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Autor Thema: (Tech) Simple Mouse System - Modifikationsanfrage  (Gelesen 1436 mal)

Offline OceanBlue

  • Palmenfan
  • VX-Großmeister
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  • Beiträge: 822
  • Back from the Dead
(Tech) Simple Mouse System - Modifikationsanfrage
« am: April 10, 2009, 18:13:26 »
Hallo, liebe Community!
Ich suche einen fähigen Scripter, der mir das Simple Mouse System von Woratana umscriptet. Und zwar hätte ich gern, dass Events mit dem Trigger "Action Button" starten, wenn sie angeklickt werden, auch wenn sich der Spieler nicht direkt daneben befindet. Ich hoffe, das ist machbar.
Mein persönlicher Dank und ein Eintrag in den Credits sind natürlich garantiert!

Scripts:

Simple Mouse System:
#==============================================================================
# [VX] SMS - Simple Mouse System
#------------------------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Released on: 14/04/2008 (D-M-Y)
# ? Version: 1.5
#
# ? Credit: DerVVulfman, Near Fantastica, and Freak Boy [Mouse Input Module]
# lambchop, shun, Cybersam, Astro_mech, and Mr.Mo [Super Simple Mouse System]
# - Modern Algebra, Zeriab, Patrick Lester [Path Finding]
# - Near Fantastica, Fuso [Path Finding]
#
# - I will not be able to script this without those people and scripts above
#-----------------------------------------------------------------------------
#====[REQUIRE]=====
# - DerVVulfman's Mouse Input Module
# (http://rmxp.org/forums/index.php?topic=26993)
# It's XP script, but also works in VX!
#
# - Near Fantastica's Path Finding [version 1.0]
# (http://www.rmxp.org/forums/index.php?topic=26661.0)
# with a little fix to make it works in VX.
# (get fixed version from Simple Mouse System demo)
#
#====[FEATURE]=====
# - Support to use mouse in many scenes / windows
# - Click on map to move player with Path Finding
# - Mouse Pointer
#
#====[PLAN in next version]=====
# - Cursor change when put on other event
# - Better event trigger check by click mouse
#
#------------------------------------------------------------------------------

#==============================================================================
# ** Mouse Input Module
#==============================================================================
class << Mouse
  show_cursor = Win32API.new('user32', 'ShowCursor', 'l', 'l')
  show_cursor.call(0)

  $mousec = Sprite.new
  $mousec.z = 10001
  $mousec.x = $mousec.y = 1000
  $mouse_icon = 'window_cursor'
  $mousec.bitmap = Cache.system($mouse_icon)
 
  alias wor_mouse_upd_mouse update unless $@
  def Mouse.update
    wor_mouse_upd_mouse
    if $mouse_old_icon.nil? or $mouse_old_icon != $mouse_icon
      $mouse_old_icon = $mouse_icon
      $mousec.bitmap = Cache.system($mouse_old_icon)
    end
    if @pos.nil?
      $mousec.x = 1000 if $mousec.x != 1000
      $mousec.y = 1000 if $mousec.y != 1000
    else
      $mousec.x = @pos[0] if $mousec.x != @pos[0]
      $mousec.y = @pos[1] if $mousec.y != @pos[1]
    end
  end
 
  def Mouse.map_pos
    return nil if @pos == nil
    x = ($game_map.display_x / 256) + (@pos[0] / 32)
    y = ($game_map.display_y / 256) + (@pos[1] / 32)
    return [x, y]
  end
end

#==============================================================================
# ** Input
#==============================================================================
class << Input
  alias wor_input_upd_mouse update unless $@
  alias wor_input_trig_mouse trigger? unless $@
  alias wor_input_rep_mouse repeat? unless $@
  def Input.update
    wor_input_upd_mouse
    Mouse.update
  end
 
  def Input.trigger?(input)
    return wor_input_trig_mouse(input) if Mouse.pos.nil?
    case input
    when Input::B
      return (wor_input_trig_mouse(input) or Mouse.click?(2))
    when Input::C
      if $scene.is_a?(Scene_Map) and !$game_message.visible
        return wor_input_trig_mouse(input)
      else
        return (wor_input_trig_mouse(input) or Mouse.click?(1))
      end
    else
      return wor_input_trig_mouse(input)
    end
  end
 
