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刚刚发现自己电脑里有好多战棋范例,都是当年为了制作武林群侠传找来的,其中只有冷血给我那个支持鼠标,刚才又给两个添加了鼠标判定,其实方法很简单。
比如随便的鼠标脚本,末尾几行是控制行走的,条件分歧是按下左键,只要删掉或改成开关就好。
闲话不说。
不过我自己还是认为用半事件半脚本制作武林更好,比如柳大当年的仙剑同人战棋,拓展功能较为强大。
115: http://115.com/file/be436gav#
战棋系统.rar
o - #===========================================================#===================# 本脚本来自http://rpg.blue/web/,使用和转载请保留此信息#============================================================================== #=================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/002-Weapon02") @mouse_sprite2 = Sprite.new @mouse_sprite2.z = @mouse_sprite.z - 1 #@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) if $build == true $cursor_pic = Bitmap.new("Graphics/Icons/002-Weapon01") @mouse_sprite2.bitmap=Bitmap.new("Graphics/Icons/002-Weapon01") @mouse_sprite2.ox=$cursor_pic.width-32 @mouse_sprite2.oy=$cursor_pic.height-32 else @mouse_sprite2.bitmap=Bitmap.new(32,32) end @click_lock = false mouse_x, mouse_y = self.get_mouse_pos @mouse_sprite.x = mouse_x @mouse_sprite.y = mouse_y @mouse_sprite2.x = (mouse_x/32)*32 @mouse_sprite2.y = (mouse_y/32)*32 if $build == false @mouse_sprite2.opacity=255 else @mouse_sprite2.opacity=160 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 endendmodule 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 endendclass 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 endendclass 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 endclass 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 endendclass 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 endendclass 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 endendclass 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 endendclass 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.trigger?(Mouse::RIGHT) self_update if Mouse.press?(Mouse::LEFT) or $game_switches[4] == true 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 @wait_count = 10 elsif mouse_x < screen_x - 16 move_left @wait_count = 10 end last_y = @y if last_x != @x @last_move_x = true elsif mouse_y > screen_y move_down @wait_count = 10 elsif mouse_y < screen_y - 32 move_up @wait_count = 10 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 endendMouse.initEND { Mouse.exit }#==============================================================================# 本脚本来自http://rpg.blue/web/,使用和转载请保留此信息#============================================================================== #==============================================================================# 本脚本来自www.66RPG.com,使用和转载请保留此信息#==============================================================================#格式:显示的cmd图片的命名格式为:# cmd调用公共事件编号_名字# cmd调用公共事件编号_名字_02 # 此为鼠标经过的图片##即,带有cmd的为可以点击的图片,点击后执行相应的公共事件.....#不带cmd的图片没任何影响。。。#==============================================================================class Game_Picture def name=(str) @name = str endendclass Sprite_Picture alias update_old update def update update_old return if @picture_name == "" or @picture_name[/cmd/].nil? mx,my = Mouse.get_mouse_pos lx = self.x - self.ox rx = lx + self.bitmap.width ty = self.y - self.oy by = ty + self.bitmap.height if mx < lx or mx > rx or my < ty or my > by or self.bitmap.get_pixel(mx-lx,my-ty).alpha == 0 @picture.name = @picture.name.split(/_/)[0]+"_"[email protected](/_/)[1] return end if @picture.name.split(/_/)[2].nil? # Audio.se_play("Audio/SE/sound00.wav") @picture.name = @picture.name + "_2" end if Input.trigger?(13) @picture.name.split(/_/)[0].sub(/cmd([0-9]+)/,"") $game_temp.common_event_id = $1.to_i end endend#==============================================================================# 本脚本来自www.66RPG.com,使用和转载请保留此信息#==============================================================================#==============================================================================# 本脚本来自http://rpg.blue/web/,使用和转载请保留此信息#============================================================================== 复制代码
复制代码
本帖来自P1论坛作者风中承诺,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址: https://rpg.blue/forum.php?mod=viewthread&tid=219902 若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。 |
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