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  1. #============================================================================
  2. # SUPER SIMPLE MOUSE SCRIPT
  3. # v1.10 by Shaz
  4. #----------------------------------------------------------------------------
  5. # This is a conversion of the XP Mouse script by Near Fantastica and
  6. # SephirothSpawn modified by Amaranth Games, to run under VX Ace.
  7. #----------------------------------------------------------------------------
  8. # To Install:
  9. # Copy and paste into a new slot in materials, below all other scripts
  10. #----------------------------------------------------------------------------
  11. # To Customize:
  12. # Add keyword icon index pairs to the ICON hash (below this documentation).
  13. # Each of the keywords can be used in an event comment to make the mouse
  14. # cursor change into that icon when hovering over the event.
  15. #----------------------------------------------------------------------------
  16. # To Use:
  17. # Add the following comment to an event page:
  18. # <mouse icon [x y] [name]>
  19. # where icon is the keyword from the ICON hash below
  20. # x and y are the offsets to override player movement (optional)
  21. # name is the text to display next to the icon when hovering over the event (optional)
  22. #
  23. # Examples:
  24. # <mouse fight>
  25. # will change the cursor into the 'fight' icon when over the event
  26. # <mouse touch 0 1>
  27. # will change the cursor into the 'touch' icon when over the event, and
  28. # make the player walk to the tile below the event when the mouse button is
  29. # clicked
  30. # <mouse talk Gloria>
  31. # will change the cursor into the 'talk' icon and display the name Gloria
  32. # <mouse talk 0 2 Henry Smith>
  33. # will change the cursor into the 'talk' icon and display the name Henry Smith,
  34. # and when the mouse button is clicked, the player will walk to the tile
  35. # two below the event (good to use for shops where there's a counter in between)
  36. #
  37. # To force pathfinding on the player or an event, simply add a move route with
  38. # the player or event as the subject, with a Script command, and call
  39. # find_path(x, y) where x and y are the coordinates of the tile you want to move to
  40. # Examples:
  41. # Set Move Route (Player): Script: find_path(5, 8)
  42. # will make the player find a path to tile 5, 8
  43. # Set Move Route (This Event): Script: find_path(10, 5)
  44. # will make the event find a path to tile 10, 5
  45. #
  46. # NOTE: The path will be ATTEMPTED. If there is no path TO that exact tile,
  47. # a path to an adjacent tile will be attempted. If no path is found there
  48. # either, no movement will occur.
  49. # If a route is found, the player or event will begin moving towards it. But
  50. # if their path is blocked while they are moving, movement will be cancelled.
  51. #----------------------------------------------------------------------------
  52. # Author's Notes:
  53. # This script should work with any RTP script.
  54. # I do not guarantee that it will work with ANY other script (especially anything
  55. # that overrides player or event movement, such as pixel movement scripts, or
  56. # custom window scripts).
  57. #
  58. # Script OVERWRITES the following methods:
  59. # Game_Map.setup_starting_map_event
  60. # Game_Map.setup_autorun_common_event
  61. #
  62. # If you have other scripts that ALIAS these methods, this mouse script should
  63. # be placed above them.
  64. #----------------------------------------------------------------------------
  65. # Terms:
  66. # Use in free and commercial games
  67. # Credit: Near Fantastica, SephirothSpawn, Amaranth Games, Shaz
  68. #----------------------------------------------------------------------------
  69. # Versions:
  70. # 1.0 - 6 Sept 2013 - initial release
  71. # 1.02 - 7 Sept 2013 - fixed crash when loading games saved prior to adding script
  72. # - fixed player gets stuck on impassable area on world map
  73. # when clicking while leaving air ship
  74. # 1.03 - 8 Sept 2013 - fixed actor moving to diagonal tile instead of adjacent
  75. # 1.04 - 10 Sept 2013 - fixed vehicle pathfinding on world map
  76. # - fixed event trigger when no path found
  77. # 1.05 - 14 Sept 2013 - tweaked accessing of tilemap offset
  78. # 1.06 - 3 Nov 2013 - disabled mouse movement when waiting for NPC move route
  79. # - fixed events not triggering after player finishes walking
  80. # 1.07 - 6 Nov 2013 - slow down mouse scrolling, and don't loop save files
  81. # 1.08 - 24 Nov 2013 - cater for YEA Core large resolution with too-small maps
  82. # - fixed early event activation bug introduced in 1.06
  83. # - replaced calc of Windows_Selectable boundaries with item_rect
  84. # - added ability to completely disable mouse
  85. # 1.09 - 21 Dec 2013 - fixed mouse re-enable when calling common events
  86. # 1.10 - 6 Apr 2014 - add interaction for top part of > 32pixel high event
  87. # - activate an event without walking up to it
  88. # (add <autoactivate> comment at top of event page)
  89. # - arrow keys override mouse movement when pathfinding
  90. # - ignore mouse in menus when using keyboard
  91. # - make player walk to counter opposite shopkeepers
  92. #============================================================================
  93.  
  94.  
  95.  
  96.  
  97.  
  98.  
  99. #============================================================================
  100. # SUPER SIMPLE MOUSE SCRIPT
  101. # Mouse Sprite
  102. #============================================================================
  103.  
  104.  
  105. # Add/remove/change icon names here. The icon name is what will be used in the
  106. # event <mouse ...> command to show a different mouse icon when hovering over
  107. # the event. These MUST be in lower case here!
