Mausscript ändern...Aber wie????
Ich habe ein ziemlich cooles Mausscript gefunden (Zumindest für mein Game), doch ich brauche ein Paar änderungen.
1.Der Spieler soll nicht dem Mauszeiger hinterherrennnen, wenn man linksklickt (Das hatte ich auch schon geschafft, indem ich einfach etwas aus dem script gelöscht habe, doch ich habe hier nur die ganze version hochgeladen).
2. Er soll hinterherrennen, wenn man rechtsklickt.
3.Man soll aus entfernung auf Events klicken können. Bzw man soll die EventID bekommen, wenn man mit dem cursor über dem Event ist und dann klickt.
1.Der Spieler soll nicht dem Mauszeiger hinterherrennnen, wenn man linksklickt (Das hatte ich auch schon geschafft, indem ich einfach etwas aus dem script gelöscht habe, doch ich habe hier nur die ganze version hochgeladen).
2. Er soll hinterherrennen, wenn man rechtsklickt.
3.Man soll aus entfernung auf Events klicken können. Bzw man soll die EventID bekommen, wenn man mit dem cursor über dem Event ist und dann klickt.
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#----------------------------------------------------------------------------
#Credits: This is an adaptation from a script created by shun (http://simp.nobody.jp/)
#Also looked at Cybersam's work and Astro_mech and Mr.Mo's mouse script edits to
#learn how onmouse events work.
#----------------------------------------------------------------------------
# TO USE:
# In each map event, put the name of the cursor you want to show as a comment.
# The comment must be the first event command. Make sure that you put the cursor
# in your Icons directory (name in comment and icon name must match exactly)
#----------------------------------------------------------------------------
module Input
#--------------------------------------------------------------------------
# ● get winAPIs
#--------------------------------------------------------------------------
#gsm = Win32API.new('user32', 'GetSystemMetrics', 'i', 'i')
@mouse_status = [[0, 1], [0, 2], [0, 4]] #left, right, middle mouse
@gaks = Win32API.new('user32', 'GetAsyncKeyState', 'i', 'i')
@cursor_pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
@scr2cli = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i')
@client_rect = Win32API.new('user32', 'GetClientRect', %w(l p), 'i')
@readini = Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l')
@findwindow = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')
show_cursor = Win32API.new('user32', 'ShowCursor', 'l', 'l')
@last_pos = [0, 0].pack('ll')
@pos_x = @pos_y = 0
@width = 0
@height = 0
n = (true ? 0 : 1)
show_cursor.call(n)
module_function
#--------------------------------------------------------------------------
# ● get the window
#--------------------------------------------------------------------------
def hwnd
game_name = "\0" * 256
@readini.call('Game', 'Title', '', game_name, 255, ".\\Game.ini")
game_name.delete!("\0")
h = @findwindow.call('RGSS Player', game_name)
if h == 0
n = 0
while h == 0
h = @findwindow.call('RGSS Player', "#{game_name} - #{n} FPS")
n += 1
end
end
return h
end
#--------------------------------------------------------------------------
# ● get the global position of the mouse
#--------------------------------------------------------------------------
def global_pos
pos = [0, 0].pack('ll')
if @cursor_pos.call(pos) != 0
return pos.unpack('ll')
else
return nil
end
end
#--------------------------------------------------------------------------
# ● Position of the mouse in the game
# catch_anywhere : get position if mouse is outside of game screen
#--------------------------------------------------------------------------
def pos(catch_anywhere = true)
if (global_pos != @last_pos)
@last_pos = *global_pos
string = global_pos.to_s + " " + @last_pos.to_s
$debug_string = string.to_s
@pos_x, @pos_y = screen_to_client(*global_pos)
@width, @height = client_size
end
if (@pos_x >= 0 and @pos_y >= 0 and @pos_x < @width and @pos_y < @height)
return @pos_x, @pos_y
else
return 0, 0
end
end
#--------------------------------------------------------------------------
