Frage zu Mausskript
Hai ma wieder also ich such nen Mausskript das man abfragen kann ob es
1. auf einem event ist (ohne zu drücken)
2. ob man auf ein event drückt
naja das 2. müssts bei fasst jedem geben^^
schonmal danke im voraus euer nicht allseits bekannter
RPG Nullchecker
:::::::::EDIT::::::::::
OK, ich hab jetzt ein mausskript aber ich weiß nicht wie man das zeug abfrägt
1. auf einem event ist (ohne zu drücken)
2. ob man auf ein event drückt
naja das 2. müssts bei fasst jedem geben^^
schonmal danke im voraus euer nicht allseits bekannter
RPG Nullchecker

:::::::::EDIT::::::::::
OK, ich hab jetzt ein mausskript aber ich weiß nicht wie man das zeug abfrägt
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#================================================================== # GMUS Guedez Mouse Use System # Version: 1.0 # Released: 26/5/2006 Last Update: 1/6/2006 # Thx to: Cadafalso, Near Fantastica, and some guys from asylum! #================================================================== class Mouse_PositionCheck def initialize end def main get_pos end def get_window_index(window) window.get_rect_positions return -1 if window.index == -1 return -2 if window.index == -2 for i in 0...window.get_rect.size if window.get_rect[i][0] < $bg.x and window.get_rect[i][1] < $bg.y and window.get_rect[i][2] > $bg.x and window.get_rect[i][3] > $bg.y return i end end return -999999 end def set_pos(x,y) $setCursorPos.Call(x,y) end #==============================Thx to: Cadafalso=================== def get_pos lpPoint = " " * 8 # store two LONGs $getCursorPos.Call(lpPoint) $bg.x, $bg.y = lpPoint.unpack("LL") # get the actual values end #================================================================== end class Window_Selectable < Window_Base def get_rect_positions index = self.index @rect_position = [] if @rect_position == nil if @rect_position == [] for i in 0...(self.row_max * @column_max) self.index = i update_cursor_rect p = self.cursor_rect.to_s p.gsub!("($1,$2,$3,$4):rect","");p.gsub!("(", ""); p.gsub!(")", "") p = p.split(/,\s*/) @rect_position[i] = [p[0].to_i + self.x + 16, p[1].to_i - self.oy + self.y + 16, p[0].to_i + p[2].to_i + self.x + 16, p[1].to_i + p[3].to_i - self.oy + self.y + 16] end self.index = index end end def refresh_rect_positions @rect_position = [] get_rect_positions end def get_rect return @rect_position end alias guedez_update update def update get_rect_positions if self.active == true old_index = self.index new_index = $mouse.get_window_index(self) $game_system.se_play($data_system.cursor_se) if old_index != new_index and not new_index == -999999 @index = new_index if old_index != -1 self.cursor_rect.empty if new_index == -999999 self.index = new_index end guedez_update end end # Actualy my script only need the mouse stuff, but i dont think # the rest will bring any trouble :D, so i let the full script #============================================================================== # ** Keyboard Input Module #============================================================================== # Near Fantastica # Version 5 # 29.11.05 #============================================================================== # The Keyboard Input Module is designed to function as the default Input module # dose. It is better then other methods keyboard input because as a key is # tested it is not removed form the list. so you can test the same key multiple # times the same loop. #============================================================================== #------------------------------------------------------------------------------ # * SDK Log Script #------------------------------------------------------------------------------ #SDK.log("Keyboard Input", "Near Fantastica", 5, "29.11.05") #------------------------------------------------------------------------------ # * Begin SDK Enable Test #------------------------------------------------------------------------------ #if SDK.state("Keyboard Input") == true module Keyboard #-------------------------------------------------------------------------- @keys = [] @pressed = [] Mouse_Left = 1 Mouse_Right = 2 Back= 8 Tab = 9 Enter = 13 Shift = 16 Ctrl = 17 Alt = 18 Esc = 27 Space = 32 Numberkeys = {} Numberkeys[0] = 48 Numberkeys[1] = 49 Numberkeys[2] = 50 Numberkeys[3] = 51 Numberkeys[4] = 52 Numberkeys[5] = 53 Numberkeys[6] = 54 Numberkeys[7] = 55 Numberkeys[8] = 56 Numberkeys[9] = 57 Numberpad = {} Numberpad[0] = 45 Numberpad[1] = 35 Numberpad[2] = 40 Numberpad[3] = 34 Numberpad[4] = 37 Numberpad[5] = 12 Numberpad[6] = 39 Numberpad[7] = 36 Numberpad[8] = 38 Numberpad[9] = 33 Letters = {} Letters["A"] = 65 Letters["B"] = 66 Letters["C"] = 67 Letters["D"] = 68 Letters["E"] = 69 Letters["F"] = 70 Letters["G"] = 71 Letters["H"] = 72 Letters["I"] = 73 Letters["J"] = 74 Letters["K"] = 75 Letters["L"] = 76 Letters["M"] = 77 Letters["N"] = 78 Letters["O"] = 79 Letters["P"] = 80 Letters["Q"] = 81 Letters["R"] = 82 Letters["S"] = 83 Letters["T"] = 84 Letters["U"] = 85 Letters["V"] = 86 Letters["W"] = 87 Letters["X"] = 88 Letters["Y"] = 89 Letters["Z"] = 90 Fkeys = {} Fkeys[1] = 112 Fkeys[2] = 113 Fkeys[3] = 114 Fkeys[4] = 115 Fkeys[5] = 116 Fkeys[6] = 117 Fkeys[7] = 118 Fkeys[8] = 119 Fkeys[9] = 120 Fkeys[10] = 121 Fkeys[11] = 122 Fkeys[12] = 123 Collon = 186 Equal = 187 Comma = 188 Underscore = 189 Dot = 190 Backslash = 191 Lb = 219 Rb = 221 Quote = 222 State = Win32API.new("user32","GetKeyState",['i'],'i') Key = Win32API.new("user32","GetAsyncKeyState",['i'],'i') #-------------------------------------------------------------------------- def Keyboard.getstate(key) return true unless State.call(key).between?(0, 1) return false end #-------------------------------------------------------------------------- def Keyboard.testkey(key) Key.call(key) & 0x01 == 1 end #-------------------------------------------------------------------------- def Keyboard.update @keys = [] @keys.push(Keyboard::Mouse_Left) if Keyboard.testkey(Keyboard::Mouse_Left) @keys.push(Keyboard::Mouse_Right) if Keyboard.testkey(Keyboard::Mouse_Right) @keys.push(Keyboard::Back) if Keyboard.testkey(Keyboard::Back) @keys.push(Keyboard::Tab) if Keyboard.testkey(Keyboard::Tab) @keys.push(Keyboard::Enter) if Keyboard.testkey(Keyboard::Enter) @keys.push(Keyboard::Shift) if Keyboard.testkey(Keyboard::Shift) @keys.push(Keyboard::Ctrl) if Keyboard.testkey(Keyboard::Ctrl) @keys.push(Keyboard::Alt) if Keyboard.testkey(Keyboard::Alt) @keys.push(Keyboard::Esc) if Keyboard.testkey(Keyboard::Esc) @keys.push(Keyboard::Space) if Keyboard.testkey(Keyboard::Space) for key in Keyboard::Numberkeys.values @keys.push(key) if Keyboard.testkey(key) end for key in Keyboard::Numberpad.values @keys.push(key) if Keyboard.testkey(key) end for key in Keyboard::Letters.values @keys.push(key) if Keyboard.testkey(key) end for key in Keyboard::Fkeys.values @keys.push(key) if Keyboard.testkey(key) end @keys.push(Keyboard::Collon) if Keyboard.testkey(Keyboard::Collon) @keys.push(Keyboard::Equal) if Keyboard.testkey(Keyboard::Equal) @keys.push(Keyboard::Comma) if Keyboard.testkey(Keyboard::Comma) @keys.push(Keyboard::Underscore) if Keyboard.testkey(Keyboard::Underscore) @keys.push(Keyboard::Dot) if Keyboard.testkey(Keyboard::Dot) @keys.push(Keyboard::Backslash) if Keyboard.testkey(Keyboard::Backslash) @keys.push(Keyboard::Lb) if Keyboard.testkey(Keyboard::Lb) @keys.push(Keyboard::Rb) if Keyboard.testkey(Keyboard::Rb) @keys.push(Keyboard::Quote) if Keyboard.testkey(Keyboard::Quote) @pressed = [] @pressed.push(Keyboard::Mouse_Left) if Keyboard.getstate(Keyboard::Mouse_Left) @pressed.push(Keyboard::Mouse_Right) if Keyboard.getstate(Keyboard::Mouse_Right) @pressed.push(Keyboard::Back) if Keyboard.getstate(Keyboard::Back) @pressed.push(Keyboard::Tab) if Keyboard.getstate(Keyboard::Tab) @pressed.push(Keyboard::Enter) if Keyboard.getstate(Keyboard::Enter) @pressed.push(Keyboard::Shift) if Keyboard.getstate(Keyboard::Shift) @pressed.push(Keyboard::Ctrl) if Keyboard.getstate(Keyboard::Ctrl) @pressed.push(Keyboard::Alt) if