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[Script] - Sistema de Mouse!
+2
Nanzin
ZeroXP
6 participantes
Aldeia RPG :: RPG Maker :: RPG Maker VX Ace :: Scripts
Página 1 de 1
[Script] - Sistema de Mouse!
Ola Pessoal, achei este script muito legal e resolvi postar aqui
ele é muito util quando se está com preguisa! *-*
Creditos: Jet, ListRA-92, Berka, Woratana.
Topico oficial
Introdução:
Mexa em todos os menus usando sómente o seu mouse!
Screen Shot's:
Script:
Espero que tenham gostado
(Eu gostei muixo >.<)
ele é muito util quando se está com preguisa! *-*
Creditos: Jet, ListRA-92, Berka, Woratana.
Topico oficial
Introdução:
Mexa em todos os menus usando sómente o seu mouse!
Screen Shot's:
- Spoiler:
As Imagens são do RMVX, Mas o Script é RGSS3
Script:
- Código:
#===============================================================================
# Mouse System (RGSS3)
# By Jet10985(Jet)
# Some Code by: Woratana, Berka
# Uses: ListRA-92's Path Finding
# Super Heavy Testing/Debug Help/Requested By: Nathanial(Beleren)
#===============================================================================
# This script will allow full use of the mouse inside of rmvx for various
# purposes.
# This script has: 7 customization options.
#===============================================================================
# Overwritten Methods:
# Game_Player: move_by_input
#-------------------------------------------------------------------------------
# Aliased methods:
# Scene_Map: update, terminate, update_transfer_player
# Input: update, trigger?, press?, repeat?, dir4, dir8
# Window_Selectable: update, top_row=
# Scene_File: update
# Window_NameInput: update
# Game_Temp: initialize
# Game_Event: initialize, update
#===============================================================================
=begin
Showing text above event when mouse hovers:
If you want a message to appear over an event's head if the mouse is hovering
over the event, put this comment in the event:
MOUSE TEXT MESSAGE HERE
everything after TEXT will be the hovering display.
--------------------------------------------------------------------------------
Change mouse picture above event when mouse hovers:
If you want the mouse's picture to temporarily change whne over an event, put
this comment in the event
MOUSE PIC NAME/NUMBER
if you put a name, the mouse will become that picture, but if you put a number
then the mouse will become the icon that is the id number
--------------------------------------------------------------------------------
Specific mouse click movement routes:
If you want the player to land specifically in a square around an event when
they click to move on the event, put one of these comments in the event:
MOUSE MOVE UP/LEFT/RIGHT/DOWN
only put the direction that you want the player to land on.
--------------------------------------------------------------------------------
Click to activate:
If you want an event to automatically start when it is clicked on, place
this in an event comment:
MOUSE CLICK
--------------------------------------------------------------------------------
Don't stop the player when walking over a touch event:
By default, this script will stop a mouse-caused movement if the player walks
over/under a player touch/event touch event. If you want the event to activate,
but for the player to keep walking to their destination, put this comment in the
event:
MOUSE NOSTOP
--------------------------------------------------------------------------------
Ignore Events:
To have an event be ignored when the mouse makes it's movement path(as if the
event isn't there), put this comment in the event:
MOUSE THROUGH
--------------------------------------------------------------------------------
Extra Notes:
In selectable windows that have more items than what's shown, players can
either put the mouse below the window to scroll down, OR use the mouse's
scroll wheel to scroll up/down.
You can activate action button events by standing next to the event and clicking
on it with the mouse.
