phionabrie 7 Report post Posted July 22, 2013 For the game I am working on, I want the player to be able to use either the keyboard or the mouse (or both). I have found a few different mouse scripts, but they don't seem to quite work the way I want them to. The features I want are: Mouse Left = Enter/Spacebar/CMouse Right = Esc/XMouse Left on map = go to spot clicked/begin event clickedAnd I want the mouse to go invisible while using the keyboard but come back when I move it The scripts I have: Mouse Input 7.0 by Near Fantastica and SephirothSpawn Part 1 module StartGame $game_mouse = true end Part 2 #==============================================================================# ** Modules.Mouse Input (7.0) By Near Fantastica & SephirothSpawn#==============================================================================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} #-------------------------------------------------------------------------- # * API Declaration #-------------------------------------------------------------------------- GAKS = Win32API.new('user32', 'GetAsyncKeyState', 'i', 'i') GSM = Win32API.new('user32', 'GetSystemMetrics', 'i', 'i') Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i') $ShowCursor = Win32API.new('user32', 'ShowCursor', 'i', 'l') Scr2cli = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i') Client_rect = Win32API.new('user32', 'GetClientRect', %w(l p), 'i') Findwindow = Win32API.new('user32', 'FindWindowA', %w(p p), 'l') Readini = Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l') # if graphical effects turned on, show fancy cursor $ShowCursor.call($game_mouse ? 0 : 1) @triggers = [[0, 1], [0, 2], [0, 4]] @old_pos = 0 @pos_i = 0 #-------------------------------------------------------------------------- # * Mouse Grid Position #-------------------------------------------------------------------------- def self.grid # Return Nil if Position is Nil return nil if @pos.nil? # Get X & Y Locations x = (@pos[0] + $game_map.display_x / 4) / 32 y = (@pos[1] + $game_map.display_y / 4) / 32 # Vehicle Stuff $mouse_x = x $mouse_y = y # Return X & Y return [x, y] end #-------------------------------------------------------------------------- # * Mouse Position #-------------------------------------------------------------------------- def self.position return @pos == nil ? [0, 0] : @pos end #-------------------------------------------------------------------------- # * Mouse Global Position #-------------------------------------------------------------------------- def self.global_pos # Packs 0 Position pos = [0, 0].pack('ll') # Returns Unpacked Cursor Position Call return Cursor_Pos.call(pos) == 0 ? nil : pos.unpack('ll') end #-------------------------------------------------------------------------- # * Screen to Client #-------------------------------------------------------------------------- def self.screen_to_client(x=0, y=0) pos = [x, y].pack('ll') return Scr2cli.call(self.hwnd, pos) == 0 ? nil : pos.unpack('ll') end #-------------------------------------------------------------------------- # * Mouse Position #-------------------------------------------------------------------------- def self.pos global_pos = [0, 0].pack('ll') gx, gy = Cursor_Pos.call(global_pos) == 0 ? nil : global_pos.unpack('ll') local_pos = [gx, gy].pack('ll') x, y = Scr2cli.call(self.hwnd, local_pos) == 0 ? nil : local_pos.unpack('ll') # Begins Test begin # Return X & Y or Nil Depending on Mouse Position if (x >= 0 && y >= 0 && x <= 640 && y <= 480) return x, y else return -20, -20 end rescue return 0, 0 #nil end end #-------------------------------------------------------------------------- # * Update Mouse Position #-------------------------------------------------------------------------- def self.update # Update Position old_pos = @pos @pos = self.pos # agf = hide system mouse if !$mouse_sprite.visible && old_pos != @pos $mouse_sprite.visible = true end # when mouse leaves game window, show system mouse if old_pos != [-20, -20] && @pos == [-20, -20] $ShowCursor.call(1) # when mouse is in game window, show custom mouse if it's turned on elsif old_pos == [-20, -20] && @pos != [-20, -20] $ShowCursor.call($game_mouse ? 0 : 1) end # Update Triggers for i in @triggers # Gets Async State n = GAKS.call(i[1]) # If 0 or 1 if [0, 1].include?(n) i[0] = (i[0] > 0 ? i[0] * -1 : 0) else i[0] = (i[0] > 0 ? i[0] + 1 : 1) end end end #-------------------------------------------------------------------------- # * Trigger? # id : 0:Left, 1:Right, 2:Center #-------------------------------------------------------------------------- def self.trigger?(id = 0) #only user trigger if in range of screen pos = self.pos if pos != [-20,-20] case id when 0 # Left return @triggers[id][0] == 1 when 1 # Right (only when menu enabled) if @triggers[1][0] == 1 && !$game_system.menu_disabled return @triggers[id][0] == 1 end when 2 # Center return @triggers[id][0] == 1 end end end #-------------------------------------------------------------------------- # * Repeat? # id : 0:Left, 1:Right, 2:Center #-------------------------------------------------------------------------- def self.repeat?(id = 0) if @triggers[id][0] <= 0 return false else return @triggers[id][0] % 5 == 1 && @triggers[id][0] % 5 != 2 end end #-------------------------------------------------------------------------- # * Screen to Client #-------------------------------------------------------------------------- def self.screen_to_client(x=0, y=0) # Pack X & Y pos = [x, y].pack('ll') # Return Unpacked Position or Nil return Scr2cli.call(self.hwnd, pos) == 0 ? nil : pos.unpack('ll') end #-------------------------------------------------------------------------- # * Hwnd - window handle #-------------------------------------------------------------------------- def self.hwnd if @hwnd.nil? # Finds Game Name from ini file game_name = "\0" * 256 Readini.call('Game', 'Title', '', game_name, 255, ".\\Game.ini") game_name.delete!("\0") # Finds Window @hwnd = Findwindow.call('RGSS Player', game_name) end return @hwnd end #-------------------------------------------------------------------------- # * Client Size #-------------------------------------------------------------------------- def self.client_size # Packs Empty Rect rect = [0, 0, 0, 0].pack('l4') # Gets Game Window Rect Client_rect.call(self.hwnd, rect) # Unpacks Right & Bottom right, bottom = rect.unpack('l4')[2..3] # Returns Right & Bottom return right, bottom endend#==============================================================================# ** Input#==============================================================================class << Input #------------------------------------------------------------------------ # * Alias Listings #------------------------------------------------------------------------ unless self.method_defined?(:seph_mouse_input_update) alias_method :seph_mouse_input_update, :update alias_method :seph_mouse_input_trigger?, :trigger? alias_method :seph_mouse_input_repeat?, :repeat? end #------------------------------------------------------------------------ # * Frame Update #------------------------------------------------------------------------ def update # Update Mouse Mouse.update # Original Update seph_mouse_input_update end #-------------------------------------------------------------------------- # * Trigger? Test #-------------------------------------------------------------------------- def trigger?(constant) # Return true if original test is true return true if seph_mouse_input_trigger?(constant) # If Mouse Position isn't Nil unless Mouse.pos.nil? # If Mouse Trigger to Input Trigger Has Constant if Mouse::Mouse_to_Input_Triggers.has_value?(constant) # Return True if Mouse Triggered mouse_trigger = Mouse::Mouse_to_Input_Triggers.index(constant) return true if Mouse.trigger?(mouse_trigger) end end # Return False return false end #-------------------------------------------------------------------------- # * Repeat? Test #-------------------------------------------------------------------------- def repeat?(constant) # Return true if original test is true return true if seph_mouse_input_repeat?