Would you like to react to this message? Create an account in a few clicks or log in to continue.
Latest topics
» Perkenalkan
by Eruku Tue 24 Nov 2015, 20:31

» Ragnarok: Believe Visual Novel
by Eruku Tue 17 Nov 2015, 23:45

» In Reality Visual Novel
by Eruku Tue 17 Nov 2015, 23:43

» Dark World: Find the Truth
by Yukinachan~ Tue 19 Aug 2014, 12:43

» [Official Challenge] Original RMVXPAce Character
by Bisby Mon 04 Aug 2014, 21:36

» Introduction
by Lethal_Warrior Tue 10 Jun 2014, 18:01

» [XP](Event Share Pertamax) Memindahkan Benda dan Saklar
by Bisby Sun 11 May 2014, 13:17

» [VXA] Gate of Portrait II: Legendary Sword
by Navest Mon 31 Mar 2014, 16:27

» Introduction!!
by Bisby Thu 06 Feb 2014, 18:27

April 2024
MonTueWedThuFriSatSun
1234567
891011121314
15161718192021
22232425262728
2930     

Calendar Calendar

Affiliates
free forum

forum

13th Info

Vixep

ProDig

Statistics
Total 70 user terdaftar
User terdaftar terakhir adalah Maki

Total 259 kiriman artikel dari user in 56 subjects
User Yang Sedang Online
Total 2 uses online :: 0 Terdaftar, 0 Tersembunyi dan 2 Tamu

Tidak ada

[ View the whole list ]


User online terbanyak adalah 38 pada Tue 15 Aug 2023, 15:07

Mouse System script RGSS2

+2
Navest
IbnuFM
6 posters

Go down

Mouse System script RGSS2 Empty Mouse System script RGSS2

Post by IbnuFM Tue 20 Aug 2013, 21:10

Script ini Jet Punya , bukan buatan ane :lol:  Sorry.. Tapi semoga bermanfaat aja dah... Skalian ini post ke 2 ane Ngejek 

Code:
#===============================================================================
# Mouse System
# By Jet10985 (Jet)
# Some Code by: Woratana, Berka
# Uses: Modern Algebra's Path Finding Script
# 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: 6 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# 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
#===============================================================================

#==============================================================================
#  Path Finding
#  Version: 2.0
#  Author: modern algebra (rmrk.net)
#  Date: April 10, 2008
#==============================================================================
#  Thanks:
#    Patrick Lester! For his tutorial on A* Pathfinding algorithm (found at:
#        http://www.gamedev.net/reference/articles/article2003.asp) as well as
#        another amazingly helpful tutorial on using binary heaps (found at:
#        http://www.policyalmanac.org/games/binaryHeaps.htm). Without his excellent
#        tutorials, this script would not exist. So major thanks to him.
#    Zeriab, for tricking me into believing that this was an actual exercise.
#        Also, his table printout actually makes Tables useable
#==============================================================================

=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 = 3
  
  # 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
  
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
    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
    
  def dispose
    super
  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? && $scene.is_a?(Scene_Map)
            f = $game_temp.mouse_path.reverse!.pop
            $game_temp.mouse_path.reverse!
            return f.code * 2
          else
            $game_temp.move_because_of_mouse = false
          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? && $scene.is_a?(Scene_Map)
            f = $game_temp.mouse_path.reverse!.pop
            $game_temp.mouse_path.reverse!
            if [1, 2, 3, 4].include?(f.code)
              return f.code * 2
            else
              case f.code
              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
          end
        end
      end
      jet1626_dir8(*args, &block)
    end
  end
end

class Game_Character
  
  def find_mouse_path(trgt_x, trgt_y)
    path = $game_map.find_path (self.x, self.y, trgt_x, trgt_y,
   JetMouse::DO_8DIR_WALKING, 0, self)
    return [] if path.empty? or trgt_x == self.x && trgt_y == self.y
    return path.reverse!
  end
end

class Game_Map

  def removefrom_binaryheap
    @open_nodes[1] = @open_nodes[@listsize]
    @listsize -= 1
    v = 1
    loop do
      u = v
      w = 2*u
      if w + 1 <= @listsize
        v = w if @total_cost[@open_nodes[u]] >= @total_cost[@open_nodes[w]]
        v = w + 1 if @total_cost[@open_nodes[v]] >= @total_cost[@open_nodes[w + 1]]
      elsif w <= @listsize
        v = w if @total_cost[@open_nodes[u]] >= @total_cost[@open_nodes[w]]
      end
      if u == v
        break
      else
        temp = @open_nodes[u]
        @open_nodes[u] = @open_nodes[v]
        @open_nodes[v] = temp
      end
    end
  end
  
