Project1
标题:
VX 求一个多功能全鼠标脚本
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作者:
Baby丶小CC
时间:
2013-6-1 16:24
标题:
VX 求一个多功能全鼠标脚本
求一个多功能全鼠标脚本,就是按事件时会出现事有的指针,行走时会自动变成行走的指针....谁可以指针一下吖
作者:
lixsew
时间:
2013-6-2 12:36
大神快出现把。。。我找了好久
作者:
名雪
时间:
2013-6-2 20:35
本帖最后由 名雪 于 2013-6-16 18:40 编辑
插入第一个脚本(输出模块)
#==============================================================================
# ** 鼠标输出模块 (修复)
#------------------------------------------------------------------------------
# by DerVVulfman
# 版本 1.2
# 08-18-2007
#------------------------------------------------------------------------------
# 建立在鼠标输出模块...
#
# by Near Fantastica
#------------------------------------------------------------------------------
# Set_Pos feature by
# Freakboy
#------------------------------------------------------------------------------
#
# CALLS:
#
# Mouse.click?
# 判断鼠标是否真的按下(Ture/False).
# 这个值控制您按下的是左/右键,还是中键
#
# Mouse.press?
# 判断鼠标是否真的按下/保持按下状态
# 这个值控制您按下的是左/右键,还是中键
# Mouse.pixels
# Mouse.pixels
# 这个值返回鼠标所在的坐标(640*480大小),如果鼠标超出游戏画面,这个值为空
#
# Mouse.tiles
# This returns the mouse's screen coordinates in map tiles. Based on the
# system's 20x15 tile size, this returns it in index values (a 0-19 width &
# a 0-14 height). This functions the same manner as Mouse.pixels.
#
# Mouse.set_pos
# This allows you to forcefully position the mouse at an x/y position within
# the game screen by pixel coordinates. Given the game's normal screen width
# of 640x480, adding: Mouse.set_pos(320,240) should position the mouse dead
# center of the gaming window.
#
# Mouse.update
# Add this routine into your update routines to update the mouse position.
# It must be called otherwise you won't get valid mouse coordinates.
#
#==============================================================================
module Mouse
@mouse_menu = 0
#--------------------------------------------------------------------------
# * 鼠标点击
# button : button
#--------------------------------------------------------------------------
def Mouse.click?(button)
return true if @keys.include?(button)
return false
end
#--------------------------------------------------------------------------
# * 鼠标击键
# button : button
#--------------------------------------------------------------------------
def Mouse.press?(button)
return true if @press.include?(button)
return false
end
#--------------------------------------------------------------------------
# * 鼠标按下
# button : button
#--------------------------------------------------------------------------
def Mouse.area?(x, y, width=32, height=32)
return false if @pos == nil
return true if @pos[0] >= x and @pos[0] <= (x+width) and @pos[1] >= y and @pos[1] <= (y+height)
return false
end
#--------------------------------------------------------------------------
# * 坐标
#--------------------------------------------------------------------------
def Mouse.pixels
return @pos == nil ? [0, 0] : @pos
end
#--------------------------------------------------------------------------
# * 鼠标初始坐标
#--------------------------------------------------------------------------
def Mouse.tiles
return nil if @pos == nil
x = @pos[0] / 32
y = @pos[1] / 32
return [x, y]
end
#--------------------------------------------------------------------------
# * 设置鼠标初始坐标
#--------------------------------------------------------------------------
def Mouse.set_pos(x_pos=0, y_pos=0)