(constant) # If Mouse Position isn't Nil unless Mouse.pos.nil? # If Mouse Trigger to Input Trigger Has Constant if Mouse::Mouse_to_Input_Triggers.has_value?(constant) # Return True if Mouse Triggered mouse_trigger = Mouse::Mouse_to_Input_Triggers.index(constant) return true if Mouse.repeat?(mouse_trigger) end end # Return False return false endend#==============================================================================# ¦ Path Finding#==============================================================================# Near Fantastica# Version 1# 29.11.05#============================================================================== class Game_Character #-------------------------------------------------------------------------- alias nf_pf_game_character_initialize initialize alias nf_pf_game_character_update update #-------------------------------------------------------------------------- attr_accessor :map attr_accessor :runpath attr_accessor :ovrdest #-------------------------------------------------------------------------- def initialize nf_pf_game_character_initialize @map = nil @runpath = false @ovrdest = false end #-------------------------------------------------------------------------- def update run_path if @runpath == true nf_pf_game_character_update end #-------------------------------------------------------------------------- def run_path return if moving? step = @map[@x,@y] if step == 1 @map = nil @runpath = false return end dir = rand(2) case dir when 0 move_right if @map[@x+1,@y] == step - 1 and step != 0 move_down if @map[@x,@y+1] == step - 1 and step != 0 move_left if @map[@x-1,@y] == step -1 and step != 0 move_up if @map[@x,@y-1] == step - 1 and step != 0 when 1 move_up if @map[@x,@y-1] == step - 1 and step != 0 move_left if @map[@x-1,@y] == step -1 and step != 0 move_down if @map[@x,@y+1] == step - 1 and step != 0 move_right if @map[@x+1,@y] == step - 1 and step != 0 end end #-------------------------------------------------------------------------- def find_path(x,y, force = true) sx, sy = @x, @y result = setup_map(sx,sy,x,y) @runpath = result[0] @map = result[1] @map[sx,sy] = result[2] if result[2] != nil $game_player.ignore_movement = @runpath ? force : false end #-------------------------------------------------------------------------- def clear_path @map = nil @runpath = false @ovrdest = false $game_player.ignore_movement = false end #-------------------------------------------------------------------------- def setup_map(sx,sy,ex,ey) map = Table.new($game_map.width, $game_map.height) # Shaz - adding this comment to the second line of the event commands # Mouse[0,1] # will cause the player to go to the tile BELOW the event, turn up, # and interact with the event ([0,1] is x+0, y+1) tx = ex ty = ey event = $game_map.event_at(ex, ey) if !event.nil? && !event.list.nil? && !event.erased && event.list.size > 1 && event.list[1].code == 108 text = event.list[1].parameters.to_s text.gsub!(/[Mm][Oo][uu][ss][Ee]\[([-,0-9]+),([-,0-9]+)\]/) do tx = ex + $1.to_i ty = ey + $2.to_i map[ex, ey] = 999 @ovrdest = true end end update_counter = 0 map[tx,ty] = 1 old_positions = [] new_positions = [] old_positions.push([tx, ty]) depth = 2 $path_allow = false depth.upto(100){|step| loop do break if old_positions[0] == nil x,y = old_positions.shift return [true, map, step-1] if x == sx and y == sy if map[x,y + 1] == 0 and $game_player.passable?(x, y, 2, step, tx, ty) map[x,y + 1] = step new_positions.push([x,y + 1]) end if map[x - 1,y] == 0 and $game_player.passable?(x, y, 4, step, tx, ty) map[x - 1,y] = step new_positions.push([x - 1,y]) end if map[x + 1,y] == 0 and $game_player.passable?(x, y, 6, step, tx, ty) map[x + 1,y] = step new_positions.push([x + 1,y]) end if map[x,y - 1] == 0 and $game_player.passable?(x, y, 8, step, tx, ty) map[x,y - 1] = step new_positions.push([x,y - 1]) end # If we've checked quite a few tiles, allow graphics and input # to update - to avoid the 'script hanging' error update_counter += 1 if update_counter > 100 Graphics.update update_counter = 0 end end old_positions = new_positions new_positions = [] } @ovrdest = false return [false, nil, nil] end end class Game_Map #-------------------------------------------------------------------------- alias pf_game_map_setup setup #-------------------------------------------------------------------------- def setup(map_id) pf_game_map_setup(map_id) $game_player.clear_path end end class Game_Player #-------------------------------------------------------------------------- alias pf_game_player_update update #-------------------------------------------------------------------------- def update $game_player.clear_path if Input.dir4 != 0 pf_game_player_update end end class Interpreter #-------------------------------------------------------------------------- def event return $game_map.events[@event_id] end end Part 3 #==============================================================================# ** MouseCursor#==============================================================================module MouseCursor Default_Cursor = 'arrow1' Event_Cursor = 'arrow3' Actor_Cursor = 'arrow2' Enemy_Cursor = 'arrow4' Item_Cursor = true Skill_Cursor = true Dummy = Bitmap.new(32, 32)end#==============================================================================# ** Sprite_Mouse#==============================================================================class Sprite_Mouse < Sprite #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super self.z = 10100 self.ox = 4 update end #-------------------------------------------------------------------------- # ** Frame Update #-------------------------------------------------------------------------- def update super # Update Visibility self.visible = $scene != nil # If Visible if self.visible # If Non-nil Mouse Position if Mouse.position != nil # Gets Mouse Position mx, my = *Mouse.position # Update POsition self.x = mx unless mx.nil? self.y = my unless my.nil? end # If Scene changes or Mouse is Triggered if @scene != $scene.class || Mouse.trigger? # Update Scene Instance @scene = $scene.class # Update Bitmap set_bitmap(MouseCursor::Default_Cursor) end end end #-------------------------------------------------------------------------- # ** Set Bitmap #-------------------------------------------------------------------------- def set_bitmap(cursor, xNPCname = nil) # show fancy cursor only if custom mouse on if $game_mouse # If Cursor Info matches if (@_cursor == cursor) && (@_NPCname == xNPCname) return end # Reset Cursor Info @_cursor = cursor @_NPCname = xNPCname # Gets Dummy dummy = MouseCursor::Dummy # Gets Item Cursor Bitmap item_cursor = cursor.nil? ? MouseCursor::Default_Cursor : cursor # Start Cursor Bitmap bitmap = RPG::Cache.icon(item_cursor) if item_cursor != '' # Show NPC name if @_NPCname != nil # Get name width w = dummy.text_size(@_NPCname).width h = dummy.font.size b = RPG::Cache.icon(item_cursor) # Create New Bitmap bitmap = Bitmap.new((bitmap.nil? ? w : 40 + w), [b.height, h + 2].max) bitmap.font.size = dummy.font.size bitmap.blt(0, 0, b, b.rect) # Draw NPC Name x = item_cursor == '' ? 0 : 32 bitmap.font.color = Color.new(0, 0, 0, 255) # black bitmap.draw_text(b.width + 9, 0, w, h, @_NPCname) # 0 bitmap.draw_text(b.width + 11, 0, w, h, @_NPCname) # 0 bitmap.draw_text(b.width + 10, -1, w, h, @_NPCname) # -1 bitmap.draw_text(b.width + 10, 1, w, h, @_NPCname) # 1 bitmap.font.color = Color.new(255, 255, 255, 255) # white bitmap.draw_text(b.width + 10, 0, w, h, @_NPCname) end # Set Bitmap self.bitmap = bitmap elsif self.bitmap @_cursor = nil self.bitmap = nil end end #-------------------------------------------------------------------------- # ** Frame Update : Update Event Cursors #-------------------------------------------------------------------------- def update_event_cursors # If Nil Grid Position if Mouse.grid.nil? # Set Default Cursor set_bitmap(MouseCursor::Default_Cursor) return end # Gets Mouse Position x, y = *Mouse.grid # Gets Mouse Position mx, my = *Mouse.position # Gets Mouse Event event = $game_map.event_at(x, y) # If Non-Nil Event or not over map HUD unless event.nil? # If Not Erased or Nil List if event.list != nil && event.erased == false && event.list[0].code == 108 # Get the cursor to show icon = event.list[0].parameters icon = icon.to_s if !