#============================================================================ # SUPER SIMPLE MOUSE SCRIPT # v1.10 by Shaz, mkxp port by Taeyeon Mori #---------------------------------------------------------------------------- # This is a conversion of the XP Mouse script by Near Fantastica and # SephirothSpawn modified by Amaranth Games, to run under VX Ace. #---------------------------------------------------------------------------- # To Install: # Copy and paste into a new slot in materials, below all other scripts #---------------------------------------------------------------------------- # To Customize: # Add keyword icon index pairs to the ICON hash (below this documentation). # Each of the keywords can be used in an event comment to make the mouse # cursor change into that icon when hovering over the event. #---------------------------------------------------------------------------- # To Use: # Add the following comment to an event page: # # where icon is the keyword from the ICON hash below # x and y are the offsets to override player movement (optional) # name is the text to display next to the icon when hovering over the event (optional) # # Examples: # # will change the cursor into the 'fight' icon when over the event # # will change the cursor into the 'touch' icon when over the event, and # make the player walk to the tile below the event when the mouse button is # clicked # # will change the cursor into the 'talk' icon and display the name Gloria # # will change the cursor into the 'talk' icon and display the name Henry Smith, # and when the mouse button is clicked, the player will walk to the tile # two below the event (good to use for shops where there's a counter in between) # # To force pathfinding on the player or an event, simply add a move route with # the player or event as the subject, with a Script command, and call # find_path(x, y) where x and y are the coordinates of the tile you want to move to # Examples: # Set Move Route (Player): Script: find_path(5, 8) # will make the player find a path to tile 5, 8 # Set Move Route (This Event): Script: find_path(10, 5) # will make the event find a path to tile 10, 5 # # NOTE: The path will be ATTEMPTED. If there is no path TO that exact tile, # a path to an adjacent tile will be attempted. If no path is found there # either, no movement will occur. # If a route is found, the player or event will begin moving towards it. But # if their path is blocked while they are moving, movement will be cancelled. #---------------------------------------------------------------------------- # Author's Notes: # This script should work with any RTP script. # I do not guarantee that it will work with ANY other script (especially anything # that overrides player or event movement, such as pixel movement scripts, or # custom window scripts). # # Script OVERWRITES the following methods: # Game_Map.setup_starting_map_event # Game_Map.setup_autorun_common_event # # If you have other scripts that ALIAS these methods, this mouse script should # be placed above them. #---------------------------------------------------------------------------- # Terms: # Use in free and commercial games # Credit: Near Fantastica, SephirothSpawn, Amaranth Games, Shaz #---------------------------------------------------------------------------- # Versions: # 1.0 - 6 Sept 2013 - initial release # 1.02 - 7 Sept 2013 - fixed crash when loading games saved prior to adding script # - fixed player gets stuck on impassable area on world map # when clicking while leaving air ship # 1.03 - 8 Sept 2013 - fixed actor moving to diagonal tile instead of adjacent # 1.04 - 10 Sept 2013 - fixed vehicle pathfinding on world map # - fixed event trigger when no path found # 1.05 - 14 Sept 2013 - tweaked accessing of tilemap offset # 1.06 - 3 Nov 2013 - disabled mouse movement when waiting for NPC move route # - fixed events not triggering after player finishes walking # 1.07 - 6 Nov 2013 - slow down mouse scrolling, and don't loop save files # 1.08 - 24 Nov 2013 - cater for YEA Core large resolution with too-small maps # - fixed early event activation bug introduced in 1.06 # - replaced calc of Windows_Selectable boundaries with item_rect # - added ability to completely disable mouse # 1.09 - 21 Dec 2013 - fixed mouse re-enable when calling common events # 1.10 - 6 Apr 2014 - add interaction for top part of > 32pixel high event # - activate an event without walking up to it # (add comment at top of event page) # - arrow keys override mouse movement when pathfinding # - ignore mouse in menus when using keyboard # - make player