谢谢,已经解决了 |
呵呵,我是菜鸟中的菜鸟耶,你看看这个行不,就是我用的那两个系统,平时不卡不死机,存档读档时光标不准,有点卡,建议那时候把光标拖走(拖出那个选择框),用键盘选择 http://115.com/file/c267nayb |
非常感谢! 但我用的不是那个鼠标系统,那个系统经常会出现 鼠标在左上角无法摇动,我用的是另一个鼠标修改版鼠标系统修改版鼠标系统(VX-》VA) [url]http://rpg.blue/thread-225459-1-1.html [/url] 这个基本还行,但就是存档,读档不好,你看你能解决下不。 修改版鼠标系统(VX-》VA) http://rpg.blue/thread-225459-1-1.html |
我就行啊,鼠标系统和截图存档系统都是图书馆里面的,你试试把它们两个在脚本编辑器里面的位置换换 |
#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== #=================以下两个用来调整战斗时的手感问题,可以自己试试。 $敌人选框扩大 = 30 $角色选框扩大 = 20 #============================================================================== # API调用 #============================================================================== $ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l') $GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i') $ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i') $GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l') $Window_HWND = $GetActiveWindow.call $GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i') #$FindWindow = Win32API.new("user32", "FindWindow", 'pp', 'i') #$HookStart = Win32API.new("mouse_hook.dll", "HookStart", 'i', nil) #$HookEnd = Win32API.new("mouse_hook.dll", "HookEnd", nil, nil) #$GetMouseStatus = Win32API.new("mouse_hook.dll", "GetMouseStatus", 'i', 'i') #$Window_HWND = $FindWindow.call(nil, 'mousetry') module Mouse LEFT = 0x01 RIGHT = 0x02 def self.init(sprite = nil) # $HookStart.call($Window_HWND) $ShowCursor.call(0) @show_cursor = false @mouse_sprite = Sprite.new @mouse_sprite.z = 99999 @mouse_sprite.bitmap = Bitmap.new('Graphics/System/fox_cursor') #@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 update end def self.exit @mouse_sprite.bitmap.dispose @mouse_sprite.dispose @show_cursor = true # $HookEnd.call $ShowCursor.call(1) end def self.mouse_debug return @mouse_debug.bitmap end def self.update left_down = $GetKeyState.call(0x01) right_down = $GetKeyState.call(0x02) @click_lock = false mouse_x, mouse_y = self.get_mouse_pos if @mouse_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 > Graphics.width then x = Graphics.width end if y > Graphics.height then y = Graphics.height end return x, y else return 0, 0 end else return 0, 0 end end def self.press?(mouse_code) if mouse_code == LEFT if @click_lock return false else return @left_press end elsif mouse_code == RIGHT return @right_press else return false end end def self.trigger?(mouse_code) if mouse_code == LEFT if @click_lock return false else return @left_trigger end elsif mouse_code == RIGHT return @right_trigger else return false end end def self.repeat?(mouse_code) if mouse_code == LEFT if @click_lock return false else return @left_repeat end elsif mouse_code == RIGHT return @right_repeat else return false end end def self.click_lock? return @click_lock end def self.click_lock @click_lock = true end def self.click_unlock @click_lock = false end end module Input if @self_update == nil @self_update = method('update') @self_press = method('press?') @self_trigger = method('trigger?') @self_repeat = method('repeat?') end def self.update @self_update.call Mouse.update end def self.press?(key_code) if @self_press.call(key_code) return true end if key_code == C return Mouse.press?(Mouse::LEFT) elsif key_code == B return Mouse.press?(Mouse::RIGHT) 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 top_x = self.cursor_rect.x + self.x + 16 top_y = self.cursor_rect.y + self.y + 16 bottom_x = top_x + self.cursor_rect.width bottom_y = top_y + self.cursor_rect.height top_x += self.x_mod top_y += self.y_mod bottom_x += self.x_mod bottom_y += self.y_mod if (mouse_x > top_x) and (mouse_y > top_y) and (mouse_x < bottom_x) and (mouse_y < bottom_y) mouse_not_in_rect = false if tp_index != @index tp_index = @index $data_system.sounds[0].play end break end end if Input.trigger?