  108. ICON = {'arrow' => 528, 'talk' => 530, 'look' => 529, 'fight' => 116,
  109. 'touch' => 531, 'exitu' => 532, 'exitd' => 533, 'exitl' => 534,
  110. 'exitr' => 535, 'mouse' => 536, 'game' => 537, 'book' => 236,
  111. 'sleep' => 6, 'clothes' => 168}
  112. DEFAULT_ICON = 'arrow'
  113.  
  114. class Sprite_Mouse < Sprite
  115. #--------------------------------------------------------------------------
  116. # * Initialization
  117. #--------------------------------------------------------------------------
  118. def initialize
  119. super
  120. self.z = 10100
  121. self.ox = 4
  122. update
  123. @dummy = Bitmap.new(32, 32)
  124. self.bitmap = Bitmap.new(32, 32)
  125. @enabled = true
  126. @ignored = false
  127. end
  128. #--------------------------------------------------------------------------
  129. # * Frame Update
  130. #--------------------------------------------------------------------------
  131. def update
  132. return if !@enabled
  133. super
  134. if !SceneManager.scene.nil?
  135. if !Mouse.position.nil?
  136. mx, my = *Mouse.position
  137. if @cursor == DEFAULT_ICON
  138. self.x = mx unless mx.nil?
  139. else
  140. self.x = [mx, Graphics.width - self.bitmap.width].min unless mx.nil?
  141. end
  142. self.y = my unless my.nil?
  143. end
  144. if @scene != SceneManager.scene.class || Mouse.trigger?
  145. @scene = SceneManager.scene.class
  146. set_bitmap
  147. end
  148. end
  149. end
  150. #--------------------------------------------------------------------------
  151. # * Set Bitmap
  152. #--------------------------------------------------------------------------
  153. def set_bitmap(cursor = DEFAULT_ICON, text = nil)
  154. if @ignored
  155. cursor = DEFAULT_ICON
  156. text = nil
  157. end
  158.  
  159. if @cursor != cursor || @text != text
  160. @cursor = cursor
  161. @text = text
  162. item_cursor = ICON[cursor]
  163. rect = Rect.new(item_cursor % 16 * 24, item_cursor / 16 * 24, 24, 24)
  164. if @text.nil?
  165. self.bitmap = Bitmap.new(24, 32)
  166. self.bitmap.blt(0, 0, Cache.system('Iconset'), rect)
  167. else
  168. w = @dummy.text_size(@text).width
  169. h = @dummy.font.size
  170. bitmap = Bitmap.new(26 + w, [32, h+2].max)
  171. bitmap.font.size = @dummy.font.size
  172. bitmap.font.shadow = true
  173. if self.x + 26 + w > Graphics.width
  174. bitmap.draw_text(0, 0, w, h, @text)
  175. bitmap.blt(w, 0, Cache.system('Iconset'), rect)
  176. else
  177. bitmap.blt(0, 0, Cache.system('Iconset'), rect)
  178. bitmap.draw_text(26, 0, w, h, @text)
  179. end
  180. self.bitmap = bitmap
  181. end
  182. end
  183. end
  184. #--------------------------------------------------------------------------
  185. # * Update Event Cursors
  186. #--------------------------------------------------------------------------
  187. def update_event_cursors
  188. # Remove mouse icon and text if we're off the grid
  189. if Mouse.grid.nil?
  190. set_bitmap
  191. return
  192. end
  193. # Set cursor and text according to event
  194. x, y = *Mouse.grid
  195. event = $game_map.lowest_mouse_event_xy(x, y)
  196. unless event.nil? && y < 410
  197. if !event.mouse_icon.nil? || !event.mouse_text.nil?
  198. set_bitmap(event.mouse_icon, event.mouse_text)
  199. return
  200. end
  201. end
  202. # default bitmap if not over an event
  203. set_bitmap
  204. end
  205. #--------------------------------------------------------------------------
  206. # * Enable Mouse
  207. #--------------------------------------------------------------------------
  208. def enabled=(value)
  209. @enabled = value
  210. self.visible = value
  211. end
  212. #--------------------------------------------------------------------------
  213. # * Mouse Enabled?
  214. #--------------------------------------------------------------------------
  215. def enabled?
  216. @enabled
  217. end
  218. #--------------------------------------------------------------------------
  219. # * Ignore Mouse
  220. #--------------------------------------------------------------------------
  221. def ignored=(value)
  222. @ignored = value
  223. end
  224. #--------------------------------------------------------------------------
  225. # * Mouse Ignored?
  226. #--------------------------------------------------------------------------
  227. def ignored?
  228. @ignored
  229. end
  230. end
  231.  
  232. $mouse = Sprite_Mouse.new
  233.  
  234.  
  235.  
  236.  
  237.  
  238.  
  239. #============================================================================
  240. # SUPER SIMPLE MOUSE SCRIPT
  241. # Mouse Module
  242. #============================================================================
  243.  
  244.  