Keyboard.getstate(Keyboard::Alt) @pressed.push(Keyboard::Esc) if Keyboard.getstate(Keyboard::Esc) @pressed.push(Keyboard::Space) if Keyboard.getstate(Keyboard::Space) for key in Keyboard::Numberkeys.values @pressed.push(key) if Keyboard.getstate(key) end for key in Keyboard::Numberpad.values @pressed.push(key) if Keyboard.getstate(key) end for key in Keyboard::Letters.values @pressed.push(key) if Keyboard.getstate(key) end for key in Keyboard::Fkeys.values @pressed.push(key) if Keyboard.getstate(key) end @pressed.push(Keyboard::Collon) if Keyboard.getstate(Keyboard::Collon) @pressed.push(Keyboard::Equal) if Keyboard.getstate(Keyboard::Equal) @pressed.push(Keyboard::Comma) if Keyboard.getstate(Keyboard::Comma) @pressed.push(Keyboard::Underscore) if Keyboard.getstate(Keyboard::Underscore) @pressed.push(Keyboard::Dot) if Keyboard.getstate(Keyboard::Dot) @pressed.push(Keyboard::Backslash) if Keyboard.getstate(Keyboard::Backslash) @pressed.push(Keyboard::Lb) if Keyboard.getstate(Keyboard::Lb) @pressed.push(Keyboard::Rb) if Keyboard.getstate(Keyboard::Rb) @pressed.push(Keyboard::Quote) if Keyboard.getstate(Keyboard::Quote) end #-------------------------------------------------------------------------- def Keyboard.trigger?(key) return true if @keys.include?(key) return false end #-------------------------------------------------------------------------- def Keyboard.pressed?(key) return true if @pressed.include?(key) return false end #end #------------------------------------------------------------------------------ # * End SDK Enable Test #------------------------------------------------------------------------------ end #=========================Game_Fixes============================= $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), '' $showm.call(18,0,0,0) #(18,0,0,0) $showm.call(13,0,0,0)#13 $showm.call(13,0,2,0)#13 $showm.call(18,0,2,0) $mouse = Mouse_PositionCheck.new $getCursorPos = Win32API.new("user32", "GetCursorPos", ['P'], 'V') $setCursorPos = Win32API.new("user32", "SetCursorPos", ['I','I'], 'V') $bg = Sprite.new $bg.bitmap = RPG::Cache.icon('001-Weapon01') $bg.z = 99999 $bg.y = 0 $bg.x = 0 module Input if @self_update == nil @self_update = method('update') @self_press = method('press?') @self_rep = method('repeat?') end def self.update @self_update.call $mouse.main Keyboard.update end def self.trigger?(key_code) if @self_press.call(key_code) return true end if key_code == C return Keyboard.trigger?(Keyboard::Mouse_Left) elsif key_code == B return Keyboard.trigger?(Keyboard::Mouse_Right) else return @self_press.call(key_code) end end def self.repeat?(key_code) if @self_rep.call(key_code) return true end if key_code == C return Keyboard.pressed?(Keyboard::Mouse_Left) elsif key_code == B return Keyboard.pressed?(Keyboard::Mouse_Right) else return @self_rep.call(key_code) end end end class Arrow_Enemy < Arrow_Base def update super $game_troop.enemies.size.times do break if self.enemy.exist? @index += 1 @index %= $game_troop.enemies.size end size = 0 for i in 0...$game_troop.enemies.size size += 1 if $game_troop.enemies[i].hp > 0 end size = $game_troop.enemies.size if size == nil @index = ((size / 640.0) * $bg.x.to_f).to_i if self.enemy != nil self.x = self.enemy.screen_x self.y = self.enemy.screen_y end end end class Arrow_Actor < Arrow_Base def update super @index = 0 if $bg.x > 0 and $bg.x <= 160 and 0 <= ($game_party.actors.size - 1) @index = 1 if $bg.x > 160 and $bg.x <= 320 and 1 <= ($game_party.actors.size - 1) @index = 2 if $bg.x > 320 and $bg.x <= 480 and 2 <= ($game_party.actors.size - 1) @index = 3 if $bg.x > 480 and $bg.x <= 640 and 3 <= ($game_party.actors.size - 1) if self.actor != nil self.x = self.actor.screen_x self.y = self.actor.screen_y end end end class Window_Target < Window_Selectable alias gupdate update def update @defaultx = 0 if @defaultx == nil if @defaultx != self.x @defaultx = self.x self.refresh_rect_positions return else gupdate end end def update_cursor_rect if @index == -1 self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20) else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end