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这是梦幻群侠转里的脚本,就是把战斗中攻击防御之类的选项用图标显示,但当我插入鼠标系统脚本时却不能直接用鼠标选择‘攻击防御’之类的,请问这是怎么回事啊。高手能不能帮着改改。。 
 
 
 
 
 
显示图标脚本 
#============================================================================== 
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 
#==============================================================================  
 
module Momo_IconCommand 
  # 图标名称设定 
  ATTACK_ICON_NAME = "攻击" # 攻撃 
  SKILL_ICON_NAME = "法术"   # 特技 
  GUARD_ICON_NAME = "防御"  # 防御 
  ITEM_ICON_NAME = "道具"     # 物品 
  BAOHU_ICON_NAME = "保护" 
  ZHAO_ICON_NAME = "召唤" 
  # X坐标修正 
  X_PLUS = 0 - 62 
  # Y坐标修正 
  Y_PLUS = 0 - 311  
  # 选择时图标的动作 
  # 0:静止 1:放大 
  SELECT_TYPE = 0 
  # 闪烁时光芒的颜色 
  FLASH_COLOR = Color.new(255, 255, 255, 128) 
  # 闪烁时间 
  FLASH_DURATION = 10 
  # 闪烁间隔 
  FLASH_INTERVAL = 40 
  # 是否写出文字的名称 
  COM_NAME_DROW = false 
  # 文字名称是否移动 
  COM_NAME_MOVE = false 
  # 文字内容 
  ATTACK_NAME = "攻击"    # 攻击 
  SKILL_NAME = "特技"   # 特技 
  GUARD_NAME = "防御"     # 防御 
  ITEM_NAME = "物品"  # 物品 
  BAOHU_NAME = "保护" 
  ZHAO_NAME = "召唤" 
  # 文字颜色 
  COM_NAME_COLOR = Color.new(255, 255, 255, 255) 
  # 文字坐标修正 
  COM_NAME_X_PLUS = 0 
  COM_NAME_Y_PLUS = 0 
end 
 
class Window_CommandIcon < Window_Selectable 
  attr_accessor :last_index 
  #-------------------------------------------------------------------------- 
  # ● オブジェクト初期化 
  #-------------------------------------------------------------------------- 
  def initialize(x, y, commands) 
    super(x, y, 32, 32) 
    # ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする 
    self.windowskin = RPG::Cache.windowskin("") 
    self.z = 9999 
   @item_max = commands.size #项目数 
   @commands = commands #指令数 
   @column_max = 1 
    @index = 0 
    @last_index = nil 
    @name_sprite = nil 
    @sprite = [] 
    refresh 
  end 
  def dispose 
    super 
    for sprite in @sprite 
      sprite.dispose unless sprite.nil? 
    end 
    @name_sprite.dispose unless @name_sprite.nil? 
  end 
  #-------------------------------------------------------------------------- 
  # ● リフレッシュ 
  #-------------------------------------------------------------------------- 
  def refresh 
    @name_sprite.dispose unless @name_sprite.nil? 
    for sprite in @sprite 
      sprite.dispose unless sprite.nil? 
    end 
    @name_sprite = nil 
    draw_com_name if Momo_IconCommand::COM_NAME_DROW 
    @sprite = [] 
    for i in 0...@item_max 
      draw_item(i) 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● 項目の描画 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    @sprite[index] = Sprite_Icon.new(nil, @commands[index]) 
    @sprite[index].z = self.z + 1 
  end 
  def draw_com_name 
    @name_sprite = Sprite_Comm_Name.new(nil, get_com_name) 
     
