当前位置:首页 » 网页前端 » xp鼠标脚本怎么用
扩展阅读
webinf下怎么引入js 2023-08-31 21:54:13
堡垒机怎么打开web 2023-08-31 21:54:11

xp鼠标脚本怎么用

发布时间: 2022-10-05 15:54:33

‘壹’ 谁能告诉我RPG Maker XP的鼠标脚本

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 - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and
(mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
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 - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and
(mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
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,分两次。这个脚本有点盗版(一开始冲突,我改了一下),如果你是脚本错误就下个容错脚本。还有,对话时点右键会错误,点左键没事。其他的错误我还不晓得。你可以都试试。还有啊,左键确定,右键呼出菜单/返回到上一层

‘贰’ RPG MAKER XP 鼠标脚本

去掉寻路功能。。。

‘叁’ 怎么使用脚本

这是写在一个按钮上的语句.
n
=
Number(n)+1;
这一句是说,
有一个动态文本框被设为输入文字的形式,
n
就是代表输入的内容.
这个
n
应该是个数字.
当按钮被按下时,
这个数字自动加1
bn
=
"box"
add
n;
这句里,
一个名为
bn
的变量被设定,
其值就是
"box"
这3个字母后面跟上新设定的
n
的值,

"box2",
"box7",
"box5689"

plicateMovieClip("box",
bn,
n);
一个名叫"box"的影片剪辑将被复制,
新的影片剪辑会被命名为"bn",
也就是上一句里刚设定的值,

"box2",
在第n层深(这里在"box"的下面)
setProperty(bn,
_x,
Number(getProperty(bn,
_x))+Number(n*(Number(getProperty(bn,
_width))+0)));
这一句最不容易解释,
只能尽力而为了.
首先,目的是进一步定义刚复制出的"bn"这个影片剪辑.
这里只设定了新影片剪辑"bn"的x轴上的位置.
先得到其原本的位置,
用这个数加上(n
乘以
其宽度)
所得到的和,
就是新影片剪辑"bn"的x轴坐标.
set(bn
add
":n",
n);
最后这句里,
一个新的变量"bn:n"被创建了,
其值就是以前用到过的
n
的数值.
不知道你对其中语句了解到什么称度,
这里就简单解释一下:
on
(press)
{}:
在按钮被(按下)
时执行
{以下命令}.
小括号里可以是
release/按下后放开,
rollover/滑过

Number()
:
把一个值设定为数值,
目的是可以做运算
add
:
把一个字符串的字和另外一个里的合并起来,
如:
"bo"
add
"x"
=
"box"
plicateMovieClip(目标,
新名字,
层深)
:
用来复制影片剪辑.
这里层深指影片剪辑在舞台上出现的顺序(低的会把高的遮住)
setProperty(目标,
属性名,
值)
:
设定某个影片剪辑的属性,
如高宽,
摆放位置,
透明度等
getProperty(目标,
属性名)
:
获取某个影片剪辑的属性(并用在其它地方)
_x
:
某物件的x坐标值
_width
:
某物件的宽
set(变量名,
值)
:
用来设定变量的名字和值

‘肆’ 按键精灵鼠标脚本

这是比较基本的脚本了、
你随便看下基本教程就会了.自己做比较有意义

‘伍’ 罗技鼠标脚本怎么用键盘数字激活脚本

1、打开鼠标的设置界面,如图所示,先从左右键按钮开始设置,从左键设置对调按钮,可以将左右键的按钮功能进行兑换。

2、点到指针和滑轮设置,如图所示,调节指针速度以及指针加速,也可以启用智能移动以及指针轨迹,右侧是滚动的行选择,有三行和一行可以选择。

3、如果您是游戏玩家,想用这个无线鼠标玩游戏,可以进行游戏方面的设置,先启用最上方的启用游戏检测,当进入游戏时,会自动启用游戏设置,如图所示。下方的游戏模式设置都是默认。

4、怎么看电量呢?在左上角的型号旁边,就会有电量显示,也可以点左侧图标的最后一个,打开后会看到,系统对电池的评价,如图所示,当电量不足时,会自动提醒。

‘陆’ RPG MAKER XP脚本怎么用

选中MAIN脚本,按INSTER键,能添加空白脚本页面。然后把需要的脚本复制进去就好。注意脚本之间的冲突哦~~~

‘柒’ 怎样使用鼠标键盘动作脚本执行器

下载一个 按键精灵,里面有设置,很好用。再设置一个启动键,再设置成按中止键停止,就行了。

‘捌’ RPG maker XP的脚本,高手进!!

1可能不需要脚本吧?在创建一个事件,设置好图片,然后图片右边有一个移动规则,默认是固定,按右键改回跟随,应该就OK了。
2你要横版的吧,横版战斗超长2000多行发不过来,你加QQ995269394吧我发给你。
3#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

#=================以下两个用来调整战斗时的手感问题,可以自己试试。
$敌人选框扩大 = 20
$角色选框扩大 = 30

#==============================================================================
# API调用
#==============================================================================
$ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
$GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i')
$ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i')
$GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l')
$Window_HWND = $GetActiveWindow.call
$GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
#$FindWindow = Win32API.new("user32", "FindWindow", 'pp', 'i')
#$HookStart = Win32API.new("mouse_hook.dll", "HookStart", 'i', nil)
#$HookEnd = Win32API.new("mouse_hook.dll", "HookEnd", nil, nil)
#$GetMouseStatus = Win32API.new("mouse_hook.dll", "GetMouseStatus", 'i', 'i')
#$Window_HWND = $FindWindow.call(nil, 'mousetry')

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 - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and
(mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
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 - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and
(mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
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 }

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

这个试一试。
4真的八方向要八个方向的行走图,假的不用,自己搜索一下吧
5我不知道你什么意思- -
补充2:没,有一个脚本可以显示同伴的血量不是数字的,血槽的。字数满了。采纳。

‘玖’ 求能在windows xp 下运行模拟鼠标左击的脚本

问题不清楚,xp下可以用很多工具实现啊,按键精灵,也可以用大漠插件天使插件,用易语言过易语言调用这些插件。

‘拾’ 按键精灵怎么做鼠标滚轮上下滚的脚本就是鼠标的中键

按键精灵设置脚本方法:

//如果滚动量为正,向上滚动;否则向下滚动,MouseWheel 1。

//把鼠标滚轮向上滚动1格。

MouseWheel -1。

//把鼠标滚轮向下滚动1格。

按键精灵是一款模拟鼠标键盘动作的软件。通过制作脚本,可以让按键精灵代替双手,自动执行一系列鼠标键盘动作。

按键精灵简单易用,不需要任何编程知识就可以作出功能强大的脚本。只要在电脑前用双手可以完成的动作,按键精灵都可以替代完成。

软件功能:

1.网络游戏中可使用按键精灵制作脚本,实现自动打怪,自动补血,自动说话等。

2.办公族可用按键精灵自动处理表格间数据的转换,自动调整文档格式、文章排版,自动收发邮件等。

3.利用按键精灵实现定时自动打开检验网页链接,文献检索,收集资料等重复操作。

4.任何只要在电脑前用双手可以完成的电脑操作都可以替代完成。