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关于鼠标脚本,不胜感激了

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想问下各位,鼠标脚本怎么兼容梦幻群侠传3的战斗系统,就是除了战斗鼠标都能控制,一战斗鼠标移到图标上就没反应,还是只能用键盘。。

除开战斗以外的菜单都能正常使用鼠标控制

就是这样,其他菜单鼠标移到哪里光标就在哪,一进入战斗系统光标就不随鼠标移动了,左键右键都没用,点起来毫无反应。。各位,请问怎么加代码??


IP属地:云南1楼2016-05-12 22:18回复
    def self.repeat?(key_code)
    if @self_repeat.call(key_code)
    return true
    end
    if key_code == C
    return Mouse.repeat?(Mouse::LEFT)
    elsif key_code == B
    return Mouse.repeat?(Mouse::RIGHT)
    else
    return @self_repeat.call(key_code)
    end
    end
    end
    class Window_Selectable
    if @self_alias == nil
    alias self_update update
    @self_alias = true
    end
    def update
    #self.cursor_rect.empty
    self_update
    if self.active and @item_max > 0
    index_var = @index
    tp_index = @index
    mouse_x, mouse_y = Mouse.get_mouse_pos
    mouse_not_in_rect = true
    for i in 0...@item_max
    @index = i
    update_cursor_rect
    top_x = self.cursor_rect.x + self.x + 16
    top_y = self.cursor_rect.y + self.y + 16
    bottom_x = top_x + self.cursor_rect.width
    bottom_y = top_y + self.cursor_rect.height
    if (mouse_x > top_x) and (mouse_y > top_y) and
    (mouse_x < bottom_x) and (mouse_y < bottom_y)
    mouse_not_in_rect = false
    if tp_index != @index
    tp_index = @index
    $game_system.se_play($data_system.cursor_se)
    end
    break
    end
    end
    if mouse_not_in_rect
    @index = index_var
    update_cursor_rect
    Mouse.click_lock
    else
    Mouse.click_unlock
    end
    end
    end
    end
    class Window_NameInput
    if @self_alias == nil
    alias self_update update
    @self_alias = true
    end
    def update
    #self.cursor_rect.empty
    self_update
    if self.active
    index_var = @index
    mouse_x, mouse_y = Mouse.get_mouse_pos
    mouse_not_in_rect = true
    for i in (0...CHARACTER_TABLE.size).to_a.push(180)
    @index = i
    update_cursor_rect
    top_x = self.cursor_rect.x + self.x + 16
    top_y = self.cursor_rect.y + self.y + 16
    bottom_x = top_x + self.cursor_rect.width
    bottom_y = top_y + self.cursor_rect.height
    #
    if (mouse_x > top_x) and (mouse_y > top_y) and
    (mouse_x < bottom_x) and (mouse_y < bottom_y)
    mouse_not_in_rect = false
    break
    end
    end
    if mouse_not_in_rect
    @index = index_var
    update_cursor_rect
    Mouse.click_lock
    else
    Mouse.click_unlock
    end
    end
    end
    end
    class Window_InputNumber
    if @self_alias == nil
    alias self_update update
    @self_alias = true
    end
    def update
    #self.cursor_rect.empty
    self_update
    mouse_x, mouse_y = Mouse.get_mouse_pos
    if self.active and @digits_max > 0
    index_var = @index
    mouse_not_in_rect = true
    for i in 0...@digits_max
    @index = i
    update_cursor_rect
    top_x = self.cursor_rect.x + self.x + 16
    bottom_x = top_x + self.cursor_rect.width
    #
    if (mouse_x > top_x) and (mouse_x < bottom_x)
    mouse_not_in_rect = false
    break
    end
    end
    if mouse_not_in_rect
    @index = index_var
    update_cursor_rect
    Mouse.click_lock
    else
    Mouse.click_unlock
    end
    end
    if @last_mouse_y == nil
    @last_mouse_y = mouse_y
    end
    check_pos = (@last_mouse_y - mouse_y).abs
    if check_pos > 10
    $game_system.se_play($data_system.cursor_se)
    place = 10 ** (@digits_max - 1 - @index)
    n = @number / place % 10
    @number -= n * place
    n = (n + 1) % 10 if mouse_y < @last_mouse_y
    n = (n + 9) % 10 if mouse_y > @last_mouse_y
    @number += n * place
    refresh
    @last_mouse_y = mouse_y
    end
    end
    end
    class Scene_File
    if @self_alias == nil
    alias self_update update
    @self_alias = true
    end
    def update
    mouse_x, mouse_y = Mouse.get_mouse_pos
    Mouse.click_lock
    idx = 0
    for i in @savefile_windows
    top_x = i.x + 16
    top_y = i.y + 16
    bottom_x = top_x + i.width
    bottom_y = top_y + i.height
    if (mouse_x > top_x) and (mouse_y > top_y) and
    (mouse_x < bottom_x) and (mouse_y < bottom_y)
    i.selected = true
    if @file_index != idx
    @file_index = idx
    $game_system.se_play($data_system.cursor_se)
    end
    Mouse.click_unlock
    else
    i.selected = false
    end
    idx += 1
    end
    self_update
    end
    end
    class Arrow_Enemy
    if @self_alias == nil
    alias self_update update
    @self_alias = true
    end