((icon == "arrow1") || (icon == "arrow2") || (icon == "arrow3") || (icon == "arrow4")) icon = MouseCursor::Default_Cursor end xNPCname = nil if event.list.size > 1 && event.list[1].code == 108 text = event.list[1].parameters.to_s text.gsub!(/[Nn][Aa][Mm][Ee] (.*)/) do xNPCname = $1.to_s end end set_bitmap(icon, xNPCname) return end return end # Set Default Cursor set_bitmap(MouseCursor::Default_Cursor) endend#==============================================================================# ** Input#==============================================================================class << Input #------------------------------------------------------------------------ # * Alias Listings #------------------------------------------------------------------------ unless self.method_defined?(:sephlamchop_mousesys_input_update) alias_method :sephlamchop_mousesys_input_update, :update end #------------------------------------------------------------------------ # * Frame Update #-------------------------------------------------------------------------- def update $mouse_sprite.update if $mouse_sprite.visible # Original Update sephlamchop_mousesys_input_update endend Part 4 WORLD_MAP_ID = 1#==============================================================================# ** Game_Map#==============================================================================class Game_Map #-------------------------------------------------------------------------- # * Event At #-------------------------------------------------------------------------- def event_at(x, y) for event in @events.values return event if event.x == x && event.y == y end return nil end #-------------------------------------------------------------------------- # * Events At (returns multiple events at the same position in an array) #-------------------------------------------------------------------------- def events_at(x, y) eventarray = [] for event in @events.values eventarray.push event if event.x == x && event.y == y end return eventarray if eventarray.size > 0 return nil endend#==============================================================================# ** Game_Event#==============================================================================class Game_Event #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :erased # trigger attr_accessor :mouse_autostart # mouse autostart boolean attr_accessor :mouse_cursor_icon # mouse cursor icon attr_accessor :mouse_cursor_desc # mouse cursor desc attr_reader :name # name of event #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :sephlamchop_mousesys_gmevt_refresh, :refresh #-------------------------------------------------------------------------- # * Start Event #-------------------------------------------------------------------------- def start # If list of event commands is not empty if @list && @list.size > 1 @starting = true end end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh # Original Refresh sephlamchop_mousesys_gmevt_refresh # Click triggers event for action button, player or event touch @mouse_autostart = [0, 1, 2].include?(@trigger) @mouse_cursor_icon = MouseCursor::Event_Cursor @mouse_cursor_desc = nil # Return if Erased or Nil List #return if @erased || @list.nil? endend#==============================================================================# ** Game_Character#==============================================================================class Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :ignore_movement # ignore movement when finding path AGF MOUSE #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :sephlamchop_mousesys_gmchrinitialize, :initialize def initialize sephlamchop_mousesys_gmchrinitialize @ignore_movement = false; end def passable?(x, y, d, step = 999, tx = nil, ty = nil) # Get new coordinates new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) # If coordinates are outside of map unless $game_map.valid?(new_x, new_y) return false end # If through is ON if @through return true end # Able to leave current tile in desired direction? # SHAZ: for counter, must be old, counter, new, in a straight line unless $game_map.passable?(x, y, d, self) || (step == 2 && $game_map.event_at(x, y)) || (step == 3 && $game_map.counter?(x, y) && tx != nil && ty != nil && new_x - x == x - tx && new_y - y == y - ty) return false end # Able to enter adjoining tile in current direction? unless $game_map.passable?(new_x, new_y, 10 - d) || (step == 2 && $game_map.counter?(new_x, new_y)) return false end # SHAZ - ignore events sitting on a counter next to the destination if step != 2 || !$game_map.counter?(new_x, new_y) # Loop all events for event in $game_map.events.values # If event coordinates are consistent with move destination if event.x == new_x and event.y == new_y @state = true # If through is OFF unless event.through # If self is event if self != $game_player return false end # With self as the player and partner graphic as character if event.character_name != "" return false end end end end end # If on world map, don't allow to go through events. Otherwise, # the event will be triggered while the PC is walking if $game_map.map_id == WORLD_MAP_ID && @state == false return false end # If player coordinates are consistent with move destination if $game_player.x == new_x && $game_player.y == new_y && self != $game_player # If through is OFF unless $game_player.through # If your own graphic is the character if @character_name != "" return false end end end return true endend#==============================================================================# ** Game_Player#==============================================================================class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :sephlamchop_mousesys_gmplyr_update, :update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Unless Interpreter Running, Forcing a Route or Message Showing unless $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing # Find Path If Mouse Triggered if Mouse.trigger?(0) && Mouse.grid != nil # Check if mouse is over HUD on map screen_x,screen_y = Mouse.pos # Gets Mouse X & Y mx, my = *Mouse.grid # Turn Character in direction newd_x = (@x - mx).abs newd_y = (@y - my).abs if @x > mx turn_left if newd_x >= newd_y elsif @x < mx turn_right if newd_x >= newd_y end if @y > my turn_up if newd_x < newd_y elsif @y < my turn_down if newd_x < newd_y end # Run Pathfinding find_path(mx, my, false) # Gets Event @eventarray = @runpath ? $game_map.events_at(mx, my) : nil # If Event At Grid Location unless @eventarray.nil? @eventarray.each do |event| # If Event Autostart if !event.mouse_autostart @eventarray.delete(event) end end @eventarray = nil if @eventarray.size == 0 end end end if @move_route_forcing clear_path @eventarray = nil end # Original Update sephlamchop_mousesys_gmplyr_update # If Non-nil Event Autostarter if @eventarray != nil && !moving? && (!@ovrdest || @map.nil? || @map[@x,@y] == 1) # Gets Event @eventarray.each do |event| # If Event Within Range if event and (@x == event.x or @y == event.y) # SHAZ - trigger event when: # - Action button and standing on or beside, or with a counter between # - player/event touch and standing as close as possible (on, if possible) distance = Math.hypot(@x - event.x, @y - event.y) dir = @x < event.x ? 6 : @x > event.x ? 4 : @y < event.y ? 2 : @y > event.y ? 8 : 0 if (event.trigger == 0 and (distance < 2 or (distance == 2 and $game_map.counter?((@x+event.x)/2, (@y+event.y)/2)))) or ([1,2].include?(event.trigger) and ((distance == 0 and $game_player.passable?(@x, @y, dir)) or (distance == 1 and !$game_player.passable?(@x, @y, dir)))) # Turn toward Event if @x == event.x turn_up if @y > event.y turn_down if @y < event.y else turn_left if @x > event.x turn_right if @x < event.x end # Start Event clear_path event.start @eventarray.delete(event) @eventarray = nil if @eventarray.size == 0 end end end end end def passable?