  def Input.repeat?(input)
    if input == Input::B
      return (wor_input_rep_mouse(input) or Mouse.click?(2))
    else
      return wor_input_rep_mouse(input)
    end
  end
end
#==============================================================================
# ** Graphics
#==============================================================================
class << Graphics
  alias wor_graph_fadeout_mouse fadeout unless $@
  def Graphics.fadeout(frames = 1)
    $mousec.visible = false if !$mousec.nil?
    wor_graph_fadeout_mouse(frames)
  end
end
#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
  alias wor_winsel_ini_mouse initialize
  alias wor_winsel_upd_mouse update
  def initialize(*args)
    wor_winsel_ini_mouse(*args)
    @scroll_wait = 0
    @cursor_wait = 0
  end

  def update
    wor_winsel_upd_mouse
    update_mouse if self.active and self.visible
  end
 
  def update_mouse
    @cursor_wait -= 1 if @cursor_wait > 0
    (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
      move_cursor(i) if Mouse.area?(irx, iry, irect.width, irect.height)
    end
  end

  def move_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
    return if @cursor_wait > 0
    Sound.play_cursor
    @cursor_wait += 2
  end
end
#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
  def item_rect(index)
    return Rect.new(0, index * 96, contents.width, 96)
  end
end
#==============================================================================
# ** Window_NameInput
#==============================================================================
class Window_NameInput < Window_Base
  alias wor_winnam_upd_mouse update
  def update
    wor_winnam_upd_mouse
    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
#==============================================================================
# ** Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_Command
  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
#==============================================================================
# ** Window_ActorCommand
#==============================================================================
class Window_ActorCommand < Window_Command
  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
#==============================================================================
# ** Window_Message
#==============================================================================
class Window_Message < Window_Selectable
  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

#==============================================================================
# ** Scene_Base
#==============================================================================
class Scene_Base
  alias wor_scebase_posstr_mouse post_start
  alias wor_scebase_preter_mouse pre_terminate
  def post_start
    $mousec.visible = true if !$mousec.nil?
    wor_scebase_posstr_mouse
  end
 
  def pre_terminate
    $mousec.visible = false if !$mousec.nil?
    wor_scebase_preter_mouse
  end
end
#==============================================================================
# ** Scene_File
#==============================================================================
class Scene_File < Scene_Base
  alias wor_scefil_upd_mouse update
  def update
    (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
  end
end
#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
  alias wor_scemap_ini_mouse initialize
  alias wor_scemap_upd_mouse update
  def initialize
    @last_click = [nil, nil]
    wor_scemap_ini_mouse
  end
 
  def update
    wor_scemap_upd_mouse
    mouse_xy = Mouse.map_pos
    if Mouse.click?(1) and !mouse_xy.nil? and !$game_message.visible and
      !$game_map.interpreter.running?
      $game_player.turn_toward_pos(mouse_xy[0], mouse_xy[1])
      if $game_player.close?(mouse_xy[0],mouse_xy[1]) and
        $game_player.check_action_event
        $game_player.clear_path
        return
      end
      if $game_map.passable?(mouse_xy[0], mouse_xy[1])
        $game_player.find_path(mouse_xy[0], mouse_xy[1])
      end
      @last_click = mouse_xy
    end
    if Mouse.click?(3) and !mouse_xy.nil? and !$game_message.visible and
      !$game_map.interpreter.running?
      $game_player.clear_path
      $game_player.turn_toward_pos(mouse_xy[0], mouse_xy[1])
    end
  end
end
#==============================================================================
# ** Game_Character
#==============================================================================
class Game_Character
  def turn_toward_pos(x,y)
    sx = distance_x_from_pos(x)
    sy = distance_y_from_pos(y)
    if sx.abs > sy.abs
      sx > 0 ? turn_left : turn_right
    elsif sx.abs < sy.abs
      sy > 0 ? turn_up : turn_down
    end
  end
 
  def distance_x_from_pos(x)
    sx = @x - x
    if $game_map.loop_horizontal?
      if sx.abs > $game_map.width / 2
        sx -= $game_map.width
      end
    end
    return sx
  end
 
  def distance_y_from_pos(y)
    sy = @y - y
    if $game_map.loop_vertical?
      if sy.abs > $game_map.height / 2
        sy -= $game_map.height
      end
    end
    return sy
  end
 
  def close?(x,y)
    sx = (@x - x).abs
    sy = (@y - y).abs
    if sx + sy == 1
      return true
    end
    return false
  end
end

