『壹』 誰能告訴我RPG Maker XP的滑鼠腳本啊
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
end
class 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
end
end
class 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
end
end
class 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 - $敵人選框擴大) and (mouse_y > top_y - $敵人選框擴大) and
(mouse_x < bottom_x + $敵人選框擴大) and (mouse_y < bottom_y + $敵人選框擴大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
end
end
class 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 - $角色選框擴大) and (mouse_y > top_y - $角色選框擴大) and
(mouse_x < bottom_x + $角色選框擴大) and (mouse_y < bottom_y + $角色選框擴大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
end
end
class 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 Mouse.trigger?(Mouse::LEFT)
unless $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
@mouse_sta = 1
trg_x = (mouse_x + $game_map.display_x / 4) / 32
trg_y = (mouse_y + $game_map.display_y / 4) / 32
@paths_id = 0
end
end
if @mouse_sta != nil and @mouse_sta == 1
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
if @paths_id != nil and @paths != nil and @paths_id <= @paths.size
case @paths[@paths_id]
when 6
@last_move_x = true
move_right
@paths_id += 1
@direction = 6
when 4
@last_move_x = true
move_left
@paths_id += 1
@direction = 4
when 2
@last_move_x = false
move_down
@direction = 2
@paths_id += 1
when 8
@last_move_x = false
move_up
@direction = 8
@paths_id += 1
when 1
@last_move_x = false
move_lower_left
@direction = 1
@paths_id += 1
when 3
@last_move_x = false
move_lower_right
@direction = 3
@paths_id += 1
when 7
@last_move_x = false
move_upper_left
@direction = 7
@paths_id += 1
when 9
@last_move_x = false
move_upper_right
@direction = 9
@paths_id += 1
end
else
@mouse_sta = 0
end
end
end
self_update
end
end
Mouse.init
END { Mouse.exit }一次粘不了,分兩次。這個腳本有點盜版(一開始沖突,我改了一下),如果你是腳本錯誤就下個容錯腳本。還有,對話時點右鍵會錯誤,點左鍵沒事。其他的錯誤我還不曉得。你可以都試試。還有啊,左鍵確定,右鍵呼出菜單/返回到上一層
『貳』 RPG MAKER XP 滑鼠腳本
去掉尋路功能。。。
『叄』 怎麼使用腳本
這是寫在一個按鈕上的語句.
n
=
Number(n)+1;
這一句是說,
有一個動態文本框被設為輸入文字的形式,
n
就是代表輸入的內容.
這個
n
應該是個數字.
當按鈕被按下時,
這個數字自動加1
bn
=
"box"
add
n;
這句里,
一個名為
bn
的變數被設定,
其值就是
"box"
這3個字母後面跟上新設定的
n
的值,
如
"box2",
"box7",
"box5689"
等
plicateMovieClip("box",
bn,
n);
一個名叫"box"的影片剪輯將被復制,
新的影片剪輯會被命名為"bn",
也就是上一句里剛設定的值,
如
"box2",
在第n層深(這里在"box"的下面)
setProperty(bn,
_x,
Number(getProperty(bn,
_x))+Number(n*(Number(getProperty(bn,
_width))+0)));
這一句最不容易解釋,
只能盡力而為了.
首先,目的是進一步定義剛復制出的"bn"這個影片剪輯.
這里只設定了新影片剪輯"bn"的x軸上的位置.
先得到其原本的位置,
用這個數加上(n
乘以
其寬度)
所得到的和,
就是新影片剪輯"bn"的x軸坐標.
set(bn
add
":n",
n);
最後這句里,
一個新的變數"bn:n"被創建了,
其值就是以前用到過的
n
的數值.
不知道你對其中語句了解到什麼稱度,
這里就簡單解釋一下:
on
(press)
{}:
在按鈕被(按下)
時執行
{以下命令}.
小括弧里可以是
release/按下後放開,
rollover/滑過
等
Number()
:
把一個值設定為數值,
目的是可以做運算
add
:
把一個字元串的字和另外一個里的合並起來,
如:
"bo"
add
"x"
=
"box"
plicateMovieClip(目標,
新名字,
層深)
:
用來復制影片剪輯.
