# 八向行走鼠标脚本系列处理★★★★★★★★★★★★★★★★★★★★★★★★★
#=================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)
@cun = 8
@show_cursor = false
@mouse_sprite = Sprite.new
@mouse_sprite.z = 99999
@mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/Normal_p")
@mouse_sprite.src_rect.set(0, 0, 40, 39)
@mouse_sprite.src_rect.x = (@cun / 8) % 8 * 40
@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 @cun < 9999
#if Graphics.frame_count % 2 == 0
@cun += 1
#end
elsif @cun >= 9999 and @cun > 0
#if Graphics.frame_count % 2 == 0
@cun -= 1
#end
end
@mouse_sprite.src_rect.set(0, 0, 40, 39)
@mouse_sprite.src_rect.x = (@cun / 8) % 8 * 40
@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
# 当前行被显示开头行前面的情况下
if self.top_row < row_max-page_row_max and Mouse.press?(Mouse::LEFT) and mouse_y>self.y+self.height/2
self.top_row +=1
end
# 当前行被显示末尾行之后的情况下
if self.top_row > 0 and Mouse.press?(Mouse::LEFT) and mouse_y<=self.y+self.height/2#self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row -=1
end
@index = index_var
if self.is_a?(Window_Target)
@index=-3
end
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.cursor_rect.empty
return
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.cursor_rect.empty
return
end
# 计算光标的宽
cursor_width = self.width / @column_max - 32
# 计算光标坐标
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy
# 更新光标矩形
self.cursor_rect.set(x, y, cursor_width, 32)
end
end
##################################################################class Window_Selectable
class Window_Selectableshen
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
# 当前行被显示开头行前面的情况下
if self.top_row < row_max-page_row_max and Mouse.press?(Mouse::LEFT) and mouse_y>self.y+self.height/2
self.top_row +=1
end
# 当前行被显示末尾行之后的情况下
if self.top_row > 0 and Mouse.press?(Mouse::LEFT) and mouse_y<=self.y+self.height/2#self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row -=1
end
@index = index_var
if self.is_a?(Window_Target)
@index=-3
end
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.cursor_rect.empty
return
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.cursor_rect.empty
return
end
# 计算光标的宽
cursor_width = self.width / @column_max - 24
# 计算光标坐标
x = @index % @column_max * (cursor_width + 24)
y = @index / @column_max * 24 - self.oy
# 更新光标矩形
self.cursor_rect.set(x, y, cursor_width, 24)
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 - 420
top_y = i.screen_y - self.oy - 50
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? #不注释掉,角色死亡后就不能用鼠标了!
top_x = i.screen_x - self.ox - 420
top_y = i.screen_y - self.oy - 50
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 #不注释掉,角色死亡后就不能用鼠标了!
idx += 1
end
self_update
end
end
class Game_Player
if @self_alias == nil
alias self_update update
@self_alias = true
end
def get_mouse_sta
return @mouse_sta
end
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
@mtp_x = mouse_x
@mtp_y = mouse_y
# 宝宝按扭
if @mtp_x >= 422 and @mtp_x <= 452 and @mtp_y >= 450 and @mtp_y <= 477
$game_screen.pictures[1].show("宠物1", 0, 418, 430, 100.0, 100.0, 255, 0)
#$game_screen.pictures[30].show("宝宝", 0, 428, 452, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[1].erase
$game_screen.pictures[30].erase
Audio.se_play("Audio/SE/"+"退出",100,100)
$scene = Scene_Baby.new
# $scene = Scene_Menu.new
#$game_temp.common_event_id = 21
end
else
$game_screen.pictures[1].erase
$game_screen.pictures[30].erase
end
if @mtp_x >= 0 and @mtp_x <= 30 and @mtp_y >= 450 and @mtp_y <= 477
#$game_screen.pictures[4].show("时间", 0, 402, 452, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[50].erase