walk to counter opposite shopkeepers # kk1 - 5 Jan 2022 - port to mkxp-z #============================================================================ #============================================================================ # SUPER SIMPLE MOUSE SCRIPT # Mouse Sprite #============================================================================ # Add/remove/change icon names here. The icon name is what will be used in the # event command to show a different mouse icon when hovering over # the event. These MUST be in lower case here! ICON = {'arrow' => 528, 'talk' => 4, 'look' => 3, 'fight' => 116, 'touch' => 491, 'exit' => 121, 'work' => 560, 'workshowel' => 576} DEFAULT_ICON = 'arrow' class Sprite_Mouse < Sprite #-------------------------------------------------------------------------- # * Initialization #-------------------------------------------------------------------------- def initialize super self.z = 10100 self.ox = 4 update @dummy = Bitmap.new(32, 32) self.bitmap = Bitmap.new(32, 32) @enabled = true @ignored = false end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update return if !@enabled super if !SceneManager.scene.nil? if !Mouse.position.nil? mx, my = *Mouse.position if @cursor == DEFAULT_ICON self.x = mx unless mx.nil? else self.x = [mx, Graphics.width - self.bitmap.width].min unless mx.nil? end self.y = my unless my.nil? end if @scene != SceneManager.scene.class || Mouse.trigger? @scene = SceneManager.scene.class set_bitmap end end end #-------------------------------------------------------------------------- # * Set Bitmap #-------------------------------------------------------------------------- def set_bitmap(cursor = DEFAULT_ICON, text = nil) if @ignored cursor = DEFAULT_ICON text = nil end if @cursor != cursor || @text != text @cursor = cursor @text = text item_cursor = ICON[cursor] rect = Rect.new(item_cursor % 16 * 24, item_cursor / 16 * 24, 24, 24) if @text.nil? self.bitmap = Bitmap.new(24, 32) self.bitmap.blt(0, 0, Cache.system('Iconset'), rect) else w = @dummy.text_size(@text).width h = @dummy.font.size bitmap = Bitmap.new(26 + w, [32, h+2].max) bitmap.font.size = @dummy.font.size bitmap.font.shadow = true if self.x + 26 + w > Graphics.width bitmap.draw_text(0, 0, w, h, @text) bitmap.blt(w, 0, Cache.system('Iconset'), rect) else bitmap.blt(0, 0, Cache.system('Iconset'), rect) bitmap.draw_text(26, 0, w, h, @text) end self.bitmap = bitmap end end end #-------------------------------------------------------------------------- # * Update Event Cursors #-------------------------------------------------------------------------- def update_event_cursors # Remove mouse icon and text if we're off the grid if Mouse.grid.nil? set_bitmap return end # Set cursor and text according to event x, y = *Mouse.grid event = $game_map.lowest_mouse_event_xy(x, y) unless event.nil? && y < 410 if !event.mouse_icon.nil? || !event.mouse_text.nil? set_bitmap(event.mouse_icon, event.mouse_text) return end end # default bitmap if not over an event set_bitmap end #-------------------------------------------------------------------------- # * Enable Mouse #-------------------------------------------------------------------------- def enabled=(value) @enabled = value self.visible = value end #-------------------------------------------------------------------------- # * Mouse Enabled? #-------------------------------------------------------------------------- def enabled? @enabled end #-------------------------------------------------------------------------- # * Ignore Mouse #-------------------------------------------------------------------------- def ignored=(value) @ignored = value end #-------------------------------------------------------------------------- # * Mouse Ignored? #-------------------------------------------------------------------------- def ignored? @ignored end end $mouse = Sprite_Mouse.new #============================================================================ # SUPER SIMPLE MOUSE SCRIPT # Mouse Module #============================================================================ #============================================================================== # ** Mouse Module #------------------------------------------------------------------------------ # by Near Fantastica and SephirothSpawn # adapted and converted to VX Ace by Shaz #============================================================================== module Mouse #-------------------------------------------------------------------------- # * Mouse to Input Triggers # key => Input::KeyCONSTANT (key: 0 - left, 1 - middle, 2 - right) #-------------------------------------------------------------------------- Mouse_to_Input_Triggers = {0 => Input::C, 1 => Input::B, 2 => Input::A} #-------------------------------------------------------------------------- # * Module Variables #-------------------------------------------------------------------------- @old_pos = 0 @sys_cursor_visible = true #-------------------------------------------------------------------------- # * Mouse Grid Position #-------------------------------------------------------------------------- def self.grid return nil if @pos.nil? return nil if !SceneManager.scene_is?