  245. #==============================================================================
  246. # ** Mouse Module
  247. #------------------------------------------------------------------------------
  248. # by Near Fantastica and SephirothSpawn
  249. # adapted and converted to VX Ace by Shaz
  250. #==============================================================================
  251. module Mouse
  252. #--------------------------------------------------------------------------
  253. # * Mouse to Input Triggers
  254. # key => Input::KeyCONSTANT (key: 0 - left, 1 - middle, 2 - right)
  255. #--------------------------------------------------------------------------
  256. Mouse_to_Input_Triggers = {0 => Input::C, 1 => Input::B, 2 => Input::A}
  257. #--------------------------------------------------------------------------
  258. # * API Declarations
  259. #--------------------------------------------------------------------------
  260. GAKS = Win32API.new('user32', 'GetAsyncKeyState', 'i', 'i')
  261. GSM = Win32API.new('user32', 'GetSystemMetrics', 'i', 'i')
  262. Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
  263. Scr2cli = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i')
  264. Client_rect = Win32API.new('user32', 'GetClientRect', %w(l p), 'i')
  265. Findwindow = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')
  266. Readini = Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l')
  267. ShowCursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
  268. #--------------------------------------------------------------------------
  269. # * Module Variables
  270. #--------------------------------------------------------------------------
  271. @triggers = [[0, 1], [0, 2], [0, 4]]
  272. @old_pos = 0
  273. @pos_i = 0
  274. @sys_cursor_visible = false
  275. #--------------------------------------------------------------------------
  276. # * Mouse Grid Position
  277. #--------------------------------------------------------------------------
  278. def self.grid
  279. return nil if @pos.nil?
  280. mx, my = SceneManager.scene.instance_variable_get(:@spriteset).tilemap_offset
  281. x = (@pos[0] + mx) / 32
  282. y = (@pos[1] + my) / 32
  283. return [x, y]
  284. end
  285. #--------------------------------------------------------------------------
  286. # * Mouse Position
  287. #--------------------------------------------------------------------------
  288. def self.position
  289. return @pos.nil? ? [0, 0] : @pos
  290. end
  291. #--------------------------------------------------------------------------
  292. # * Mouse Global Position
  293. #--------------------------------------------------------------------------
  294. def self.global_pos
  295. pos = [0, 0].pack('ll')
  296. return Cursor_Pos.call(pos) == 0 ? nil : pos.unpack('ll')
  297. end
  298. #--------------------------------------------------------------------------
  299. # * Screen to Client
  300. #--------------------------------------------------------------------------
  301. def self.screen_to_client(x=0, y=0)
  302. pos = [x, y].pack('ll')
  303. return Scr2cli.call(self.hwnd, pos) == 0 ? nil : pos.unpack('ll')
  304. end
  305. #--------------------------------------------------------------------------
  306. # * Mouse Position
  307. #--------------------------------------------------------------------------
  308. def self.pos
  309. gx, gy = global_pos
  310. x, y = screen_to_client(gx, gy)
  311.  
  312. # Test boundaries
  313. begin
  314. if (x >= 0 && y >= 0 && x <= Graphics.width && y <= Graphics.height)
  315. return x, y
  316. else
  317. return -20, -20
  318. end
  319. rescue
  320. return 0, 0
  321. end
  322. end
  323. #--------------------------------------------------------------------------
  324. # * Update Mouse Position
  325. #--------------------------------------------------------------------------
  326. def self.update
  327. old_pos = @pos
  328. @pos = self.pos
  329.  
  330. # Has mouse been moved?
  331. if old_pos != @pos
  332. Input.method = :mouse
  333. end
  334.  
  335. # Which mouse to show - custom, or system?
  336. if $mouse.enabled? == @sys_cursor_visible
  337. @sys_cursor_visible = !@sys_cursor_visible
  338. ShowCursor.call(@sys_cursor_visible ? 1 : 0)
  339. end
  340.  
  341. return if !$mouse.enabled?
  342.  
  343. # Leaving / Entering Range?
  344. if old_pos != [-20, -20] && @pos == [-20, -20] # leaving range
  345. ShowCursor.call(1)
  346. elsif old_pos == [-20, -20] && @pos != [-20, -20] # entering range
  347. ShowCursor.call(0)
  348. end
  349.  
  350. # Update Triggers
  351. for i in @triggers
  352. n = GAKS.call(i[1])
  353. if [0, 1].include?(n)
  354. i[0] = (i[0] > 0 ? i[0] * -1 : 0)
  355. else
  356. i[0] = (i[0] > 0 ? i[0] + 1 : 1)
  357. end
  358. end
  359. end
  360. #--------------------------------------------------------------------------
  361. # * Trigger?
  362. # id : 0:Left, 1:Right, 2:Center
  363. #--------------------------------------------------------------------------
  364. def self.trigger?(id = 0)
  365. if pos != [-20, -20]
  366. return @triggers[id][0] == 1
  367. end
  368. return false
  369. end
  370. #--------------------------------------------------------------------------
  371. # * Repeat?
  372. # id : 0:Left, 1:Right, 2:Center
  373. #--------------------------------------------------------------------------
  374. def self.repeat?(id = 0)
  375. return @triggers[id][0] > 0 && @triggers[id][0] % 5 == 1
  376. end
  377. #--------------------------------------------------------------------------
  378. # * Hwnd
  379. #--------------------------------------------------------------------------
  380. def self.hwnd
  381. if @hwnd.nil?