class Scene_Battle def phase3_setup_command_window @party_command_window.active = false @party_command_window.visible = false @actor_command_window.active = true @actor_command_window.visible = true @actor_command_window.x = @actor_index * 160 @actor_command_window.refresh_rect_positions @actor_command_window.index = 0 end end class Scene_Equip def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index @equip_index = equip_index @actor = $game_party.actors[@actor_index] end alias gmain main def main @dummy = Window_EquipItem.new(@actor, 99) gmain @dummy.dispose end alias gupdate_right update_right def update_right if @right_window.index == -999999 if Input.trigger?(Input::C) $game_system.se_play($data_system.buzzer_se) end else gupdate_right end end def refresh @item_window1.visible = (@right_window.index == 0) @item_window2.visible = (@right_window.index == 1) @item_window3.visible = (@right_window.index == 2) @item_window4.visible = (@right_window.index == 3) @item_window5.visible = (@right_window.index == 4) @dummy.visible = (@right_window.index == -999999) item1 = @right_window.item case @right_window.index when 0 @item_window = @item_window1 when 1 @item_window = @item_window2 when 2 @item_window = @item_window3 when 3 @item_window = @item_window4 when 4 @item_window = @item_window5 when -999999 return end if @right_window.active @left_window.set_new_parameters(nil, nil, nil) end if @item_window.active item2 = @item_window.item last_hp = @actor.hp last_sp = @actor.sp @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp @left_window.set_new_parameters(new_atk, new_pdef, new_mdef) end end end class Scene_Skill def update_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skill_window.active = true @target_window.visible = false @target_window.active = false return end if Input.trigger?(Input::C) unless @actor.skill_can_use?(@skill.id) $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end if @target_window.index == -2 target = $game_party.actors[@target_window.index + 10] used = target.skill_effect(@actor, @skill) end if @target_window.index <= -3 $game_system.se_play($data_system.buzzer_se) return end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.skill_effect(@actor, @skill) end if used $game_system.se_play(@skill.menu_se) @actor.sp -= @skill.sp_cost @status_window.refresh @skill_window.refresh @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new return end if @skill.common_event_id > 0 $game_temp.common_event_id = @skill.common_event_id $scene = Scene_Map.new return end end unless used $game_system.se_play($data_system.buzzer_se) end return end end end class Scene_File def update @help_window.update for i in @savefile_windows i.update end if Input.trigger?(Input::C) if @file_index == -1 $game_system.se_play($data_system.buzzer_se) else on_decision(make_filename(@file_index)) $game_temp.last_file_index = @file_index return end end if Input.trigger?(Input::B) on_cancel return end if $bg.y > 64 and $bg.y < 168 if @savefile_windows[0].selected == false $game_system.se_play($data_system.cursor_se) end @savefile_windows[0].selected = true @savefile_windows[1].selected = false @savefile_windows[2].selected = false @savefile_windows[3].selected = false @file_index = 0 elsif $bg.y > 168 and $bg.y < 272 if @savefile_windows[1].selected == false $game_system.se_play($data_system.cursor_se) end @savefile_windows[0].selected = false @savefile_windows[1].selected = true @savefile_windows[2].selected = false @savefile_windows[3].selected = false @file_index = 1 elsif $bg.y > 272 and $bg.y < 376 if @savefile_windows[2].selected == false $game_system.se_play($data_system.cursor_se) end @savefile_windows[0].selected = false @savefile_windows[1].selected = false @savefile_windows[2].selected = true @savefile_windows[3].selected = false @file_index = 2 elsif $bg.y > 376 and $bg.y < 480 if @savefile_windows[3].selected == false $game_system.se_play($data_system.cursor_se) end @savefile_windows[0].selected = false @savefile_windows[1].selected = false @savefile_windows[2].selected = false @savefile_windows[3].selected = true @file_index = 3 else @file_index = -1 @savefile_windows[0].selected = false @savefile_windows[1].selected = false @savefile_windows[2].selected = false @savefile_windows[3].selected = false end end end class Scene_Menu def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) unless @status_window.index < 0 case @command_window.index when 1 if $game_party.actors[@status_window.