  def find_path (src_x, src_y, trgt_x, trgt_y, diagonal, max_iterations, char)
    $game_temp.making_path = true
    path = []
    return path if !char.passable? (trgt_x, trgt_y)
    max_elements = width*height + 2
    openx = Table.new (max_elements)
    openy = Table.new (max_elements)
    @open_nodes = Table.new (max_elements)
    @total_cost = Table.new (max_elements)
    heuristic = Table.new (max_elements)
    step_cost = Table.new (width, height)
    parent_x = Table.new (width, height)
    parent_y = Table.new (width, height)
    actual_list = Table.new (width, height)
    new_openid = 1
    @open_nodes[1] = 1
    openx[1] = src_x
    openy[1] = src_y
    dist = [(trgt_x - src_x).abs, (trgt_y - src_y).abs]
    heuristic[1] = diagonal ? (dist.max*14) + (dist.min*10) : (dist[0] + dist[1])*10
    @total_cost[1] = heuristic[1]
    actual_list[src_x, src_y] = 1
    @listsize = 1
    count = 0
    loop do
      break if actual_list[trgt_x, trgt_y] != 0
      count += 1
      Graphics.update if count % 500 == 0
      return path if count == max_iterations
      return path if @listsize == 0
      node = @open_nodes[1]
      parent_xval, parent_yval = openx[node], openy[node]
      actual_list[parent_xval, parent_yval] = 2
      removefrom_binaryheap
      for i in 0...8
        break if i > 3 && !diagonal
        x, y = case i
        when 0 then [parent_xval, parent_yval - 1]
        when 1 then [parent_xval, parent_yval + 1]
        when 2 then [parent_xval - 1, parent_yval]
       when 3 then [parent_xval + 1, parent_yval]
        when 4 then [parent_xval - 1, parent_yval - 1]
        when 5 then [parent_xval + 1, parent_yval - 1]
        when 6 then [parent_xval - 1, parent_yval + 1]
        when 7 then [parent_xval + 1, parent_yval + 1]
        end
        next if actual_list[x,y] == 2
        next unless char.passable? (x, y)
        if i > 3
          next unless case i
          when 4 then char.passable? (x + 1, y) || char.passable? (x, y + 1)
          when 5 then char.passable? (x - 1, y) || char.passable? (x, y + 1)
          when 6 then char.passable? (x + 1, y) || char.passable? (x, y - 1)
          when 7 then char.passable? (x - 1, y) || char.passable? (x, y - 1)
          end
        end
        plus_step_cost = ((x - parent_xval).abs + (y - parent_yval).abs) > 1 ? 14 : 10
        temp_step_cost = step_cost[parent_xval, parent_yval] + plus_step_cost
        if actual_list[x,y] == 1
          if temp_step_cost < step_cost[x, y]
            parent_x[x, y] = parent_xval
            parent_y[x, y] = parent_yval
            step_cost[x, y] = temp_step_cost
            index = 1
            while index < @listsize
              index += 1
              break if openx[@open_nodes[index]] == x &&
                                                openy[@open_nodes[index]] == y
            end
            @total_cost[@open_nodes[index]] = temp_step_cost + heuristic[@open_nodes[index]]
          else
            next
          end
        else
          new_openid += 1
          @listsize += 1
          @open_nodes[@listsize] = new_openid
          step_cost[x, y] = temp_step_cost
          d = [(trgt_x - x).abs, (trgt_y - y).abs]
          heuristic[new_openid] = diagonal ? (d.max*14) + (d.min*10) : (d[0] + d[1])*10
          @total_cost[new_openid] = temp_step_cost + heuristic[new_openid]
          parent_x[x, y] = parent_xval
          parent_y[x, y] = parent_yval
          openx[new_openid] = x
          openy[new_openid] = y
          index = @listsize
          actual_list[x, y] = 1
        end
        while index != 1
          temp_node = @open_nodes[index]
          if @total_cost[temp_node] <= @total_cost[@open_nodes[index / 2]]
           @open_nodes[index] = @open_nodes[index / 2]
            index /= 2
            @open_nodes[index] = temp_node
          else
            break
          end
        end
      end
    end
    path_x, path_y = trgt_x, trgt_y
    while path_x != src_x || path_y != src_y
      prnt_x, prnt_y = parent_x[path_x, path_y], parent_y[path_x, path_y]
      if path_x < prnt_x
        code = path_y < prnt_y ? 7 : path_y > prnt_y ? 5 : 2
      elsif path_x > prnt_x
        code = path_y < prnt_y ? 8 : path_y > prnt_y ? 6 : 3
     else
        code = path_y < prnt_y ? 4 : 1
      end
      path.push (RPG::MoveCommand.new (code))
      path_x, path_y = prnt_x, prnt_y
    end
    $game_temp.making_path = false
    return path
  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)
    form_rect_array if @rect_array.nil?
    update_mouse if self.active && self.visible && !@rect_array.nil?
  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 form_rect_array
    @rect_array = []
    orig_index = @index
    @in_rect_loop = true
    (0..@item_max - 1).each do |i|
      @index = i
      update_cursor
      rect = self.cursor_rect
      ix = self.x + 16 + rect.x
      iy = self.y + 16 + rect.y
      @rect_array.push(Rect.new(ix, iy, rect.width, rect.height))
    end
    @in_rect_loop = false
    @index = orig_index
    update
  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
    for rect in @rect_array
      if Mouse.area?(rect.x - self.ox, rect.y - self.oy, rect.width, rect.height)
        fake_index = @rect_array.index(rect)
        break
      end
    end
    @index = fake_index == -2 ? original_index : fake_index
    update_cursor
  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..TABLE[@mode].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..@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
    self.index = i if Mouse.area?(irx, iry, irect.width, irect.height)
    end
  end
end

