moving? last_direction = @direction unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing last_x = @x if @last_move_x @last_move_x = false elsif mouse_x > screen_x + 16 if mouse_y<screen_y-32 move_upper_right elsif mouse_y>screen_y move_lower_right else move_right end elsif mouse_x < screen_x - 16 if mouse_y<screen_y-32 move_upper_left elsif mouse_y>screen_y move_lower_left else move_left end end last_y = @y if last_x != @x @last_move_x = true elsif mouse_y > screen_y if mouse_x<screen_x-16 move_lower_left elsif mouse_x>screen_x+16 move_lower_right else move_down end elsif mouse_y < screen_y - 32 if mouse_x<screen_x-16 move_upper_left elsif mouse_x>screen_x+16 move_upper_right else move_up end end 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 self_update end end Mouse.init END { Mouse.exit }
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