(x1, y1, d, step = 999, tx = nil, ty = nil) super end end#==============================================================================# ** Mouse Selectable Windows#------------------------------------------------------------------------------# SephirothSpawn# Version 2.1#==============================================================================#==============================================================================# ** Window_Base#==============================================================================class Window_Base #-------------------------------------------------------------------------- # * Frame Update : Mouse Cursor - Item #-------------------------------------------------------------------------- def update_mouse_cursors_item(item, cursor, show) # Return if not Active return unless self.active # Return if nil Position return if Mouse.position.nil? # Gets Mouse Position mx, my = Mouse.position # Gets Cursor Position cr = self.cursor_rect cx, cy = cr.x + self.x + 16, cr.y + self.y + 16 cw, ch = cr.width, cr.height # If Not on Item if mx.between?(self.x, self.x + self.width) == false || my.between?(self.y, self.y + self.height) == false || item.nil? || @item_max == 0 || mx.between?(cx, cx + cw) == false || my.between?(cy, cy + ch) == false # Clear Mouse Index @mouse_index = nil # Set Mouse to Default Cursor $mouse_sprite.set_bitmap(MouseCursor::Default_Cursor) return end # If Index is different than mouse index and window active if @mouse_index != @index # Reset Index @mouse_index = @index # set to item icon if cursor is true cursor = item.icon_name if cursor # Set Bitmap $mouse_sprite.set_bitmap(cursor) end end endclass Window_Selectable #-------------------------------------------------------------------------- # * Default Settings #-------------------------------------------------------------------------- Default_Mouse_Selectable = true Default_Window_Padding = 16 #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :mouse_selectable attr_accessor :window_padding #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :seph_mouseselectable_wndslct_init, :initialize alias_method :seph_mouseselectable_wndslct_update, :update #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) # Original Initialization seph_mouseselectable_wndslct_init(x, y, width, height) # Set Mouse Selectable Flag @mouse_selectable = Default_Mouse_Selectable @window_padding = Default_Window_Padding end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # agf = hide mouse if $mouse_sprite.visible == true # If Mouse Selectable, Active, at Least 1 Item and Non-negitive index if self.mouse_selectable && self.active && @item_max > 0 && @index >= 0 # Gets Mouse Position mouse_x, mouse_y = *Mouse.position # If Mouse Within Window if mouse_x.between? (self.x, self.x + self.width) && mouse_y.between? (self.y, self.y + self.height) # Calculates Mouse X and Y Position Within Window mouse_x -= self.x; mouse_y -= self.y # Subtracts Window Padding mouse_x -= @window_padding; mouse_y -= @window_padding # Subtracts Mouse Oh mouse_y -= self.mouse_oh # Gets Cursor Width cursor_width = (self.width / @column_max - 32) # Passes Through Item Max for i in 0...@item_max # Calculates Index Position x = i % @column_max * (cursor_width + 32) y = i / @column_max * self.oh - self.oy # If Mouse Between Rect if mouse_x.between?(x, x + cursor_width) && mouse_y.between?(y, y + self.oh) # Set Index prev_index = @index @index = i if prev_index != @index $game_system.se_play($data_system.cursor_se) end break end end end end end # Original Update seph_mouseselectable_wndslct_update end #-------------------------------------------------------------------------- # * Oh #-------------------------------------------------------------------------- def oh return 32 end #-------------------------------------------------------------------------- # * Mouse Oh #-------------------------------------------------------------------------- def mouse_oh return 0 end end#==============================================================================# ** Window_MenuStatus#==============================================================================class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Oh #-------------------------------------------------------------------------- def oh return 60 endend#==============================================================================# ** Window_Target#==============================================================================class Window_Target < Window_Selectable #-------------------------------------------------------------------------- # * Oh #-------------------------------------------------------------------------- def oh return 105 endend#==============================================================================# ** Window_BattleReserve#==============================================================================class Window_BattleReserve < Window_Selectable #-------------------------------------------------------------------------- # * Oh #-------------------------------------------------------------------------- def oh return 105 endend#==============================================================================# ** Window_EquipRight#==============================================================================class Window_EquipRight < Window_Selectable #-------------------------------------------------------------------------- # * Oh #-------------------------------------------------------------------------- def oh return 50 end #-------------------------------------------------------------------------- # * Mouse Oh #-------------------------------------------------------------------------- def mouse_oh return 140 end end#==============================================================================# ** Window_Message#==============================================================================class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # * Mouse Oh #-------------------------------------------------------------------------- def mouse_oh return $game_temp.choice_start * 32 endend#==============================================================================# ** Window_Party#==============================================================================class Window_Party < Window_Selectable #-------------------------------------------------------------------------- # * Oh #-------------------------------------------------------------------------- def oh return 52 endend#==============================================================================# ** Window_Menu#==============================================================================class Window_Menu < Window_Selectable #-------------------------------------------------------------------------- # * Oh #-------------------------------------------------------------------------- def oh return 35 endend#==============================================================================# ** Window_ActorCommand#==============================================================================class Window_ActorCommand < Window_Selectable #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- def update if $mouse_sprite.visible # if Mouse sleectable, active, at least 1 item and non-negative index if self.mouse_selectable && self.active && @item_max > 0 && @index >= 0 # Get / check mouse position mouse_x, mouse_y = *Mouse.position if mouse_x.between?(self.x, self.x + self.width) && mouse_y.between?(self.y, self.y + self.height) # Calculates mouse position within window mouse_x -= self.x mouse_y -= self.y # Subtracts widnow padding and overhead mouse_x -= @window_padding mouse_y -= @window_padding - self.mouse_oh # Look through all items for i in 0...@item_max ix,iy = @positions if mouse_x.between?(ix, ix + 32) && mouse_y.between?