=end
module JetMouse
# If you are using a graphic, this is it.
# It must be in the Graphics/System folder.
CURSOR_PICTURE = "cursor-mouse"
# If you aren't using a graphic, this icon will be the mouse.
# To use the icon, just put a non-existant picture as the above config
ICON_INDEX = 387
# Do you want the player to be able to move by clicking the mouse?
ALLOW_MOUSE_MOVEMENT = true
# Do you want mouse movement to do 8-dir walking?
# Requires 8-Dir Walking by Jet.
DO_8DIR_WALKING = false
# Turning this switch on will make the mouse invisible and unusuable until
# the switch is turned off
TURN_MOUSE_OFF_SWITCH = 20
# Do you want the mouse to check for mouse wheel scrolling in selectbale
# windows? Not using this may reduce some rare cases of lag.
USE_WHEEL_DETECTION = false
# Do you want to use the Dijkstra formula for pathfinding?
# This is more accurate, but slower.
USE_DIJKSTRA = true
end
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
module Mouse
Get_Message = Win32API.new('user32', 'GetMessage', 'plll', 'l')
GetAsyncKeyState = Win32API.new("user32", "GetAsyncKeyState", 'i', 'i')
GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
SetCursorPos = Win32API.new('user32', 'SetCursorPos', 'nn', 'n')
GetCursorPo = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
ScreenToClient = Win32API.new('user32', 'ScreenToClient', 'lp', 'i')
FindWindowA = Win32API.new('user32', 'FindWindowA', 'pp', 'l')
GetClientRect = Win32API.new('user32', 'GetClientRect', 'lp', 'i')
GetWindowRect = Win32API.new('user32', 'GetWindowRect', 'lp', 'i')
contents = File.open('Game.ini', 'r') { |f| f.read }
q = contents[/Title=(.+)/].nil? ? "cccc" : $1
@handle = FindWindowA.call('RGSS Player', q)
module_function
Point = Struct.new(:x, :y)
Message = Struct.new(:message, :wparam, :lparam, :pt)
Param = Struct.new(:x, :y, :scroll)
Scroll = 0x0000020A
def hiword(dword); return((dword&0xffff0000) >> 16)&0x0000ffff; end
def loword(dword); return dword&0x0000ffff; end
def word2signed_short(value)
return value if (value&0x8000) == 0
return -1 *((~value&0x7fff) + 1)
end
def unpack_dword(buffer, offset = 0)
ret = buffer[offset + 0]&0x000000ff
ret |=(buffer[offset + 1] <<(8 * 1))&0x0000ff00
ret |=(buffer[offset + 2] <<(8 * 2))&0x00ff0000
ret |=(buffer[offset + 3] <<(8 * 3))&0xff000000
return ret
end
def unpack_msg(buffer)
msg = Message.new; msg.pt = Point.new
msg.message=unpack_dword(buffer,4*1)
msg.wparam = unpack_dword(buffer, 4 * 2)
msg.lparam = unpack_dword(buffer,4*3)
msg.pt.x = unpack_dword(buffer, 4 * 5)
msg.pt.y = unpack_dword(buffer, 4 * 6)
return msg
end
def wmcallback(msg)
return unless msg.message == Scroll
param = Param.new
param.x = word2signed_short(loword(msg.lparam))
param.y = word2signed_short(hiword(msg.lparam))
param.scroll = word2signed_short(hiword(msg.wparam))
return [param.x, param.y, param.scroll]
end
def click?(button)
return false if $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
return true if @keys.include?(button)
return false
end
def press?(button)
return false if $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
return true if @press.include?(button)
return false
end
def set_pos(x_pos = 0, y_pos = 0)