width, height = Mouse.client_size
if (x_pos.between?(0, width) && y_pos.between?(0, height))
x = Mouse.client_pos[0] + x_pos; y = Mouse.client_pos[1] + y_pos
Win32API.new('user32', 'SetCursorPos', 'NN', 'N').call(x, y)
end
end
#--------------------------------------------------------------------------
# * Mouse Update
#--------------------------------------------------------------------------
def Mouse.update
@pos = Mouse.pos
@keys, @press = [], []
@keys.push(1) if Win32API.new("user32","GetAsyncKeyState",['i'],'i').call(1) & 0X01 == 1
@keys.push(2) if Win32API.new("user32","GetAsyncKeyState",['i'],'i').call(2) & 0X01 == 1
@keys.push(3) if Win32API.new("user32","GetAsyncKeyState",['i'],'i').call(4) & 0X01 == 1
@press.push(1) if Win32API.new("user32","GetKeyState",['i'],'i').call(1) & 0X01 == 1
@press.push(2) if Win32API.new("user32","GetKeyState",['i'],'i').call(2) & 0X01 == 1
@press.push(3) if Win32API.new("user32","GetKeyState",['i'],'i').call(4) & 0X01 == 1
end
#--------------------------------------------------------------------------
# * Automatic functions below
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
# * Obtain Mouse position in screen
#--------------------------------------------------------------------------
def Mouse.global_pos
pos = [0, 0].pack('ll')
if Win32API.new('user32', 'GetCursorPos', 'p', 'i').call(pos) != 0
return pos.unpack('ll')
else
return nil
end
end
#--------------------------------------------------------------------------
# * 返回鼠标坐标
#--------------------------------------------------------------------------
def Mouse.pos
x, y = Mouse.screen_to_client(*Mouse.global_pos)
width, height = Mouse.client_size
begin
if (x >= 0 and y >= 0 and x < width and y < height)
return x, y
else
return nil
end
rescue
return nil
end
end
#--------------------------------------------------------------------------
# * Pass Screen to Game System
#--------------------------------------------------------------------------
def Mouse.screen_to_client(x, y)
return nil unless x and y
pos = [x, y].pack('ll')
if Win32API.new('user32', 'ScreenToClient', %w(l p), 'i').call(Mouse.hwnd, pos) != 0
return pos.unpack('ll')
else
return nil
end
end
#--------------------------------------------------------------------------
# * 得到游戏屏幕高度
#--------------------------------------------------------------------------
def Mouse.hwnd
game_name = "\0" * 256
Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l').call('Game','Title','',game_name,255,".\\Game.ini")
game_name.delete!("\0")
return Win32API.new('user32', 'FindWindowA', %w(p p), 'l').call('RGSS Player',game_name)
end
#--------------------------------------------------------------------------
# * 得到游戏屏幕宽度
#--------------------------------------------------------------------------
def Mouse.client_size
rect = [0, 0, 0, 0].pack('l4')
Win32API.new('user32', 'GetClientRect', %w(l p), 'i').call(Mouse.hwnd, rect)
right, bottom = rect.unpack('l4')[2..3]
return right, bottom
end
#--------------------------------------------------------------------------
# * 得到窗口坐标
#--------------------------------------------------------------------------
def Mouse.client_pos
rect = [0, 0, 0, 0].pack('l4')
Win32API.new('user32', 'GetWindowRect', %w(l p), 'i').call(Mouse.hwnd, rect)
left, upper = rect.unpack('l4')[0..1]
return left+4, upper+30
end
end
复制代码
插入第二个脚本(路径寻址)