(iy, iy + self.oh) if i != @index $game_system.se_play($data_system.cursor_se) end @index = i break end end end end end super end #-------------------------------------------------------------------------- # * Oh #-------------------------------------------------------------------------- def oh return 32 endend#==============================================================================# ** Window_NameInput#==============================================================================class Window_NameInput < Window_Base #-------------------------------------------------------------------------- # * Default Settings #-------------------------------------------------------------------------- Default_Mouse_Selectable = true Default_Window_Padding = 16 #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :mouse_selectable attr_accessor :window_padding #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :shaz_mouseselectable_wndslct_init, :initialize alias_method :shaz_mouseselectable_wndslct_update, :update #-------------------------------------------------------------------------- # ◠Initialize the Name Input window #-------------------------------------------------------------------------- def initialize # Original Initialization shaz_mouseselectable_wndslct_init # Set Mouse Selectable Flag @mouse_selectable = Default_Mouse_Selectable @window_padding = Default_Window_Padding end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # if mouse selectable, visible, active, and non-negative index if $mouse_sprite.visible && self.mouse_selectable && self.active && @index >= 0 # Get mouse position mouse_x, mouse_y = *Mouse.position # If mouse within window if mouse_x.between? (self.x, self.x + self.width) && mouse_y.between? (self.y, self.y + self.height) # Calculates mouse X and Y positions within window mouse_x -= self.x; mouse_y -= self.y # Subtracts window padding mouse_x -= @window_padding; mouse_y -= @window_padding # Subtracts mouse oh mouse_y -= self.mouse_oh # Gets cursor width cursor_width = 28 # If not Submit button, pass through all items if mouse_x.between?(428, 428+48) && mouse_y.between?(9*32, 9*32+32) $game_system.se_play($data_system.cursor_se) if @index != 180 @index = 180 else for i in 0..90 # Calculate index position x = 140 + i / 5 / 9 * 180 + i % 5 * 32 y = i / 5 % 9 * 32 # If mouse between rect if mouse_x.between?(x, x + cursor_width) && mouse_y.between?(y, y + self.oh) # set index prev_index = @index @index = i if prev_index != @index $game_system.se_play($data_system.cursor_se) end break end end end end end # Original update shaz_mouseselectable_wndslct_update end #-------------------------------------------------------------------------- # * Oh #-------------------------------------------------------------------------- def oh return 32 end #-------------------------------------------------------------------------- # * Mouse Oh #-------------------------------------------------------------------------- def mouse_oh return 0 end end#==============================================================================# ** Scene_File#==============================================================================class Scene_File #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :sephlamchop_mousesys_scnfl_update, :update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # agf = hide mouse if $mouse_sprite.visible == true # If Mouse Position isn't Nil if Mouse.pos != nil # Gets Mouse Position x, y = Mouse.pos y = y + 32 # Pass Through Savefile Windows for i in 0...@savefile_windows.size # Gets Window w = @savefile_windows # Don't allow user to select autosave slot in Load Menu if @autosave_slot == false i = 1 if i == 0 end # If Within Window Range if x.between?(w.x, w.x + w.width) && y.between?(w.y, w.y + w.height) && w.active prev_index = @file_index # Set File Index @file_index = i # Turns Window On w.selected = true # Play SE if prev_index != @file_index $game_system.se_play($data_system.cursor_se) end # Unhighlight remaining windows for j in 0...@savefile_windows.size if j != i @savefile_windows[j].selected = false end end # Don't select autosave slot in Load Menu if @autosave_slot == false @savefile_windows[0].selected = false if i == 1 end # Break Main Loop break end end end end # Original Update sephlamchop_mousesys_scnfl_update endend#==============================================================================# ** Game_Battler#==============================================================================class Game_Battler #-------------------------------------------------------------------------- # * Battler Width #-------------------------------------------------------------------------- def battler_width return RPG::Cache.battler(@battler_name, @battler_hue).width end #-------------------------------------------------------------------------- # * Battler Height #-------------------------------------------------------------------------- def battler_height return RPG::Cache.battler(@battler_name, @battler_hue).height endend#==============================================================================# ** Arrow_Enemy#==============================================================================class Arrow_Enemy < Arrow_Base #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :seph_mouseselectablewindows_arrenmy_update, :update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Original Update seph_mouseselectablewindows_arrenmy_update if $mouse_sprite.visible == true # Return if Nil Mouse Position return if Mouse.position.nil? # Gets Mouse Position mx, my = *Mouse.position # Pass Through Enemies $game_troop.enemies.each do |enemy| # Skip if Non-Existing Enemy next unless enemy.exist? # Gets Paddings w, h = enemy.battler_width / 2, enemy.battler_height # If Within Mouse Padding Range if mx.between?(enemy.screen_x - w, enemy.screen_x + w) && my.between?(enemy.screen_y - h, enemy.screen_y + 10) # Set Index @index = $game_troop.enemies.index(enemy) # Set mouse cursor to bitmap $mouse_sprite.set_bitmap(MouseCursor::Enemy_Cursor) return # break end end # Set Mouse to Default Cursor $mouse_sprite.set_bitmap(MouseCursor::Default_Cursor) end endend#==============================================================================# ** Arrow_Actor#==============================================================================class Arrow_Actor < Arrow_Base #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :seph_mouseselectablewindows_arractr_update, :update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Original Update seph_mouseselectablewindows_arractr_update # Return if Nil Mouse Position return if Mouse.position.nil? # Gets Mouse Position mx, my = *Mouse.position # Pass Through Actors $game_party.actors.each do |actor| # Gets Paddings w, h = actor.battler_width / 2, actor.battler_height # If Within Mouse Padding Range if mx.between?(actor.screen_x - w, actor.screen_x + w) && my.between?(actor.screen_y - h, actor.screen_y + 10) # Set Index @index = $game_party.actors.index(actor) end end endend#==============================================================================# ** Scene_Map#==============================================================================class Scene_Map #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :sephlamchop_mousesys_scnmap_update, :update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Unless Message Showing unless $game_temp.message_text # Update Event Cursors $mouse_sprite.update_event_cursors end # Original Update sephlamchop_mousesys_scnmap_update endend#==============================================================================# ** Interpreter#==============================================================================class Interpreter #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias_method :shaz_mousesys_intrprtr_command_101, :command_101 #-------------------------------------------------------------------------- # * Show Text #-------------------------------------------------------------------------- def command_101 # return mouse sprite to default cursor $mouse_sprite.set_bitmap(MouseCursor::Default_Cursor) # original command_101 shaz_mousesys_intrprtr_command_101 endend$mouse_sprite = Sprite_Mouse.new# game mouse is visible, system mouse is hidden$mouse_sprite.visible = true Cool script, but complicated, and it irritates me because it supersedes the keyboard and doesn't hide. It also ignores my terrain tags for damage/healing floors. And I have a set of scripts by Blizzard, which if they all worked together might be what I want, but I don't know how to bridge them. Part 1 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# Custom Game Controls by Blizzard# Version: 4.1# Date: 19.4.2007# Date v1.2: 20.10.2007# Date v2.0b: 3.4.2008# Date v2.1b: 25.10.2008# Date v2.2b: 11.6.2009# Date v3.0: 20.7.2009# Date v4.0: 22.6.2012# Date v4.1: 28.7.2012#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=## VERY IMPORTANT NOTE:## DO NOT USE THIS ADD-ON IF YOU ARE USING BLIZZ-ABS!!!