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本帖最后由 黑舞嗜 于 2012-9-23 11:49 编辑
这个是论坛下载的豪华鼠标系统,有3个脚本,他点右键会先弹出一个子菜单,里面有进入菜单,游戏版权等等,我想去掉这个子菜单,注释了半天都没研究出来,求脚本达人指教
有3个脚本,应该是改第一个:- #==============================================================================
- #新鼠标系统 V 1.1 by END66RPG && end55rpg && 灵魂の补给 2012.5
- #----------------------------使用必看------------------------------------------
- #脚本修改较多,要换素材最好不要改脚本,直接看素材Graphics/Mouse/...文件夹。
- #鼠标形状状态的说明:
- #1.行走时会变成 wait.png
- #2.指向事件会变成 npc.png
- #3.指向非事件的character会变成 红色光标
- #4.指向名字含有item字样的事件会变成 coach.png、
- #5.【注意!】不用鼠标触发の事件请名字带有“no point”
- #除上所述,鼠标变成 紫色光标
- #备注:要修改鼠标图像,最好别改脚本了,
- # 在Graphics\Mouse中:
- # 1.png为鼠标图标
- # 2.png-4.png是动态普通形状
- # 5-10是指向非事件的鼠标图
- # 其余自己看着改吧!
- # 复制本工程需要3个脚本 /Graphics/(+ Icons + Mouse)图像。
- #下面可修改([]中为通常的样子):
- 合成方式 = 0
- #@blend_tepe【1 】:0~2
- 透明速度 = 10
- #@opacity 【10 】:0~255
- 下降速度 = 1
- #@jy 【1 】:0~50
- X放大率 = 0.1
- #@zoom_x 【0.1 or -0.03】:-1~1
- Y放大率 = 0.1
- #@zoom_y 【0.1 or -0.03】:-1~1
- 残影 = false
- #shadow 【true / false】
- 残光 = false
- #show_light 【true / false】
- 旋转 = false
- #angle 【true、false】
- 动态 = false#true
- #anima 【true、false】
- #由于残光会建立94个图像,内存低就把show_light 给false掉吧~~
- #加入鼠标转向专利一个~~我是仿windows显示时间屏保的鼠标制作的~~
- #是关于Math的算法,不是只有8方向,而是360个= =!!~
- #把【85】行去掉“#”就会掉many FPS 不过很华丽~~(注:先开启旋转,残光功能!)
- #-----------------------------------分割线--------------------------------------
- #如果需要在游戏中调用修改鼠标各项设置:见204行处的方法调用,不需要改变的量用nil
- #表示!
- #==============================================================================
- module Mouse
- def self.text
- return [["1.进入菜单","$scene = Scene_Menu.new"],["2.游戏版权","$game_temp.common_event_id = 1"],["3.网络吐槽","p'接口无效!'"],["关闭游戏","$scene = Scene_Gameover.new"],["练习事件","$game_temp.common_event_id = 2"]]
- end
- def self.init2
- #Directions
- @dir = 0
- @old_x, @old_y = 0, 0
- #Animations
- @light_id = 1
- @mouse_sprite1 = Sprite.new;
- @mouse_sprite1.z = 9999;
- # @mouse_sprite1.bitmap = Bitmap.new("Graphics/Icons/#{@light_id}");
- @light_id = 1
- @canyin = []
- # @rmenu = nil#右键菜单
- @rightmenu = false
- @mouse_touch = false
- end
- def self.setbb(a,b,c,d,e,f,g,h,i)
- @blend_tepe = a if a != nil
- @opacity = b if b != nil
- @jy = c if c != nil
- @zoom_x = d if d != nil
- @zoom_y = e if e != nil
- @light = f if f != nil
- @shadow = g if g != nil
- @angle = h if h != nil
- @anima = i if i != nil
- end
- def self.show_light(mx, my)
- @canyin.each{|s|s.opacity <= 0 ? (s.visible = false ; @canyin.delete(s)) : s.opacity -= 25}
- if @light
- @light_id < 94 ? @light_id += 1 : @light_id = 1