  382. title = "\0" * 256
  383. Readini.call('Game', 'Title', '', title, 255, '.\\Game.ini')
  384. title.delete!("\0")
  385. @hwnd = Findwindow.call('RGSS Player', title)
  386. ShowCursor.call(0)
  387. end
  388. return @hwnd
  389. end
  390. #--------------------------------------------------------------------------
  391. # * Client Size
  392. #--------------------------------------------------------------------------
  393. def self.client_size
  394. rect = [0, 0, 0, 0].pack('l4')
  395. Client_rect.call(self.hwnd, rect)
  396. return rect.unpack('l4')[2..3]
  397. end
  398. end
  399.  
  400.  
  401.  
  402.  
  403.  
  404.  
  405. #============================================================================
  406. # SUPER SIMPLE MOUSE SCRIPT
  407. # Input
  408. #============================================================================
  409.  
  410.  
  411. class << Input
  412. #--------------------------------------------------------------------------
  413. # * Public Instance Variables
  414. #--------------------------------------------------------------------------
  415. attr_accessor :method
  416. #--------------------------------------------------------------------------
  417. # * Alias Listings
  418. #--------------------------------------------------------------------------
  419. alias :seph_mouse_input_update :update
  420. alias :seph_mouse_input_trigger? :trigger?
  421. alias :seph_mouse_input_repeat? :repeat?
  422. #--------------------------------------------------------------------------
  423. # * Frame Update
  424. #--------------------------------------------------------------------------
  425. def update
  426. $mouse.update
  427. Mouse.update
  428. seph_mouse_input_update
  429. # Are we using the mouse or the keyboard?
  430. @method = :keyboard if dir4 != 0 || dir8 != 0
  431. end
  432. #--------------------------------------------------------------------------
  433. # * Trigger? Test
  434. #--------------------------------------------------------------------------
  435. def trigger?(constant)
  436. return true if seph_mouse_input_trigger?(constant)
  437. if $mouse.enabled? && !Mouse.pos.nil?
  438. if Mouse::Mouse_to_Input_Triggers.has_value?(constant)
  439. return true if Mouse.trigger?(Mouse::Mouse_to_Input_Triggers.index(constant))
  440. end
  441. end
  442. return false
  443. end
  444. #--------------------------------------------------------------------------
  445. # * Repeat? Test
  446. #--------------------------------------------------------------------------
  447. def repeat?(constant)
  448. return true if seph_mouse_input_repeat?(constant)
  449. if $mouse.enabled? && !Mouse.pos.nil?
  450. if Mouse::Mouse_to_Input_Triggers.has_value?(constant)
  451. return true if Mouse.repeat?(Mouse::Mouse_to_Input_Triggers.index(constant))
  452. end
  453. end
  454. return false
  455. end
  456. end
  457.  
  458.  
  459.  
  460.  
  461.  
  462.  
  463. #============================================================================
  464. # SUPER SIMPLE MOUSE SCRIPT
  465. # Map
  466. #============================================================================
  467.  
  468.  
  469. class Spriteset_Map
  470. #--------------------------------------------------------------------------
  471. # * Tilemap Offset
  472. #--------------------------------------------------------------------------
  473. def tilemap_offset
  474. if $imported && $imported["YEA-CoreEngine"]
  475. [@tilemap.ox - @viewport1.rect.x, @tilemap.oy - @viewport1.rect.y]
  476. else
  477. [@tilemap.ox, @tilemap.oy]
  478. end
  479. end
  480. end
  481.  
  482. class Game_Map
  483. #--------------------------------------------------------------------------
  484. # * Detect/Set Up Starting Map Event
  485. #--------------------------------------------------------------------------
  486. def setup_starting_map_event
  487. event = @events.values.find {|event| event.starting }
  488. event.clear_starting_flag if event
  489. @interpreter.setup(event.list, event.id, event.trigger_in?([0,1,2,3])) if event
  490. event
  491. end
  492. #--------------------------------------------------------------------------
  493. # * Detect/Set Up Autorun Common Event
  494. #--------------------------------------------------------------------------
  495. def setup_autorun_common_event
  496. event = $data_common_events.find do |event|
  497. event && event.autorun? && $game_switches[event.switch_id]
  498. end
  499. @interpreter.setup(event.list, 0, true) if event
  500. event
  501. end
  502. #--------------------------------------------------------------------------
  503. # * Get ID of Lowest Mouse-enabled Event at Designated Coordinates
  504. #--------------------------------------------------------------------------
  505. def lowest_mouse_event_xy(x, y)
  506. list = events_xy(x, y) + events_xy(x, y+1)
  507. list.sort! {|a, b| b.y - a.y}
  508. evt = nil
  509. list.each do |event|
  510. if (event.pos?(x, y) || (event.pos?(x, y+1) && event.height > 32)) &&
  511. (evt.nil? || event.y > evt.y)
  512. evt = event
  513. break
  514. end
  515. end
  516. return evt
  517. end
  518. end
  519.  
  520. class Scene_Map
  521. #--------------------------------------------------------------------------
  522. # * Frame Update
  523. #--------------------------------------------------------------------------
  524. alias shaz_mouse_scene_map_update update
  525. def update
  526. $mouse.update_event_cursors
  527. shaz_mouse_scene_map_update
  528. end
  529. end
  530.  
  531.  
  532.  
  533.  
  534.  
  535.  
  536. #============================================================================
  537. # SUPER SIMPLE MOUSE SCRIPT
  538. # Event
  539. #============================================================================
  540.  
  541.  