### Compatiblity:## 99% compatible with SDK 1.x, 90% compatible with SDK 2.x.### Note:## Why is this input module better than others? I has far less code and it# can handle keyboard language layout.### Explanation & Configuration:## This Add-on will allow you to specify your own game controls. Just below# is a list of possible keys, below that is the configuration. The default# configuration is RMXP's real game control configuration. You can add any# key specification into a key array and separate them with commas. Example:## RIGHT = [Key['Arrow Right'], Key[','], Key['F'], Key['Ctrl'], Key['3'],# Key['NumberPad 6'], Key['F3'], Key['\''], Key['\\']]## This example would assign for the RIGHT button the following keys:# - directional right (right arrow key)# - comma# - letter key F# - Control key (CTRL)# - Number Key 3 (on top over the letter keys)# - Numberpad Key 6 (number 6 on the numberpad on the right)# - Functional Key 3 (F3)# - apostrophe (')# - backslash (\)#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=if TONS_OF_ADDONS::CUSTOM_CONTROLS#==============================================================================# module Input#==============================================================================module Input#----------------------------------------------------------------------------# Simple ASCII table#----------------------------------------------------------------------------Key = {'A' => 65, 'B' => 66, 'C' => 67, 'D' => 68, 'E' => 69, 'F' => 70,'G' => 71, 'H' => 72, 'I' => 73, 'J' => 74, 'K' => 75, 'L' => 76,'M' => 77, 'N' => 78, 'O' => 79, 'P' => 80, 'Q' => 81, 'R' => 82,'S' => 83, 'T' => 84, 'U' => 85, 'V' => 86, 'W' => 87, 'X' => 88,'Y' => 89, 'Z' => 90,'0' => 48, '1' => 49, '2' => 50, '3' => 51, '4' => 52, '5' => 53,'6' => 54, '7' => 55, '8' => 56, '9' => 57,'NumberPad 0' => 45, 'NumberPad 1' => 35, 'NumberPad 2' => 40,'NumberPad 3' => 34, 'NumberPad 4' => 37, 'NumberPad 5' => 12,'NumberPad 6' => 39, 'NumberPad 7' => 36, 'NumberPad 8' => 38,'NumberPad 9' => 33,'F1' => 112, 'F2' => 113, 'F3' => 114, 'F4' => 115, 'F5' => 116,'F6' => 117, 'F7' => 118, 'F8' => 119, 'F9' => 120, 'F10' => 121,'F11' => 122, 'F12' => 123,';' => 186, '=' => 187, ',' => 188, '-' => 189, '.' => 190, '/' => 220,'\\' => 191, '\'' => 222, '[' => 219, ']' => 221, '`' => 192,'Backspace' => 8, 'Tab' => 9, 'Enter' => 13, 'Shift' => 16,'Left Shift' => 160, 'Right Shift' => 161, 'Left Ctrl' => 162,'Right Ctrl' => 163, 'Left Alt' => 164, 'Right Alt' => 165,'Ctrl' => 17, 'Alt' => 18, 'Esc' => 27, 'Space' => 32, 'Page Up' => 33,'Page Down' => 34, 'End' => 35, 'Home' => 36, 'Insert' => 45,'Delete' => 46, 'Arrow Left' => 37, 'Arrow Up' => 38,'Arrow Right' => 39, 'Arrow Down' => 40,'Mouse Left' => 1, 'Mouse Right' => 2, 'Mouse Middle' => 4,'Mouse 4' => 5, 'Mouse 5' => 6}#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::# START Configuration#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::UP = [Key['Arrow Up'], Key['W']]LEFT = [Key['Arrow Left'], Key['A']]DOWN = [Key['Arrow Down'], Key['S']]RIGHT = [Key['Arrow Right'], Key['D']]A = [Key['Shift']]B = [Key['Esc'], Key['Mouse Right'], Key['NumberPad 0']]C = [Key['Space'], Key['Enter'], Key['Mouse Left'], Key['C']]X = [Key['X']]Y = [Key['Y']]Z = [Key['Z']]L = [Key['L'], Key['Page Down']]R = [Key['R'], Key['Page Up']]F5 = [Key['F5']]F6 = [Key['F6']]F7 = [Key['F7']]F8 = [Key['F8']]F9 = [Key['F9']]SHIFT = [Key['Shift']]CTRL = [Key['Ctrl']]ALT = [Key['Alt']]#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::# END Configuration#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::# All keysKEY_COUNT = 256ALL_KEYS = (0...KEY_COUNT).to_a# Win32 API callsGetKeyboardState = Win32API.new('user32', 'GetKeyboardState', 'P', 'I')GetKeyboardLayout = Win32API.new('user32', 'GetKeyboardLayout', 'L', 'L')MapVirtualKeyEx = Win32API.new('user32', 'MapVirtualKeyEx', 'IIL', 'I')ToUnicodeEx = Win32API.new('user32', 'ToUnicodeEx', 'LLPPILL', 'L')# some other constantsDOWN_STATE_MASK = 0x80DEAD_KEY_MASK = 0x80000000# data@state = "\0" * KEY_COUNT@triggered = Array.new(KEY_COUNT, false)@pressed = Array.new(KEY_COUNT, false)@released = Array.new(KEY_COUNT, false)@repeatedKey = -1@repeatedCount = 0#----------------------------------------------------------------------------# update# Updates input.#----------------------------------------------------------------------------def self.update# prevents usage with Blizz-ABSif $BlizzABS# error messageraise 'Blizz-ABS was detected! Please turn off Custom Controls in Tons of Add-ons!'end# get current language layout@language_layout = GetKeyboardLayout.call(0)# get new keyboard stateGetKeyboardState.call(@state)# this special code is used because Ruby 1.9.x does not return a char# when using String#[] but another Stringkey = 0@state.each_byte {|byte|# if pressed stateif (byte & DOWN_STATE_MASK) == DOWN_STATE_MASK# not released anymore@released[key] = false# if not pressed yetif !@pressed[key]# pressed and triggered@pressed[key] = true@triggered[key] = true@repeatedKey = key@repeatedCount = 0else# not triggered anymore@triggered[key] = falseend# update of repeat counterif key == @repeatedKey@repeatedCount < 17 ? @repeatedCount += 1 : @repeatedCount = 15end# not released yetelsif !@released[key]# if still pressedif @pressed[key]# not triggered, pressed or repeated, but released@triggered[key] = false@pressed[key] = false@released[key] = trueif key == @repeatedKey@repeatedKey = -1@repeatedCount = 0endendelse# not released anymore@released[key] = falseendkey += 1}end#----------------------------------------------------------------------------# dir4# 4 direction check.#----------------------------------------------------------------------------def self.dir4return 2 if self.press?(DOWN)return 4 if self.press?(LEFT)return 6 if self.press?(RIGHT)return 8 if self.press?(UP)return 0end#----------------------------------------------------------------------------# dir8# 8 direction check.#----------------------------------------------------------------------------def self.dir8down = self.press?(DOWN)left = self.press?(LEFT)return 1 if down && leftright = self.press?(RIGHT)return 3 if down && rightup = self.press?(UP)return 7 if up && leftreturn 9 if up && rightreturn 2 if downreturn 4 if leftreturn 6 if rightreturn 8 if upreturn 0end#----------------------------------------------------------------------------# trigger?# Test if key was triggered once.#----------------------------------------------------------------------------def self.trigger?(keys)keys = [keys] unless keys.is_a?(Array)return keys.any? {|key| @triggered[key]}end#----------------------------------------------------------------------------# press?# Test if key is being pressed.#----------------------------------------------------------------------------def self.press?(keys)keys = [keys] unless keys.is_a?(Array)return keys.any? {|key| @pressed[key]}end#----------------------------------------------------------------------------# repeat?# Test if key is being pressed for repeating.#----------------------------------------------------------------------------def self.repeat?(keys)keys = [keys] unless keys.is_a?(Array)return (@repeatedKey >= 0 && keys.include?(@repeatedKey) &&(@repeatedCount == 1 || @repeatedCount == 16))end#----------------------------------------------------------------------------# release?# Test if key was released.#----------------------------------------------------------------------------def self.release?(keys)keys = [keys] unless keys.is_a?(Array)return keys.any? {|key| @released[key]}end#----------------------------------------------------------------------------# get_character# vk - virtual key# Gets the character from keyboard input using the input locale identifier# (formerly called keyboard layout handles).