class Window_ActorCommand
  
  def update_mouse
    (0..@item_max - 1).each do |i|
    irect = item_rect(i)
    irx = self.viewport.ox + 288 + 16 + irect.x
    iry = 288 + 16 + irect.y
    self.index = i if Mouse.area?(irx, iry, irect.width, irect.height)
    end
  end
end

class Window_Message
  
  def update_mouse
    (0..@item_max - 1).each do |i|
      irect = item_rect(i)
      irx = self.x + 16 + irect.x - self.ox
      iry = self.y + 16 + irect.y - self.oy + ($game_message.choice_start * WLH)
      self.index = i if Mouse.area?(irx, iry, irect.width, irect.height)
    end
  end
end

class Window_ShopSell
  
  def refresh
    super
    form_rect_array
  end
end

class Scene_File
  
  alias wor_scefil_upd_mouse update unless $@
  def update(*args, &block)
    (0..@item_max - 1).each do |i|
      ix = @savefile_windows[i].x
      iy = @savefile_windows[i].y
      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_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 do_closest_path_check(ev)
    se = $game_player
    sx = se.x - ev.x
    sy = se.y - ev.y
    if sx != 0 or sy != 0
      if sx.abs >= sy.abs
        if sx >= 0
          if $game_map.passable?(ev.x + 1, ev.y)
            return [ev.x + 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x + 1, ev.y, false, 0, se).empty?
          end
          if sy >= 0
            if $game_map.passable?(ev.x, ev.y + 1)
              return [ev.x, ev.y + 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y + 1, false, 0, se).empty?
            end
          else
            if $game_map.passable?(ev.x, ev.y - 1)
              return [ev.x, ev.y - 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y - 1, false, 0, se).empty?
            end
          end
          if $game_map.passable?(ev.x - 1, ev.y)
            return [ev.x - 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x - 1, ev.y, false, 0, se).empty?
          end
          if sy < 0
            if $game_map.passable?(ev.x, ev.y + 1)
              return [ev.x, ev.y + 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y + 1, false, 0, se).empty?
            end
          else
            if $game_map.passable?(ev.x, ev.y - 1)
              return [ev.x, ev.y - 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y - 1, false, 0, se).empty?
            end
          end
        elsif sx < 0
          if $game_map.passable?(ev.x - 1, ev.y)
            return [ev.x - 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x - 1, ev.y, false, 0, se).empty?
          end
          if sy >= 0
            if $game_map.passable?(ev.x, ev.y + 1)
              return [ev.x, ev.y + 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y + 1, false, 0, se).empty?
            end
          else
            if $game_map.passable?(ev.x, ev.y - 1)
              return [ev.x, ev.y - 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y - 1, false, 0, se).empty?
            end
          end
          if $game_map.passable?(ev.x + 1, ev.y)
            return [ev.x + 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x + 1, ev.y, false, 0, se).empty?
          end
          if sy < 0
            if $game_map.passable?(ev.x, ev.y + 1)
              return [ev.x, ev.y + 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y + 1, false, 0, se).empty?
            end
          else
            if $game_map.passable?(ev.x, ev.y - 1)
              return [ev.x, ev.y - 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y - 1, false, 0, se).empty?
            end
          end
        end
      else
        if sy > 0
          if $game_map.passable?(ev.x, ev.y + 1)
            return [ev.x, ev.y + 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y + 1, false, 0, se).empty?
          end
          if sx >= 0
            if $game_map.passable?(ev.x + 1, ev.y)