# ● Position of the mouse on screen
# x : x coordinate
# y : y coordinate
#--------------------------------------------------------------------------
def screen_to_client(x, y)
return nil unless x and y
pos = [x, y].pack('ll')
if @scr2cli.call(hwnd, pos) != 0
return pos.unpack('ll')
else
return nil
end
end
#--------------------------------------------------------------------------
# ● Size of the game window
#--------------------------------------------------------------------------
def client_size
rect = [0, 0, 0, 0].pack('l4')
@client_rect.call(hwnd, rect)
right, bottom = rect.unpack('l4')[2..3]
return right, bottom
end
#--------------------------------------------------------------------------
# ● Check to see if the mouse is over an event
#--------------------------------------------------------------------------
def check_event(x, y)
for event in $game_map.events.values
# change icon if an event is encountered
if (event.x == x or event.x == (x-1)) and (event.y == y or event.y == (y+1))
if event.list && event.list[0].code == 108
icon = event.list[0].parameters
icon = icon.to_s
if icon == "Arrow2" || icon == "Arrow3" || icon == "Arrow4" || icon == "Arrow5" || icon == "Arrow6"
$mouse_icon = icon.to_s
end
end
break
end
# if even is not encountered, use default icon
$mouse_icon = "Arrow"
end
end
def icon_name(name)
$msg = name.to_s
$mouse_icon = name.to_s
end
#--------------------------------------------------------------------------
# ● watch for left mouse actions
# id : Mouse (0:Left, 1:Right, 2:Center)
#--------------------------------------------------------------------------
def mouse_press?(id = 0)
if $scene.is_a?(Scene_Map)
# get the icon to display
if @mouse_status[id][0] <= 0
$hoverx = (pos[0] + $game_map.display_x / 4) / 32
$hovery = (pos[1] + $game_map.display_y / 4) / 32
icon = check_event($hoverx,$hovery)
end
# move character when mouse is pressed
if @mouse_status[id][0] > 0
$mousex = pos[0] + $game_map.display_x / 4
$mousey = pos[1] + $game_map.display_y / 4
$move = 1
end
# don't move character if message window showing
if $game_temp.message_window_showing
$move = 0
end
end
return @mouse_status[id][0] > 0
end
#--------------------------------------------------------------------------
# ● Watch for mouse button actions (especially right mouse button)
# id : mouse (0:Left, 1:Right, 2:Center)
#--------------------------------------------------------------------------
def mouse_trigger?(id = 0)
return @mouse_status[id][0] == 1
end
#--------------------------------------------------------------------------
# ● Check to see if a mouse action was repeated
# id : mouse (0:Left, 1:Right, 2:Center)
#--------------------------------------------------------------------------
def mouse_repeat?(id = 0)
if @mouse_status[id][0] <= 0
return false
else
result = @mouse_status[id][0] % 5 == 1 and @mouse_status[id][0] % 5 != 2
return result
end
end
#--------------------------------------------------------------------------
# ● Update the mouse
#--------------------------------------------------------------------------
def mouse_update
for i in @mouse_status
n = @gaks.call(i[1])
if n == 0 or n == 1
i[0] = (i[0] > 0 ? i[0] * -1 : 0)
else
i[0] = (i[0] > 0 ? i[0] + 1 : 1)
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class << Input
#--------------------------------------------------------------------------
# ● Update old input calls
#--------------------------------------------------------------------------
alias old_update update unless $@
def Input.update
old_update
mouse_update
$mouse.update
end
#--------------------------------------------------------------------------
# ● Update old input triggers
# num : A, B, C
#--------------------------------------------------------------------------
alias old_trigger? trigger? unless $@
def Input.trigger?(num)
return old_trigger?(num) if Input.pos(false) == nil
case num
when Input::A
return (old_trigger?(num) or mouse_trigger?(2))
when Input::B
return (old_trigger?(num) or mouse_trigger?(1))
when Input::C
return (old_trigger?(num) or mouse_trigger?)