(Input::F9) p top_x,top_y,Mouse.get_mouse_pos end if mouse_not_in_rect @index = index_var update_cursor Mouse.click_lock else Mouse.click_unlock end end end end class Window_NameInput if @self_alias == nil alias self_update update @self_alias = true end def update #self.cursor_rect.empty self_update if self.active index_var = @index mouse_x, mouse_y = Mouse.get_mouse_pos mouse_not_in_rect = true for i in (0...HIRAGANA.size).to_a.push(180) @index = i update_cursor top_x = self.cursor_rect.x + self.x + 16 top_y = self.cursor_rect.y + self.y + 16 bottom_x = top_x + self.cursor_rect.width bottom_y = top_y + self.cursor_rect.height # if (mouse_x > top_x) and (mouse_y > top_y) and (mouse_x < bottom_x) and (mouse_y < bottom_y) mouse_not_in_rect = false break end end if mouse_not_in_rect @index = index_var update_cursor Mouse.click_lock else Mouse.click_unlock end end end end =begin class Window_InputNumber if @self_alias == nil alias self_update update @self_alias = true end def update #self.cursor_rect.empty self_update mouse_x, mouse_y = Mouse.get_mouse_pos if self.active and @digits_max > 0 index_var = @index mouse_not_in_rect = true for i in 0...@digits_max @index = i #update_cursor top_x = self.cursor_rect.x + self.x + 16 bottom_x = top_x + self.cursor_rect.width # if (mouse_x > top_x) and (mouse_x < bottom_x) mouse_not_in_rect = false break end end if mouse_not_in_rect @index = index_var #update_cursor Mouse.click_lock else Mouse.click_unlock end end if @last_mouse_y == nil @last_mouse_y = mouse_y end check_pos = (@last_mouse_y - mouse_y).abs if check_pos > 10 #$game_system.se_play($data_system.cursor_se) place = 10 ** (@digits_max - 1 - @index) n = @number / place % 10 @number -= n * place n = (n + 1) % 10 if mouse_y < @last_mouse_y n = (n + 9) % 10 if mouse_y > @last_mouse_y @number += n * place refresh @last_mouse_y = mouse_y end end end =end class Scene_File if @self_alias == nil alias self_update update @self_alias = true end def update mouse_x, mouse_y = Mouse.get_mouse_pos Mouse.click_lock idx = 0 for i in @windows_savefile top_x = i.x + 16 top_y = i.y + 16 bottom_x = top_x + i.width bottom_y = top_y + i.height if (mouse_x > top_x) and (mouse_y > top_y) and (mouse_x < bottom_x) and (mouse_y < bottom_y) i.selected = true if @file_index != idx @file_index = idx $data_system.sounds[0].play end Mouse.click_unlock else i.selected = false end idx += 1 end self_update end end class Game_Player if @self_alias == nil alias self_update update @self_alias = true end def update mouse_x, mouse_y = Mouse.get_mouse_pos if @last_move_x == nil @last_move_x = false end if Mouse.press?(Mouse::LEFT) #for event in $game_map.events.values #if event.screen_x/32 == mouse_x/32 and event.screen_y/32-1 == mouse_y/32 #event.start #end #end last_moving = moving? last_direction = @direction # return unless movable? # return if $game_map.interpreter.running? unless moving? or $game_map.interpreter.running? last_x = @x if @last_move_x @last_move_x = false elsif mouse_x > screen_x + 16 move_straight(6) elsif mouse_x < screen_x - 16 move_straight(4) end last_y = @y if last_x != @x @last_move_x = true elsif mouse_y > screen_y move_straight(2) elsif mouse_y < screen_y - 32 move_straight(8) end =begin if last_y != @y @last_move_x = false elsif not @last_move_x case last_direction when 2 turn_down when 4 turn_left when 6 turn_right when 8 turn_up end end =end end end self_update end end Mouse.init END { Mouse.exit } class Window_Base < Window attr_accessor :x_mod attr_accessor :y_mod alias ka_initialize initialize def initialize(x, y, width, height) ka_initialize(x, y, width, height) self.x_mod = 0 self.y_mod = 0 end end class Window_PartyCommand < Window_Command alias ka1_initialize initialize def initialize ka1_initialize self.y_mod = Graphics.height-128 end end class Window_ActorCommand < Window_Command alias ka2_initialize initialize def initialize ka2_initialize self.x_mod = -128 self.y_mod = Graphics.height-128 end end #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== |
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