width,height = client_size
if (x_pos.between?(0, width) && y_pos.between?(0, height))
SetCursorPos.call(client_pos[0] + x_pos,client_pos[1] + y_pos)
end
end
def update
return if $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
@pos = Mouse.pos
@keys, @press = [], []
@keys.push(1) if GetAsyncKeyState.call(1)&0x01==1
@keys.push(2) if GetAsyncKeyState.call(2)&0x01==1
@keys.push(3) if GetAsyncKeyState.call(4)&0x01==1
@press.push(1) if pressed?(1)
@press.push(2) if pressed?(2)
@press.push(3) if pressed?(4)
end
def pressed?(key)
return true unless GetKeyState.call(key).between?(0, 1)
return false
end
def global_pos
pos = [0, 0].pack('ll')
GetCursorPo.call(pos) != 0 ?(return pos.unpack('ll')):(return [0, 0])
end
def pos
return 0, 0 if $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
x, y = screen_to_client(*global_pos)
width, height = client_size
begin
x = 0 if x <= 0; y = 0 if y <= 0
x = width if x >= width; y = height if y >= height
return x, y
end
end
def screen_to_client(x, y)
return nil unless x && y
pos = [x, y].pack('ll')
ScreenToClient.call(@handle, pos) != 0 ?(return pos.unpack('ll')):(return [0, 0])
end
def client_size
rect = [0, 0, 0, 0].pack('l4')
GetClientRect.call(@handle, rect)
right,bottom = rect.unpack('l4')[2..3]
return right, bottom
end
def client_pos
rect=[0, 0, 0, 0].pack('l4')
GetWindowRect.call(@handle, rect)
left, upper = rect.unpack('l4')[0..1]
return left + 4, upper + 30
end
def grid
return [-1, -1] if $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
return [-1, -1] if @pos.nil?
return [(@pos[0]/32),(@pos[1]/32)]
end
def true_grid
return [grid[0] + $game_map.display_x / 256, grid[1] + $game_map.display_y / 256]
end
def area?(x, y, width, height)
return false if $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
return false if @pos.nil?
return @pos[0].between?(x, width + x) && @pos[1].between?(y, height + y)
end
def scroll
msg="\0"*32;Get_Message.call(msg,0,0,0);r=wmcallback(unpack_msg(msg))
return r if !r.nil?
end
end
class Sprite_Cursor < Sprite_Base
attr_accessor :current_cursor, :not_default
include JetMouse
def initialize
super
@current_cursor = ""
@not_default = false
Win32API.new('user32', 'ShowCursor', 'i', 'i').call(0)
self.z = 5004
create_cursor(CURSOR_PICTURE)
$game_switches = []
update
end
def create_cursor(cursor = "")
self.bitmap.dispose unless self.bitmap.nil?
self.bitmap = nil
begin
self.bitmap = Cache.system(cursor)
@current_cursor = cursor
rescue
self.bitmap = Bitmap.new(24, 24)
bitmap = Cache.system("Iconset")
rect = Rect.new(ICON_INDEX % 16 * 24, ICON_INDEX / 16 * 24, 24, 24)
self.bitmap.blt(0, 0, bitmap, rect)
@current_cursor = ICON_INDEX
end
@not_default = false
end
def change_cursor(cursor)
self.bitmap.dispose unless self.bitmap.nil?
self.bitmap = nil
begin
self.bitmap = Cache.system(cursor)
@current_cursor = cursor
@not_default = true
rescue
begin
self.bitmap = Bitmap.new(24, 24)
bitmap = Cache.system("Iconset")
rect = Rect.new(cursor % 16 * 24, cursor / 16 * 24, 24, 24)
self.bitmap.blt(0, 0, bitmap, rect)
@current_cursor = cursor
@not_default = true
rescue
create_cursor(CURSOR_PICTURE)
end
end
end
def update
return if self.disposed?
