求助-RMXP鼠标脚本的问题
我最近在汉化艾拉的希望,由于许多人抱怨鼠标纸箱事件后,不会自动改变图样,游戏很难玩下去。所以我打算给它添上这个功能。但是鼠标图像的改变成功了,但在判断事件类型时却出错了。一直提示未定义模块,我快疯了。明明我已经定义了!
无奈之下只能到处找人帮忙了,麻烦大家帮忙看看,到底是错在哪里?
class Game_Event
attr_accessor :flag
end
class Game_Map
#--------------------------------------------------------------------------
# ● 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
event_width = RPG::Cache.character(event.character_name,event.character_hue).width / 4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 4
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 == "item" #类型判断
event.flag = 1
elsif event.list.parameters == "npc" #类型判断
event.flag = 2
end
return event.flag #返回事件类型标志
end
end
end
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
event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4
#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 = $game_player.y - event.y
if (.include?($game_player.x-event.x) and $game_player.y-event.y == 0) or (.include?($game_player.y-event.y) and $game_player.x-event.x == 0)
for i in 0...event.list.size
if ["item","npc"].include?(event.list.parameters) #当事件属于自定义事件
#判断主角朝向
if way_x == -1
p_direction = 6 if way_y == 0
elsif way_x == 0
p_direction = 2 if way_y == -1
p_direction = 8 if way_y == 1
else
p_direction = 4 if way_y == 0
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
event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4
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) #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
# Encapsulation of a mouse event
MouseEvent = Struct.new(:sender, :trigger, :info)
#==============================================================================
# ** Mouse module
#------------------------------------------------------------------------------
# Manages the Win32API calls and the base mouse functionalities
#==============================================================================
module Mouse
#--------------------------------------------------------------------------
# * 鼠标输入触发器
#--------------------------------------------------------------------------
LEFT_CLICK = 1
RIGHT_CLICK = 2
MIDDLE_CLICK = 4
MOUSE_TRIGGERS =
#--------------------------------------------------------------------------
# * API Declaration
#--------------------------------------------------------------------------
$ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
ASYNC_KEY = Win32API.new('user32', 'GetAsyncKeyState', 'i', 'i')
SCREEN_TO_CLIENT = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i')
CURSOR_POS = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
FIND_WINDOW = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')
module_function
##
# Start up procedures
#
def start_up
# 创建一个模块的配置参考
@@const = System::Mouse
# 初始化按钮状态
@button_states = Array.new(5, 0)
# 计算窗口的句柄
window_handle
# 了解鼠标状态
mouse_status = Utility.read_ini('mouse')
@enabled = !(mouse_status == '0' || mouse_status == '')
# 如果鼠标脚本启用则创建鼠标
if @enabled
$ShowCursor.call(0)
# 创建鼠标
create_cursor
# 更新游标
update
end
end
##
# 终止鼠标脚本
#
def shutdown
# 终结掉鼠标
@mouse_sprite.dispose unless @mouse_sprite.nil? || @mouse_sprite.disposed?
$ShowCursor.call(1)
end
##
# 打开鼠标脚本
# 如果它已经打开,什么都不会发生
#
def turn_on
return if self.enabled
@enabled = true
# 创建鼠标
create_cursor
# 更新游标
update
end
##
# 鼠标脚本关闭。
# 如果它已关闭,什么都不会发生
#
def turn_off
return unless self.enabled
@enabled = false
# 显示光标如果是隐藏
unless @mouse_sprite.nil? || @mouse_sprite.disposed?
# 终止鼠标
@mouse_sprite.dispose
# 删除引用,以便将垃圾清除干净
@mouse_sprite = nil
end
end
##
# 更新
#
def update
# 只在启用时更新
return unless self.enabled
# 取新的位置
sx, sy = screen_pos
# 如果鼠标位置发生了变化
if @sx != sx || @sy != sy
# 储存新的屏幕x和y
@sx = sx
@sy = sy
# 获取相对位置
if Input.is_fullscreen
rx, ry = sx, sy
else
rx, ry = screen_to_client(sx, sy)
end
return unless rx >= 0 && rx < 640 && ry >= 0 && ry < 480
#########################################################
#可能能在此处判断鼠标图像
#########################################################
# 变更光标的位置
@mouse_sprite.x = rx
@mouse_sprite.y = ry
$mouse_icon_id = $game_map.check_event_custom(rx,ry)if not .include?($mouse_icon_id)
if $scene.is_a?(Scene_Map) == false
$mouse_icon_id = 0
end
case $mouse_icon_id
when 1
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Arrow3.png')
when 2
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Arrow2.png')
when 11
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 12
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 13
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 14
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 16
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 17
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 18
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 19
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 0
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
end
end # 检查点击
for trigger in MOUSE_TRIGGERS
# 获取异步状态
state = ASYNC_KEY.call(trigger)
# If 0 or 1
if state == 0 || state == 1
if @button_states > 0
@button_states *= -1
else
@button_states = 0
end
else
if @button_states > 0
@button_states += 1
else
@button_states = 1
end
end
end
end
##
# Check for press
# 返回false,如果不启用鼠标
#
def press?(id = LEFT_CLICK)
return false unless self.enabled
return @button_states >= 1
end
##
# 查触发
# 返回false,如果不启用鼠标
#
def trigger?(id = LEFT_CLICK)
return false unless self.enabled
return @button_states == 1
end
##
# 重复检查
# 返回false,如果不启用鼠标
#
def repeat?(id = LEFT_CLICK)
return false unless self.enabled
if @button_states <= 0
return false
elsif @button_states == 1
return true
elsif @button_states > @@const::REPEAT_START_WAIT
return @button_states % @@const::REPEAT_WAIT == 1
end
end
##
# 回true如果鼠标脚本启用
#
def enabled
@enabled
end
##
# 获得屏幕坐标
#
def screen_pos
# 包0位置
pos = .pack('ll')
# 裸装的光标位置返回呼叫
return CURSOR_POS.call(pos) == 0 ? nil : pos.unpack('ll')
end
##
# 转换屏的X和Y坐标的相对坐标。
# Top-left corner = (0, 0)
#
def pos
return @mouse_sprite.x, @mouse_sprite.y
end
##
# 检查鼠标是否在窗口内部
#
def inside?