  542. module RPG
  543. class Event
  544. class Page
  545. #--------------------------------------------------------------------
  546. # * Public Instance Variables
  547. #--------------------------------------------------------------------
  548. attr_reader :mouse_icon
  549. attr_reader :mouse_text
  550. attr_reader :mouse_position
  551. attr_reader :mouse_autoactivate
  552. #--------------------------------------------------------------------
  553. # * Build Stats
  554. #--------------------------------------------------------------------
  555. def build_stats
  556. # Mouse icons (icon mandatory, others optional)
  557. # <mouse icon destx desty name>
  558. @mouse_icon = nil
  559. @mouse_text = nil
  560. @mouse_position = [0, 0]
  561. @mouse_autoactivate = false
  562. # look for mouse instructions
  563. list.each do |command|
  564. if [108, 408].include?(command.code)
  565. comment = command.parameters[0]
  566. case comment
  567. when /<mouse/i
  568. params = /<mouse (.*)>/i.match(comment)[1].split(' ')
  569. @mouse_icon = params.shift
  570. if params.size > 1 && params[0] =~ /\d+/ && params[1] =~ /\d+/
  571. @mouse_position = [params.shift.to_i, params.shift.to_i]
  572. end
  573. if params.size > 0
  574. @mouse_text = params.join(' ')
  575. end
  576. when /<autoactivate>/
  577. @mouse_autoactivate = true
  578. end
  579. end #if
  580. end #do
  581. end #def
  582. end
  583. end
  584. end
  585.  
  586. class Game_Event < Game_Character
  587. #--------------------------------------------------------------------------
  588. # * Public Instance Variables
  589. #--------------------------------------------------------------------------
  590. attr_reader :mouse_icon
  591. attr_reader :mouse_text
  592. attr_reader :mouse_position
  593. attr_reader :mouse_autoactivate
  594. #--------------------------------------------------------------------------
  595. # * Start Event
  596. #--------------------------------------------------------------------------
  597. alias shaz_mouse_game_event_start start
  598. def start
  599. $game_player.start_event(@id) if !empty?
  600. shaz_mouse_game_event_start
  601. end
  602. #--------------------------------------------------------------------------
  603. # * Clear Event Page Settings
  604. #--------------------------------------------------------------------------
  605. alias shaz_mouse_game_event_clear_page_settings clear_page_settings
  606. def clear_page_settings
  607. shaz_mouse_game_event_clear_page_settings
  608. @mouse_icon = nil
  609. @mouse_text = nil
  610. @mouse_position = [0, 0]
  611. @mouse_autoactivate = false
  612. @height = 0
  613. end
  614. #--------------------------------------------------------------------------
  615. # * Set Up Event Page Settings
  616. #--------------------------------------------------------------------------
  617. alias shaz_mouse_game_event_setup_page_settings setup_page_settings
  618. def setup_page_settings
  619. shaz_mouse_game_event_setup_page_settings
  620. @page.build_stats
  621. @mouse_icon = @page.mouse_icon
  622. @mouse_text = @page.mouse_text
  623. @mouse_position = @page.mouse_position
  624. @mouse_autoactivate = @page.mouse_autoactivate
  625. set_size
  626. end
  627. end
  628.  
  629.  
  630.  
  631.  
  632.  
  633.  
  634. #============================================================================
  635. # SUPER SIMPLE MOUSE SCRIPT
  636. # Character
  637. #============================================================================
  638.  
  639.  
  640. class Game_CharacterBase
  641. attr_reader :height # Height of character bitmap
  642. #--------------------------------------------------------------------------
  643. # * Initialize Public Member Variables
  644. #--------------------------------------------------------------------------
  645. alias shaz_mouse_game_characterbase_init_public_members init_public_members
  646. def init_public_members
  647. shaz_mouse_game_characterbase_init_public_members
  648. @height = 0
  649. end
  650. #--------------------------------------------------------------------------
  651. # * Change Graphics
  652. # character_name : new character graphic filename
  653. # character_index : new character graphic index
  654. #--------------------------------------------------------------------------
  655. alias shaz_mouse_game_characterbase_set_graphic set_graphic
  656. def set_graphic(character_name, character_index)
  657. shaz_mouse_game_characterbase_set_graphic(character_name, character_index)
  658. set_size
  659. end
  660. #--------------------------------------------------------------------------
  661. # * Set character width/height size
  662. #--------------------------------------------------------------------------
  663. def set_size
  664. bw = Cache.character(@character_name).width
  665. bh = Cache.character(@character_name).height
  666. sign = @character_name[/^[\!\$]./]
  667. if sign && sign.include?('$')
  668. @width = bw / 3
  669. @height = bh / 4
  670. else
  671. @width = bw / 12
  672. @height = bh / 8
  673. end
  674. end
  675. #--------------------------------------------------------------------------
  676. # * Detect Collision with Event
  677. #--------------------------------------------------------------------------
  678. def collide_with_events?(x, y)
  679. $game_map.events_xy_nt(x, y).any? do |event|
  680. self != event && (event.normal_priority? || self.is_a?(Game_Event))
  681. end
  682. end
  683. #--------------------------------------------------------------------------
  684. # * Detect Collision with Vehicle
  685. #--------------------------------------------------------------------------
  686. def collide_with_vehicles?(x, y)
  687. !self.is_a?(Game_Player) && ($game_map.boat.pos_nt?(x, y) || $game_map.ship.pos_nt?(x, y))
  688. end
  689. #--------------------------------------------------------------------------
  690. # * Frame Update
  691. #--------------------------------------------------------------------------
  692. alias shaz_mouse_game_characterbase_update update
  693. def update
  694. run_path if @runpath
  695. shaz_mouse_game_characterbase_update
  696. end
  697. #--------------------------------------------------------------------------
  698. # * Run Path
  699. #--------------------------------------------------------------------------
  700. def run_path
  701. return if moving?
