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Lv3.寻梦者 双子人 
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翻到了- #==============================================================================
 
 - # ■ 完整鼠标系统(四方向)
 
 - #------------------------------------------------------------------------------
 
 - #   By whbm
 
 - #============================================================================== 
 
 - #
 
 - #   ■本脚本已由Defanive修改,适合于魔塔样板3224
 
 - #
 
 - #   修改后:
 
 - #   删除鼠标控制角色移动以及自动寻路,防止作弊
 
 - #   删除点击开启事件,防止作弊
 
 - # 
 
 - #==============================================================================
 
  
- #==============================================================================
 
 - # ● 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/木剑')
 
  
-    @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
 
 -    @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
 
 - Mouse.init
 
 - END { Mouse.exit }
 
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