x, y = pos
return x >= 0 && x < 640 && y >= 0 && y < 480
end
##
# 屏幕坐标转换为相对的客户端窗口
#
def screen_to_client(x, y)
# 如果X和Y空返回零
return nil unless x and y
if @ori_pos.nil?
@stc_wait = 0
end
if @stc_wait <= 0
# Locate upper-left corner
pack = .pack('ll')
SCREEN_TO_CLIENT.call(window_handle, pack)
@ori_pos = pack.unpack('ll')
# 等待10帧以开始下一次查找
@stc_wait = 10
else
@stc_wait -= 1
end
# Translocate X- and Y-coordinates
x += @ori_pos
y += @ori_pos
return x, y
end
##
# 检索窗口句柄
#
def window_handle
if @window_handle.nil?
# 游戏名称查找
game_name = Utility.read_ini('Title')
# 查找窗口
@window_handle = FIND_WINDOW.call('RGSS Player', game_name)
end
return @window_handle
end
# 开辟了单独的类模块的
class << self
###################
# Private methods #
###################
private
##
# 创建光标
#
def create_cursor
@mouse_sprite = Sprite.new
@mouse_sprite.z = 50000
@mouse_sprite.bitmap = RPG::Cache.icon(@@const::DEFAULT_ICON)
end
end
end
class Window_Base
##
# 更新鼠标位置
# Mouse enabled subclasses should overwrite this method
#
def mouse_move(mx, my)
return unless $DEBUG
raise StandardError.new("mouse_move(mx, my) was not overwritten in #{self.class}")
end
##
# 更新鼠标(只有当鼠标启用时才调用)
# Note: The mouse is over the window
#
def mouse_update
return unless $DEBUG
raise StandardError.new("mouse_update was not overwritten in #{self.class}")
end
##
# 判断鼠标位置是否超过窗口,是的话让鼠标图像停留在窗口边框
#
def over_contents?(mx, my)
return mx >= 16 && mx < width - 16 &&
my >= 16 && my < height - 16
end
end
class Window_Selectable
##
# Get the height of the elements
#
def element_height
return 32
end
##
# Get the height of the elements
#
def element_width
return self.width / @column_max - 32
end
##
# Calculates the index from the x and y coordinate
# Assumes (0,0) to be upper-left corner of the contents
#
def calculate_index(x, y)
ex = x / element_width
ey = y / element_height
return ex + (ey + top_row) * @column_max
end
##
#
#
def cause_scroll(index)
# Getrow
row = index / @column_max
# If row is before top row or more to back than back row
return row < self.top_row || row > self.top_row + (self.page_row_max - 1)
end
##
# 更新鼠标位置
# Mouse enabled subclasses should overwrite this method
#
def mouse_move(mx, my)
# Cursor position less than 0 implies that the cursor is hidden
return if @index < 0 || !self.active
# Store the coordinates
@mx, @my = mx, my
# Ignore the move if it is not over the contents
if mx >= 16 && mx < width - 16
index = calculate_index(mx-16, my-16)
# If the index is valid
if index < @item_max && index >= 0
# Scroll wait
if cause_scroll(index) && self.scroll_wait > 0
return
elsif cause_scroll(index)
self.scroll_wait = System::Mouse::SCROLL_WAIT
@scrolling = true
else
@scrolling = false
end
# Change the index
@index = index
end
end
end
##
# Update mouse (Only called if mouse is enabled)
# Note: The mouse is over the window
#
def mouse_update
# Only update if active
return unless self.active
# Scroll wait update
if self.scroll_wait > 0
self.scroll_wait -= 1
return
elsif @scrolling
# See if the scrolling should continue
index = calculate_index(@mx-16, @my-16)
if cause_scroll(index) && index < @item_max && index >= 0
self.scroll_wait = System::Mouse::SCROLL_WAIT
@index = index
else
# Stop scrolling
@scrolling = false
end
end
@mx, @my = -1, -1 if @mx.nil?
# Check for click
if Mouse.trigger?(Mouse::LEFT_CLICK) && over_contents?(@mx, @my)
owner.fireEvent(MouseEvent.new(self, Mouse::LEFT_CLICK, @index))
end
end
end
class Window_Target
##
# Update mouse position
# Mouse enabled subclasses should overwrite this method
#
def mouse_move(mx, my)
return unless self.active
if @index >= 0
super
return
else
# Store the coordinates
@mx, @my = mx, my
end
end
##
# Update mouse (Only called if mouse is enabled)
# Note: The mouse is over the window
#
def mouse_update
if @index >= 0
super
return
else
# Only update if active
return unless self.active
@mx, @my = -1, -1 if @mx.nil?