  702. @step = @map.nil? || @map[@x, @y].nil? ? 0 : @map[@x, @y] - 1
  703. if @step < 1
  704. clear_path
  705. else
  706. x, y = @x, @y
  707. dirs = []
  708. dirs.push(6) if @map[@x+1, @y] == @step && passable?(@x, @y, 6)
  709. dirs.push(2) if @map[@x, @y+1] == @step && passable?(@x, @y, 2)
  710. dirs.push(4) if @map[@x-1, @y] == @step && passable?(@x, @y, 4)
  711. dirs.push(8) if @map[@x, @y-1] == @step && passable?(@x, @y, 8)
  712. while dirs.size > 0
  713. dir = dirs.delete_at(rand(dirs.size))
  714. move_straight(dir)
  715. break if x != @x || y != @y
  716. end
  717. # clear the path if we couldn't move
  718. clear_path if x == @x && y == @y
  719. end
  720. end
  721. #--------------------------------------------------------------------------
  722. # * Find Path
  723. #--------------------------------------------------------------------------
  724. def find_path(x, y)
  725. sx, sy = @x, @y
  726. @tx, @ty = x, y
  727. result = setup_map(sx, sy)
  728. @runpath = result[0]
  729. @map = result[1]
  730. @map[sx, sy] = result[2] if result[2] != nil
  731. end
  732. #--------------------------------------------------------------------------
  733. # * Clear Path
  734. #--------------------------------------------------------------------------
  735. def clear_path
  736. @map = nil
  737. @runpath = false
  738. end
  739. #--------------------------------------------------------------------------
  740. # * Setup Map
  741. #--------------------------------------------------------------------------
  742. def setup_map(sx, sy)
  743. map = Table.new($game_map.width, $game_map.height)
  744. update_counter = 0
  745. map[@tx, @ty] = 1
  746. old_positions = [[@tx, @ty]]
  747. new_positions = []
  748.  
  749. # if tile is impassable, but CAN move to adjacent tiles, use the adjacent tiles instead
  750. if (!passable?(@tx, @ty, 2) && !passable?(@tx, @ty, 4) &&
  751. !passable?(@tx, @ty, 6) && !passable?(@tx, @ty, 8)) ||
  752. $game_map.events_xy_nt(@tx, @ty).any? { |evt| evt.normal_priority? && evt != self }
  753. old_positions = []
  754.  
  755. # Can we move from the destination tile in any direction?
  756. if map_passable?(@tx, @ty, 2)
  757. map[@tx, @ty+1] = 1
  758. old_positions.push([@tx, @ty+1])
  759. end
  760. if map_passable?(@tx, @ty, 8)
  761. map[@tx, @ty-1] = 1
  762. old_positions.push([@tx, @ty-1])
  763. end
  764. if map_passable?(@tx, @ty, 4)
  765. map[@tx-1, @ty] = 1
  766. old_positions.push([@tx-1, @ty])
  767. end
  768. if map_passable?(@tx, @ty, 6)
  769. map[@tx+1, @ty] = 1
  770. old_positions.push([@tx+1, @ty])
  771. end
  772.  
  773. # If not, can we at least move up to the destination tile?
  774. if old_positions.size == 0
  775. if map_passable?(@tx-1,@ty,6)
  776. map[@tx-1,@ty] = 1
  777. old_positions.push([@tx-1,@ty])
  778. end
  779. if map_passable?(@tx+1,@ty,4)
  780. map[@tx+1,@ty] = 1
  781. old_positions.push([@tx+1,@ty])
  782. end
  783. if map_passable?(@tx,@ty-1,2)
  784. map[@tx,@ty-1] = 1
  785. old_positions.push([@tx,@ty-1])
  786. end
  787. if map_passable?(@tx,@ty+1,8)
  788. map[@tx,@ty+1] = 1
  789. old_positions.push([@tx,@ty+1])
  790. end
  791. end
  792. end
  793.  
  794. # If there are any counters, can we move to the tile on the other side?
  795. if map_passable?(@tx-2,@ty,6) && $game_map.counter?(@tx-1,@ty)
  796. map[@tx-2,@ty] = 1
  797. old_positions.push([@tx-2,@ty])
  798. end
  799. if map_passable?(@tx+2,@ty,4) && $game_map.counter?(@tx+1,@ty)
  800. map[@tx+2,@ty] = 1
  801. old_positions.push([@tx+2,@ty])
  802. end
  803. if map_passable?(@tx,@ty-2,2) && $game_map.counter?(@tx,@ty-1)
  804. map[@tx,@ty-2] = 1
  805. old_positions.push([@tx,@ty-2])
  806. end
  807. if map_passable?(@tx,@ty+2,2) && $game_map.counter?(@tx,@ty+1)
  808. map[@tx,@ty+2] = 1
  809. old_positions.push([@tx,@ty+2])
  810. end
  811.  
  812.  
  813. depth = 2
  814. depth.upto(100) { |step|
  815. break if old_positions[0].nil?