#----------------------------------------------------------------------------def self.get_character(vk)# get corresponding character from virtual keyc = MapVirtualKeyEx.call(vk, 2, @language_layout)# stop if character is non-printable and not a dead keyreturn '' if c < 32 && (c & DEAD_KEY_MASK != DEAD_KEY_MASK)# get scan codevsc = MapVirtualKeyEx.call(vk, 0, @language_layout)# result string is never longer than 4 bytes (Unicode)result = "\0" * 4# get input string from Win32 APIlength = ToUnicodeEx.call(vk, vsc, @state, result, 4, 0, @language_layout)return (length == 0 ? '' : result)end#----------------------------------------------------------------------------# get_input_string# Gets the string that was entered using the keyboard over the input locale# identifier (formerly called keyboard layout handles).#----------------------------------------------------------------------------def self.get_input_stringresult = ''# check every keyALL_KEYS.each {|key|# if repeatedif self.repeat?(key)# get character from keyboard statec = self.get_character(key)# add character if there is a characterresult += c if c != ''end}# empty if result is emptyreturn '' if result == ''# convert string from Unicode to UTF-8return self.unicode_to_utf8(result)end#----------------------------------------------------------------------------# unicode_to_utf8# string - string in Unicode format# Converts a string from Unicode format to UTF-8 format as RGSS does not# support Unicode.#----------------------------------------------------------------------------def self.unicode_to_utf8(string)result = ''# L* format means a bunch of 4-byte wide-charsstring.unpack('L*').each {|c|# characters under 0x80 are 1 byte charactersif c < 0x0080result += c.chr# other characters under 0x800 are 2 byte characterselsif c < 0x0800result += (0xC0 | (c >> 6)).chrresult += (0x80 | (c & 0x3F)).chr# other characters under 0x10000 are 3 byte characterselsif c < 0x10000result += (0xE0 | (c >> 12)).chrresult += (0x80 | ((c >> 6) & 0x3F)).chrresult += (0x80 | (c & 0x3F)).chr# other characters under 0x200000 are 4 byte characterselsif c < 0x200000result += (0xF0 | (c >> 18)).chrresult += (0x80 | ((c >> 12) & 0x3F)).chrresult += (0x80 | ((c >> 6) & 0x3F)).chrresult += (0x80 | (c & 0x3F)).chr# other characters under 0x4000000 are 5 byte characterselsif c < 0x4000000result += (0xF8 | (c >> 24)).chrresult += (0x80 | ((c >> 18) & 0x3F)).chrresult += (0x80 | ((c >> 12) & 0x3F)).chrresult += (0x80 | ((c >> 6) & 0x3F)).chrresult += (0x80 | (c & 0x3F)).chr# other characters under 0x80000000 are 6 byte characterselsif c < 0x80000000result += (0xFC | (c >> 30)).chrresult += (0x80 | ((c >> 24) & 0x3F)).chrresult += (0x80 | ((c >> 18) & 0x3F)).chrresult += (0x80 | ((c >> 12) & 0x3F)).chrresult += (0x80 | ((c >> 6) & 0x3F)).chrresult += (0x80 | (c & 0x3F)).chrend}return resultendendend Part 2 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# Mouse Controller by Blizzard# Version: 2.0b# Type: Custom Input System# Date: 9.10.2009# Date v2.0b: 22.7.2010#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# # This work is protected by the following license:# #----------------------------------------------------------------------------# # # # Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported# # ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )# # # # You are free:# # # # to Share - to copy, distribute and transmit the work# # to Remix - to adapt the work# # # # Under the following conditions:# # # # Attribution. You must attribute the work in the manner specified by the# # author or licensor (but not in any way that suggests that they endorse you# # or your use of the work).# # # # Noncommercial. You may not use this work for commercial purposes.# # # # Share alike. If you alter, transform, or build upon this work, you may# # distribute the resulting work only under the same or similar license to# # this one.# # # # - For any reuse or distribution, you must make clear to others the license# # terms of this work. The best way to do this is with a link to this web# # page.# # # # - Any of the above conditions can be waived if you get permission from the# # copyright holder.# # # # - Nothing in this license impairs or restricts the author's moral rights.# # # #----------------------------------------------------------------------------##:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=## Compatibility:## 90% compatible with SDK v1.x. 80% compatible with SDK v2.x. May cause# incompatibility issues with other custom input Systems. Works with "Custom# Game Controls" from Tons of Add-ons and Blizz-ABS's custom controls.# This script is not meant to be used as a standalone but rather in# combination with special menus that are properly adapted to support a mouse# controller system.# # # Features:## - fully automated mouse control in game# - can be enhanced with "Custom Game Controls" from Tons of Add-ons# - can be enhanced with "Blizz-ABS Controls"# - can be enhanced with "RMX-OS"## new in 2.0b:## - added option to hide Windows' cursor# - added possibility to hide and show the ingame cursor during the game# - added possibility to change the cursor icon# - added several new options# - optimized### Instructions:## - Explanation:## This script can work as a stand-alone for window option selections. To be# able to use the mouse buttons, you need a custom Input module. The# supported systems are "Custom Game Controls" from Tons of Add-ons,# Blizz-ABS Custom Controls and RMX-OS Custom Controls. This script will# automatically detect and apply the custom input modules' configuration# which is optional.# # - Configuration:## MOUSE_ICON - the default filename of the icon located in the# Graphics/Pictures folder# APPLY_BORDERS - defines whether the ingame cursor can go beyond the# game window borders# WINDOW_WIDTH - defines the window width, required only when using# APPLY_BORDER# WINDOW_HEIGHT - defines the window height, required only when using# APPLY_BORDER# HIDE_WINDOWS_CURSOR - hides the Windows Cursor on the window by default# AUTO_CONFIGURE - when using "Custom Game Controls" from Tons of# Add-ons, Blizz-ABS or RMX-OS, this option will# automatically add the left mouse button as# confirmation button# # - Script Calls:# # You can use a few script calls to manipulate the cursor. Keep in mind that# these changes are not being saved with the save file.# # To hide the ingame Mouse Cursor, use following call.# # $mouse.hide# # To show the ingame Mouse Cursor, use following call.# # $mouse.show# # To change the cursor image, use following call. Make sure your image is# # $mouse.set_cursor('IMAGE_NAME')# # # Additional Information:# # Even though there is an API call to determine the size of the window, API# calls are CPU expensive so the values for the window size need to be# configured manually in this script.# ## If you find any bugs, please report them here:# http://forum.chaos-project.com#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= $mouse_controller = 2.0 #===============================================================================# Mouse#=============================================================================== class Mouse #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::# START Configuration#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOUSE_ICON = 'arrow1' AUTO_CONFIGURE = false APPLY_BORDERS = true WINDOW_WIDTH = 640 WINDOW_HEIGHT = 480 HIDE_WINDOWS_CURSOR = true#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::# END Configuration#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: if HIDE_WINDOWS_CURSOR Win32API.new('user32', 'ShowCursor', 'i', 'i').call(0) end SCREEN_TO_CLIENT = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i') READ_INI = Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l') FIND_WINDOW = Win32API.new('user32', 'FindWindowA', %w(p p), 'l') CURSOR_POSITION = Win32API.new('user32', 'GetCursorPos', 'p', 'i') def initialize @cursor = Sprite.new @cursor.z = 1000000 self.set_cursor(MOUSE_ICON) update end def update @cursor.x, @cursor.y = self.position end def x return @cursor.x end def y return @cursor.y end def position x, y = self.get_client_position if APPLY_BORDERS if x < 0 x = 0 elsif x >= WINDOW_WIDTH x = WINDOW_WIDTH - 1 end if y < 0 y = 0 elsif y >= WINDOW_HEIGHT y = WINDOW_HEIGHT - 1 end end return x, y end def get_client_position pos = [0, 0].pack('ll') CURSOR_POSITION.call(pos) SCREEN_TO_CLIENT.call(WINDOW, pos) return pos.unpack('ll') end def set_cursor(image) @cursor.bitmap = RPG::Cache.picture(image) end def show @cursor.visible = true end def hide @cursor.visible = false end def self.find_window game_name = "\0" * 256 READ_INI.call('Game', 'Title', '', game_name, 255, '.