# Check for click
if Mouse.trigger?(Mouse::LEFT_CLICK) && over_contents?(@mx, @my)
owner.fireEvent(MouseEvent.new(self, Mouse::LEFT_CLICK, @index))
end
end
end
end
class Window_NameInput
##
# Determines whether the given coordinates are within the given area
#
def is_in?(x,y, rx,ry,rw,rh)
return x >= rx && x < rx + rw &&
y >= ry && y < ry + rh
end
##
# Calculates the index from the coordinates
#
def calculate_index(x, y)
# Check position
return 90 if is_in?(x,y,428, 9 * 32, 48, 32)
if is_in?(x,y,140, 0, 5*32, 9*32)
# Left box
x = (x - 140) / 32
y /= 32
return x + y * 5
elsif is_in?(x,y,320, 0, 5*32, 9*32)
# Right box
x = (x - 320) / 32
y /= 32
return x + y * 5 + 45
end
# Outside
return -1
end
##
# Update mouse position
# Mouse enabled subclasses should overwrite this method
#
def mouse_move(mx, my)
@mx, @my = mx, my
index = calculate_index(mx-16, my-16)
@index = index unless index < 0
end
##
# Update mouse (Only called if mouse is enabled)
# Note: The mouse is over the window
#
def mouse_update
if Mouse.trigger?(Mouse::LEFT_CLICK) && calculate_index(@mx-16, @my-16) >= 0
owner.fireEvent(MouseEvent.new(self, Mouse::LEFT_CLICK, @index))
end
end
end
class Window_Message
##
# Check for normal trigger
#
def normal_trigger?
return true if Input.trigger?(Input::C)
if Mouse.trigger?(Mouse::LEFT_CLICK)
return true if $game_temp.choice_max <= 0
index = calculate_index(@mx - 16, @my - 16)
return true if index >= 0 && index < @item_max
end
end
##
# Update mouse (Only called if mouse is enabled)
#
def mouse_update
# Do nothing
end
##
# Calculates the index from the x and y coordinate
# Assumes (0,0) to be upper-left corner of the contents
#
def calculate_index(x, y)
return -1 if x > @cursor_width + 8
ey = (y - $game_temp.choice_start * 32) / element_height
return (ey + top_row) * @column_max
end
end
class Arrow_Base
##
# Update mouse (Only called if mouse is enabled)
# Note: The mouse is over the window
#
def mouse_update
return unless $DEBUG
raise StandardError.new("mouse_update was not overwritten in #{self.class}")
end
end
class Arrow_Enemy
##
# Update mouse position
#
def mouse_move(mx, my)
# Pass Through Enemies
for enemy in $game_troop.enemies
# Skip if Non-Existing Enemy
next unless enemy.exist?
# Gets Paddings
w, h = enemy.battler_width / 2, enemy.battler_height
# If Within Mouse Padding Range
if mx.between?(enemy.screen_x - w, enemy.screen_x + w) &&
my.between?(enemy.screen_y - h, enemy.screen_y + 10)
# Set Index
@index = $game_troop.enemies.index(enemy)
break
end
end
end
##
# Update mouse (Only called if mouse is enabled)
#
def mouse_update
if Mouse.trigger?(Mouse::LEFT_CLICK)# && @my < 320
owner.fireEvent(MouseEvent.new(self, Mouse::LEFT_CLICK, @index))
end
mx, my = Mouse.pos
return if @mx == mx && @my == my
@mx, @my = mx, my
# Pass Through Enemies
for enemy in $game_troop.enemies
# Skip if Non-Existing Enemy
next unless enemy.exist?
# Gets Paddings
w, h = enemy.battler_width / 2, enemy.battler_height
# If Within Mouse Padding Range
if mx.between?(enemy.screen_x - w, enemy.screen_x + w) &&
my.between?(enemy.screen_y - h, enemy.screen_y + 10)
# Set Index
@index = $game_troop.enemies.index(enemy)
break
end
end
end
end
class Arrow_Actor
##
# Update mouse (Only called if mouse is enabled)
#
def mouse_update
if Mouse.trigger?(Mouse::LEFT_CLICK)# && @my > 288
owner.fireEvent(MouseEvent.new(self, Mouse::LEFT_CLICK, @index))
end
# Get mouse position
mx, my = Mouse.pos
# Checks that the mouse have moved
return if @mx == mx && @my == my
# Store new position
@mx, @my = mx, my
# Pass Through Actors
for actor in $game_party.actors
# Gets Paddings
w, h = actor.battler_width / 2, actor.battler_height
# If Within Mouse Padding Range
if mx.between?(actor.screen_x - w, actor.screen_x + w) &&
my.between?(actor.screen_y - h, actor.screen_y + 10)
# Set Index
@index = $game_party.actors.index(actor)
end
end
end
end
以上就是鼠标脚本,红色部分,我是用四方向行走脚本添加的,运行时会卡在
$mouse_icon_id = $game_map.check_event_custom(rx,ry)if not .include?($mouse_icon_id)
这句上,提示check_event_custom是未定义的方法,可我明明定义了。
如果把这句话改为具体的数字如:
$mouse_icon_id = 1,那么能正常进入游戏,刚进游戏图形是箭头,进入到地图后就变成小手,也就是说我添加的这段鼠标图像改变判断代码,并没放错地方。
其中,鼠标图像ARROW是箭头,Arrow3是小手。麻烦大家帮帮看看,该怎么修改。
另外,游戏中鼠标的启动和卸载语句都在MAIN中。分别为:
# Start up the mouse
Mouse.start_up
# Shutdown mouse
Mouse.shutdown
而每个窗口都有对应的鼠标控制赋权语句及刷新语句如:
# Add as a mouse enabled window
mouse_windows << @item_window
mouse.update
另:请不要叫我用其他的脚本,我都试过了,这个游戏如果直接添加其他的鼠标脚本,那么会引起冲突,完全进不了游戏,即使把原有脚本清除掉,再放其他的鼠标脚本,也会不定时出错,而且不会提示具体错在哪里。 用于参考的四方向行走的鼠标脚本:
完整鼠标系统(四方向):
#==============================================================================
# ■ 完整鼠标系统(四方向)
#------------------------------------------------------------------------------
# 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
#--------------------------------------------------------------------------
# ● 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
event_width = RPG::Cache.character(event.character_name,event.character_hue).width / 4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 4
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 == "Item" #类型判断
event.flag = 1