- i = @light_id
- eval("@mouse_sprite#{i} = Sprite.new")
- eval("@mouse_sprite#{i}.x = #{mx}")
- eval("@mouse_sprite#{i}").y = my
- eval("@mouse_sprite#{i}").blend_type = @blend_tepe
- eval("@mouse_sprite#{i}").z = 9999;
- #eval("@mouse_sprite#{i}").angle = @mouse_sprite.angle
- eval("@mouse_sprite#{i}").bitmap = Bitmap.new("Graphics/Icons/#{@light_id}")
- for i in 1..94
- begin
- eval("@mouse_sprite#{i}").opacity -= @opacity #10
- eval("@mouse_sprite#{i}").y += @jy#1
- eval("@mouse_sprite#{i}").zoom_x += @zoom_x#0.105
- eval("@mouse_sprite#{i}").zoom_y += @zoom_y#0.105
- eval("@mouse_sprite#{i}").dispose if eval("@mouse_sprite#{i}").opacity <= 0
- rescue
- end
- end
- if @plight == true
- self.update_light
- end
- end
- return if !@angle
- a = 0
- #被废掉的朝向
- hu = [(@old_x - mx), (@old_y - my)]
-
- return if hu[0] == 0 or hu[1] == 0
- math = 135 - self.atoa(Math.atan(hu[1]/hu[0]))
- if hu[0] > 0
- @mouse_sprite.angle = math - 90
- else
- @mouse_sprite.angle = math + 90
- end
- #p math
- @old_x, @old_y = mx, my
-
-
- end
- def self.plight
- return unless @light
- @l = Sprite.new
- @l.z = 999999
- @pcount = 30
- @l.blend_type = 1
- @l.bitmap = Bitmap.new("Graphics/Icons/#{@pcount}");
- @l.ox = @l.bitmap.width / 2
- @l.oy = @l.bitmap.height / 2
- @l.x, @l.y = @mouse_sprite.x, @mouse_sprite.y
- @plight = true
-
- end
- def self.update_light
- @pcount += 1
- @l.bitmap = Bitmap.new("Graphics/Icons/#{@pcount}")
- @l.zoom_x += 0.1
- @l.zoom_y += 0.1
- @l.opacity -= 10
- if @pcount >= 70
- @l.dispose
- @pcount = 0
- @plight = false
- end
- end
- def self.atoa(hu)#弧度转角度
- return (hu * 180) / Math::PI
- #
- end
- #==============================================================================
- #New Part!
- #==============================================================================
- def self.moving(x,y)
- return if !@shadow == true
- sprite = Sprite.new
- sprite.z = 999
- sprite.bitmap = @mouse_sprite.bitmap if !@mouse_sprite.disposed?#Bitmap.new("Graphics/Mouse/1.png")
- sprite.x,sprite.y = x,y
- sprite.opacity = 200
- sprite.angle = @mouse_sprite.angle
- @canyin.push sprite
- end
- def self.canyin
- return @canyin.size
- end
- def self.right_menu(x,y)
- n = text.size
- @rmenu.dispose if @rmenu != nil
- @rmenu = Sprite.new
- @rmenu.z = 1000
- @rmenu.bitmap = Bitmap.new(150,32*n)
- @rmenu.bitmap.fill_rect(0, 0, 150, 32*n, Color.new(255,255,255))
- @rmenu.bitmap.font.color = Color.new(68,34,255)
- n.times{|i|
- @rmenu.bitmap.fill_rect(0, i*32, 150, 1, Color.new(0,0,0))