if $game_switches[TURN_MOUSE_OFF_SWITCH]
self.opacity = 0 unless self.opacity == 0
end
self.opacity = 255 unless self.opacity == 255
super
x = self.x
y = self.y
self.x, self.y = Mouse.pos
self.x -= 8 if @not_default
self.y -= 8 if @not_default
end
end
$cursor = Sprite_Cursor.new
module Input
class << self
alias jet5888_press? press? unless $@
def press?(arg)
if arg == Input::C
return true if Mouse.press?(1)
elsif arg == Input::B
return true if Mouse.press?(2)
end
jet5888_press?(arg)
end
alias jet5888_repeat? repeat? unless $@
def repeat?(arg)
if arg == Input::C
return true if Mouse.click?(1)
elsif arg == Input::B
return true if Mouse.click?(2)
end
jet5888_repeat?(arg)
end
alias jet5888_trigger? trigger? unless $@
def trigger?(arg)
if arg == Input::C
return true if Mouse.click?(1)
elsif arg == Input::B
return true if Mouse.click?(2)
end
jet5888_trigger?(arg)
end
alias jet8432_update update unless $@
def update(*args, &block)
jet8432_update(*args, &block)
if $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH] && $cursor.opacity != 0
$cursor.opacity = 0
end
$cursor.update unless $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
Mouse.update unless $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
end
alias jet1626_dir4 dir4 unless $@
def dir4(*args, &block)
if !$game_temp.nil?
if $game_temp.move_because_of_mouse
if !$game_temp.mouse_path.empty? && $game_player.movable? &&
!$game_map.interpreter.running? && SceneManager.scene_is?(Scene_Map) &&
jet1626_dir4(*args, &block) == 0
f = $game_temp.mouse_path.reverse!.pop
$game_temp.mouse_path.reverse!
return f * 2
else
$game_temp.move_because_of_mouse = false
$game_temp.mouse_path = []
end
end
end
jet1626_dir4(*args, &block)
end
alias jet1626_dir8 dir8 unless $@
def dir8(*args, &block)
if !$game_temp.nil?
if $game_temp.move_because_of_mouse
if !$game_temp.mouse_path.empty? && $game_player.movable? &&
!$game_map.interpreter.running? && SceneManager.scene_is?(Scene_Map) &&
jet1626_dir8(*args, &block) == 0
f = $game_temp.mouse_path.reverse!.pop
$game_temp.mouse_path.reverse!
if [1, 2, 3, 4].include?(f)
return f * 2
else
case f
when 5
return 1
when 6
return 3
when 7
return 7
when 8
return 9
end
end
else
$game_temp.move_because_of_mouse = false
$game_temp.mouse_path = []
end
end
end
jet1626_dir8(*args, &block)
end
end
end
class Game_Player
def move_by_input
return if !movable? || $game_map.interpreter.running?
move = Input.dir4
move_straight(move) if move > 0
end
end
class Game_Character
def find_mouse_path(trgt_x, trgt_y)
fake_char = Game_Character.new
fake_char.moveto(self.x, self.y)
fake_char.set_direction(self.direction)
path = []
g = MGraph.new(JetMouse::DO_8DIR_WALKING ? 8 : 4)
until fake_char.x == trgt_x && fake_char.y == trgt_y
if JetMouse::USE_DIJKSTRA
path.push(g.Dijkstra(fake_char.x, fake_char.y, trgt_x, trgt_y))
else
path.push(g.AStar(fake_char.x, fake_char.y, trgt_x, trgt_y))
end
if path[-1] != 0
fake_char.move_straight(path[-1] * 2)
else
path = []
break
end
end
Graphics.frame_reset
return path.reverse
end
end
class PQueue < Array
def addEl(ii)
iii = 0
while iii < self.length && self[iii] < ii
iii += 1
end
self.insert(iii,ii)
end
def remEl(ii)
iii = 0
while iii < self.length && self[iii] < ii
iii += 1
end
self.delete_at(iii)
end
def found?(ii)
i = 0
j = self.length-1
ff = false
while (not ff) && i <= j
mid = (i+j)/2
if self[mid] == ii
ff = true
else
if self[mid] < ii
i = mid+1
else
j = mid-1
end
end
end
return ff
end
end
class MGraph
attr_accessor :w, :h
attr_accessor :neighbors
attr_accessor :passage_table
def initialize(nh, char = $game_player)
@w = $game_map.width