  end 
   
  # 更新 
  def update 
    super 
    icon_update 
    com_name_update if Momo_IconCommand::COM_NAME_DROW 
    if move_index? 
      @last_index = self.index 
    end 
  end 
  # アイコンの更新 
  def icon_update 
    for i in [email protected] 
      @sprite.active = (self.index == i) 
      @sprite.x = self.x  
      @sprite.y = self.y + i*26 
      @sprite.z = (self.index == i) ? self.z + 2 : self.z + 1 
      @sprite.visible = self.visible 
      @sprite.update 
    end 
  end 
  # コマンドネームの更新 
  def com_name_update 
    if move_index? 
      @name_sprite.name = get_com_name 
    end 
    @name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS 
    @name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS 
    @name_sprite.z = self.z + 1 
    @name_sprite.active = self.active 
    @name_sprite.visible = self.visible 
    @name_sprite.update 
  end 
  def get_com_name 
    make_name_set if @name_set.nil? 
    name = @name_set[self.index] 
    name = "" if name.nil? 
    return name 
  end 
  def make_name_set 
    @name_set = [] 
    @name_set[0] = Momo_IconCommand::ATTACK_NAME 
    @name_set[1] = Momo_IconCommand::SKILL_NAME 
    @name_set[2] = Momo_IconCommand::GUARD_NAME 
    @name_set[3] = Momo_IconCommand::ITEM_NAME 
    @name_set[4] = Momo_IconCommand::BAOHU_NAME 
    @name_set[5] = Momo_IconCommand::ZHAO_NAME 
  end 
  def move_index? 
    return self.index != @last_index 
  end 
  def need_reset 
    @name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW 
  end 
end 
 
# アイコン用スプライト 
class Sprite_Icon < Sprite 
  attr_accessor :active 
  attr_accessor :icon_name 
  #-------------------------------------------------------------------------- 
  # ● オブジェクト初期化 
  #-------------------------------------------------------------------------- 
  def initialize(viewport, icon_name) 
    super(viewport) 
    @icon_name = icon_name 
    @last_icon = @icon_name 
    @count = 0 
    self.bitmap = RPG::Cache.icon(@icon_name) 
    self.ox = self.bitmap.width / 2 
    self.oy = self.bitmap.height / 2 
    @active = false 
  end 
  #-------------------------------------------------------------------------- 
  # ● 解放 
  #-------------------------------------------------------------------------- 
  def dispose 
    if self.bitmap != nil 
      self.bitmap.dispose 
    end 
    super 
  end 
  #-------------------------------------------------------------------------- 
  # ● フレーム更新 
  #-------------------------------------------------------------------------- 
  def update 
    super 
    if @icon_name != @last_icon 
      @last_icon = @icon_name 
      self.bitmap = RPG::Cache.icon(@icon_name) 
    end 
    if @active 
      @count += 1 
      case Momo_IconCommand::SELECT_TYPE 
      when 0 
        icon_flash 
      when 1 
        icon_zoom 
      end 
      @count = 0 if @count == 20 
    else 
      icon_reset 
    end 
  end 
  def icon_flash 
    if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1 
      self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION) 
    end 
  end 
  def icon_zoom 
    case @count 
    when 1..10 
      zoom = 1.0 + @count / 10.0 
    when 11..20 
      zoom = 2.0 - (@count - 10) / 10.0 
    end 
    self.zoom_x = zoom 
    self.zoom_y = zoom 
  end 
  def icon_reset 
    @count = 0 
    self.zoom_x = 1.0 
    self.zoom_y = 1.0 
  end 
end 
 