- @rmenu.bitmap.draw_text(0, i*32, 150, 32,text[i][0])
-
- }
- @rmenu.x,@rmenu.y = x,y
- @rmenu.opacity = 200
- @rightmenu = true
- end
- def self.mouse_touch=(bar)
- @mouse_touch = bar
- end
- def self.mouse_touch
- return @mouse_touch
- end
- def self.check
- if Mouse.trigger?(Mouse::LEFT)
- if @rightmenu
- mx,my = Mouse.get_mouse_pos
- lx = @rmenu.x - @rmenu.ox
- rx = lx + @rmenu.bitmap.width
- ty = @rmenu.y - @rmenu.oy
- by = ty + @rmenu.bitmap.height
- if mx < lx or mx > rx or my < ty or my > by or
- @rmenu.bitmap.get_pixel(mx-lx,my-ty).alpha == 0
-
- else
- a = []
- text.size.times{|t|a << [t*32 , ([email protected]).abs].min}
- eval(text[(a.max/32).to_i][1])
- end
- @rightmenu = false
- @rmenu.dispose
- @rmenu = nil
- return
- end
- end
- end
- end
- Mouse.init2
- Mouse.setbb(合成方式,
- 透明速度,
- 下降速度,
- X放大率,
- Y放大率,残光,残影,旋转,动态)
复制代码- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #=================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
- $GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
- #$FindWindow = Win32API.new("user32", "FindWindow", 'pp', 'i')
- #$HookStart = Win32API.new("mouse_hook.dll", "HookStart", 'i', nil)
- #$HookEnd = Win32API.new("mouse_hook.dll", "HookEnd", nil, nil)
- #$GetMouseStatus = Win32API.new("mouse_hook.dll", "GetMouseStatus", 'i', 'i')
- #$Window_HWND = $FindWindow.call(nil, 'mousetry')
- module Mouse
- LEFT = 0x01
- RIGHT = 0x02
- attr_accessor :count #变换动画计数
- attr_accessor :npc #指向NPC
- attr_accessor :wait #指针变成角色正在移动
- attr_accessor :enemy #指针指向敌人
- attr_accessor :coach #coach icons switch
- def self.init(sprite = nil)
- # $HookStart.call($Window_HWND)
- $ShowCursor.call(0)
-
- @show_cursor = false
-
- @mouse_sprite = Sprite.new
- @mouse_sprite.z = 99999
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Mouse/1.png')
- #@mouse_sprite.ox = @mouse_sprite.bitmap.width
- #@mouse_sprite.oy = @mouse_sprite.bitmap.height
- @count = 0
- @npc,@wait,@coach = false
- #@mouse_sprite.bitmap.fill_rect(Rect.new(0, 0, 32, 32), Color.new(0, 0, 0))
- @left_press = false
- @right_press = false
- @left_trigger = false
- @right_trigger = false
- @left_repeat = false
- @right_repeat = false
- @click_lock = false
- @mouse_x, @mouse_y = self.get_mouse_pos
- update
- end
- def self.exit
- @mouse_sprite.bitmap.dispose
- @mouse_sprite.dispose
- @show_cursor = true
- # $HookEnd.call
- $ShowCursor.call(1)
- end
- def self.mouse_debug
- return @mouse_debug.bitmap
- end
- #======================================================
- #change icon!
