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脚本如下: 
 
def 按钮(x,y,xx,yy)  
    mouse_x, mouse_y = Mouse.get_mouse_pos 
  if mouse_x> x and mouse_x< xx and mouse_y> y and mouse_y< yy 
    if Input.trigger?(Input::C) 
      return 3 
      end 
    return 2 
  else 
    return 1 
  end 
end 
#============================================================================ 
#By 华峰    按钮 
#============================================================================ 
class Xz按钮 
  def initialize(name,x,y,z = 9999) 
    @name = name 
    @x = x 
    @y = y 
    @按钮 = Sprite.new 
    @按钮.x,@按钮.y,@按钮.z = x,y,z 
    @按钮.bitmap = RPG::Cache.picture(@name+"1") 
  end  
   
  def dispose 
    @按钮.bitmap.dispose 
    @按钮.dispose 
    @按钮 = nil 
  end 
   
  def update 
    return false if @按钮.nil? 
    @按钮.bitmap = RPG::Cache.picture(@name + "1") 
    mouse_x, mouse_y = Mouse.get_mouse_pos 
    if mouse_x> @x and  
      mouse_x< @x + @按钮.bitmap.width and 
      mouse_y> @y and  
      mouse_y< @y + @按钮.bitmap.height and 
      @按钮.bitmap.get_pixel(mouse_x-@按钮.x, mouse_y-@按钮.y).alpha > 0 
      @按钮.bitmap = RPG::Cache.picture(@name + "2") 
      if Kboard.keyb($Rmouse_BUTTON_L) == 1  
      @按钮.bitmap = RPG::Cache.picture(@name + "3") 
      $anokt = true 
    else 
      if $anokt == true 
        $anokt = false 
       return 3 
       end 
     end 
     return 2 
   else 
     @按钮.bitmap = RPG::Cache.picture(@name + "1") 
      return 1 if Kboard.keyb($Rmouse_BUTTON_L) == 1  
     return 1 
   end 
 end 
  
  
  def update2 
    return false if @按钮.nil? 
    #@按钮.bitmap = RPG::Cache.picture(@name + "1") 
    @按钮.tone.set(0,0,0) 
    mouse_x, mouse_y = Mouse.get_mouse_pos 
    if mouse_x> @x and  
      mouse_x< @x + @按钮.bitmap.width and 
      mouse_y> @y and  
      mouse_y< @y + @按钮.bitmap.height and 
      @按钮.bitmap.get_pixel(mouse_x-@按钮.x, mouse_y-@按钮.y).alpha > 0 
      #@按钮.bitmap = RPG::Cache.picture(@name + "2") 
      @按钮.tone.set(50,50,50) 
      if Kboard.keyb($Rmouse_BUTTON_L) == 1  
      #@按钮.bitmap = RPG::Cache.picture(@name + "3") 
      @按钮.tone.set(-50,-50,-50) 
      $anokt = true 
    else 
      if $anokt == true 
        $anokt = false 
       return 3 
       end 
     end 
     return 2 
   else 
     #@按钮.bitmap = RPG::Cache.picture(@name + "1") 
     @按钮.tone.set(0,0,0) 
      return 1 if Kboard.keyb($Rmouse_BUTTON_L) == 1  
     return 1 
   end 
  end 
end 
 
 
 
 
 
class Anniu 
  def 按钮生成(min = 1, maxa = 1, z = 9999) #区间a-b 
    if $anniuq == nil 
      $anniu = [] 
      $anniuq = 0 
    end 
    for i in min..maxa 
    $anniu[i] = Sprite.new 
    $anniu[i].z = z 
    #$anniu[$anniuq].bitmap = RPG::Cache.picture($anniuname + "1") 
  end 
  end 
 