#==============================================================================
# ■ 路径寻址
#==============================================================================
# Near Fantastica
# 版本 1
# 29.11.05
#==============================================================================
# Lets the Player or Event draw a path from an desonation to the source. This
# method is very fast and because the pathfinding is imbedded into the Game
# Character the pathfinding can be interrupted or redrawn at any time.
#==============================================================================
# Player :: $game_player.find_path(x,y)
# Event Script Call :: self.event.find_path(x,y)
# Event Movement Script Call :: self.find_path(x,y)
#==============================================================================
# [VX] Simple Mouse System Note: I edited the method
# character.passable?(x, y, direction) to character.passable?(x, y)
# according to change of this method in VX.
#------------------------------------------------------------------------------
class Game_Character
#--------------------------------------------------------------------------
alias nf_pf_game_character_initialize initialize
alias nf_pf_game_character_update update
#--------------------------------------------------------------------------
attr_accessor :map
attr_accessor :runpath
#--------------------------------------------------------------------------
def initialize
nf_pf_game_character_initialize
@map = nil
@runpath = false
end
#--------------------------------------------------------------------------
def update
run_path if @runpath == true
nf_pf_game_character_update
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_right if @map[@x+1,@y] == step - 1 and step != 0
move_down if @map[@x,@y+1] == step - 1 and step != 0
move_left if @map[@x-1,@y] == step -1 and step != 0
move_up if @map[@x,@y-1] == step - 1 and step != 0
when 1
move_up if @map[@x,@y-1] == step - 1 and step != 0
move_left if @map[@x-1,@y] == step -1 and step != 0
move_down if @map[@x,@y+1] == step - 1 and step != 0
move_right if @map[@x+1,@y] == step - 1 and 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) 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) 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) 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) 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_Map
#--------------------------------------------------------------------------
alias pf_game_map_setup setup
#--------------------------------------------------------------------------
def setup(map_id)
pf_game_map_setup(map_id)
$game_player.clear_path
end
end
class Game_Player
#--------------------------------------------------------------------------
alias pf_game_player_update update
#--------------------------------------------------------------------------
def update
$game_player.clear_path if Input.dir4 != 0
pf_game_player_update
end
end
class Interpreter
#--------------------------------------------------------------------------
def event
return $game_map.events[@event_id]
end
end
复制代码
插入第三个脚本(鼠标系统)
#==============================================================================
# [VX] SMS - Simple Mouse System
#------------------------------------------------------------------------------
# ◦ by Woratana [[email]
[email protected]
[/email]]
# ◦ Released on: 14/04/2008 (D-M-Y)
# ◦ Version: 1.5
#
# ◦ Credit: DerVVulfman, Near Fantastica, and Freak Boy [Mouse Input Module]
# lambchop, shun, Cybersam, Astro_mech, and Mr.Mo [Super Simple Mouse System]
# - Modern Algebra, Zeriab, Patrick Lester [Path Finding]
# - Near Fantastica, Fuso [Path Finding]
#
# - I will not be able to script this without those people and scripts above
#-----------------------------------------------------------------------------
#====[REQUIRE]=====
# - DerVVulfman's Mouse Input Module
# ([url]http://rmxp.org/forums/index.php?topic=26993[/url])
# It's XP script, but also works in VX!
#
# - Near Fantastica's Path Finding [version 1.0]
# ([url]http://www.rmxp.org/forums/index.php?topic=26661.0[/url])
# with a little fix to make it works in VX.
# (get fixed version from Simple Mouse System demo)
#
#====[FEATURE]=====
# - Support to use mouse in many scenes / windows
# - Click on map to move player with Path Finding
# - Mouse Pointer
#
#====[PLAN in next version]=====
# - Cursor change when put on other event
# - Better event trigger check by click mouse
#
#------------------------------------------------------------------------------
#==============================================================================
# **鼠标输出模块
#==============================================================================
class << Mouse
show_cursor = Win32API.new('user32', 'ShowCursor', 'l', 'l')
show_cursor.call(0)
$mousec = Sprite.new
$mousec.z = 10001
$mousec.x = $mousec.y = 1000
$mouse_icon = 'fox_cursor'
$mousec.bitmap = Cache.system($mouse_icon)
alias wor_mouse_upd_mouse update unless $@
def Mouse.update
wor_mouse_upd_mouse
if $mouse_old_icon.nil? or $mouse_old_icon != $mouse_icon
$mouse_old_icon = $mouse_icon
$mousec.bitmap = Cache.system($mouse_old_icon)
end
if @pos.nil?
$mousec.x = 1000 if $mousec.x != 1000
$mousec.y = 1000 if $mousec.y != 1000
else
$mousec.x = @pos[0] if $mousec.x != @pos[0]
$mousec.y = @pos[1] if $mousec.y != @pos[1]
end
end
def Mouse.map_pos
return nil if @pos == nil
x = ($game_map.display_x / 256) + (@pos[0] / 32)
y = ($game_map.display_y / 256) + (@pos[1] / 32)
return [x, y]
end
end
#==============================================================================
# ** 输出
#==============================================================================
class << Input
alias wor_input_upd_mouse update unless $@
alias wor_input_trig_mouse trigger? unless $@
alias wor_input_rep_mouse repeat? unless $@
def Input.update
wor_input_upd_mouse
Mouse.update
end
def Input.trigger?(input)
return wor_input_trig_mouse(input) if Mouse.pos.nil?