  816. @step = step
  817. loop do
  818. break if old_positions[0].nil?
  819. x, y = old_positions.shift
  820. return [true, map, @step-1] if x == sx && y == sy
  821. if map[x, y + 1] == 0 && passable?(x, y, 2)
  822. map[x, y + 1] = @step
  823. new_positions.push([x, y + 1])
  824. end
  825. if map[x - 1, y] == 0 && passable?(x, y, 4)
  826. map[x - 1, y] = @step
  827. new_positions.push([x - 1, y])
  828. end
  829. if map[x + 1, y] == 0 && passable?(x, y, 6)
  830. map[x + 1, y] = @step
  831. new_positions.push([x + 1, y])
  832. end
  833. if map[x, y - 1] == 0 && passable?(x, y, 8)
  834. map[x, y - 1] = @step
  835. new_positions.push([x, y - 1])
  836. end
  837. # Update graphics? (to reduce lag)
  838. update_counter += 1
  839. if update_counter > 50
  840. Graphics.update
  841. update_counter = 0
  842. end
  843. end
  844. old_positions = new_positions
  845. new_positions = []
  846. }
  847. return [false, nil, nil]
  848. end
  849. end
  850.  
  851. class Game_Character < Game_CharacterBase
  852. #--------------------------------------------------------------------------
  853. # * Force Move Route
  854. #--------------------------------------------------------------------------
  855. alias shaz_mouse_game_character_force_move_route force_move_route
  856. def force_move_route(move_route)
  857. clear_path
  858. shaz_mouse_game_character_force_move_route(move_route)
  859. end
  860. end
  861.  
  862.  
  863.  
  864.  
  865.  
  866.  
  867. #============================================================================
  868. # SUPER SIMPLE MOUSE SCRIPT
  869. # Player
  870. #============================================================================
  871.  
  872.  
  873. class Game_Player < Game_Character
  874. #--------------------------------------------------------------------------
  875. # * Trigger Map Event
  876. # triggers : Trigger array
  877. # normal : Is priority set to [Same as Characters] ?
  878. #--------------------------------------------------------------------------
  879. alias shaz_mouse_game_player_start_map_event start_map_event
  880. def start_map_event(x, y, triggers, normal)
  881. @started_events = []
  882. shaz_mouse_game_player_start_map_event(x, y, triggers, normal)
  883. end
  884. #--------------------------------------------------------------------------
  885. # * Start Event
  886. #--------------------------------------------------------------------------
  887. def start_event(event_id)
  888. @started_events = [] if @started_events.nil?
  889. @started_events.push(event_id)
  890. end
  891. #--------------------------------------------------------------------------
  892. # * Processing of Movement via Input from Directional Buttons
  893. #--------------------------------------------------------------------------
  894. alias shaz_mouse_game_player_move_by_input move_by_input
  895. def move_by_input
  896. if Input.dir4 > 0
  897. clear_path
  898. shaz_mouse_game_player_move_by_input
  899. else
  900. # Move by mouse input
  901. if !$game_message.busy? && !$game_message.visible && !@move_route_forcing &&
  902. !@vehicle_getting_on && !@vehicle_getting_off &&
  903. Mouse.trigger?(0) && !Mouse.grid.nil? && !$mouse.ignored?
  904. mx, my = *Mouse.grid
  905. # turn in direction
  906. if (@x - mx).abs >= (@y - my).abs
  907. set_direction(@x > mx ? 4 : 6)
  908. else
  909. set_direction(@y > my ? 8 : 2)
  910. end
  911. # find path
  912. @event = $game_map.lowest_mouse_event_xy(mx, my)
  913. if @event.nil?
  914. find_path(mx, my)
  915. elsif @event.mouse_autoactivate
  916. @event.start
  917. @started_events = []
  918. clear_path
  919. else
  920. find_path(@event.x + @event.mouse_position[0],
  921. @event.y + @event.mouse_position[1])
  922. end
  923. end
  924. end
  925. end
  926. #--------------------------------------------------------------------------
  927. # * Frame Update
  928. #--------------------------------------------------------------------------
  929. alias shaz_mouse_game_player_update update
  930. def update
  931. shaz_mouse_game_player_update
  932. update_pathfinding if !@event.nil? && !moving?
  933. end
  934. #--------------------------------------------------------------------------
  935. # * Check event after pathfinding
  936. #--------------------------------------------------------------------------
  937. def update_pathfinding
  938. if @map.nil? || @map[@x, @y] <= 1
  939. dir = @x < @event.x ? 6 : @x > @event.x ? 4 : @y < @event.y ? 2 : @y > @event.y ? 8 : 0
  940. # Face event and trigger it (only if not triggered by start_map_event)
  941. turn_toward_character(@event) if !@event.pos?(@x, @y)
  942. if !@started_events.include?(@event.id) && !@map.nil? && !in_airship?
  943. @event.start
  944. @started_events = []
  945. end
  946. clear_path
  947. end
  948. end
  949. #--------------------------------------------------------------------------
  950. # * Clear Path
  951. #--------------------------------------------------------------------------
  952. def clear_path
  953. @event = nil
  954. super
  955. end
  956. end
  957.  
  958.  
  959.  
  960.  
  961.  
  962.  
  963. #============================================================================
  964. # SUPER SIMPLE MOUSE SCRIPT
  965. # Interpreter
  966. #============================================================================
  967.  