 def 按钮判断(x,y,name,a,b = nil,c = nil) 
    $anniunameq = name 
    $anniux = x 
    $anniuy = y 
    $anniuname = name 
    $anniu[a].x = $anniux                               #~~~~此处错误!!!! 
    $anniu[a].y = $anniuy 
    @b = b 
    if @b == nil 
    $anniu[a].bitmap = RPG::Cache.picture($anniunameq + "1") 
    mouse_x, mouse_y = Mouse.get_mouse_pos 
    if mouse_x> $anniux and  
      mouse_x< $anniux + $anniu[a].bitmap.width and 
      mouse_y> $anniuy and  
      mouse_y< $anniuy + $anniu[a].bitmap.height  
      if c != nil 
      if $anniu[a].bitmap.get_pixel(mouse_x-$anniu[a].x, mouse_y-$anniu[a].y).alpha > 0 
      return 
      end 
      end 
      $anniu[a].bitmap = RPG::Cache.picture($anniunameq + "2") 
      if Kboard.keyb($Rmouse_BUTTON_L) == 1  
      $anniu[a].bitmap = RPG::Cache.picture($anniunameq + "3") 
      $anokt = true 
    else 
      if $anokt == true 
        $anokt = false 
       return 3 
       end 
     end 
     return 2 
   else 
     $anniu[a].bitmap = RPG::Cache.picture($anniunameq + "1") 
      return 1 if Kboard.keyb($Rmouse_BUTTON_L) == 1  
     return 1 
   end 
 else 
   $anniu[a].bitmap = RPG::Cache.picture($anniunameq + "4") 
 end 
 end 
 def 按钮释放(min = 1, max = 1) #区间 a-b 
   for i in min..max 
     #p $anniuq - i 
      $anniu[i].dispose 
    end 
    $anniuq = 0 
 end 
end 
#============初始化========================================================= 
    $yidongx = [] 
    $yidongxx = [] 
    $yidongxxx = [] 
    $yidongy = [] 
    $yidongyy = [] 
    $yidongyyy = [] 
    $yidongw = [] 
    $ydpdxxx = [] 
    $ydpdyyy = [] 
    $ydpdx = [] 
    $ydpdxx = [] 
    $ydpdy = [] 
    $ydpdyy = [] 
    $ydpdx1 = [] 
    $ydpdxx1 = [] 
    $ydpdy1 = [] 
    $ydpdyy1 = [] 
    $ydpdx2 = [] 
    $ydpdxx2 = [] 
    $ydpdy2 = [] 
    $ydpdyy2 = [] 
    $ydpdx3 = [] 
    $ydpdxx3 = [] 
    $ydpdy3 = [] 
    $ydpdyy3 = [] 
    $ydpdx4 = [] 
    $ydpdxx4 = [] 
    $ydpdy4 = [] 
    $ydpdyy4 = [] 
    $ydpdx5 = [] 
    $ydpdxx5 = [] 
    $ydpdy5 = [] 
    $ydpdyy5 = [] 
#============================================================================ 
#By 华峰 窗口可移动 
#============================================================================ 
class Yidong 
  def 生成(a) #全局按顺序 已经使用的 1 
    @@tit = true 
    $yidonga = a 
    $yidongx[$yidonga] = 0 
    $yidongxx[$yidonga] = 0 
    $yidongxxx[$yidonga] = 0 
    $yidongy[$yidonga] = 0 
    $yidongyy[$yidonga] = 0 
    $yidongyyy[$yidonga] = 0 
    $ydpdxxx[$yidonga] = 0 
    $ydpdyyy[$yidonga] = 0 
  end 
  def 判断(x,y,xx,yy,a,x1 = 0,y1 = 0,xx1 = 0,yy1 = 0,x2 = 0,y2 = 0,xx2 = 0,yy2 = 0,x3 = 0,y3 = 0,xx3 = 0,yy3 = 0,x4 = 0,y4 = 0,xx4 = 0,yy4 = 0,x5 = 0,y5 = 0,xx5 = 0,yy5 = 0) 
   $yidonga = a 
   $ydpdx[$yidonga] = x + $ydpdxxx[$yidonga]  
   $ydpdxx[$yidonga] = xx + $ydpdxxx[$yidonga]  
   $ydpdy[$yidonga] = y + $ydpdyyy[$yidonga]  
   $ydpdyy[$yidonga] = yy + $ydpdyyy[$yidonga]  
   $ydpdx1[$yidonga] = x1 + $ydpdxxx[$yidonga]  
   $ydpdxx1[$yidonga] = xx1 + $ydpdxxx[$yidonga]  
   $ydpdy1[$yidonga] = y1 + $ydpdyyy[$yidonga]  
   $ydpdyy1[$yidonga] = yy1 + $ydpdyyy[$yidonga]  
   $ydpdx2[$yidonga] = x2 + $ydpdxxx[$yidonga]  
   $ydpdxx2[$yidonga] = xx2 + $ydpdxxx[$yidonga]  
   $ydpdy2[$yidonga] = y2 + $ydpdyyy[$yidonga]  
   $ydpdyy2[$yidonga] = yy2 + $ydpdyyy[$yidonga]  
   $ydpdx3[$yidonga] = x3 + $ydpdxxx[$yidonga]  
   $ydpdxx3[$yidonga] = xx3 + $ydpdxxx[$yidonga]  
   $ydpdy3[$yidonga] = y3 + $ydpdyyy[$yidonga]  
   $ydpdyy3[$yidonga] = yy3 + $ydpdyyy[$yidonga]  
   $ydpdx4[$yidonga] = x4 + $ydpdxxx[$yidonga]   
   $ydpdxx4[$yidonga] = xx4 + $ydpdxxx[$yidonga]  
   $ydpdy4[$yidonga] = y4 + $ydpdyyy[$yidonga]  
   $ydpdyy4[$yidonga] = yy4 + $ydpdyyy[$yidonga]  
   $ydpdx5[$yidonga] = x5 + $ydpdxxx[$yidonga]  
   $ydpdxx5[$yidonga] = xx5 + $ydpdxxx[$yidonga]  
   $ydpdy5[$yidonga] = y5 + $ydpdyyy[$yidonga]  
   $ydpdyy5[$yidonga] = yy5 + $ydpdyyy[$yidonga]  
     mouse_x, mouse_y = Mouse.get_mouse_pos 
    if Kboard.keyb($Rmouse_BUTTON_L) == 1 
      if mouse_x> $ydpdx[$yidonga] and mouse_x< $ydpdxx[$yidonga] and mouse_y> $ydpdy[$yidonga] and mouse_y< $ydpdyy[$yidonga]  
        if mouse_x> $ydpdx1[$yidonga] and mouse_x< $ydpdxx1[$yidonga] and mouse_y> $ydpdy1[$yidonga] and mouse_y< $ydpdyy1[$yidonga] 
           