elsif event.list.parameters == "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
event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4
#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 = $game_player.y - event.y
if (.include?($game_player.x-event.x) and $game_player.y-event.y == 0) or (.include?($game_player.y-event.y) and $game_player.x-event.x == 0)
for i in 0...event.list.size
if ["Item","Npc"].include?(event.list.parameters) #当事件属于自定义事件
#判断主角朝向
if way_x == -1
p_direction = 6 if way_y == 0
elsif way_x == 0
p_direction = 2 if way_y == -1
p_direction = 8 if way_y == 1
else
p_direction = 4 if way_y == 0
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
event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4
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) #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/001-Weapon01.png')
@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/木剑')
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 == 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 == 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 = .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 = $game_map.check_event_custom(mouse_x,mouse_y)if not .include?($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
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
if @mtp_x > self.screen_x
if @mtp_y - self.screen_y > - ( @mtp_x - self.screen_x ) and
@mtp_y - self.screen_y < @mtp_x - self.screen_x
move_right
$mouse_icon_id = 16
@direction = 6
end
if @mtp_y - self.screen_y > @mtp_x - self.screen_x
move_down
$mouse_icon_id = 12
@direction = 2
end
if @mtp_y - self.screen_y < - ( @mtp_x - self.screen_x )
move_up
$mouse_icon_id = 18
@direction = 8
end
end
if @mtp_x < self.screen_x
if @mtp_y - self.screen_y > - ( self.screen_x - @mtp_x ) and
@mtp_y - self.screen_y < self.screen_x - @mtp_x
move_left
$mouse_icon_id = 14
@direction = 4
end
if @mtp_y - self.screen_y > self.screen_x - @mtp_x
move_down
$mouse_icon_id = 12
@direction = 2
end
if @mtp_y - self.screen_y < - ( self.screen_x - @mtp_x )
move_up
$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 }
四方向寻路(完整鼠标专用):
#==============================================================================
# ■ Find_Path
#------------------------------------------------------------------------------
# 寻路算法--完整鼠标系统(四方向)专用版
# By whbm
#==============================================================================
class Find_Path
#--------------------------------------------------------------------------
def initialize#初始化
@open_list = []
@close_lise = []
@path = []
end#结束初始化
#--------------------------------------------------------------------------
def fp_passable?(x, y, d, tr_x = -2, tr_y = -2)#开始判定通行
return false if (tr_x == @unable_xa or
tr_x == @unable_xb or
tr_y == @unable_ya or
tr_y == @unable_yb)
if .include?(d)
if $game_player.passable?(x, y, d)
return true
else
return false
end
end
end#结束判定通行
#--------------------------------------------------------------------------
def get_g(now_point)#开始计算G值
d = now_point
return 0 if d == 5
father_point = get_father_point(now_point)
g = father_point + 10
return g
end#结束计算G值
#--------------------------------------------------------------------------
def get_h(now_point)#开始计算H值
now_x = now_point
now_y = now_point
#print @trg_x,now_x,@trg_y,now_y
h = (@trg_x - now_x).abs + (@trg_y - now_y).abs
return h * 10
end#结束计算H值
#--------------------------------------------------------------------------
def get_f(now_point)#开始计算F值
f = now_point + now_point
return f
end#结束计算F值
#--------------------------------------------------------------------------
def get_point(x, y) #取已知坐标点
if @open_list.size != 0
@open_list.each do |point|
if point == x and point == y
return point
break
end
end
end
if @close_list.size != 0
@close_list.each do |point|
if point == x and point == y
return point
break
end
end
end
end#结束取已知坐标点
#--------------------------------------------------------------------------
def get_father_point(now_point)#取已知点的父节点
d = now_point
return now_point if d == 5
x = now_point + (d == 6 ? 1 : (d == 4 ? -1 : 0))
y = now_point + (d == 2 ? 1 : (d == 8 ? -1 : 0))
return get_point(x, y)
end#结束取已知点的父节点
#--------------------------------------------------------------------------
def new_point(x, y, d)#开始建立新节点
#print x,y,d
point =
point.push get_g(point)
point.push get_h(point)
point.push get_f(point)
return point
end#结束建立新节点
#--------------------------------------------------------------------------
def get_direction(self_x, self_y, trg_x, trg_y)
if trg_x > self_x
if trg_y - self_y > -( trg_x - self_x ) and
trg_y - self_y < ( trg_x - self_x )
return 6
end
if trg_y - self_y > ( trg_x - self_x )
return 2
end
if trg_y - self_y < - ( trg_x - self_x )
return 8
end
end
if trg_x < self_x
if trg_y - self_y > - ( self_x - trg_x ) and
trg_y - self_y < ( self_x - trg_x )
return 4
end
if trg_y - self_y > ( self_x - trg_x )
return 2
end
if trg_y - self_y < - ( self_x - trg_x )
return 8
end
end
end
#--------------------------------------------------------------------------
def get_d_x_y(x, y, d)
d_x = x + (d == 6 ? 1 : (d == 4 ? -1 : 0))