這里層深指影片剪輯在舞台上出現的順序(低的會把高的遮住)
setProperty(目標,
屬性名,
值)
:
設定某個影片剪輯的屬性,
如高寬,
擺放位置,
透明度等
getProperty(目標,
屬性名)
:
獲取某個影片剪輯的屬性(並用在其它地方)
_x
:
某物件的x坐標值
_width
:
某物件的寬
set(變數名,
值)
:
用來設定變數的名字和值
『肆』 按鍵精靈滑鼠腳本
這是比較基本的腳本了、
你隨便看下基本教程就會了.自己做比較有意義
『伍』 羅技滑鼠腳本怎麼用鍵盤數字激活腳本
1、打開滑鼠的設置界面,如圖所示,先從左右鍵按鈕開始設置,從左鍵設置對調按鈕,可以將左右鍵的按鈕功能進行兌換。
2、點到指針和滑輪設置,如圖所示,調節指針速度以及指針加速,也可以啟用智能移動以及指針軌跡,右側是滾動的行選擇,有三行和一行可以選擇。
3、如果您是游戲玩家,想用這個無線滑鼠玩游戲,可以進行游戲方面的設置,先啟用最上方的啟用游戲檢測,當進入游戲時,會自動啟用游戲設置,如圖所示。下方的游戲模式設置都是默認。
4、怎麼看電量呢?在左上角的型號旁邊,就會有電量顯示,也可以點左側圖標的最後一個,打開後會看到,系統對電池的評價,如圖所示,當電量不足時,會自動提醒。
『陸』 RPG MAKER XP腳本怎麼用
選中MAIN腳本,按INSTER鍵,能添加空白腳本頁面。然後把需要的腳本復制進去就好。注意腳本之間的沖突哦~~~
『柒』 怎樣使用滑鼠鍵盤動作腳本執行器
下載一個 按鍵精靈,裡面有設置,很好用。再設置一個啟動鍵,再設置成按中止鍵停止,就行了。
『捌』 RPG maker XP的腳本,高手進!!
1可能不需要腳本吧?在創建一個事件,設置好圖片,然後圖片右邊有一個移動規則,默認是固定,按右鍵改回跟隨,應該就OK了。
2你要橫版的吧,橫版戰斗超長2000多行發不過來,你加QQ995269394吧我發給你。
3#==============================================================================
# 本腳本來自www.66RPG.com,使用和轉載請保留此信息
#==============================================================================
#=================以下兩個用來調整戰斗時的手感問題,可以自己試試。
$敵人選框擴大 = 20
$角色選框擴大 = 30
#==============================================================================
# API調用
#==============================================================================
$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')
mole 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/001-Weapon01.png')
#@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)
@click_lock = false
mouse_x, mouse_y = self.get_mouse_pos
if @mouse_sprite != nil
@mouse_sprite.x = mouse_x
@mouse_sprite.y = mouse_y
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
end
end
mole 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
end
end
class 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
end
end
class 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
end
class 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
end
end
class 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
end
end
class 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 - $敵人選框擴大) and (mouse_y > top_y - $敵人選框擴大) and
(mouse_x < bottom_x + $敵人選框擴大) and (mouse_y < bottom_y + $敵人選框擴大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
end
end
class 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 - $角色選框擴大) and (mouse_y > top_y - $角色選框擴大) and
(mouse_x < bottom_x + $角色選框擴大) and (mouse_y < bottom_y + $角色選框擴大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
end
end
class 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.press?(Mouse::LEFT)
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
elsif mouse_x < screen_x - 16
move_left
end
last_y = @y
if last_x != @x
@last_move_x = true
elsif mouse_y > screen_y
move_down
elsif mouse_y < screen_y - 32
move_up
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
end
end
Mouse.init
END { Mouse.exit }
#==============================================================================
# 本腳本來自www.66RPG.com,使用和轉載請保留此信息
#==============================================================================
這個試一試。
4真的八方向要八個方向的行走圖,假的不用,自己搜索一下吧
5我不知道你什麼意思- -
補充2:沒,有一個腳本可以顯示同伴的血量不是數字的,血槽的。字數滿了。採納。
『玖』 求能在windows xp 下運行模擬滑鼠左擊的腳本
問題不清楚,xp下可以用很多工具實現啊,按鍵精靈,也可以用大漠插件天使插件,用易語言過易語言調用這些插件。
『拾』 按鍵精靈怎麼做滑鼠滾輪上下滾的腳本就是滑鼠的中鍵
按鍵精靈設置腳本方法:
//如果滾動量為正,向上滾動;否則向下滾動,MouseWheel 1。
//把滑鼠滾輪向上滾動1格。
MouseWheel -1。
//把滑鼠滾輪向下滾動1格。
按鍵精靈是一款模擬滑鼠鍵盤動作的軟體。通過製作腳本,可以讓按鍵精靈代替雙手,自動執行一系列滑鼠鍵盤動作。
按鍵精靈簡單易用,不需要任何編程知識就可以作出功能強大的腳本。只要在電腦前用雙手可以完成的動作,按鍵精靈都可以替代完成。
軟體功能:
1.網路游戲中可使用按鍵精靈製作腳本,實現自動打怪,自動補血,自動說話等。
2.辦公族可用按鍵精靈自動處理表格間數據的轉換,自動調整文檔格式、文章排版,自動收發郵件等。
3.利用按鍵精靈實現定時自動打開檢驗網頁鏈接,文獻檢索,收集資料等重復操作。
4.任何只要在電腦前用雙手可以完成的電腦操作都可以替代完成。