(Scene_Map) mx, my = SceneManager.scene.instance_variable_get(:@spriteset).tilemap_offset x = (@pos[0] + mx) / 32 y = (@pos[1] + my) / 32 return [x, y] end #-------------------------------------------------------------------------- # * Mouse Position #-------------------------------------------------------------------------- def self.position return @pos.nil? ? [0, 0] : @pos end #-------------------------------------------------------------------------- # * Mouse Position #-------------------------------------------------------------------------- def self.pos return Input.mouse_x, Input.mouse_y end #-------------------------------------------------------------------------- # * Update Mouse Position #-------------------------------------------------------------------------- def self.update old_pos = @pos @pos = self.pos # Has mouse been moved? if old_pos != @pos Input.method = :mouse end # Which mouse to show - custom, or system? if $mouse.enabled? == @sys_cursor_visible @sys_cursor_visible = !@sys_cursor_visible Graphics.show_cursor = @sys_cursor_visible end end #-------------------------------------------------------------------------- # * Trigger? # id : 0:Left, 1:Right, 2:Center #-------------------------------------------------------------------------- def self.trigger?(id = 0) return Input.trigger? [:MOUSELEFT, :MOUSERIGHT, :MOUSEMIDDLE][id] end #-------------------------------------------------------------------------- # * Repeat? # id : 0:Left, 1:Right, 2:Center #-------------------------------------------------------------------------- def self.repeat?(id = 0) return Input.repeat? [:MOUSELEFT, :MOUSERIGHT, :MOUSEMIDDLE][id] end #-------------------------------------------------------------------------- # * Client Size #-------------------------------------------------------------------------- def self.client_size return Graphics.width, Graphics.height end end #============================================================================ # SUPER SIMPLE MOUSE SCRIPT # Input #============================================================================ class << Input #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :method #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias :seph_mouse_input_update :update alias :seph_mouse_input_trigger? :trigger? alias :seph_mouse_input_repeat? :repeat? #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update $mouse.update Mouse.update seph_mouse_input_update # Are we using the mouse or the keyboard? @method = :keyboard if dir4 != 0 || dir8 != 0 end #-------------------------------------------------------------------------- # * Trigger? Test #-------------------------------------------------------------------------- def trigger?(constant) return true if seph_mouse_input_trigger?(constant) if $mouse.enabled? && !Mouse.pos.nil? if Mouse::Mouse_to_Input_Triggers.has_value?(constant) return true if Mouse.trigger?(Mouse::Mouse_to_Input_Triggers.key(constant)) end end return false end #-------------------------------------------------------------------------- # * Repeat? Test #-------------------------------------------------------------------------- def repeat?(constant) return true if seph_mouse_input_repeat?(constant) if $mouse.enabled? && !Mouse.pos.nil? if Mouse::Mouse_to_Input_Triggers.has_value?(constant) return true if Mouse.repeat?(Mouse::Mouse_to_Input_Triggers.key(constant)) end end return false end end #============================================================================ # SUPER SIMPLE MOUSE SCRIPT # Map #============================================================================ class Spriteset_Map #-------------------------------------------------------------------------- # * Tilemap Offset #-------------------------------------------------------------------------- def tilemap_offset if $imported && $imported["YEA-CoreEngine"] [@tilemap.ox - @viewport1.rect.x, @tilemap.oy - @viewport1.rect.y] else [@tilemap.ox, @tilemap.oy] end end end class Game_Map #-------------------------------------------------------------------------- # * Detect/Set Up Starting Map Event #-------------------------------------------------------------------------- def setup_starting_map_event event = @events.values.find {|event| event.starting } event.clear_starting_flag if event @interpreter.setup(event.list, event.id, event.trigger_in?