Mouse Module:
==============================================================================
# ** Mouse Input Module (Revised)
#------------------------------------------------------------------------------
#   by DerVVulfman
#   version 1.2
#   08-18-2007
#------------------------------------------------------------------------------
#   Based on...
#   Mouse Input Module
#   by Near Fantastica
#------------------------------------------------------------------------------
#   Set_Pos feature by
#   Freakboy
#------------------------------------------------------------------------------
#
#   THE CALLS:
#
#   Mouse.click?
#   This returns a true/false value  when you test whether a button is clicked.
#   The values you pass are 1 (for the left mouse button), 2 (for the right) or
#   3 (for the middle button).
#
#   Mouse.press?
#   This returns a true/false value  when you test  whether a button is pressed
#   and kept depressed.  The values you pass are 1 (for the left mouse button),
#   2 (for the right mouse button), or 3 (for the middle).
#
#   Mouse.pixels
#   This returns the  mouse's screen coordinates  in pixels.  Based on a screen
#   with a 640x480 dimension,  this returns an array of the mouse's position in
#   index values.  Calling Mouse.pixels returns both x & y positions  in a sin-
#   gle string,  but calling Mouse.pixels[0] returns the x position (0-639) and
#   calling Mouse.pixels[1]  returns  the y position (0-439).   If the mouse is
#   outside of the game's window region, this call returns nil.
#
#   Mouse.tiles
#   This returns  the mouse's screen  coordinates  in map tiles.   Based on the
#   system's 20x15 tile size,  this returns it in index values  (a 0-19 width &
#   a 0-14 height).  This functions the same manner as Mouse.pixels.
#
#   Mouse.set_pos
#   This allows you  to forcefully position the mouse at an x/y position within
#   the game screen by pixel coordinates.  Given the game's normal screen width
#   of 640x480, adding:  Mouse.set_pos(320,240)  should position the mouse dead
#   center of the gaming window.
#
#   Mouse.update
#   Add this routine  into your update routines  to update  the mouse position.
#   It must be called otherwise you won't get valid mouse coordinates.
#
#==============================================================================