              return [ev.x + 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x + 1, ev.y, false, 0, se).empty?
            end
          else
            if $game_map.passable?(ev.x - 1, ev.y)
              return [ev.x - 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x - 1, ev.y, false, 0, se).empty?
            end
          end
          if $game_map.passable?(ev.x, ev.y - 1)
            return [ev.x, ev.y - 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y - 1, false, 0, se).empty?
          end
          if sx < 0
            if $game_map.passable?(ev.x + 1, ev.y)
              return [ev.x + 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x + 1, ev.y, false, 0, se).empty?
            end
          else
            if $game_map.passable?(ev.x - 1, ev.y)
              return [ev.x - 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x - 1, ev.y, false, 0, se).empty?
            end
          end
        elsif sy < 0
          if $game_map.passable?(ev.x, ev.y - 1)
            return [ev.x, ev.y - 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y - 1, false, 0, se).empty?
          end
          if sx >= 0
            if $game_map.passable?(ev.x + 1, ev.y)
              return [ev.x + 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x + 1, ev.y, false, 0, se).empty?
            end
          else
            if $game_map.passable?(ev.x - 1, ev.y)
              return [ev.x - 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x - 1, ev.y, false, 0, se).empty?
            end
          end
          if $game_map.passable?(ev.x, ev.y + 1)
            return [ev.x, ev.y + 1] unless $game_map.find_path(se.x, se.y,
              ev.x, ev.y + 1, false, 0, se).empty?
          end
          if sx < 0
            if $game_map.passable?(ev.x + 1, ev.y)
              return [ev.x + 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x + 1, ev.y, false, 0, se).empty?
            end
          else
            if $game_map.passable?(ev.x - 1, ev.y)
              return [ev.x - 1, ev.y] unless $game_map.find_path(se.x, se.y,
              ev.x - 1, ev.y, false, 0, se).empty?
            end
          end
        end
      end
    end
    return false
  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.turn_down
              else
                $game_player.turn_up
              end
            else
              if event.x - $game_player.x > 0
                $game_player.turn_right
              else
                $game_player.turn_left
              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
        if !event_activated
          if $game_player.passable?(*Mouse.true_grid)
            x, y = *Mouse.true_grid
            event_activated = true
            break
          end
        end
        if !event_activated
          q = do_closest_path_check(event)
          if q != false
            x, y = q[0], q[1]
            event_activated = true
            break
          end
        end
      end
      if !event_activated
        if $game_player.map_passable?(*Mouse.true_grid)
          x, y = *Mouse.true_grid
        end
      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
Code:
# Note: When setting common event id, use 0 for none.

module MouseClick
  
  # This is the common event that will be activated if the player clicks on the
  # main character on the map.
  # The first is for left clicks, the second for right clicks
  COMMON_EVENT_ID = [5, 6]
  
  # These are the tile ids which will trigger common events when clicked on.
  # You may use an array of entries (ie. [0, 1, 2]) or a single entry (ie. 6)
  # only for the tile ids. Common events need an array of 2
  # the first is for left clicking, the second is for right clicking.
  # it follows this format:
  # [tile_id, tile_id, tile_id] => [left-click CE, right-click CE]
  TILE_COMMON_EVENTS = {
  
  [2, 32, 56] => [5, 6],
  89 => [4, 1]
  