    IP属地:云南3楼2016-05-12 22:19
    回复
      刚刚帖子被吞了,重发一遍。。
      #=================以下两个用来调整战斗时的手感问题,可以自己试试。
      $敌人选框扩大 = 20
      $角色选框扩大 = 30
      #==============================================================================
      # API调用
      #==============================================================================
      $ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
      $GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i')
      $ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i')
      $GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l')
      $Window_HWND = $GetActiveWindow.call
      $GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
      #$FindWindow = Win32API.new("user32", "FindWindow", 'pp', 'i')
      #$HookStart = Win32API.new("mouse_hook.dll", "HookStart", 'i', nil)
      #$HookEnd = Win32API.new("mouse_hook.dll", "HookEnd", nil, nil)
      #$GetMouseStatus = Win32API.new("mouse_hook.dll", "GetMouseStatus", 'i', 'i')
      #$Window_HWND = $FindWindow.call(nil, 'mousetry')
      module Mouse
      LEFT = 0x01
      RIGHT = 0x02
      def self.init(sprite = nil)
      # $HookStart.call($Window_HWND)
      $ShowCursor.call(0)
      @show_cursor = false
      @mouse_sprite = Sprite.new
      @mouse_sprite.z = 99999
      @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse.png')
      #@mouse_sprite.bitmap.fill_rect(Rect.new(0, 0, 32, 32), Color.new(0, 0, 0))
      @left_press = false
      @right_press = false
      @left_trigger = false
      @right_trigger = false
      @left_repeat = false
      @right_repeat = false
      @click_lock = false
      update
      end
      def self.exit
      @mouse_sprite.bitmap.dispose
      @mouse_sprite.dispose
      @show_cursor = true
      # $HookEnd.call
      $ShowCursor.call(1)
      end
      def self.mouse_debug
      return @mouse_debug.bitmap
      end
      def self.update
      left_down = $GetKeyState.call(0x01)
      right_down = $GetKeyState.call(0x02)
      @click_lock = false
      mouse_x, mouse_y = self.get_mouse_pos
      if @mouse_sprite != nil
      @mouse_sprite.x = mouse_x
      @mouse_sprite.y = mouse_y
      end
      if left_down[7] == 1
      @left_repeat = (not @left_repeat)
      @left_trigger = (not @left_press)
      @left_press = true
      else
      @left_press = false
      @left_trigger = false
      @left_repeat = false
      end
      if right_down[7] == 1
      @right_repeat = (not @right_repeat)
      @right_trigger = (not @right_press)
      @right_press = true
      else
      @right_press = false
      @right_trigger = false
      @right_repeat = false
      end
      end
      def self.get_mouse_pos
      point_var = [0, 0].pack('ll')
      if $GetCursorPos.call(point_var) != 0
      if $ScreenToClient.call($Window_HWND, point_var) != 0
      x, y = point_var.unpack('ll')
      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.cursor_rect.empty
      self_update
      if self.active and @item_max > 0
      index_var = @index
      tp_index = @index
      mouse_x, mouse_y = Mouse.get_mouse_pos
      mouse_not_in_rect = true
      for i in 0...@item_max
      @index = i
      update_cursor_rect
      top_x = self.cursor_rect.x + self.x + 16
      top_y = self.cursor_rect.y + self.y + 16
      bottom_x = top_x + self.cursor_rect.width
      bottom_y = top_y + self.cursor_rect.height
      if (mouse_x > top_x) and (mouse_y > top_y) and
      (mouse_x < bottom_x) and (mouse_y < bottom_y)
      mouse_not_in_rect = false
      if tp_index != @index
      tp_index = @index
      $game_system.se_play($data_system.cursor_se)
      end
      break
      end
      end
      if mouse_not_in_rect
      @index = index_var
      update_cursor_rect
      Mouse.click_lock
      else
      Mouse.click_unlock
      end
      end
      end
      end