- #======================================================
- def self.npc
- if @npc != true
- @count = 10
- @npc = true
- end
- end
- def self.wait
- if @wait != true
- @count = 10
- @wait = true
- end
- end
- def self.enemy
- if @enemy != true
- @count = 10
- @enemy = true
- end
- end
- def self.coach
- if @coach != true
- @count = 10
- @coach = true
- end
- end
- #======================================================
- #end
- #======================================================
- def self.update
- if @anima == true
- if @npc == true
- if @count == 80
- @count = 0
- @npc = false
- else
- @count += 2
- end
- if FileTest.exist?("Graphics/Mouse/npc_#{@count/10}.png")
- @mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/npc_#{@count/10}.png")
- end
- elsif @coach == true
- if @count == 60
- @count = 0
- @coach = false
- else
- @count += 2
- end
- if FileTest.exist?("Graphics/Mouse/coach_#{@count/10}.png")
- @mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/coach_#{@count/10}.png")
- end
- elsif @enemy == true
- if @count == 60
- @count = 0
- @enemy= false
- else
- @count += 2
- end
- if FileTest.exist?("Graphics/Mouse/#{@count/10 + 4}.png")
- @mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/#{@count/10 + 4}.png")
- end
- elsif @wait == true
- if @count == 60
- @count = 0
- @wait = false
- else
- @count += 2
- end
- if FileTest.exist?("Graphics/Mouse/wait_#{@count/10}.png")
- @mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/wait_#{@count/10}.png")
- end
-
- else
- @count == 40 ? @count = 0 : @count += 2
- if FileTest.exist?("Graphics/Mouse/#{@count/10}.png")
- @mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/#{@count/10}.png")
- end
- end
- end
- left_down = $GetKeyState.call(0x01)
- right_down = $GetKeyState.call(0x02)
-
- @click_lock = false
- mouse_x,mouse_y = self.get_mouse_pos
- if @mouse_x != mouse_x or @mouse_y != mouse_y
- moving(@mouse_x, @mouse_y)
- @mouse_x, @mouse_y = mouse_x,mouse_y
- end
- mouse_x, mouse_y = self.get_mouse_pos
- self.show_light(@mouse_sprite.x, mouse_y)
- self.check
- 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 > 800 then x = 600 end
- if y > 800 then y = 600 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) if $scene.is_a?(Scene_Menu)
- 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)#菜单
- 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.cursor_rect.empty
- 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.cursor_rect.empty
- 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.cursor_rect.empty
- 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
- class Game_Player
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- if @last_move_x == nil
- @last_move_x = false
- end
- if Mouse.trigger?(Mouse::RIGHT)
- Mouse.right_menu(mouse_x, mouse_y)
- Graphics.update
-
- elsif Mouse.press?(Mouse::LEFT)
- if Mouse.mouse_touch == true
- Mouse.mouse_touch = false
- return
- end
- Mouse.plight
- Mouse.wait
- last_moving = moving?
- last_direction = @direction
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing
- last_x = @x
- if @last_move_x
- @last_move_x = false
- elsif mouse_x > screen_x + 16
- move_right
- elsif mouse_x < screen_x - 16
- move_left
- end
- last_y = @y
- if last_x != @x
- @last_move_x = true
- elsif mouse_y > screen_y
- move_down
- elsif mouse_y < screen_y - 32
- move_up
- end
- if last_y != @y
- @last_move_x = false
- end
- end
- end
- self_update
- end
- end
- Mouse.init
- END { Mouse.exit }
-
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码- #==============================================================================
- # ■ Sprite_Character
- #------------------------------------------------------------------------------
- #check the mouse 's event and start. by End66rpg
- #==============================================================================
- class Sprite_Character < RPG::Sprite
- def inside?
- mx,my = Mouse.get_mouse_pos
- lx = self.x - self.ox
- rx = lx + self.bitmap.width / 4
- ty = self.y - self.oy
- by = ty + self.bitmap.height / 4
- if mx < lx or mx > rx or my < ty or my > by or
- self.bitmap.get_pixel(mx-lx,my-ty).alpha == 0
- return false
- end
- return true
- end
- alias update_old update
- def update
- update_old
- self.tone = Tone.new(0,0,0)
- self.zoom_y = 1
- return if @character.is_a?(Game_Event) and @character.name.index('no point')
- return if !inside?
- Mouse.mouse_touch=true
- if Mouse.trigger?(Mouse::LEFT)
- Mouse.plight
- return if $game_system.map_interpreter.running?
- return if @character == $game_player or @character.trigger == 4
- @character.start
- end
- if @character != $game_player
- if @character.is_a?(Game_Event)
- if @character.name.index('item')
- Mouse.coach
- return
- elsif @character.name.index('heigh')
- Mouse.coach
- self.zoom_y = 1.5
- return
- end
-
- end
- Mouse.npc
- end
- Mouse.enemy if @character != $game_map.events
- self.tone = Tone.new(122,122,122)
- end
- end
- class Game_Event < Game_Character
- #——————————————————————————————————————
- # 用来返回名称
- #——————————————————————————————————————
- def name
- return @event.name
- end
- def name=(newname)
- @event.name = newname
- end
- end
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