module Mouse
  @mouse_menu = 0
  #--------------------------------------------------------------------------
  # * Mouse Click
  #     button      : button
  #--------------------------------------------------------------------------
  def Mouse.click?(button)
    return true if @keys.include?(button)
    return false
  end 
  #--------------------------------------------------------------------------
  # * Mouse Pressed
  #     button      : button
  #--------------------------------------------------------------------------
  def Mouse.press?(button)
    return true if @press.include?(button)
    return false
  end
  #--------------------------------------------------------------------------
  # * Mouse Pressed
  #     button      : button
  #--------------------------------------------------------------------------
  def Mouse.area?(x, y, width=32, height=32)
    return false if @pos == nil
    return true if @pos[0] >= x and @pos[0] <= (x+width) and @pos[1] >= y and @pos[1] <= (y+height)
    return false
  end
  #--------------------------------------------------------------------------
  # * Mouse Pixel Position
  #--------------------------------------------------------------------------
  def Mouse.pixels
    return @pos == nil ? [0, 0] : @pos
  end
  #--------------------------------------------------------------------------
  # * Mouse Tile Position
  #--------------------------------------------------------------------------
  def Mouse.tiles
    return nil if @pos == nil
    x = @pos[0] / 32
    y = @pos[1] / 32
    return [x, y]
  end
  #--------------------------------------------------------------------------
  # * Set Mouse Position
  #--------------------------------------------------------------------------
  def Mouse.set_pos(x_pos=0, y_pos=0)
    width, height = Mouse.client_size
    if (x_pos.between?(0, width) && y_pos.between?(0, height))
      x = Mouse.client_pos[0] + x_pos; y = Mouse.client_pos[1] + y_pos
      Win32API.new('user32', 'SetCursorPos', 'NN', 'N').call(x, y)
    end
  end
  #--------------------------------------------------------------------------
  # * Mouse Update
  #--------------------------------------------------------------------------
  def Mouse.update
    @pos            = Mouse.pos
    @keys, @press   = [], []
    @keys.push(1)   if Win32API.new("user32","GetAsyncKeyState",['i'],'i').call(1) & 0X01 == 1
    @keys.push(2)   if Win32API.new("user32","GetAsyncKeyState",['i'],'i').call(2) & 0X01 == 1
    @keys.push(3)   if Win32API.new("user32","GetAsyncKeyState",['i'],'i').call(4) & 0X01 == 1
    @press.push(1)  if Win32API.new("user32","GetKeyState",['i'],'i').call(1) & 0X01 == 1
    @press.push(2)  if Win32API.new("user32","GetKeyState",['i'],'i').call(2) & 0X01 == 1
    @press.push(3)  if Win32API.new("user32","GetKeyState",['i'],'i').call(4) & 0X01 == 1
  end 
  #--------------------------------------------------------------------------
  # * Automatic functions below
  #--------------------------------------------------------------------------
  #
  #--------------------------------------------------------------------------
  # * Obtain Mouse position in screen
  #--------------------------------------------------------------------------
  def Mouse.global_pos
    pos = [0, 0].pack('ll')
    if Win32API.new('user32', 'GetCursorPos', 'p', 'i').call(pos) != 0
      return pos.unpack('ll')
    else
      return nil
    end
  end
  #--------------------------------------------------------------------------
  # * Return Screen mouse position within game window
  #--------------------------------------------------------------------------
  def Mouse.pos
    x, y = Mouse.screen_to_client(*Mouse.global_pos)
    width, height = Mouse.client_size
    begin
      if (x >= 0 and y >= 0 and x < width and y < height)
        return x, y
      else
        return nil
      end
    rescue
      return nil
    end
  end
  #--------------------------------------------------------------------------
  #  * Pass Screen to Game System
  #--------------------------------------------------------------------------
  def Mouse.screen_to_client(x, y)
    return nil unless x and y
    pos = [x, y].pack('ll')
    if Win32API.new('user32', 'ScreenToClient', %w(l p), 'i').call(Mouse.hwnd, pos) != 0
      return pos.unpack('ll')
    else
      return nil
    end
  end
  #--------------------------------------------------------------------------
  # * Get Screen Window Handle
  #--------------------------------------------------------------------------
  def Mouse.hwnd
    game_name = "\0" * 256
    Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l').call('Game','Title','',game_name,255,".\\Game.ini")
    game_name.delete!("\0")
    return Win32API.new('user32', 'FindWindowA', %w(p p), 'l').call('RGSS Player',game_name)
  end
  #--------------------------------------------------------------------------
  # * Get Game Window Size
  #--------------------------------------------------------------------------
  def Mouse.client_size
    rect = [0, 0, 0, 0].pack('l4')
    Win32API.new('user32', 'GetClientRect', %w(l p), 'i').call(Mouse.hwnd, rect)
    right, bottom = rect.unpack('l4')[2..3]
    return right, bottom
  end
  #--------------------------------------------------------------------------
  # * Get Window Position (RGSS Player)
  #--------------------------------------------------------------------------
  def Mouse.client_pos
    rect = [0, 0, 0, 0].pack('l4')
    Win32API.new('user32', 'GetWindowRect', %w(l p), 'i').call(Mouse.hwnd, rect)
    left, upper = rect.unpack('l4')[0..1]
    return left+4, upper+30
  end
end

Pathfinding:
#==============================================================================
#  ¦ Path Finding
#==============================================================================
# Near Fantastica
# Version 1
# 29.11.05
#==============================================================================
# Lets the Player or Event draw a path from an desonation to the source. This
# method is very fast and because the pathfinding is imbedded into the Game
# Character the pathfinding can be interrupted or redrawn at any time.
#==============================================================================
# Player :: $game_player.find_path(x,y)
# Event Script Call :: self.event.find_path(x,y)
# Event Movement Script Call :: self.find_path(x,y)
#==============================================================================
# [VX] Simple Mouse System Note: I edited the method
# character.passable?(x, y, direction) to character.passable?(x, y)
# according to change of this method in VX.
#------------------------------------------------------------------------------