d_y = y + (d == 2 ? 1 : (d == 8 ? -1 : 0))
return d_x, d_y
end
#--------------------------------------------------------------------------
def find_short_path_other(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y)
@self_x = self_x
@self_y = self_y
@now_x = self_x
@now_y = self_y
@trg_x = trg_x
@trg_y = trg_y
@path = []
direction = get_direction(real_self_x, real_self_y, real_trg_x, real_trg_y)
@now_trg_x, @now_trg_y = get_d_x_y(@self_x, @self_y, direction)
while fp_passable?(@now_x, @now_y, direction)
@path.push direction
@now_x = @now_trg_x
@now_y = @now_trg_y
@now_trg_x, @now_trg_y = get_d_x_y(@now_x, @now_y, direction)
end
return @path
end
#--------------------------------------------------------------------------
def find_short_path(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y)#开始搜索路径
return find_short_path_other(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y) if not
(fp_passable?(trg_x, trg_y + 1, 8) or
fp_passable?(trg_x + 1, trg_y, 4) or
fp_passable?(trg_x - 1, trg_y, 6) or
fp_passable?(trg_x, trg_y - 1, 2)) and @goal_type != 1
#根据屏幕限定搜索面积..加速
@unable_xa = $game_map.display_x / 128 - 1
@unable_ya = $game_map.display_y / 128 - 1
@unable_xb = $game_map.display_x / 128 + 20
@unable_yb = $game_map.display_y / 128 + 20
@self_x = self_x
@self_y = self_y
@now_x = self_x
@now_y = self_y
@trg_x = trg_x
@trg_y = trg_y
@open_list = []
@close_list = []
#准备搜索
#print @self_x,@self_y
@now_point = new_point(@self_x, @self_y, 5) #令起始点为当前点
@open_list.push @now_point #将当前点加入关闭列表
#开始搜索
begin
loop do
check_trg = check_around_point(@now_point)
if check_trg == true
@path = get_path
break
end
@now_point = get_lowest_f_point
if @now_point == [] or @now_point == nil
@path = []
break
end
end
rescue Hangup
retry
end
return @path
end#结束搜索路径
#--------------------------------------------------------------------------
def find_player_short_path(trg_x, trg_y,
real_trg_x, real_trg_y)#寻找角色的最短路径
self_x = $game_player.x
self_y = $game_player.y
real_self_x = $game_player.screen_x
real_self_y = $game_player.screen_y
@goal_type, event = $game_map.check_event_custom_exist(real_trg_x, real_trg_y)
if @goal_type == 1
trg_x = event.x
trg_y = event.y
end
return find_short_path(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y)
end#结束角色的寻找路径
#--------------------------------------------------------------------------
def get_path#取得最终的路径
path = []
now_point = @open_list[@open_list.size - 1]
path.push(10 - now_point)
last_point = now_point
loop do
now_point = get_father_point(now_point)
break if now_point == 5
path.push(10 - now_point)
end
return path.reverse
end#结束取得最终的路径
#--------------------------------------------------------------------------
def get_lowest_f_point#开始取得最低F值的点
if @open_list == []
return []
end
last_lowest_f_point = @open_list
@open_list.each do |point|
last_lowest_f_point = point if point < last_lowest_f_point
end
return last_lowest_f_point
end#结束取得最低F值点
#--------------------------------------------------------------------------
def check_around_point(point)#开始检查已知点的八方节点
for d in
x = point + ((d == 9 or d == 6 or d == 3) ? 1 : ((d == 7 or d == 4 or d == 1) ? -1 : 0))
y = point + ((d == 1 or d == 2 or d == 3) ? 1 : ((d == 7 or d == 8 or d == 9) ? -1 : 0))
if in_close_list?(x, y) #在关闭列表中
next
elsif in_open_list?(x, y) #在开启列表中
get_new_g_point = new_point(x, y, 10 - d)
get_last_g_point = get_point(x, y)
if get_new_g_point >= get_last_g_point
next
else
#如果改变父节点是新G值更小则确定改变
@open_list[@open_list.index(get_last_g_point)] = get_new_g_point
end
else
if fp_passable?(point, point, d, x, y)
# 如果不在开启列表中、且不在关闭列表中、且通行则添加它到新八周节点
@open_list.push new_point(x, y, 10 - d)
#如果将目标点添加到了开启列表中就返回true
return true if x == @trg_x and y == @trg_y
return true if @goal_type == 1 and .include?(x - @trg_x) and .include?(y - @trg_y)
end
end
end
#此刻没有找到目标点并将当前点加入关闭列表并在开启列表中删除
@close_list.push point
@open_list.delete(point)
#此刻没找到目标点并返回false
return false
end#结束计算已知点的八方节点
#--------------------------------------------------------------------------
def in_open_list?(x, y)#开始检查谋点是否在开启列表中
@open_list.each do |point|
return true if point == x and point == y
end
return false
end#结束检查谋点是否在开启列表中
#--------------------------------------------------------------------------
def in_close_list?(x, y)#开始检查谋点是否在关闭列表中
@close_list.each do |point|
return true if point == x and point == y
end
return false
end#结束检查谋点是否在关闭列表中
#--------------------------------------------------------------------------
end
这么长的东西,就不能直接传个工程。。。 工程下载:
http://u.115.com/file/t243d84e9a
Ella__s_Hope.rar
密码请看短消息,请勿外传。
另外,还要麻烦您一下。
这个游戏中是利用脚本
$game_temp.message_actor_id = 0
来清除头像
利用脚本
$game_temp.message_actor_id = 1
………………
………………
$game_temp.message_actor_id = N
来显示指定的人物头像。
能否帮我改一下,让$game_temp.message_actor_id 不等于0时,顺便在对话框上方出现个名字框,并将对应角色的名字显示上去。等于0时清除头像,顺便也清除名字框。
然后,当对话中有\\name[名字]样的字符后,就将中挎号中的内容显示在名字框里。
只要能帮我解决鼠标问题我就很开心了,关于名字框的请求,如果实在没空就算了。 外传是不可能的。。。。我本身就讨厌那种人,我拆别人的加密包也是自己拆着玩
话说这个包太大了吧。。。随便放几个图片给我测试就好了 我现在上传的游戏,只要一运行就会变成这样…………
如果把
$mouse_icon_id = $game_map.check_event_custom(rx,ry)if not .include?($mouse_icon_id)
改为
$mouse_icon_id = 1
那么开始游戏时就是这样:
进入地图后就是这样:
也就是说,这段代码我没插错地方,但不晓得为什么就是不行…………
麻烦你啦!
