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[已经解决] 关于鼠标操作的脚本!!!!!

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发表于 2017-1-20 20:31:36 | 显示全部楼层 |阅读模式

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向各位前辈求助,我想要一个“不用控制主角行动,可以直接点击事件的鼠标脚本”。
本站的鼠标脚本我都下载、测试过了,RMXP图书馆也找过了,没有我想要的鼠标脚本。
请各位前辈务必帮忙。
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发表于 2017-1-21 00:54:54 | 显示全部楼层
rmxp版的dnf地下城与勇士单机版有这个功能,但用的鼠标脚本只是一般的鼠标脚本,应该还修改了其他的脚本或和其他脚本配合用,但我找不出来。你自己下载个dnf范例研究研究吧。https://pan.baidu.com/s/1nuUuXOt

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那应该可以除以一格的32可以得出是在第几格  发表于 2017-1-21 16:47
这我知道,我一开始就尝试用全局变量获取鼠标坐标,然后修改game_player的事件启动。可是发现鼠标的坐标居然是一个点的位置就是1,而不是一格是1。  发表于 2017-1-21 11:10
应该是获取鼠标点击的坐标,然后启动那个坐标上的事件  发表于 2017-1-21 09:36
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发表于 2017-1-21 12:10:11 | 显示全部楼层
本帖最后由 2357691704 于 2017-1-21 17:48 编辑

终于弄好了!

首先要修改Game_player(如图1)。
鼠标脚本[pre lang="ruby"]
#=================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


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/Icons/Mouse.png')
#@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

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
def self.update
left_down = $GetKeyState.call(0x01)
right_down = $GetKeyState.call(0x02)

@click_lock = false
mouse_x, mouse_y = self.get_mouse_pos
$mouse_x,$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')
###################################################
#用$x,$y来代替鼠标坐标
if (x < 0) or (x > 10000) then x = 0 and $x = 0 end
if (y < 0) or (y > 10000) then y = 0 and $y = 0 end
if x > 640 then x = 640 and $x = 640 end
if y > 480 then y = 480 and $y = 480 end
i_x = x/32
i_y = y/32
for i in 0...999
if i_x == 0 then $x = 0 end
if (i_x>=i) and (i_x<=i+1) then  $x = i end
  if i_y == 0 then $y = 0 end
if (i_y>=i) and (i_y<=i+1) then $y = i end
  end
return x, y
else
return 0, 0
$x = 0
$y = 0
end
else
return 0, 0
$x = 0
$y = 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.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.press?(Mouse::LEFT)
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
elsif not @last_move_x
case last_direction
when 2
turn_down
when 4
turn_left
when 6
turn_right
when 8
turn_up
end
end
end
end
self_update
end
end
Mouse.init
END { Mouse.exit }
[/pre]
捕获1.PNG

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