class Game_Character
  #--------------------------------------------------------------------------
  alias nf_pf_game_character_initialize initialize
  alias nf_pf_game_character_update update
  #--------------------------------------------------------------------------
  attr_accessor :map
  attr_accessor :runpath
  #--------------------------------------------------------------------------
  def initialize
    nf_pf_game_character_initialize
    @map = nil
    @runpath = false
  end
  #--------------------------------------------------------------------------
  def update
    run_path if @runpath == true
    nf_pf_game_character_update
  end
  #--------------------------------------------------------------------------
  def run_path
    return if moving?
    step = @map[@x,@y]
    if step == 1
      @map = nil
      @runpath = false
      return
    end
    dir = rand(2)
    case dir
    when 0
      move_right if @map[@x+1,@y] == step - 1 and step != 0
      move_down if @map[@x,@y+1] == step - 1 and step != 0
      move_left if @map[@x-1,@y] == step -1 and step != 0
      move_up if @map[@x,@y-1] == step - 1 and step != 0
    when 1
      move_up if @map[@x,@y-1] == step - 1 and step != 0
      move_left if @map[@x-1,@y] == step -1 and step != 0
      move_down if @map[@x,@y+1] == step - 1 and step != 0
      move_right if @map[@x+1,@y] == step - 1 and step != 0
    end
  end
  #--------------------------------------------------------------------------
  def find_path(x,y)
    sx, sy = @x, @y
    result = setup_map(sx,sy,x,y)
    @runpath = result[0]
    @map = result[1]
    @map[sx,sy] = result[2] if result[2] != nil
  end
  #--------------------------------------------------------------------------
  def clear_path
    @map = nil
    @runpath = false
  end
  #--------------------------------------------------------------------------
  def setup_map(sx,sy,ex,ey)
    map = Table.new($game_map.width, $game_map.height)
    map[ex,ey] = 1
    old_positions = []
    new_positions = []
    old_positions.push([ex, ey])
    depth = 2
    depth.upto(100){|step|
      loop do
        break if old_positions[0] == nil
        x,y = old_positions.shift
        return [true, map, step] if x == sx and y+1 == sy
        if $game_player.passable?(x, y) and map[x,y + 1] == 0
          map[x,y + 1] = step
          new_positions.push([x,y + 1])
        end
        return [true, map, step] if x-1 == sx and y == sy
        if $game_player.passable?(x, y) and map[x - 1,y] == 0
          map[x - 1,y] = step
          new_positions.push([x - 1,y])
        end
        return [true, map, step] if x+1 == sx and y == sy
        if $game_player.passable?(x, y) and map[x + 1,y] == 0
          map[x + 1,y] = step
          new_positions.push([x + 1,y])
        end
        return [true, map, step] if x == sx and y-1 == sy
        if $game_player.passable?(x, y) and map[x,y - 1] == 0
          map[x,y - 1] = step
          new_positions.push([x,y - 1])
        end
      end
      old_positions = new_positions
      new_positions = []
    }
    return [false, nil, nil]
  end
end
 
class Game_Map
  #--------------------------------------------------------------------------
  alias pf_game_map_setup setup
  #--------------------------------------------------------------------------
  def setup(map_id)
    pf_game_map_setup(map_id)
    $game_player.clear_path
  end
end
 
class Game_Player
  #--------------------------------------------------------------------------
  alias pf_game_player_update update
  #--------------------------------------------------------------------------
  def update
    $game_player.clear_path if Input.dir4 != 0
    pf_game_player_update
  end
end
 
class Interpreter
  #--------------------------------------------------------------------------
  def event
    return $game_map.events[@event_id]
  end
end
« Letzte Änderung: April 10, 2009, 18:16:05 von OceanBlue »


Re: Simple Mouse System - Modifikationsanfrage

Offline Im Not Jesus

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Re: Simple Mouse System - Modifikationsanfrage
« Antwort #1 am: April 11, 2009, 10:47:42 »
in Wora's christmas Pack ist es möglich durchs klicken ein Event zu starten ^^
musste dir mal das runterladen. Da gibts irgendwie son schild was [FN] im Namen hat und du es durch klicken ohne das dein Held da steht aktivieren kannst.
Welches Skrip das dort ist, weiß ich nich xD
sind so viele

mfg
iNj

Re: Simple Mouse System - Modifikationsanfrage

Offline OceanBlue

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Re: Simple Mouse System - Modifikationsanfrage
« Antwort #2 am: April 11, 2009, 10:48:38 »
Danke, ich schaus mir mal an.

Edit: Es funktioniert wunderbar, Thread kann geschlossen werden.
« Letzte Änderung: April 11, 2009, 11:03:25 von OceanBlue »


 


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