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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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