          elsif mouse_x> $ydpdx2[$yidonga] and mouse_x< $ydpdxx2[$yidonga] and mouse_y> $ydpdy2[$yidonga] and mouse_y< $ydpdyy2[$yidonga] 
            
            elsif mouse_x> $ydpdx3[$yidonga] and mouse_x< $ydpdxx3[$yidonga] and mouse_y> $ydpdy3[$yidonga] and mouse_y< $ydpdyy3[$yidonga] 
                
              elsif mouse_x> $ydpdx4[$yidonga] and mouse_x< $ydpdxx4[$yidonga] and mouse_y> $ydpdy4[$yidonga] and mouse_y< $ydpdyy4[$yidonga] 
                 
                elsif mouse_x> $ydpdx5[$yidonga] and mouse_x< $ydpdxx5[$yidonga] and mouse_y> $ydpdy5[$yidonga] and mouse_y< $ydpdyy5[$yidonga] 
          
                  else 
          if $yidongw[$yidonga] == true 
          $yidongxxx[$yidonga] = $yidongxx[$yidonga] 
          $yidongyyy[$yidonga] = $yidongyy[$yidonga] 
          $yidongw[$yidonga] = false 
        end 
          if @@tit == true 
            $yidongx[$yidonga] = mouse_x 
            $yidongy[$yidonga] = mouse_y 
          end 
          $yidongxx[$yidonga] = mouse_x - $yidongx[$yidonga] + $yidongxxx[$yidonga] 
          $yidongyy[$yidonga] = mouse_y - $yidongy[$yidonga] + $yidongyyy[$yidonga] 
          $ydpdxxx[$yidonga] = $yidongxx[$yidonga] 
          $ydpdyyy[$yidonga] = $yidongyy[$yidonga] 
          return 3 
         end 
       end 
     else 
      $yidongx[$yidonga] = mouse_x 
      $yidongy[$yidonga] = mouse_y 
      $yidongw[$yidonga] = true 
      @@tit = false 
    end 
     