另:建议把游戏下下来试试,因为这个游戏的鼠标脚本很乱,分散在各个地方,我虽然把它集中放置在一个地方,并且运行没出错。
但实在很难说是否有漏掉某些小定义之类的………… class Game_Event
attr_accessor :flag
end
class Game_Map
#--------------------------------------------------------------------------
# ● 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
event_width = RPG::Cache.character(event.character_name,event.character_hue).width / 4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 4
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y > event.screen_y - event_height and mouse_y < event.screen_y
for i in 0...event.list.size
if event.list.parameters == "item" #类型判断
event.flag = 1
elsif event.list.parameters == "npc" #类型判断
event.flag = 2
end
return event.flag #返回事件类型标志
end
end
end
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
event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4
#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 > event.screen_y - event_height and mouse_y < event.screen_y
way_x = $game_player.x - event.x
way_y = $game_player.y - event.y
if (.include?($game_player.x-event.x) and $game_player.y-event.y == 0) or (.include?($game_player.y-event.y) and $game_player.x-event.x == 0)
for i in 0...event.list.size
if ["item","npc"].include?(event.list.parameters) #当事件属于自定义事件
#判断主角朝向
if way_x == -1
p_direction = 6 if way_y == 0
elsif way_x == 0
p_direction = 2 if way_y == -1
p_direction = 8 if way_y == 1
else
p_direction = 4 if way_y == 0
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
event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y > event.screen_y - event_height and mouse_y < event.screen_y
for i in 0...event.list.size
return 1, event if ["item", "npc"].include?(event.list.parameters) #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
# Encapsulation of a mouse event
MouseEvent = Struct.new(:sender, :trigger, :info)
#==============================================================================
# ** Mouse module
#------------------------------------------------------------------------------
# Manages the Win32API calls and the base mouse functionalities
#==============================================================================
module Mouse
#--------------------------------------------------------------------------
# * 鼠标输入触发器
#--------------------------------------------------------------------------
LEFT_CLICK = 1
RIGHT_CLICK = 2
MIDDLE_CLICK = 4
MOUSE_TRIGGERS =
#--------------------------------------------------------------------------
# * API Declaration
#--------------------------------------------------------------------------
$ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
ASYNC_KEY = Win32API.new('user32', 'GetAsyncKeyState', 'i', 'i')
SCREEN_TO_CLIENT = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i')
CURSOR_POS = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
FIND_WINDOW = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')
module_function
##
# Start up procedures
#
def start_up
# 创建一个模块的配置参考
@@const = System::Mouse
# 初始化按钮状态
@button_states = Array.new(5, 0)
# 计算窗口的句柄
window_handle
# 了解鼠标状态
mouse_status = Utility.read_ini('mouse')
@enabled = !(mouse_status == '0' || mouse_status == '')
# 如果鼠标脚本启用则创建鼠标
if @enabled
$ShowCursor.call(0)
# 创建鼠标
create_cursor
# 更新游标
update
end
end
##
# 终止鼠标脚本
#
def shutdown
# 终结掉鼠标
@mouse_sprite.dispose unless @mouse_sprite.nil? || @mouse_sprite.disposed?
$ShowCursor.call(1)
end
##
# 打开鼠标脚本
# 如果它已经打开,什么都不会发生
#
def turn_on
return if self.enabled
@enabled = true
# 创建鼠标
create_cursor
# 更新游标
update
end
##
# 鼠标脚本关闭。
# 如果它已关闭,什么都不会发生
#
def turn_off
return unless self.enabled
@enabled = false
# 显示光标如果是隐藏
unless @mouse_sprite.nil? || @mouse_sprite.disposed?
# 终止鼠标
@mouse_sprite.dispose
# 删除引用,以便将垃圾清除干净
@mouse_sprite = nil
end
end
##
# 更新
#
def update
# 只在启用时更新
return unless self.enabled
# 取新的位置
sx, sy = screen_pos
# 如果鼠标位置发生了变化
if @sx != sx || @sy != sy
# 储存新的屏幕x和y
@sx = sx
@sy = sy
# 获取相对位置
if Input.is_fullscreen
rx, ry = sx, sy
else
rx, ry = screen_to_client(sx, sy)
end
return unless rx >= 0 && rx < 640 && ry >= 0 && ry < 480
@mouse_sprite.x = rx
@mouse_sprite.y = ry
#########################################################
#可能能在此处判断鼠标图像
#########################################################
# 变更光标的位置
if $scene.is_a?(Scene_Map) == false
$mouse_icon_id = 0
end
if $game_map
mouse_tmp = $mouse_icon_id
$mouse_icon_id = $game_map.check_event_custom(rx,ry)# if not .include?($mouse_icon_id)
end
case $mouse_icon_id
when 1
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Arrow3.png')
when 2
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Arrow2.png')
when 11
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 12
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 13
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 14
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 16
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 17
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 18
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 19
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
when 0
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/arrow.png')
end
if $game_map && mouse_tmp != $mouse_icon_id
$mouse_icon_id = mouse_tmp
end
end
# 检查点击
for trigger in MOUSE_TRIGGERS
# 获取异步状态
state = ASYNC_KEY.call(trigger)
# If 0 or 1
if state == 0 || state == 1
if @button_states > 0
@button_states *= -1
else
@button_states = 0
end
else
if @button_states > 0
@button_states += 1
else
@button_states = 1
end
end
end
end
##
# Check for press
# 返回false,如果不启用鼠标
#
def press?(id = LEFT_CLICK)
return false unless self.enabled
return @button_states >= 1
end
##
# 查触发
# 返回false,如果不启用鼠标
#
def trigger?(id = LEFT_CLICK)
return false unless self.enabled
return @button_states == 1
end
##
# 重复检查
# 返回false,如果不启用鼠标
#
def repeat?(id = LEFT_CLICK)
return false unless self.enabled
if @button_states <= 0
return false
elsif @button_states == 1
return true
elsif @button_states > @@const::REPEAT_START_WAIT
return @button_states % @@const::REPEAT_WAIT == 1
end
end
##
# 回true如果鼠标脚本启用
#
def enabled
@enabled
end
##
# 获得屏幕坐标
#
def screen_pos
# 包0位置
pos = .pack('ll')
# 裸装的光标位置返回呼叫
return CURSOR_POS.call(pos) == 0 ? nil : pos.unpack('ll')
end
##
# 转换屏的X和Y坐标的相对坐标。
# Top-left corner = (0, 0)
#
def pos
return @mouse_sprite.x, @mouse_sprite.y
end
##
# 检查鼠标是否在窗口内部
#
def inside?