@h = $game_map.height
@neighbors = nh
@passage_table = Table.new(@w,@h,nh)
for i in 0..@w
for j in 0..@h
for k in 1..nh
@passage_table[i,j,k-1] = char.passable?(i, j, k * 2) ? 1 : 0
if not neighborExist?(nodeOf(i, j), k)
@passage_table[i, j, k - 1] = 0
end
end
end
end
end
def nodeOf(x,y)
return y*@w+x+1
end
def xNode(idxNode)
return (idxNode-1) % @w
end
def yNode(idxNode)
return (idxNode-1)/@w
end
def neighborOf(idxNode,dir)
case dir
when 1
return (idxNode+@w)
when 2
return (idxNode-1)
when 3
return (idxNode+1)
when 4
return (idxNode-@w)
end
end
def neighborExist?(idxNode,dir)
case dir
when 1
return (yNode(idxNode)<@h-1)
when 2
return (xNode(idxNode)>0)
when 3
return (xNode(idxNode)<@w-1)
when 4
return (yNode(idxNode)>0)
end
end
def reconstruct_path(s,t,vertices_prev)
u=t
while vertices_prev[u] != s && vertices_prev[u] != 0
u = vertices_prev[u]
end
case u
when s+@w
return 1
when s-1
return 2
when s+1
return 3
when s-@w
return 4
end
return 0
end
def heuristic_dist(u,v)
dx = xNode(v)-xNode(u)
dy = yNode(v)-yNode(u)
return (dx.abs+dy.abs)
end
def Dijkstra(x1, y1, x2, y2)
s = nodeOf(x1, y1)
t = nodeOf(x2, y2)
q = PQueue.new(1, 0)
q.addEl(s)
vertices_dist = Array.new(@w * @h + 1, 9999)
vertices_prev = Array.new(@w * @h + 1, 0)
vertices_dist[s] = 0
while q.length > 1
d = vertices_dist[q[1]]
u = q[1]
if q.length > 2
for ii in 2..q.length-1
if vertices_dist[q[ii]] < d
d = vertices_dist[q[ii]]
u = q[ii]
end
end
end
if u == t
return reconstruct_path(s,t,vertices_prev)
end
q.remEl(u)
for i in 1..@neighbors
if @passage_table[xNode(u), yNode(u), i - 1] == 1
v = neighborOf(u, i)
alt = vertices_dist[u] + 1
if alt < vertices_dist[v]
q.addEl(v)
vertices_dist[v] = alt
vertices_prev[v] = u
end
end
end
end
return 0
end
def AStar(x1, y1, x2, y2)
s = nodeOf(x1, y1)
t = nodeOf(x2, y2)
q = PQueue.new(1, 0)
q.addEl(s)
q1 = Array.new(@w * @h + 1, false)
vertices_prev = Array.new(@w * @h + 1, 0)
vertices_dist = Array.new(@w * @h + 1, 9999)
h_score = Array.new(@w * @h + 1, 0)
f_score = Array.new(@w * @h + 1, 9999)
vertices_dist[s] = 0
h_score[s] = heuristic_dist(s, t)
f_score[s] = h_score[s]
while q.length > 1
d = f_score[q[1]]
u = q[1]
if q.length > 2
for ii in 2..q.length-1
if f_score[q[ii]] < d
d = f_score[q[ii]]
u = q[ii]
end
end
end
if u == t
return reconstruct_path(s, t, vertices_prev)
end
q.remEl(u)
q1[u] = true
for i in 1..@neighbors
if @passage_table[xNode(u), yNode(u), i - 1] == 1
v = neighborOf(u, i)
if !q1[v]
tentative_g_score = vertices_dist[u] + 1
if !q.found?(v)
q.addEl(v)
tentative_is_better = true
elsif tentative_g_score < vertices_dist[v]
tentative_is_better = true
else
tentative_is_better = false
end
if tentative_is_better
if vertices_prev[v] != 0
if f_score[u] < f_score[vertices_prev[v]]
vertices_prev[v] = u
end
else
vertices_prev[v] = u
end
vertices_dist[v] = tentative_g_score
h_score[v] = heuristic_dist(v, t)
f_score[v] = vertices_dist[v] + h_score[v]
end
end
end
end
end
return 0
end
end
class Game_Temp
attr_accessor :move_because_of_mouse
attr_accessor :mouse_controlled_object
attr_accessor :making_path
attr_accessor :mouse_path
attr_accessor :did_mouse_change
alias jet6742_initialize initialize unless $@
def initialize(*args, &block)
jet6742_initialize(*args, &block)
@move_because_of_mouse = false
@making_path = false
@mouse_path = []
end
end
class Window_Selectable
alias jet6742_update update unless $@
def update(*args, &block)
jet6742_update(*args, &block)
update_mouse if self.active && self.visible
end
alias jet7222_top_row top_row= unless $@
def top_row=(*args, &block)
@last_cursor_move = 0 if @last_cursor_move.nil?