case input
when Input::B
return (wor_input_trig_mouse(input) or Mouse.click?(2))
when Input::C
if $scene.is_a?(Scene_Map) and !$game_message.visible
return wor_input_trig_mouse(input)
else
return (wor_input_trig_mouse(input) or Mouse.click?(1))
end
else
return wor_input_trig_mouse(input)
end
end
def Input.repeat?(input)
if input == Input::B
return (wor_input_rep_mouse(input) or Mouse.click?(2))
else
return wor_input_rep_mouse(input)
end
end
end
#==============================================================================
# ** 图形
#==============================================================================
class << Graphics
alias wor_graph_fadeout_mouse fadeout unless $@
def Graphics.fadeout(frames = 1)
$mousec.visible = false if !$mousec.nil?
wor_graph_fadeout_mouse(frames)
end
end
#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
alias wor_winsel_ini_mouse initialize
alias wor_winsel_upd_mouse update
def initialize(*args)
wor_winsel_ini_mouse(*args)
@scroll_wait = 0
@cursor_wait = 0
end
def update
wor_winsel_upd_mouse
update_mouse if self.active and self.visible
end
def update_mouse
@cursor_wait -= 1 if @cursor_wait > 0
(0..@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.area?(irx, iry, irect.width, irect.height)
end
end
def move_cursor(index)
return if @index == index
@scroll_wait -= 1 if @scroll_wait > 0
row1 = @index / @column_max
row2 = index / @column_max
bottom = self.top_row + (self.page_row_max - 1)
if row1 == self.top_row and row2 < self.top_row
return if @scroll_wait > 0
@index = [@index - @column_max, 0].max
@scroll_wait = 4
elsif row1 == bottom and row2 > bottom
return if @scroll_wait > 0
@index = [@index + @column_max, @item_max - 1].min
@scroll_wait = 4
else
@index = index
end
return if @cursor_wait > 0
Sound.play_cursor
@cursor_wait += 2
end
end
#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
def item_rect(index)
return Rect.new(0, index * 96, contents.width, 96)
end
end
#==============================================================================
# ** Window_NameInput
#==============================================================================
class Window_NameInput < Window_Base
alias wor_winnam_upd_mouse update
def update
wor_winnam_upd_mouse
if self.active and self.visible
(0..TABLE[@mode].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.area?(irx, iry, irect.width, irect.height)
end
end
end
end
#==============================================================================
# ** Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_Command
def update_mouse
(0..@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.area?(irx, iry, irect.width, irect.height)
end
end
end
#==============================================================================
# ** Window_ActorCommand
#==============================================================================
class Window_ActorCommand < Window_Command
def update_mouse
(0..@item_max - 1).each do |i|
irect = item_rect(i)
irx = self.viewport.ox + 288 + 16 + irect.x
iry = 288 + 16 + irect.y
self.index = i if Mouse.area?(irx, iry, irect.width, irect.height)
end
end
end
#==============================================================================
# ** Window_Message
#==============================================================================
class Window_Message < Window_Selectable
def update_mouse
(0..@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 + ($game_message.choice_start * WLH)
self.index = i if Mouse.area?(irx, iry, irect.width, irect.height)
end
end
end
#==============================================================================
# ** Scene_Base
#==============================================================================
class Scene_Base
alias wor_scebase_posstr_mouse post_start
alias wor_scebase_preter_mouse pre_terminate
def post_start
$mousec.visible = true if !$mousec.nil?
wor_scebase_posstr_mouse
end
def pre_terminate
$mousec.visible = false if !$mousec.nil?
wor_scebase_preter_mouse
end
end
#==============================================================================
# ** Scene_File
#==============================================================================
class Scene_File < Scene_Base
alias wor_scefil_upd_mouse update
def update
(0..@item_max - 1).each do |i|
ix = @savefile_windows[i].x
iy = @savefile_windows[i].y
iw = @savefile_windows[i].width
ih = @savefile_windows[i].height
if Mouse.area?(ix, iy, iw, ih)
@savefile_windows[@index].selected = false
@savefile_windows[i].selected = true
@index = i
end
end
wor_scefil_upd_mouse
end
end
#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
alias wor_scemap_ini_mouse initialize
alias wor_scemap_upd_mouse update
def initialize
@last_click = [nil, nil]
wor_scemap_ini_mouse
end
def update
wor_scemap_upd_mouse
mouse_xy = Mouse.map_pos
if Mouse.click?(1) and !mouse_xy.nil? and !$game_message.visible and
!$game_map.interpreter.running?