x, y = pos
return x >= 0 && x < 640 && y >= 0 && y < 480
end
##
# 屏幕坐标转换为相对的客户端窗口
#
def screen_to_client(x, y)
# 如果X和Y空返回零
return nil unless x and y
if @ori_pos.nil?
@stc_wait = 0
end
if @stc_wait <= 0
# Locate upper-left corner
pack = .pack('ll')
SCREEN_TO_CLIENT.call(window_handle, pack)
@ori_pos = pack.unpack('ll')
# 等待10帧以开始下一次查找
@stc_wait = 10
else
@stc_wait -= 1
end
# Translocate X- and Y-coordinates
x += @ori_pos
y += @ori_pos
return x, y
end
##
# 检索窗口句柄
#
def window_handle
if @window_handle.nil?
# 游戏名称查找
game_name = Utility.read_ini('Title')
# 查找窗口
@window_handle = FIND_WINDOW.call('RGSS Player', game_name)
end
return @window_handle
end
# 开辟了单独的类模块的
class << self
###################
# Private methods #
###################
private
##
# 创建光标
#
def create_cursor
@mouse_sprite = Sprite.new
@mouse_sprite.z = 50000
@mouse_sprite.bitmap = RPG::Cache.icon(@@const::DEFAULT_ICON)
end
end
end
class Window_Base
##
# 更新鼠标位置
# Mouse enabled subclasses should overwrite this method
#
def mouse_move(mx, my)
return unless $DEBUG
raise StandardError.new("mouse_move(mx, my) was not overwritten in #{self.class}")
end
##
# 更新鼠标(只有当鼠标启用时才调用)
# Note: The mouse is over the window
#
def mouse_update
return unless $DEBUG
raise StandardError.new("mouse_update was not overwritten in #{self.class}")
end
##
# 判断鼠标位置是否超过窗口,是的话让鼠标图像停留在窗口边框
#
def over_contents?(mx, my)
return mx >= 16 && mx < width - 16 &&
my >= 16 && my < height - 16
end
end
class Window_Selectable
##
# Get the height of the elements
#
def element_height
return 32
end
##
# Get the height of the elements
#
def element_width
return self.width / @column_max - 32
end
##
# Calculates the index from the x and y coordinate
# Assumes (0,0) to be upper-left corner of the contents
#
def calculate_index(x, y)
ex = x / element_width
ey = y / element_height
return ex + (ey + top_row) * @column_max
end
##
#
#
def cause_scroll(index)
# Getrow
row = index / @column_max
# If row is before top row or more to back than back row
return row < self.top_row || row > self.top_row + (self.page_row_max - 1)
end
##
# 更新鼠标位置
# Mouse enabled subclasses should overwrite this method
#
def mouse_move(mx, my)
# Cursor position less than 0 implies that the cursor is hidden
return if @index < 0 || !self.active
# Store the coordinates
@mx, @my = mx, my
# Ignore the move if it is not over the contents
if mx >= 16 && mx < width - 16
index = calculate_index(mx-16, my-16)
# If the index is valid
if index < @item_max && index >= 0
# Scroll wait
if cause_scroll(index) && self.scroll_wait > 0
return
elsif cause_scroll(index)
self.scroll_wait = System::Mouse::SCROLL_WAIT
@scrolling = true
else
@scrolling = false
end
# Change the index
@index = index
end
end
end
##
# Update mouse (Only called if mouse is enabled)
# Note: The mouse is over the window
#
def mouse_update
# Only update if active
return unless self.active
# Scroll wait update
if self.scroll_wait > 0
self.scroll_wait -= 1
return
elsif @scrolling
# See if the scrolling should continue
index = calculate_index(@mx-16, @my-16)
if cause_scroll(index) && index < @item_max && index >= 0
self.scroll_wait = System::Mouse::SCROLL_WAIT
@index = index
else
# Stop scrolling
@scrolling = false
end
end
@mx, @my = -1, -1 if @mx.nil?