else
return old_trigger?(num)
end
end
#--------------------------------------------------------------------------
# ● Check to see if an old input call was repeated
# num : B
#--------------------------------------------------------------------------
alias old_repeat? repeat? unless $@
def repeat?(num)
return old_repeat?(num) if Input.pos(false) == nil
if num == Input::B
return (old_repeat?(num) or mouse_repeat?(1))
else
return old_repeat?(num)
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● Move the player toward the mouse
#--------------------------------------------------------------------------
alias mouse_update update
def update
rx = $mousex - (@real_x / 4 + 16)
ry = $mousey - (@real_y / 4 + 16)
# if an arrow key is pressed, stop path finding
$move = 0 if Input.dir4 != 0
# move to a specified area on the map, using the mouse
if $move == 1
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing or
(rx.abs <= 16 and ry.abs <= 16)
rad = -(Math.atan2(ry, rx) / Math::PI * 180)
case rad
when -157.5...-112.5
move_lower_left
when -112.5...-67.5
move_down
when -67.5...-22.5
move_lower_right
when -22.5...22.5
move_right
when 22.5...67.5
move_upper_right
when 67.5...112.5
move_up
when 112.5...157.5
move_upper_left
else
move_left
end
end
# if the path has been reached, stop moving
if (rx.abs <= 16 and ry.abs <= 16)
$move = 0
end
end
#update the mouse
mouse_update
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Sprite_Mouse < Sprite
#--------------------------------------------------------------------------
# ● Initialize the mouse
#--------------------------------------------------------------------------
def initialize
super
self.bitmap = RPG::Cache.icon($mouse_icon.to_s)
self.z = 10001
self.ox, self.oy = [16, 0]
self.visible = false
self.src_rect.set(0, 0, 32, 32)
update
end
#--------------------------------------------------------------------------
# ● Dispose of the mouse
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● Update the mouse
#--------------------------------------------------------------------------
def update
super
self.bitmap = RPG::Cache.icon($mouse_icon.to_s)
self.visible = true if self.visible == false and $scene != nil
self.x, self.y = Input.pos
if Input.mouse_press?
self.src_rect.set(0, 0, 32, 32)
end
return
end
end
$mouse = Sprite_Mouse.new
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# ● Initialize the mouse
#--------------------------------------------------------------------------
alias mouse_initialize initialize
def initialize(x, y, width, height)
mouse_initialize(x, y, width, height)
@scroll_wait = 0
end
#--------------------------------------------------------------------------
# ● Update the mouse
#--------------------------------------------------------------------------
alias mouse_update update
def update
mouse_update
mouse_operation if self.active
end
#--------------------------------------------------------------------------
# ○ Perform mouse operations
#--------------------------------------------------------------------------
def mouse_operation
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
width = self.width / @column_max - 32
height = 32
for index in 0...@item_max
x = index % @column_max * (width + 32)
y = index / @column_max * 32
if mx > x and
mx < x + width and
my > y and
my < y + height
mouse_cursor(index)
break
end
end
end
#--------------------------------------------------------------------------
# ○ Track the position of the mouse cursor
#--------------------------------------------------------------------------
def mouse_cursor(index)
return if @index == index
@scroll_wait -= 1 if @scroll_wait > 0
row1 = @index / @column_max
row2 = index / @column_max
bottom = self.top_row + (self.page_row_max - 1)
if row1 == self.top_row and row2 < self.top_row
return if @scroll_wait > 0
@index = [@index - @column_max, 0].max
@scroll_wait = 4
elsif row1 == bottom and row2 > bottom
return if @scroll_wait > 0
@index = [@index + @column_max, @item_max - 1].min
@scroll_wait = 4
else
@index = index
end
$game_system.se_play($data_system.cursor_se)
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_MenuStatus < Window_Selectable
def mouse_operation
return if @index < 0
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
x = 0
width = self.width - 32
height = 96
for index in 0...@item_max
y = index * 116
if mx > x and
mx < x + width and
my > y and