# コマンドネーム用スプライト 
class Sprite_Comm_Name < Sprite 
  attr_accessor :active 
  attr_accessor :name 
  attr_accessor :need_reset 
  #-------------------------------------------------------------------------- 
  # ● オブジェクト初期化 
  #-------------------------------------------------------------------------- 
  def initialize(viewport, name) 
    super(viewport) 
    @name = name 
    @last_name = nil 
    @count = 0 
    @x_plus = 0 
    @opa_plus = 0 
    @need_reset = false 
    @active = false 
    self.bitmap = Bitmap.new(160, 32) 
  end 
  #-------------------------------------------------------------------------- 
  # ● 解放 
  #-------------------------------------------------------------------------- 
  def dispose 
    if self.bitmap != nil 
      self.bitmap.dispose 
    end 
    super 
  end 
  #-------------------------------------------------------------------------- 
  # ● フレーム更新 
  #-------------------------------------------------------------------------- 
  def update 
    super 
    if @active 
      if need_reset? 
        @need_reset = false 
        @last_name = @name 
        text_reset 
      end 
      move_text if Momo_IconCommand::COM_NAME_MOVE 
    end 
  end 
  def move_text 
    @count += 1 
    @x_plus = [@count * 8, 80].min  
    self.x = self.x - 80 + @x_plus 
    self.opacity = @count * 25 
  end 
  def text_reset 
    @count = 0 
    @x_plus = 0 
    self.bitmap.clear 
    self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR 
    self.bitmap.draw_text(0, 0, 160, 32, @name) 
  end 
  def need_reset? 
    return (@name != @last_name or @need_reset) 
  end 
end 
 
class Scene_Battle 
  #-------------------------------------------------------------------------- 
  # ● プレバトルフェーズ開始 
  #-------------------------------------------------------------------------- 
  alias scene_battle_icon_command_start_phase1 start_phase1 
  def start_phase1 
    com1 = Momo_IconCommand::ATTACK_ICON_NAME 
    com2 = Momo_IconCommand::SKILL_ICON_NAME 
    com3 = Momo_IconCommand::GUARD_ICON_NAME 
    com4 = Momo_IconCommand::ITEM_ICON_NAME 
    com5 = Momo_IconCommand::BAOHU_ICON_NAME 
    com6 = Momo_IconCommand::ZHAO_ICON_NAME 
    @actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4,com5,com6]) 
    @actor_command_window.y = 160 
    @actor_command_window.back_opacity = 160 
    @actor_command_window.active = false 
    @actor_command_window.visible = false 
    @actor_command_window.update 
     
    @actor2_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4,com5]) 
    @actor2_command_window.y = 160 
    @actor2_command_window.back_opacity = 160 
    @actor2_command_window.active = false 
    @actor2_command_window.visible = false 
    @actor2_command_window.update 
     
    scene_battle_icon_command_start_phase1 
  end 
  #-------------------------------------------------------------------------- 
  # ● アクターコマンドウィンドウのセットアップ 
  #-------------------------------------------------------------------------- 
  alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window 
  def phase3_setup_command_window 
    scene_battle_icon_command_phase3_setup_command_window 
    # アクターコマンドウィンドウの位置を設定 
    @actor_command_window.x = command_window_actor_x(@actor_index) - 360 
    @actor_command_window.y = command_window_actor_y(@actor_index) 
    @actor_command_window.need_reset 
    @actor2_command_window.x = command_window_actor_x(@actor_index) - 360 
    @actor2_command_window.y = command_window_actor_y(@actor_index) 
    @actor2_command_window.need_reset 
  end 
  def command_window_actor_x(index) 
    $game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS 
  end 
  def command_window_actor_y(index) 
    $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS 
  end 
end 
 
#============================================================================== 
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 
#==============================================================================  
  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
#============================================================================== 
# ■ 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) 
    return 1 
  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.parameters[0] == "Item" #类型判断 
            event.flag = 1 
          elsif event.list.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.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.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_sprite = Sprite.new 
   @mouse_sprite.z = 99999 
   @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/0050') 
 
   @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 
   $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) 
   if Graphics.frame_count * 3 / Graphics.frame_rate != @total_sec 
     @total_sec = Graphics.frame_count * 3 / Graphics.frame_rate 
     @a = !@a 
   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/Icons/0050') 
     end 
     $mouse_icon_id_last = $mouse_icon_id 
   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 
             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 
         #self_ox = self.screen_x 
         #self_oy = self.screen_y 
         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 
   self_update 
 end 
end 
Mouse.init 
END { Mouse.exit } |   
 
 
 
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