@last_cursor_move -= 1
return if @in_rect_loop || @last_cursor_move > 0
jet7222_top_row(*args, &block)
@last_cursor_move = 10
end
def update_mouse
if JetMouse::USE_WHEEL_DETECTION
f = Mouse.scroll
if !f.nil?
if f[2] < 0
if contents.height > self.height && self.oy - contents.height < -self.height + 32
self.top_row = self.top_row + 1
end
else
self.top_row = self.top_row - 1 if contents.height > self.height
end
end
end
original_index = @index
fake_index = -2
add_x = self.viewport.nil? ? 0 : self.viewport.ox
add_y = self.viewport.nil? ? 0 : self.viewport.oy
self.item_max.times {|i|
rect = item_rect(i)
if Mouse.area?(self.x - self.ox + rect.x + 16 + add_x, self.y - self.oy + rect.y + 16 + add_y, rect.width, rect.height)
fake_index = i
end
}
@index = fake_index == -2 ? original_index : fake_index
update_cursor
end
end
class Scene_File
alias wor_scefil_upd_mouse update unless $@
def update(*args, &block)
(0..self.item_max - 1).each do |i|
ix = @savefile_windows[i].x
iy = @savefile_windows[i].y + 48
iw = @savefile_windows[i].width
ih = @savefile_windows[i].height
if Mouse.area?(ix, iy, iw, ih)
@savefile_windows[@index].selected = false
@savefile_windows[i].selected = true
@index = i
end
end
wor_scefil_upd_mouse(*args, &block)
end
end
class Window_NameInput
alias wor_winnam_upd_mouse update unless $@
def update(*args, &block)
wor_winnam_upd_mouse(*args, &block)
if self.active and self.visible
(0..self.table[@page].size - 1).each do |i|
irect = item_rect(i)
irx = self.x + 16 + irect.x - self.ox
iry = self.y + 16 + irect.y - self.oy
@index = i if Mouse.area?(irx, iry, irect.width, irect.height)
end
end
end
end
class Window_PartyCommand
def update_mouse
(0..self.item_max - 1).each do |i|
irect = item_rect(i)
irx = self.viewport.ox + 16 + irect.x - self.ox
iry = 288 + 16 + irect.y - self.oy + 64
self.index = i if Mouse.area?(irx, iry, irect.width, irect.height)
end
end
end
class Window_ActorCommand
def update_mouse
(0..self.item_max - 1).each do |i|
irect = item_rect(i)
irx = self.viewport.ox + 288 + 16 + irect.x + 96
iry = 288 + 16 + irect.y + 64
self.index = i if Mouse.area?(irx, iry, irect.width, irect.height)
end
end
end
class Window_EventPopUp < Window_Base
def initialize(x, y, width, height, text)
super(x, y, width, height)
self.opacity = 0
@text = text
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, 0, self.width, 24, @text)
end
end
class Game_Event
attr_accessor :popup_window, :page
def check_for_comment(regexp)
return false if @list.nil?