([0,1,2,3])) if event event end #-------------------------------------------------------------------------- # * Detect/Set Up Autorun Common Event #-------------------------------------------------------------------------- def setup_autorun_common_event event = $data_common_events.find do |event| event && event.autorun? && $game_switches[event.switch_id] end @interpreter.setup(event.list, 0, true) if event event end #-------------------------------------------------------------------------- # * Get ID of Lowest Mouse-enabled Event at Designated Coordinates #-------------------------------------------------------------------------- def lowest_mouse_event_xy(x, y) list = events_xy(x, y) + events_xy(x, y+1) list.sort! {|a, b| b.y - a.y} evt = nil list.each do |event| if (event.pos?(x, y) || (event.pos?(x, y+1) && event.height > 32)) && (evt.nil? || event.y > evt.y) evt = event break end end return evt end end class Scene_Map #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias shaz_mouse_scene_map_update update def update $mouse.update_event_cursors shaz_mouse_scene_map_update end end #============================================================================ # SUPER SIMPLE MOUSE SCRIPT # Event #============================================================================ module RPG class Event class Page #-------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------- attr_reader :mouse_icon attr_reader :mouse_text attr_reader :mouse_position attr_reader :mouse_autoactivate #-------------------------------------------------------------------- # * Build Stats #-------------------------------------------------------------------- def build_stats # Mouse icons (icon mandatory, others optional) # @mouse_icon = nil @mouse_text = nil @mouse_position = [0, 0] @mouse_autoactivate = false # look for mouse instructions list.each do |command| if [108, 408].include?(command.code) comment = command.parameters[0] case comment when //i.match(comment)[1].split(' ') @mouse_icon = params.shift if params.size > 1 && params[0] =~ /\d+/ && params[1] =~ /\d+/ @mouse_position = [params.shift.to_i, params.shift.to_i] end if params.size > 0 @mouse_text = params.join(' ') end when // @mouse_autoactivate = true end end #if end #do end #def end end end class Game_Event < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :mouse_icon attr_reader :mouse_text attr_reader :mouse_position attr_reader :mouse_autoactivate #-------------------------------------------------------------------------- # * Start Event #-------------------------------------------------------------------------- alias shaz_mouse_game_event_start start def start $game_player.start_event(@id) if !empty? shaz_mouse_game_event_start end #-------------------------------------------------------------------------- # * Clear Event Page Settings #-------------------------------------------------------------------------- alias shaz_mouse_game_event_clear_page_settings clear_page_settings def clear_page_settings shaz_mouse_game_event_clear_page_settings @mouse_icon = nil @mouse_text = nil @mouse_position = [0, 0] @mouse_autoactivate = false @height = 0 end #-------------------------------------------------------------------------- # * Set Up Event Page Settings #-------------------------------------------------------------------------- alias shaz_mouse_game_event_setup_page_settings setup_page_settings def setup_page_settings shaz_mouse_game_event_setup_page_settings @page.build_stats @mouse_icon = @page.mouse_icon @mouse_text = @page.mouse_text @mouse_position = @page.mouse_position @mouse_autoactivate = @page.mouse_autoactivate set_size end end #============================================================================ # SUPER SIMPLE MOUSE SCRIPT # Character #============================================================================ class Game_CharacterBase attr_reader :height # Height of character bitmap #-------------------------------------------------------------------------- # * Initialize Public Member Variables #-------------------------------------------------------------------------- alias shaz_mouse_game_characterbase_init_public_members init_public_members def init_public_members shaz_mouse_game_characterbase_init_public_members @height = 0 end #-------------------------------------------------------------------------- # * Change Graphics # character_name : new character graphic filename # character_index : new character graphic index #-------------------------------------------------------------------------- alias shaz_mouse_game_characterbase_set_graphic set_graphic def set_graphic(character_name, character_index) shaz_mouse_game_characterbase_set_graphic(character_name, character_index) set_size end #-------------------------------------------------------------------------- # * Set character width/height size #-------------------------------------------------------------------------- def set_size bw = Cache.character(@character_name).width bh = Cache.character(@character_name).height sign = @character_name[/^[\!\$]./] if sign && sign.include?('$') @width = bw / 3 @height = bh / 4 else @width = bw / 12 @height = bh / 8 end end #-------------------------------------------------------------------------- # * Detect Collision with Event #-------------------------------------------------------------------------- def collide_with_events?(x, y) $game_map.events_xy_nt(x, y).any? do |event| self != event && (event.normal_priority? || self.is_a?(Game_Event)) end end #-------------------------------------------------------------------------- # * Detect Collision with Vehicle #-------------------------------------------------------------------------- def collide_with_vehicles?(x, y) !self.is_a?(Game_Player) && ($game_map.boat.pos_nt?(x, y) || $game_map.ship.pos_nt?(x, y)) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias shaz_mouse_game_characterbase_update update def update run_path if @runpath shaz_mouse_game_characterbase_update end #-------------------------------------------------------------------------- # * Run Path #-------------------------------------------------------------------------- def run_path return if moving? @step = @map.nil? || @map[@x, @y].nil? ? 0 : @map[@x, @y] - 1 if @step < 1 clear_path else x, y = @x, @y dirs = [] dirs.push(6) if @map[@x+1, @y] == @step && passable?(@x, @y, 6) dirs.push(2) if @map[@x, @y+1] == @step && passable?(@x, @y, 2) dirs.push(4) if @map[@x-1, @y] == @step && passable?(@x, @y, 4) dirs.push(8) if @map[@x, @y-1] == @step && passable?(@x, @y, 8) while dirs.size > 0 dir = dirs.delete_at(rand(dirs.size)) move_straight(dir) break if x != @x || y != @y end # clear the path if we couldn't move clear_path if x == @x && y == @y end end #-------------------------------------------------------------------------- # * Find Path #-------------------------------------------------------------------------- def find_path(x, y) sx, sy = @x, @y @tx, @ty = x, y result = setup_map(sx, sy) @runpath = result[0] @map = result[1] @map[sx, sy] = result[2] if result[2] != nil end #-------------------------------------------------------------------------- # * Clear Path #-------------------------------------------------------------------------- def clear_path @map = nil @runpath = false end #-------------------------------------------------------------------------- # * Setup Map #-------------------------------------------------------------------------- def setup_map(sx, sy) map = Table.new($game_map.width, $game_map.height) update_counter = 0 map[@tx, @ty] = 1 old_positions = [[@tx, @ty]] new_positions = [] # if tile is impassable, but CAN move to adjacent tiles, use the adjacent tiles instead if (!passable?(@tx, @ty, 2) && !passable?(@tx, @ty, 4) && !passable?(@tx, @ty, 6) && !passable?(@tx, @ty, 8)) || $game_map.events_xy_nt(@tx, @ty).any? { |evt| evt.normal_priority? && evt != self } old_positions = [] # Can we move from the destination tile in any direction? if map_passable?(@tx, @ty, 2) map[@tx, @ty+1] = 1 old_positions.push([@tx, @ty+1]) end if map_passable?(@tx, @ty, 8) map[@tx, @ty-1] = 1 old_positions.push([@tx, @ty-1]) end if map_passable?(@tx, @ty, 4) map[@tx-1, @ty] = 1 old_positions.push([@tx-1, @ty]) end if map_passable?(@tx, @ty, 6) map[@tx+1, @ty] = 1 old_positions.push([@tx+1, @ty]) end # If not, can we at least move up to the destination tile? if old_positions.size == 0 if map_passable?(@tx-1,@ty,6) map[@tx-1,@ty] = 1 old_positions.push([@tx-1,@ty]) end if map_passable?(@tx+1,@ty,4) map[@tx+1,@ty] = 1 old_positions.push([@tx+1,@ty]) end if map_passable?(@tx,@ty-1,2) map[@tx,@ty-1] = 1 old_positions.push([@tx,@ty-1]) end if map_passable?(@tx,@ty+1,8) map[@tx,@ty+1] = 1 old_positions.push([@tx,@ty+1]) end end end # If there are any counters, can we move to the tile on the other side? if map_passable?(@tx-2,@ty,6) && $game_map.counter?