my < y + height
mouse_cursor(index)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_Target < Window_Selectable
def mouse_operation
return if @index <= -1
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
x = 0
width = self.width - 32
height = 96
for index in 0...@item_max
y = index * 116
if mx > x and
mx < x + width and
my > y and
my < y + height
mouse_cursor(index)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_NameInput < Window_Base
#--------------------------------------------------------------------------
# ● Update the position of the mouse
#--------------------------------------------------------------------------
alias mouse_update update
def update
mouse_update
mouse_operation if self.active
end
#--------------------------------------------------------------------------
# ● Perform mouse operations
#--------------------------------------------------------------------------
def mouse_operation
last_index = @index
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
width = 28
height = 32
for index in 0...180
x = 4 + index / 5 / 9 * 152 + index % 5 * 28
y = index / 5 % 9 * 32
if mx > x and
mx < x + width and
my > y and
my < y + height
@index = index
break
end
end
x = 544
y = 9 * 32
width = 64
if mx > x and
mx < x + width and
my > y and
my < y + height
@index = 180
end
$game_system.se_play($data_system.cursor_se) unless @index == index
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● Perform mouse operations
#--------------------------------------------------------------------------
def mouse_operation
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
x = 8
width = 128
height = 32
for index in 0...@item_max
y = ($game_temp.choice_start + index) * 32
if mx > x and mx < x + width and my > y and my < y + height
mouse_cursor(index)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_PartyCommand < Window_Selectable
def mouse_operation
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
y = 0
width = 128
height = 32
for index in 0...@item_max
x = 160 + index * 160
if mx > x and
mx < x + width and
my > y and
my < y + height
mouse_cursor(index)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_MenuPosition < Window_Selectable
def mouse_operation
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
y = 0
width = self.contents.width / @item_max - 10
height = 32
for index in 0...@item_max
x = self.contents.width / (@item_max) * index + 4
if mx > x and
mx < x + width and
my > y and
my < y + height
mouse_cursor(index)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Arrow_Base < Sprite
alias mouse_update update
def update
mouse_update
mouse_operation
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Arrow_Enemy < Arrow_Base
def mouse_operation
mx, my = Input.pos
for index in 0...$game_troop.enemies.size
enemy = $game_troop.enemies[index]
bitmap = RPG::Cache.battler(enemy.battler_name, 0)
width = bitmap.width
height = bitmap.height
x = enemy.screen_x - width / 2
y = enemy.screen_y - height
if mx > x and
mx < x + width and
my > y and
my < y + height
break if @index == index
@index = index
$game_system.se_play($data_system.cursor_se)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Arrow_Actor < Arrow_Base
def mouse_operation
mx, my = Input.pos
for index in 0...$game_party.actors.size
index = $game_party.actors.size - index - 1
actor = $game_party.actors[index]
bitmap = RPG::Cache.battler(actor.battler_name, 0)
width = bitmap.width
height = bitmap.height
x = actor.screen_x - width / 2
y = actor.screen_y - height
if mx > x and
mx < x + width and
my > y and
my < y + height
break if @index == index
@index = index
$game_system.se_play($data_system.cursor_se)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Scene_File
#--------------------------------------------------------------------------
# ● Update the mouse
#--------------------------------------------------------------------------
alias mouse_update update
def update
mouse_update
save = false
mx, my = Input.pos
x = 0
width = (save ? 160 : 640)
height = 104
for index in 0...4
y = 64 + index % 4 * 104
if mx > x and
mx < x + width and
my > y and
my < y + height
break if @file_index == index
@savefile_windows[@file_index].selected = false
@file_index = index
@savefile_windows[@file_index].selected = true
$game_system.se_play($data_system.cursor_se)
break
end
end
end
end |
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