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@status_window.index) when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end end class Game_Player def update last_moving = moving? unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing or @cant_move case Input.dir4 when 2 move_down when 4 move_left when 6 move_right when 8 move_up end end last_real_x = @real_x last_real_y = @real_y super if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y $game_map.scroll_down(@real_y - last_real_y) end if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X $game_map.scroll_left(last_real_x - @real_x) end if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X $game_map.scroll_right(@real_x - last_real_x) end if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y $game_map.scroll_up(last_real_y - @real_y) end unless moving? if last_moving result = check_event_trigger_here([1,2]) if result == false unless $DEBUG and Input.press?(Input::CTRL) if @encounter_count > 0 @encounter_count -= 1 end end end end if Input.trigger?(Input::C) check_curor_field if (@field_x == self.x + 1 and @field_y == self.y and self.direction == 6) or (@field_x == self.x - 1 and @field_y == self.y and self.direction == 4) or (@field_x == self.x and @field_y == self.y + 1 and self.direction == 2) or (@field_x == self.x and @field_y == self.y - 1 and self.direction == 8) check_event_trigger_there([0,1,2]) end end if Input.repeat?(Input::C) check_curor_field unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing or @cant_move and not (@field_x == self.x and @field_y == self.y) move_by_mouse end check_event_trigger_here([0]) end end end def check_curor_field dummyx = $game_map.display_x > 0 ? $bg.x + 16 : $bg.x @field_x = dummyx / 32 + $game_map.display_x / 128 @field_y = $bg.y / 32 + $game_map.display_y / 128 end def move_by_mouse dy = @field_x - self.x dx = self.y - @field_y if dx > 0 and dy > 0 #quarter 1 if dx > dy if passable?(self.x, self.y, 8) move_up else move_right end return elsif dx < dy if passable?(self.x, self.y, 6) move_right else move_up end return elsif dx == dy if passable?(self.x, self.y, 8) move_up else move_right end return end elsif dx > 0 and dy < 0 #quarter 2 if dx > -dy if passable?(self.x, self.y, 8) move_up else move_left end return elsif dx < -dy if passable?(self.x, self.y, 4) move_left else move_up end return elsif dx == -dy if passable?(self.x, self.y, 8) move_up else move_left end return end elsif dx < 0 and dy < 0 #quarter 2 if -dx > -dy if passable?(self.x, self.y, 2) move_down else move_left end return elsif -dx < -dy if passable?(self.x, self.y, 4) move_left else move_down end return elsif -dx == -dy if passable?(self.x, self.y, 2) move_down else move_left end return end elsif dx < 0 and dy > 0 #quarter 4 if -dx > dy if passable?(self.x, self.y, 2) move_down else move_right end return elsif -dx < dy if passable?(self.x, self.y, 6) move_right else move_down end return elsif -dx == dy if passable?(self.x, self.y, 2) move_down else move_right end return end elsif dx == 0 and dy < 0 move_left elsif dx == 0 and dy > 0 move_right elsif dx < 0 and dy == 0 move_down elsif dx > 0 and dy == 0 move_up end end end |
zum Lesen den Text mit der Maus markieren
-
Mein Zeugs -
euer Google wenns um den Maker geht^^
Dieser Beitrag wurde bereits so oft editiert, dass der Zähler sich in die Luft gesprengt hat.
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »RPG Nullchecker« (9. Februar 2009, 11:44)
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