Audio.se_play("Audio/SE/"+"退出",100,100)
$game_temp.common_event_id = 60
end
else
# $game_screen.pictures[4].erase
end
if @mtp_x >= 392 and @mtp_x <= 422 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[41].show("变", 0, 398, 452, 100.0, 100.0, 255, 0)
$game_screen.pictures[40].show("变身1", 0, 388, 430, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[41].erase
$game_screen.pictures[40].erase
# Audio.se_play("Audio/SE/"+"退出",100,100)
$scene = Scene_Lvup.new
end
else
$game_screen.pictures[41].erase
$game_screen.pictures[40].erase
end
if @mtp_x >= 40 and @mtp_x <= 80 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[44].show("物品", 0, 402, 452, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[50].erase
# Audio.se_play("Audio/SE/"+"退出",100,100)
#$game_temp.common_event_id = 151
end
else
end
##########################
# 坐骑按扭
if @mtp_x >= 482 and @mtp_x <= 512 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[46].show("坐骑", 0, 490, 452, 100.0, 100.0, 255, 0)
$game_screen.pictures[29].show("坐骑11", 0, 476, 430, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[46].erase
$game_screen.pictures[29].erase
# Audio.se_play("Audio/SE/"+"退出",100,100)
$game_temp.common_event_id = 77
$scene = Scene_Troop.new
end
else
$game_screen.pictures[29].erase
$game_screen.pictures[46].erase
end
# 状态按扭
if @mtp_x >= 530 and @mtp_x <= 550 and @mtp_y >= 0 and @mtp_y <= 40
# $game_screen.pictures[47].show("状态", 0, 542, 452, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[47].erase
$scene = Scene_Cta.new
# Audio.se_play("Audio/SE/"+"退出",100,100)
#$game_temp.common_event_id =39
#Scene_Status
end
else
$game_screen.pictures[47].erase
end
if @mtp_x >= 550 and @mtp_x <= 640 and @mtp_y >= 0 and @mtp_y <= 40
# $game_screen.pictures[4].show("状态", 0, 542, 452, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[4].erase
# $game_temp.common_event_id = 280
end
else
$game_screen.pictures[4].erase
end
# 物品按扭
if @mtp_x >= 308 and @mtp_x <= 326 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[50].show("物品", 0, 308, 452, 100.0, 100.0, 255, 0)
$game_screen.pictures[38].show("道具1", 0, 298, 430, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[50].erase
$game_screen.pictures[38].erase
# Audio.se_play("Audio/SE/"+"退出",100,100)
$scene = Scene_Item.new
end
else
$game_screen.pictures[50].erase
$game_screen.pictures[38].erase
end
# 装备按扭
if @mtp_x >= 332 and @mtp_x <= 362 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[48].show("装备", 0, 339, 452, 100.0, 100.0, 255, 0)
$game_screen.pictures[28].show("装备1", 0, 329, 430, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[48].erase
$game_screen.pictures[28].erase
# Audio.se_play("Audio/SE/"+"拔剑",100,100)
$scene = Scene_Equip.new
# $game_temp.common_event_id =390
end
else
$game_screen.pictures[48].erase
$game_screen.pictures[28].erase
end
# 小地图按扭
#if @mtp_x >= 1 and @mtp_x <= 15 and @mtp_y >= 20 and @mtp_y <= 38
# $game_screen.pictures[48].show("装备", 0, 339, 452, 100.0, 100.0, 255, 0)
#$game_screen.pictures[57].show("小地图1", 0, 44, 60, 100.0, 100.0, 255, 0)
#if Input.trigger?(Input::C)
#$game_system.se_play($data_system.decision_se); $game_screen.pictures[67].erase
#$game_screen.pictures[57].erase
# Audio.se_play("Audio/SE/"+"拔剑",100,100)
# $game_temp.common_event_id =390
#end
#else
#$game_screen.pictures[57].erase
#$game_screen.pictures[67].erase
#end
# 状态按扭
if @mtp_x >= 362 and @mtp_x <= 392 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[37].show("状态", 0, 369, 452, 100.0, 100.0, 255, 0)