for item in @list
if item.code == 108 or item.code == 408
if !item.parameters[0][regexp].nil?
return $1.nil? ? true : $1
end
end
end
return false
end
def through
return true if check_for_comment(/MOUSE THROUGH/i) && $game_temp.making_path
return @through
end
alias jet2734_update update unless $@
def update(*args, &block)
jet2734_update(*args, &block)
update_mouse_popup
update_mouse_change
end
def update_mouse_popup
switch = $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
if Mouse.true_grid == [self.x, self.y] && !switch && !@erased
f = self.check_for_comment(/MOUSE TEXT(.+)/i)
if f != false
q = Bitmap.new(1, 1)
size = q.text_size(f)
x = self.screen_x - 16 - size.width / 2
y = self.screen_y - 52 - size.height / 2
if self.popup_window != nil
self.popup_window.dispose
self.popup_window = nil
end
self.popup_window = Window_EventPopUp.new(x, y,
size.width + 34, size.height + 34, f)
q.dispose
q = nil
end
else
if self.popup_window != nil
self.popup_window.dispose
self.popup_window = nil
end
end
end
def update_mouse_change
if Mouse.true_grid == [self.x, self.y]
f =(self.check_for_comment(/MOUSE PIC(.+)/i) rescue false)
if f != false
if f.to_i != 0
$cursor.change_cursor(f.to_i) unless $cursor.current_cursor == f.to_i
else
$cursor.change_cursor(f) unless $cursor.current_cursor == f
end
$game_temp.did_mouse_change = true
end
end
end
end
class Scene_Map
alias jet6742_update update unless $@
def update(*args, &block)
if !$game_message.visible
update_mouse_left_click
end
jet6742_update(*args, &block)
check_mouse_change
end
alias jet7811_terminate terminate unless $@
def terminate(*args, &block)
for event in $game_map.events.values
next if event.popup_window.nil?
event.popup_window.dispose unless event.popup_window.disposed?
event.popup_window = nil
end
$cursor.create_cursor(JetMouse::CURSOR_PICTURE) if ![JetMouse::CURSOR_PICTURE,
JetMouse::ICON_INDEX].include?($cursor.current_cursor)
$cursor.opacity = 0
jet7811_terminate(*args, &block)
$cursor.opacity = 255 unless $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
end
alias jet8887_update_transfer_player update_transfer_player unless $@
def update_transfer_player(*args, &block)
if $game_player.transfer?
$cursor.create_cursor(JetMouse::CURSOR_PICTURE) if ![JetMouse::CURSOR_PICTURE,
JetMouse::ICON_INDEX].include?($cursor.current_cursor)
end
jet8887_update_transfer_player(*args, &block)
end
def check_mouse_change
return if $game_switches[JetMouse::TURN_MOUSE_OFF_SWITCH]
if $game_message.visible || $game_player.transfer?
$cursor.create_cursor(JetMouse::CURSOR_PICTURE) if ![JetMouse::CURSOR_PICTURE,
JetMouse::ICON_INDEX].include?($cursor.current_cursor)
return
end
$cursor.create_cursor(JetMouse::CURSOR_PICTURE) if $game_temp.did_mouse_change.nil? &&
![JetMouse::CURSOR_PICTURE, JetMouse::ICON_INDEX].include?($cursor.current_cursor)
$game_temp.did_mouse_change = nil
end
def update_mouse_left_click
return if $game_map.interpreter.running? || $game_player.transfer?