  }
  
  # This is the id of the switch that if turned on, will disable the features
  TURN_OFF_FEATURE_SWITCH = 1
  
end

#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Game_Map
  
  attr_reader :map
  
end

class Scene_Map
  
  alias jet1835_update update unless $@
  def update(*args, &block)
    add_x = $game_map.display_x / 256
    add_y = $game_map.display_y / 256
    if !$game_switches[MouseClick::TURN_OFF_FEATURE_SWITCH]
      if !$game_map.interpreter.running?
        mouse_x, mouse_y = *Mouse.true_grid
        [1, 2].each {|index|
          if Mouse.click?(index)
            if [mouse_x, mouse_y] == [$game_player.x, $game_player.y]
              $game_temp.common_event_id = MouseClick::COMMON_EVENT_ID[index - 1]
            end
            for i in [2, 1, 0]
              tile_id = $game_map.map.data[mouse_x, mouse_y, i]
              MouseClick::TILE_COMMON_EVENTS.each {|key, value|
                if (key.is_a?(Array) ? key.include?(tile_id) : key == tile_id)
                  $game_temp.common_event_id = value[index - 1]
                end
              }
            end
          end
        }
      end
    end
    jet1835_update(*args, &block)
  end
end
Dah itu aja dari ane  Basketball   Sorry kalo cuma  repost, bukannya buatan sendiri  Sedih Sedih
avatar
IbnuFM
New Member E
New Member E

Posts : 3
Cendoled : 0
Join date : 20.08.13

Kembali Ke Atas Go down

Mouse System script RGSS2 Empty Re: Mouse System script RGSS2

Post by Navest Thu 22 Aug 2013, 18:25

Topik ini telah dipindahkan ke RGSS2 Forum
avatar
Navest
Manager
Manager

Posts : 37
Cendoled : 3
Join date : 19.07.13
Age : 25
Location : Indonesia

RMVXPAce RPG Adventure:
Name: Duran Albane
HP:
Mouse System script RGSS2 Left_bar_bleue500/500Mouse System script RGSS2 Empty_bar_bleue  (500/500)
Class: Warrior

https://rmvxpace.indonesianforum.net

Kembali Ke Atas Go down

Mouse System script RGSS2 Empty Re: Mouse System script RGSS2

Post by TheoAllen Thu 07 Nov 2013, 19:37

boleh ya repost kayak gini?
Ah tapi ya terserah ama yg punya forum juga sih *kabur*
TheoAllen
TheoAllen
Administrator
Administrator

Posts : 18
Cendoled : 2
Join date : 14.08.13

RMVXPAce RPG Adventure:
Name:
HP:
Mouse System script RGSS2 Left_bar_bleue100/100Mouse System script RGSS2 Empty_bar_bleue  (100/100)
Class: Freelancer

Kembali Ke Atas Go down

Mouse System script RGSS2 Empty Re: Mouse System script RGSS2

Post by shikami Fri 08 Nov 2013, 11:19

lol ngga masalah barangkali karena forumnya belom rame Ngejek
shikami
shikami
New Member E
New Member E

Posts : 3
Cendoled : 0
Join date : 08.11.13

Kembali Ke Atas Go down

Mouse System script RGSS2 Empty Re: Mouse System script RGSS2

Post by Vellhart Sat 09 Nov 2013, 06:19

ya klo vx mah enak, udh bisa dibikin online jd bakal kepake script macem ini Sedih

... vxa kapan ya ? minimal nge-lan deh gpp kan bisa pake hamachi Senyum *ngarep ...
Vellhart
Vellhart
Administrator
Administrator

Posts : 22
Cendoled : 0
Join date : 08.11.13

RMVXPAce RPG Adventure:
Name:
HP:
Mouse System script RGSS2 Left_bar_bleue100/100Mouse System script RGSS2 Empty_bar_bleue  (100/100)
Class: Freelancer

Kembali Ke Atas Go down

Mouse System script RGSS2 Empty Re: Mouse System script RGSS2

Post by TroyZ Sat 09 Nov 2013, 07:44

tar kalo dah rame, yg kaek gini pasti kena warn Mangap 
minta izin dulu sama authornya atuh Mangap Mangap
TroyZ
TroyZ
Administrator
Administrator

Posts : 34
Cendoled : 6
Join date : 14.08.13
Age : 29
Location : Palu

RMVXPAce RPG Adventure:
Name:
HP:
Mouse System script RGSS2 Left_bar_bleue100/100Mouse System script RGSS2 Empty_bar_bleue  (100/100)
Class: Freelancer

http://www.13th-info.blogspot.com

Kembali Ke Atas Go down

Mouse System script RGSS2 Empty Re: Mouse System script RGSS2

Post by Sponsored content


Sponsored content


Kembali Ke Atas Go down

Kembali Ke Atas

- Similar topics

 
Permissions in this forum:
Anda tidak dapat menjawab topik