(@tx-1,@ty) map[@tx-2,@ty] = 1 old_positions.push([@tx-2,@ty]) end if map_passable?(@tx+2,@ty,4) && $game_map.counter?(@tx+1,@ty) map[@tx+2,@ty] = 1 old_positions.push([@tx+2,@ty]) end if map_passable?(@tx,@ty-2,2) && $game_map.counter?(@tx,@ty-1) map[@tx,@ty-2] = 1 old_positions.push([@tx,@ty-2]) end if map_passable?(@tx,@ty+2,2) && $game_map.counter?(@tx,@ty+1) map[@tx,@ty+2] = 1 old_positions.push([@tx,@ty+2]) end depth = 2 depth.upto(100) { |step| break if old_positions[0].nil? @step = step loop do break if old_positions[0].nil? x, y = old_positions.shift return [true, map, @step-1] if x == sx && y == sy if map[x, y + 1] == 0 && passable?(x, y, 2) map[x, y + 1] = @step new_positions.push([x, y + 1]) end if map[x - 1, y] == 0 && passable?(x, y, 4) map[x - 1, y] = @step new_positions.push([x - 1, y]) end if map[x + 1, y] == 0 && passable?(x, y, 6) map[x + 1, y] = @step new_positions.push([x + 1, y]) end if map[x, y - 1] == 0 && passable?(x, y, 8) map[x, y - 1] = @step new_positions.push([x, y - 1]) end # Update graphics? (to reduce lag) update_counter += 1 if update_counter > 50 Graphics.update update_counter = 0 end end old_positions = new_positions new_positions = [] } return [false, nil, nil] end end class Game_Character < Game_CharacterBase #-------------------------------------------------------------------------- # * Force Move Route #-------------------------------------------------------------------------- alias shaz_mouse_game_character_force_move_route force_move_route def force_move_route(move_route) clear_path shaz_mouse_game_character_force_move_route(move_route) end end #============================================================================ # SUPER SIMPLE MOUSE SCRIPT # Player #============================================================================ class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Trigger Map Event # triggers : Trigger array # normal : Is priority set to [Same as Characters] ? #-------------------------------------------------------------------------- alias shaz_mouse_game_player_start_map_event start_map_event def start_map_event(x, y, triggers, normal) @started_events = [] shaz_mouse_game_player_start_map_event(x, y, triggers, normal) end #-------------------------------------------------------------------------- # * Start Event #-------------------------------------------------------------------------- def start_event(event_id) @started_events = [] if @started_events.nil? @started_events.push(event_id) end #-------------------------------------------------------------------------- # * Processing of Movement via Input from Directional Buttons #-------------------------------------------------------------------------- alias shaz_mouse_game_player_move_by_input move_by_input def move_by_input if Input.dir4 > 0 clear_path shaz_mouse_game_player_move_by_input else # Move by mouse input if !$game_message.busy? && !$game_message.visible && !@move_route_forcing && !@vehicle_getting_on && !@vehicle_getting_off && Mouse.trigger?(0) && !Mouse.grid.nil? && !$mouse.ignored? mx, my = *Mouse.grid # turn in direction if (@x - mx).abs >= (@y - my).abs set_direction(@x > mx ? 4 : 6) else set_direction(@y > my ? 8 : 2) end # find path @event = $game_map.lowest_mouse_event_xy(mx, my) if @event.nil? find_path(mx, my) elsif @event.mouse_autoactivate @event.start @started_events = [] clear_path else find_path(@event.x + @event.mouse_position[0], @event.y + @event.mouse_position[1]) end end end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias shaz_mouse_game_player_update update def update shaz_mouse_game_player_update update_pathfinding if !@event.nil? && !moving? end #-------------------------------------------------------------------------- # * Check event after pathfinding #-------------------------------------------------------------------------- def update_pathfinding if @map.nil? || @map[@x, @y] <= 1 dir = @x < @event.x ? 6 : @x > @event.x ? 4 : @y < @event.y ? 2 : @y > @event.y ? 8 : 0 # Face event and trigger it (only if not triggered by start_map_event) turn_toward_character(@event) if !@event.pos?(@x, @y) if !@started_events.include?(@event.id) && !