if Mouse.click?(1)
event_activated = false
for event in $game_map.events_xy(*Mouse.true_grid)
if event.check_for_comment(/MOUSE CLICK/i)
event.start
event_activated = true
elsif (event.x - $game_player.x).abs + (event.y - $game_player.y).abs == 1
if ![3, 4].include?(event.trigger) &&
(![0, 2].include?(event.priority_type) || event.trigger == 0) &&
![0, 1].include?(event.page.list.size)
if (event.y - $game_player.y).abs >
(event.x - $game_player.x).abs
if event.y - $game_player.y > 0
$game_player.set_direction(2)
else
$game_player.set_direction(8)
end
else
if event.x - $game_player.x > 0
$game_player.set_direction(6)
else
$game_player.set_direction(4)
end
end
event.start
event_activated = true
break
end
end
if !event_activated
for i in ["UP", "DOWN", "RIGHT", "LEFT"]
if event.check_for_comment(/MOUSE MOVE #{i}/i)
event_activated = true
case i
when "UP"
x, y = event.x, event.y - 1
when "DOWN"
x, y = event.x, event.y + 1
when "LEFT"
x, y = event.x - 1, event.y
when "RIGHT"
x, y = event.x + 1, event.y
end
break
end
end
end
end
if !event_activated
x, y = *Mouse.true_grid
end
if !x.nil?
$game_temp.move_because_of_mouse = true
g = $game_player.find_mouse_path(x, y)
$game_temp.mouse_path = g
end
end
end
end
Espero que tenham gostado
(Eu gostei muixo >.<)
Última edição por Evesword em Seg Dez 26, 2011 3:06 pm, editado 1 vez(es)
_________________
Clique e ajude a Lunact Cast !
Re: [Script] - Sistema de Mouse!
Interessante, mais como eu continuo afirmando o RGSS3 nao muda muita coisa!;
vou continuar no RMXP q pra min foi o melhor ate hj!
vou continuar no RMXP q pra min foi o melhor ate hj!
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Nanzin- Membro de Honra
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Re: [Script] - Sistema de Mouse!
Parece ser bom, vo testar aqui...
+1 Cred
EDIT: Falto poder andar com o mouse né :/
+1 Cred
EDIT: Falto poder andar com o mouse né :/
Re: [Script] - Sistema de Mouse!
Juan1208 escreveu:Parece ser bom, vo testar aqui...
+1 Cred
EDIT: Falto poder andar com o mouse né :/
Verdade, pena que o cara que fez esqueceu disso :/ ( T_T )
_________________
Clique e ajude a Lunact Cast !
Re: [Script] - Sistema de Mouse!
Nanzin escreveu:Interessante, mais como eu continuo afirmando o RGSS3 nao muda muita coisa!;
vou continuar no RMXP q pra min foi o melhor ate hj!
na criação d scripts muda pouca coisa, na engine em si muda muito, pois o xp em comparação aos loops de updade d refresh é muito inferior ao ace.... mais só isso... pracriação mesmo ñ deve mudar muito, agora pra netplay qualquer melhoria em relação a lag ja ajuda muito.
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Re: [Script] - Sistema de Mouse!
Felix Blayder escreveu:Nanzin escreveu:Interessante, mais como eu continuo afirmando o RGSS3 nao muda muita coisa!;
vou continuar no RMXP q pra min foi o melhor ate hj!
na criação d scripts muda pouca coisa, na engine em si muda muito, pois o xp em comparação aos loops de updade d refresh é muito inferior ao ace.... mais só isso... pracriação mesmo ñ deve mudar muito, agora pra netplay qualquer melhoria em relação a lag ja ajuda muito.
sim sei disso querido amigo!, mais eu nao axo que seja jogo mudar-se uma programaçao somente para melhoria de Updates e Loops! ;/
se fosse uma mudança significativa como o PHP para PHP OO por exemplo, ai sim eu "reconhecia" como uma boa melhoria ;/
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Upem Meu Pet nao custa nda!!
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Nanzin- Membro de Honra
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Re: [Script] - Sistema de Mouse!
aki deu pra andar com o mouse, vc edito o script?
+1 CREDITO
+1 CREDITO
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Aldeia RPG :: RPG Maker :: RPG Maker VX Ace :: Scripts
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