      if mouse_x> $ydpdx[$yidonga] and mouse_x< $ydpdxx[$yidonga] and mouse_y> $ydpdy[$yidonga] and mouse_y< $ydpdyy[$yidonga]  
        if mouse_x> $ydpdx1[$yidonga] and mouse_x< $ydpdxx1[$yidonga] and mouse_y> $ydpdy1[$yidonga] and mouse_y< $ydpdyy1[$yidonga] 
            return 1 
          elsif mouse_x> $ydpdx2[$yidonga] and mouse_x< $ydpdxx2[$yidonga] and mouse_y> $ydpdy2[$yidonga] and mouse_y< $ydpdyy2[$yidonga] 
              return 1 
            elsif mouse_x> $ydpdx3[$yidonga] and mouse_x< $ydpdxx3[$yidonga] and mouse_y> $ydpdy3[$yidonga] and mouse_y< $ydpdyy3[$yidonga] 
                return 1 
              elsif mouse_x> $ydpdx4[$yidonga] and mouse_x< $ydpdxx4[$yidonga] and mouse_y> $ydpdy4[$yidonga] and mouse_y< $ydpdyy4[$yidonga] 
                 return 1 
                elsif mouse_x> $ydpdx5[$yidonga] and mouse_x< $ydpdxx5[$yidonga] and mouse_y> $ydpdy5[$yidonga] and mouse_y< $ydpdyy5[$yidonga] 
                  return 1 
                else 
                  if Input.trigger?(Input::B) 
                    return 2 
                  end 
                end 
                else 
                  return 0 
                  end 
  end 
  def x(a) 
    $yidonga = a  
    return $ydpdxxx[$yidonga] 
  end 
  def y(a) 
    $yidonga = a  
    return $ydpdyyy[$yidonga] 
  end 
end 
#============================================================================ 
class Anniu2 
  def 按钮生成(maxa) #最大数量1为第一 
  for i in 1..maxa 
    if $anniuq2 == nil 
      $anniu2 = [] 
      $anniuq2 = 0 
      end 
    $anniu2[$anniuq2] = Sprite.new 
    $anniu2[$anniuq2].z = 9999 
    #$anniu[$anniuq].bitmap = RPG::Cache.picture($anniuname + "1") 
    $anniuq2 += 1 
  end 
  end 
 
 def 按钮判断(x,y,name,a,b = nil) 
   $anniuqq2 = a - 1 
   $anniunameq2 = name 
    $anniux2 = x 
    $anniuy2 = y 
    $anniuname2 = name 
    $anniu2[$anniuqq2].x = $anniux2 
    $anniu2[$anniuqq2].y = $anniuy2 
    @b = b 
    if @b == nil 
    $anniu2[$anniuqq2].bitmap = RPG::Cache.picture($anniunameq2 + "1") 
    mouse_x, mouse_y = Mouse.get_mouse_pos 
    if mouse_x> $anniux2 and mouse_x< $anniux2 + $anniu2[$anniuqq2].bitmap.width and mouse_y> $anniuy2 and mouse_y< $anniuy2 + $anniu2[$anniuqq2].bitmap.height and 
     $anniu2[$anniuqq2].bitmap.get_pixel(mouse_x-$anniu2[$anniuqq2].x, mouse_y-$anniu2[$anniuqq2].y).alpha > 0 
      $anniu2[$anniuqq2].bitmap = RPG::Cache.picture($anniunameq2 + "2") 
      if Kboard.keyb($Rmouse_BUTTON_L) == 1  
      $anniu2[$anniuqq2].bitmap = RPG::Cache.picture($anniunameq2 + "3") 
      $anokt2 = true 
    else 
      if $anokt2 == true 
        $anokt2 = false 
       return 3 
       end 
     end 
      return 2 
    else 
      $anniu2[$anniuqq2].bitmap = RPG::Cache.picture($anniunameq2 + "1") 
      return 1 if Kboard.keyb($Rmouse_BUTTON_L) == 1  
     return 1 
   end 
 else 
   $anniu2[$anniuqq2].bitmap = RPG::Cache.picture($anniunameq2 + "4") 
 end 
 end 
 def 按钮释放 
   for i in 1..$anniuq2 
     #p $anniuq - i 
      $anniu2[$anniuq2 - i].dispose 
    end 
    $anniuq2 = 0 
 end 
end |   
 
 
 
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