@map.nil? && !in_airship? @event.start @started_events = [] end clear_path end end #-------------------------------------------------------------------------- # * Clear Path #-------------------------------------------------------------------------- def clear_path @event = nil super end end #============================================================================ # SUPER SIMPLE MOUSE SCRIPT # Interpreter #============================================================================ class Game_Interpreter #-------------------------------------------------------------------------- # * Event Setup #-------------------------------------------------------------------------- alias shaz_mouse_game_interpreter_setup setup def setup(list, event_id = 0, lock_player = false) shaz_mouse_game_interpreter_setup(list, event_id) @lock_player = lock_player end #-------------------------------------------------------------------------- # * Execute #-------------------------------------------------------------------------- alias shaz_mouse_game_interpreter_run run def run $mouse.ignored = true if @lock_player shaz_mouse_game_interpreter_run $mouse.ignored = false if @lock_player end end #============================================================================ # SUPER SIMPLE MOUSE SCRIPT # Windows #============================================================================ class Window_Selectable < Window_Base #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias shaz_mouse_window_selectable_update update def update shaz_mouse_window_selectable_update process_mouse_handling if Input.method == :mouse end #-------------------------------------------------------------------------- # * Mouse Movement Processing #-------------------------------------------------------------------------- def process_mouse_handling return unless $mouse.enabled? && cursor_movable? # Add a delay to prevent too-fast scrolling @delay = @delay ? @delay + 1 : 0 return if @delay % 3 > 0 mx, my = *Mouse.position vx = self.viewport ? self.x - self.viewport.ox + self.viewport.rect.x : self.x vy = self.viewport ? self.y - self.viewport.oy + self.viewport.rect.y : self.y if mx.between?(vx, vx + self.width) && my.between?(vy, vy + self.height) mx -= vx mx -= padding my -= vy my -= padding my += oy for i in 0 ... item_max rect = item_rect(i) if mx.between?(rect.x, rect.x + rect.width) && my.between?(rect.y, rect.y + rect.height) last_index = @index select(i) if @index != last_index Sound.play_cursor end break end end end end end class Window_NameInput < Window_Selectable #-------------------------------------------------------------------------- # * Mouse Movement Processing #-------------------------------------------------------------------------- def process_mouse_handling return unless $mouse.enabled? # Add a delay to prevent too-fast scrolling @delay = @delay ? @delay + 1 : 0 return if @delay % 3 > 0 mx, my = *Mouse.position vx = (self.viewport ? self.x - self.viewport.ox + self.viewport.rect.x : self.x) + padding vy = (self.viewport ? self.y - self.viewport.oy + self.viewport.rect.y : self.y) + padding if mx.between?(vx, vx + self.width - padding * 2) && my.between?(vy, vy + self.height - padding * 2) mx -= vx my -= vy x = (mx > 5*32+16 ? mx-16 : mx) / 32 y = my / line_height last_index = @index @index = y * 10 + x Sound.play_cursor if @index != last_index end end end class Scene_File < Scene_MenuBase #-------------------------------------------------------------------------- # * Update Cursor #-------------------------------------------------------------------------- alias shaz_mouse_scene_file_update_cursor update_cursor def update_cursor shaz_mouse_scene_file_update_cursor process_mouse_handling if Input.method == :mouse end #-------------------------------------------------------------------------- # * Mouse Movement Processing #-------------------------------------------------------------------------- def process_mouse_handling return unless $mouse.enabled? # Add a delay to prevent too-fast scrolling @delay = @delay ? @delay + 1 : 0 return if @delay % 3 > 0 mx, my = *Mouse.position vx = @savefile_viewport.ox + mx vy = @savefile_viewport.oy + my last_index = @index new_index = vy / savefile_height if @index != new_index if new_index > @index cursor_down(false) else cursor_up(false) end Sound.play_cursor @savefile_windows[last_index].selected = false @savefile_windows[@index].selected = true end end end #============================================================================== # ** Game_Player #------------------------------------------------------------------------------ # This class handles the player. It includes event starting determinants and # map scrolling functions. The instance of this class is referenced by # $game_player. #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias amn_shazmouse_gameplayer_mousesupport_update update def update amn_shazmouse_gameplayer_mousesupport_update stop_movement_if_message end def stop_movement_if_message clear_path if $game_message.busy? || $game_message.visible end end