$game_screen.pictures[27].show("状态1", 0, 359, 430, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[37].erase
$game_screen.pictures[27].erase
# $game_temp.common_event_id = 80
$scene = Scene_Dzz.new
# Audio.se_play("Audio/SE/"+"轮回",100,100)
# $scene = Scene_Status.new
end
else
$game_screen.pictures[37].erase
$game_screen.pictures[27].erase
end
# 特技按扭
if @mtp_x >= 452 and @mtp_x <= 482 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[49].show("特技", 0, 459, 452, 100.0, 100.0, 255, 0)
$game_screen.pictures[36].show("特技1", 0, 449, 430, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[49].erase
$game_screen.pictures[36].erase
# Audio.se_play("Audio/SE/"+"拔剑",100,100)
$scene = Scene_Skill.new
end
else
$game_screen.pictures[49].erase
$game_screen.pictures[36].erase
end
# 任务按扭
if @mtp_x >= 512 and @mtp_x <= 542 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[45].show("任务", 0, 519, 452, 100.0, 100.0, 255, 0)
$game_screen.pictures[35].show("任务1", 0, 509, 430, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[45].erase
$game_screen.pictures[35].erase
# Audio.se_play("Audio/SE/"+"轮回",100,100)
$scene = Scene_Task.new
# $scene=Scene_RecordBook.new
end
else
$game_screen.pictures[45].erase
$game_screen.pictures[35].erase
end
# 存挡按扭
if @mtp_x >= 572 and @mtp_x <= 612 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[44].show("存档", 0, 579, 452, 100.0, 100.0, 255, 0)
$game_screen.pictures[34].show("存档1", 0, 569, 430, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[44].erase
$game_screen.pictures[34].erase
# $scene = Scene_Save.new
# Audio.se_play("Audio/SE/"+"轮回",100,100)
$scene = Scene_Compose.new
# $scene = Scene_Loadsave.new
end
else
$game_screen.pictures[44].erase
$game_screen.pictures[34].erase
end
# 读挡按扭
if @mtp_x >= 542 and @mtp_x <= 572 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[43].show("读档", 0, 549, 452, 100.0, 100.0, 255, 0)
$game_screen.pictures[33].show("读档1", 0, 539, 430, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[43].erase
$game_screen.pictures[33].erase
# $scene = Scene_Load.new
# Audio.se_play("Audio/SE/"+"退出",100,100)
#$game_temp.common_event_id = 184
$scene = Scene_Status.new
end
else
$game_screen.pictures[43].erase
$game_screen.pictures[33].erase
end
# 退出按扭
if @mtp_x >= 612 and @mtp_x <= 642 and @mtp_y >= 450 and @mtp_y <= 477
# $game_screen.pictures[42].show("退出", 0, 609, 450, 100.0, 100.0, 255, 0)
$game_screen.pictures[32].show("退出1", 0, 602, 430, 100.0, 100.0, 255, 0)
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se); $game_screen.pictures[42].erase
$game_screen.pictures[32].erase
# Audio.se_play("Audio/SE/"+"轮回",100,100)
# $scene = Scene_End.new
$scene = Scene_Dz.new
end
else
$game_screen.pictures[42].erase
$game_screen.pictures[32].erase
end
# 地图界面按扭操作系统★★★★★★★★★★★★★★★★★★★★★
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
#if Mouse.trigger?(Mouse::LEFT)
if Mouse.press?(Mouse::LEFT) && $game_player.move_key == true #★★★★★
#if Mouse.trigger?(Mouse::LEFT) && $game_player.move_key == true #★★★★★
unless $game_system.map_interpreter.running? or
# 地图界面按扭操作系统★★★★★★★★★★★★★★★★★★★★★
@move_route_forcing or $game_temp.message_window_showing or @mtp_y >= 438
# 地图界面按扭操作系统★★★★★★★★★★★★★★★★★★★★★
#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
if Mouse.press?(Mouse::LEFT) && $game_player.move_key == true #★★★★★
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 / 8) * 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
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 }
# 八向行走鼠标脚本系列处理★★★★★★★★★★★★★★★★★★★★★★★★★