      IP属地:云南5楼2016-05-12 22:28
      回复
        class Window_NameInput
        if @self_alias == nil
        alias self_update update
        @self_alias = true
        end
        def update
        #self.cursor_rect.empty
        self_update
        if self.active
        index_var = @index
        mouse_x, mouse_y = Mouse.get_mouse_pos
        mouse_not_in_rect = true
        for i in (0...CHARACTER_TABLE.size).to_a.push(180)
        @index = i
        update_cursor_rect
        top_x = self.cursor_rect.x + self.x + 16
        top_y = self.cursor_rect.y + self.y + 16
        bottom_x = top_x + self.cursor_rect.width
        bottom_y = top_y + self.cursor_rect.height
        #
        if (mouse_x > top_x) and (mouse_y > top_y) and
        (mouse_x < bottom_x) and (mouse_y < bottom_y)
        mouse_not_in_rect = false
        break
        end
        end
        if mouse_not_in_rect
        @index = index_var
        update_cursor_rect
        Mouse.click_lock
        else
        Mouse.click_unlock
        end
        end
        end
        end
        class Window_InputNumber
        if @self_alias == nil
        alias self_update update
        @self_alias = true
        end
        def update
        #self.cursor_rect.empty
        self_update
        mouse_x, mouse_y = Mouse.get_mouse_pos
        if self.active and @digits_max > 0
        index_var = @index
        mouse_not_in_rect = true
        for i in 0...@digits_max
        @index = i
        update_cursor_rect
        top_x = self.cursor_rect.x + self.x + 16
        bottom_x = top_x + self.cursor_rect.width
        #
        if (mouse_x > top_x) and (mouse_x < bottom_x)
        mouse_not_in_rect = false
        break
        end
        end
        if mouse_not_in_rect
        @index = index_var
        update_cursor_rect
        Mouse.click_lock
        else
        Mouse.click_unlock
        end
        end
        if @last_mouse_y == nil
        @last_mouse_y = mouse_y
        end
        check_pos = (@last_mouse_y - mouse_y).abs
        if check_pos > 10
        $game_system.se_play($data_system.cursor_se)
        place = 10 ** (@digits_max - 1 - @index)
        n = @number / place % 10
        @number -= n * place
        n = (n + 1) % 10 if mouse_y < @last_mouse_y
        n = (n + 9) % 10 if mouse_y > @last_mouse_y
        @number += n * place
        refresh
        @last_mouse_y = mouse_y
        end
        end
        end
        class Scene_File
        if @self_alias == nil
        alias self_update update
        @self_alias = true
        end
        def update
        mouse_x, mouse_y = Mouse.get_mouse_pos
        Mouse.click_lock
        idx = 0
        for i in @savefile_windows
        top_x = i.x + 16
        top_y = i.y + 16
        bottom_x = top_x + i.width
        bottom_y = top_y + i.height
        if (mouse_x > top_x) and (mouse_y > top_y) and
        (mouse_x < bottom_x) and (mouse_y < bottom_y)
        i.selected = true
        if @file_index != idx
        @file_index = idx
        $game_system.se_play($data_system.cursor_se)
        end
        Mouse.click_unlock
        else
        i.selected = false
        end
        idx += 1
        end
        self_update
        end
        end
        class Arrow_Enemy
        if @self_alias == nil
        alias self_update update
        @self_alias = true
        end
        def update
        mouse_x, mouse_y = Mouse.get_mouse_pos
        idx = 0
        for i in $game_troop.enemies do
        if i.exist?
        top_x = i.screen_x - self.ox
        top_y = i.screen_y - self.oy
        bottom_x = top_x + self.src_rect.width
        bottom_y = top_y + self.src_rect.height
        if (mouse_x > top_x - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and
        (mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大)
        if @index != idx
        $game_system.se_play($data_system.cursor_se)
        @index = idx
        end
        end
        end
        idx += 1
        end
        self_update
        end
        end
        class Arrow_Actor
        if @self_alias == nil
        alias self_update update
        @self_alias = true
        end
        def update
        mouse_x, mouse_y = Mouse.get_mouse_pos
        idx = 0
        for i in $game_party.actors do
        if i.exist?
        top_x = i.screen_x - self.ox
        top_y = i.screen_y - self.oy
        bottom_x = top_x + self.src_rect.width
        bottom_y = top_y + self.src_rect.height
        if (mouse_x > top_x - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and
        (mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大)
        if @index != idx
        $game_system.se_play($data_system.cursor_se)
        @index = idx
        end
        end
        end
        idx += 1
        end
        self_update
        end
        end
        class Game_Player
        if @self_alias == nil
        alias self_update update
        @self_alias = true
        end
        def update
        mouse_x, mouse_y = Mouse.get_mouse_pos
        if @last_move_x == nil
        @last_move_x = false
        end
        if Mouse.press?(Mouse::LEFT)
        last_moving = moving?
        last_direction = @direction
        unless moving? or $game_system.map_interpreter.running? or
        @move_route_forcing or $game_temp.message_window_showing
        last_x = @x
        if @last_move_x
        @last_move_x = false
        elsif mouse_x > screen_x + 16
        move_right
        elsif mouse_x < screen_x - 16
        move_left
        end
        last_y = @y
        if last_x != @x
        @last_move_x = true
        elsif mouse_y > screen_y
        move_down
        elsif mouse_y < screen_y - 32
        move_up
        end
        if last_y != @y
        @last_move_x = false
        elsif not @last_move_x
        case last_direction
        when 2
        turn_down
        when 4
        turn_left
        when 6
        turn_right
        when 8
        turn_up
        end
        end
        end
        end
        self_update
        end
        end
        Mouse.init
        END { Mouse.exit }


        IP属地:云南6楼2016-05-12 22:30
        回复
          求助啊


          IP属地:云南7楼2016-05-14 19:06
          收起回复
            楼主,求这套梦幻素材,66上地址打不开


            IP属地:北京来自iPhone客户端8楼2016-06-26 08:46
            收起回复
              这是什么版本?想玩儿


              IP属地:上海来自Android客户端9楼2024-12-10 08:25
              回复