$game_player.turn_toward_pos(mouse_xy[0], mouse_xy[1])
if $game_player.close?(mouse_xy[0],mouse_xy[1]) and
$game_player.check_action_event
$game_player.clear_path
return
end
if $game_map.passable?(mouse_xy[0], mouse_xy[1])
$game_player.find_path(mouse_xy[0], mouse_xy[1])
end
@last_click = mouse_xy
end
if Mouse.click?(3) and !mouse_xy.nil? and !$game_message.visible and
!$game_map.interpreter.running?
$game_player.clear_path
$game_player.turn_toward_pos(mouse_xy[0], mouse_xy[1])
end
end
end
#==============================================================================
# ** Game_Character
#==============================================================================
class Game_Character
def turn_toward_pos(x,y)
sx = distance_x_from_pos(x)
sy = distance_y_from_pos(y)
if sx.abs > sy.abs
sx > 0 ? turn_left : turn_right
elsif sx.abs < sy.abs
sy > 0 ? turn_up : turn_down
end
end
def distance_x_from_pos(x)
sx = @x - x
if $game_map.loop_horizontal?
if sx.abs > $game_map.width / 2
sx -= $game_map.width
end
end
return sx
end
def distance_y_from_pos(y)
sy = @y - y
if $game_map.loop_vertical?
if sy.abs > $game_map.height / 2
sy -= $game_map.height
end
end
return sy
end
def close?(x,y)
sx = (@x - x).abs
sy = (@y - y).abs
if sx + sy == 1
return true
end
return false
end
end
复制代码
插入以上脚本后,请自己找一个鼠标,命名为fox_cursor
不知道你要找的是不是这个
作者:
名雪
时间:
2013-6-16 18:42
已修改。
作者:
zl245479821
时间:
2013-6-20 15:56
名雪 发表于 2013-6-16 18:42
已修改。
第三个脚本(鼠标系统),一摁F12就会显示277行有问题,怎么回事?
作者:
蓝焰。
时间:
2013-6-21 09:43
本帖最后由 蓝焰。 于 2013-6-21 13:26 编辑
膜拜大神~
{:2_284:}
↑千万不要这样做QAQ
加张鼠标的图片。。不能水。。。
别扣我经验
fox_cursor.png
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2013-6-21 13:26 上传
作者:
蓝焰。
时间:
2013-6-21 13:28
本帖最后由 蓝焰。 于 2013-6-21 13:52 编辑
然后。。。
错误了
class Window_NameInput < Window_Base
好像以前测试的时候就有这个问题?
在大神的这里
#==============================================================================
# ** Window_NameInput
#==============================================================================
怎么会错吶nameinput是base的子类啊
哪里错了!!!!!!!
然后,不能连贴过3层...
就在这里说下吧
家里的ACE好像不能在类的名字里有大写
class Window_nameInput < Window_Base
这样就对了 把N变成n
后面的252行(没记清),也是大写 type error
然后...
这里又错了55555
138行
(0..@item_max - 1).each do |i|
这个是nomethoderror
没有@iem_max的实例么?
好了我加上了一句
@item = Window_Selectable.new
生成个实例。。。
貌似没事了。。。
然后
126行错了!
wor_winsel_ini_mouse(*args)
[argumenterror!
wrongnumber of number(0 for 4)]
为什么。。。 。。。
顺便说下每次回车中间一行都是回复编辑完了再想办法解决
能看懂也不错呐...感谢HAR君!(好像之前在哪里提到过...... ...... ...... !!!)
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