  968.  
  969. class Game_Interpreter
  970. #--------------------------------------------------------------------------
  971. # * Event Setup
  972. #--------------------------------------------------------------------------
  973. alias shaz_mouse_game_interpreter_setup setup
  974. def setup(list, event_id = 0, lock_player = false)
  975. shaz_mouse_game_interpreter_setup(list, event_id)
  976. @lock_player = lock_player
  977. end
  978. #--------------------------------------------------------------------------
  979. # * Execute
  980. #--------------------------------------------------------------------------
  981. alias shaz_mouse_game_interpreter_run run
  982. def run
  983. $mouse.ignored = true if @lock_player
  984. shaz_mouse_game_interpreter_run
  985. $mouse.ignored = false if @lock_player
  986. end
  987. end
  988.  
  989.  
  990.  
  991.  
  992.  
  993.  
  994. #============================================================================
  995. # SUPER SIMPLE MOUSE SCRIPT
  996. # Windows
  997. #============================================================================
  998.  
  999.  
  1000. class Window_Selectable < Window_Base
  1001. #--------------------------------------------------------------------------
  1002. # * Frame Update
  1003. #--------------------------------------------------------------------------
  1004. alias shaz_mouse_window_selectable_update update
  1005. def update
  1006. shaz_mouse_window_selectable_update
  1007. process_mouse_handling if Input.method == :mouse
  1008. end
  1009. #--------------------------------------------------------------------------
  1010. # * Mouse Movement Processing
  1011. #--------------------------------------------------------------------------
  1012. def process_mouse_handling
  1013. return unless $mouse.enabled? && cursor_movable?
  1014. # Add a delay to prevent too-fast scrolling
  1015. @delay = @delay ? @delay + 1 : 0
  1016. return if @delay % 3 > 0
  1017.  
  1018. mx, my = *Mouse.position
  1019. vx = self.viewport ? self.x - self.viewport.ox + self.viewport.rect.x : self.x
  1020. vy = self.viewport ? self.y - self.viewport.oy + self.viewport.rect.y : self.y
  1021. if mx.between?(vx, vx + self.width) &&
  1022. my.between?(vy, vy + self.height)
  1023. mx -= vx
  1024. mx -= padding
  1025. my -= vy
  1026. my -= padding
  1027. my += oy
  1028. for i in 0 ... item_max
  1029. rect = item_rect(i)
  1030. if mx.between?(rect.x, rect.x + rect.width) &&
  1031. my.between?(rect.y, rect.y + rect.height)
  1032. last_index = @index
  1033. select(i)
  1034. if @index != last_index
  1035. Sound.play_cursor
  1036. end
  1037. break
  1038. end
  1039. end
  1040. end
  1041. end
  1042. end
  1043.  
  1044. class Window_NameInput < Window_Selectable
  1045. #--------------------------------------------------------------------------
  1046. # * Mouse Movement Processing
  1047. #--------------------------------------------------------------------------
  1048. def process_mouse_handling
  1049. return unless $mouse.enabled?
  1050. # Add a delay to prevent too-fast scrolling
  1051. @delay = @delay ? @delay + 1 : 0
  1052. return if @delay % 3 > 0
  1053.  
  1054. mx, my = *Mouse.position
  1055. vx = (self.viewport ? self.x - self.viewport.ox + self.viewport.rect.x : self.x) + padding
  1056. vy = (self.viewport ? self.y - self.viewport.oy + self.viewport.rect.y : self.y) + padding
  1057. if mx.between?(vx, vx + self.width - padding * 2) &&
  1058. my.between?(vy, vy + self.height - padding * 2)
  1059. mx -= vx
  1060. my -= vy
  1061. x = (mx > 5*32+16 ? mx-16 : mx) / 32
  1062. y = my / line_height
  1063. last_index = @index
  1064. @index = y * 10 + x
  1065. Sound.play_cursor if @index != last_index
  1066. end
  1067. end
  1068. end
  1069.  
  1070. class Scene_File < Scene_MenuBase
  1071. #--------------------------------------------------------------------------
  1072. # * Update Cursor
  1073. #--------------------------------------------------------------------------
  1074. alias shaz_mouse_scene_file_update_cursor update_cursor
  1075. def update_cursor
  1076. shaz_mouse_scene_file_update_cursor
  1077. process_mouse_handling if Input.method == :mouse
  1078. end
  1079. #--------------------------------------------------------------------------
  1080. # * Mouse Movement Processing
  1081. #--------------------------------------------------------------------------
  1082. def process_mouse_handling
  1083. return unless $mouse.enabled?
  1084. # Add a delay to prevent too-fast scrolling
  1085. @delay = @delay ? @delay + 1 : 0
  1086. return if @delay % 3 > 0
  1087.  
  1088. mx, my = *Mouse.position
  1089. vx = @savefile_viewport.ox + mx
  1090. vy = @savefile_viewport.oy + my
  1091. last_index = @index
  1092. new_index = vy / savefile_height
  1093. if @index != new_index
  1094. if new_index > @index
  1095. cursor_down(false)
  1096. else
  1097. cursor_up(false)
  1098. end
  1099. Sound.play_cursor
  1100. @savefile_windows[last_index].selected = false
  1101. @savefile_windows[@index].selected = true
  1102. end
  1103. end
  1104. end
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