# Check for click
if Mouse.trigger?(Mouse::LEFT_CLICK) && over_contents?(@mx, @my)
owner.fireEvent(MouseEvent.new(self, Mouse::LEFT_CLICK, @index))
end
end
end
class Window_Target
##
# Update mouse position
# Mouse enabled subclasses should overwrite this method
#
def mouse_move(mx, my)
return unless self.active
if @index >= 0
super
return
else
# Store the coordinates
@mx, @my = mx, my
end
end
##
# Update mouse (Only called if mouse is enabled)
# Note: The mouse is over the window
#
def mouse_update
if @index >= 0
super
return
else
# Only update if active
return unless self.active
@mx, @my = -1, -1 if @mx.nil?
# Check for click
if Mouse.trigger?(Mouse::LEFT_CLICK) && over_contents?(@mx, @my)
owner.fireEvent(MouseEvent.new(self, Mouse::LEFT_CLICK, @index))
end
end
end
end
class Window_NameInput
##
# Determines whether the given coordinates are within the given area
#
def is_in?(x,y, rx,ry,rw,rh)
return x >= rx && x < rx + rw &&
y >= ry && y < ry + rh
end
##
# Calculates the index from the coordinates
#
def calculate_index(x, y)
# Check position
return 90 if is_in?(x,y,428, 9 * 32, 48, 32)
if is_in?(x,y,140, 0, 5*32, 9*32)
# Left box
x = (x - 140) / 32
y /= 32
return x + y * 5
elsif is_in?(x,y,320, 0, 5*32, 9*32)
# Right box
x = (x - 320) / 32
y /= 32
return x + y * 5 + 45
end
# Outside
return -1
end
##
# Update mouse position
# Mouse enabled subclasses should overwrite this method
#
def mouse_move(mx, my)
@mx, @my = mx, my
index = calculate_index(mx-16, my-16)
@index = index unless index < 0
end
##
# Update mouse (Only called if mouse is enabled)
# Note: The mouse is over the window
#
def mouse_update
if Mouse.trigger?(Mouse::LEFT_CLICK) && calculate_index(@mx-16, @my-16) >= 0
owner.fireEvent(MouseEvent.new(self, Mouse::LEFT_CLICK, @index))
end
end
end
class Window_Message
##
# Check for normal trigger
#
def normal_trigger?
return true if Input.trigger?(Input::C)
if Mouse.trigger?(Mouse::LEFT_CLICK)
return true if $game_temp.choice_max <= 0
index = calculate_index(@mx - 16, @my - 16)
return true if index >= 0 && index < @item_max
end
end
##
# Update mouse (Only called if mouse is enabled)
#
def mouse_update
# Do nothing
end
##
# Calculates the index from the x and y coordinate
# Assumes (0,0) to be upper-left corner of the contents
#
def calculate_index(x, y)
return -1 if x > @cursor_width + 8
ey = (y - $game_temp.choice_start * 32) / element_height
return (ey + top_row) * @column_max
end
end
class Arrow_Base
##
# Update mouse (Only called if mouse is enabled)
# Note: The mouse is over the window
#
def mouse_update
return unless $DEBUG
raise StandardError.new("mouse_update was not overwritten in #{self.class}")
end
end
class Arrow_Enemy
##
# Update mouse position
#
def mouse_move(mx, my)
# Pass Through Enemies
for enemy in $game_troop.enemies
# Skip if Non-Existing Enemy
next unless enemy.exist?
# Gets Paddings
w, h = enemy.battler_width / 2, enemy.battler_height
# If Within Mouse Padding Range
if mx.between?(enemy.screen_x - w, enemy.screen_x + w) &&
my.between?(enemy.screen_y - h, enemy.screen_y + 10)
# Set Index
@index = $game_troop.enemies.index(enemy)
break
end
end
end
##
# Update mouse (Only called if mouse is enabled)
#
def mouse_update
if Mouse.trigger?(Mouse::LEFT_CLICK)# && @my < 320
owner.fireEvent(MouseEvent.new(self, Mouse::LEFT_CLICK, @index))
end
mx, my = Mouse.pos
return if @mx == mx && @my == my
@mx, @my = mx, my
# Pass Through Enemies
for enemy in $game_troop.enemies
# Skip if Non-Existing Enemy
next unless enemy.exist?
# Gets Paddings
w, h = enemy.battler_width / 2, enemy.battler_height
# If Within Mouse Padding Range
if mx.between?(enemy.screen_x - w, enemy.screen_x + w) &&
my.between?(enemy.screen_y - h, enemy.screen_y + 10)
# Set Index
@index = $game_troop.enemies.index(enemy)
break
end
end
end
end
class Arrow_Actor
##
# Update mouse (Only called if mouse is enabled)
#
def mouse_update
if Mouse.trigger?(Mouse::LEFT_CLICK)# && @my > 288
owner.fireEvent(MouseEvent.new(self, Mouse::LEFT_CLICK, @index))
end
# Get mouse position
mx, my = Mouse.pos
# Checks that the mouse have moved
return if @mx == mx && @my == my
# Store new position
@mx, @my = mx, my
# Pass Through Actors
for actor in $game_party.actors
# Gets Paddings
w, h = actor.battler_width / 2, actor.battler_height
# If Within Mouse Padding Range
if mx.between?(actor.screen_x - w, actor.screen_x + w) &&
my.between?(actor.screen_y - h, actor.screen_y + 10)
# Set Index
@index = $game_party.actors.index(actor)
end
end
end
end 这个就是把原来的鼠标替换掉就好了。。。就是你给我的那个工程里的Mouse module完全用这个替换掉
用法。。。事件页第一句 用事件脚本 里面 写npc代表变成 对话图标
item 代表 抓手图标。。。以上 另外。。。关于对话的。。。你直接引进 fuki吧。。。反正你是要翻译的对吧?不如用fuki还好一些 好感动哦!
secondsen 斑竹是世界第一大好人!辛苦了!
我马上改去!
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