\\Game.ini') game_name.delete!("\0") return FIND_WINDOW.call('RGSS Player', game_name) end WINDOW = self.find_window end $mouse = Mouse.new #==============================================================================# module Input#============================================================================== module Input class << Input alias update_mousecontroller_later update end def self.update $mouse.update update_mousecontroller_later end if Mouse::AUTO_CONFIGURE if $BlizzABS C.push(Input::Key['Mouse Left']) if !C.include?(Input::Key['Mouse Left']) if !Attack.include?(Input::Key['Mouse Right']) Attack.push(Input::Key['Mouse Right']) end elsif $tons_version != nil && $tons_version >= 6.4 && TONS_OF_ADDONS::CUSTOM_CONTROLS || defined?(RMXOS) C.push(Input::Key['Mouse Left']) if !C.include?(Input::Key['Mouse Left']) end end end #===============================================================================# Rect#=============================================================================== class Rect def covers?(x, y) return !(x < self.x || x >= self.x + self.width || y < self.y || y >= self.y + self.height) end end #===============================================================================# Sprite#=============================================================================== class Sprite def mouse_in_area? return false if self.bitmap == nil return ($mouse.x >= self.x && $mouse.x < self.x + self.src_rect.width && $mouse.y >= self.y && $mouse.y < self.y + self.src_rect.height) end end #===============================================================================# Window_Base#=============================================================================== class Window_Base def mouse_in_area? return ($mouse.x >= self.x && $mouse.x < self.x + self.width && $mouse.y >= self.y && $mouse.y < self.y + self.height) end def mouse_in_inner_area? return ($mouse.x >= self.x + 16 && $mouse.x < self.x + self.width - 16 && $mouse.y >= self.y + 16 && $mouse.y < self.y + self.height - 16) end end #===============================================================================# Window_Selectable#=============================================================================== class Window_Selectable alias contents_is_mousecontroller_later contents= def contents=(bitmap) contents_is_mousecontroller_later(bitmap) begin update_selections update_mouse if self.active rescue end end alias index_is_mousecontroller_later index= def index=(value) index_is_mousecontroller_later(value) update_selections end alias active_is_mousecontroller_later active= def active=(value) active_is_mousecontroller_later(value) update_cursor_rect end def update_selections @selections = [] index, ox, oy = self.index, self.ox, self.oy (0...@item_max).each {|i| @index = i update_cursor_rect rect = self.cursor_rect.clone rect.x += self.ox rect.y += self.oy @selections.push(rect)} @index, self.ox, self.oy = index, ox, oy self.cursor_rect.empty end alias update_mousecontroller_later update def update update_mouse if self.active update_mousecontroller_later end def update_mouse if self.mouse_in_inner_area? update_mouse_selection return end self.index = -1 if self.contents != nil && @selections.size > 0 && self.mouse_in_area? update_mouse_scrolling end end def update_mouse_selection update_selections if @selections.size != @item_max @selections.each_index {|i| if @selections.covers?($mouse.x - self.x - 16 + self.ox, $mouse.y - self.y - 16 + self.oy) self.index = i if self.index != i return end} self.index = -1 end def update_mouse_scrolling if Input.repeat?(Input::C) if $mouse.x < self.x + 16 if self.ox > 0 $game_system.se_play($data_system.cursor_se) self.ox -= @selections[0].width self.ox = 0 if self.ox < 0 end elsif $mouse.x >= self.x + self.width - 16 max_ox = self.contents.width - self.width + 32 if self.ox <= max_ox $game_system.se_play($data_system.cursor_se) self.ox += @selections[0].width self.ox = max_ox if self.ox >= max_ox end elsif $mouse.y < self.y + 16 if self.oy > 0 $game_system.se_play($data_system.cursor_se) self.oy -= @selections[0].height self.oy = 0 if self.oy < 0 end elsif $mouse.y >= self.y + self.height - 16 max_oy = self.contents.height - self.height + 32 if self.oy <= max_oy $game_system.se_play($data_system.cursor_se) self.oy += @selections[0].height self.oy = max_oy if self.oy >= max_oy end end end end end Part 3 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# Lagless Path Finder by Blizzard# Version: 1.01# Type: Pathfinding System# Date: 9.2.2013# Date v1.01: 11.4.2013#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# # This work is protected by the following license:# #----------------------------------------------------------------------------# # # # Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported# # ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )# # # # You are free:# # # # to Share - to copy, distribute and transmit the work# # to Remix - to adapt the work# # # # Under the following conditions:# # # # Attribution. You must attribute the work in the manner specified by the# # author or licensor (but not in any way that suggests that they endorse you# # or your use of the work).# # # # Noncommercial. You may not use this work for commercial purposes.# # # # Share alike. If you alter, transform, or build upon this work, you may# # distribute the resulting work only under the same or similar license to# # this one.# # # # - For any reuse or distribution, you must make clear to others the license# # terms of this work. The best way to do this is with a link to this web# # page.# # # # - Any of the above conditions can be waived if you get permission from the# # copyright holder.# # # # - Nothing in this license impairs or restricts the author's moral rights.# # # #----------------------------------------------------------------------------##:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=## IMPORTANT NOTE:## This Path Finder is a derived version of Blizz-ABS's original Path Finder.# If you are using Blizz-ABS, please remove this script. Blizz-ABS has a# Path Finder already built-in.### Compatibility:## 99% compatible with SDK v1.x. 90% compatible with SDK v2.x. May cause# incompatibility issues with exotic map systems.### Features:## - calculates path from point A to point B on the map# - allows immediate calculation as well as path calculation requests that# are done over the course of a few frames in order to reduce lag# - supports dynamic calculation that is done every step to ensure the# character reaches its targets# - can assign other characters as targets so dynamic calculation with a# moving will cause the character to find the target regardless of his# changed position## new in v1.01:# - fixed attempted optimizations to work properly### Instructions:# # - Explanation:# # This script will allow your characters to walk from point A to point B,# navigating by themselves, finding the shortest path and all that without# you having to manually specify their moving route. They can also navigate# through dynamically changing environments or track a dynamically moving# target.## - Configuration:## MAX_NODES_PER_FRAME - maximum number of node calculation per frame when# using path requests instead of immediate calculations# DIRECTIONS_8_WAY - if set to true, it will smooth out corner movement# and use a diagonal movement step wherever possible# (this does NOT mean that the path finder will do# 8-directional path finding!)## - Script calls:## This path finder offers you several script calls in order to designate path# finding to characters on the map. Following script calls are at your# disposal:# # PathFinder.find(C_ID, X, Y)# PathFinder.find(C_ID, X, Y, RANGE)# PathFinder.find(C_ID, TARGET)# PathFinder.find(C_ID, TARGET, RANGE)# PathFinder.request(C_ID, X, Y)# PathFinder.request(C_ID, X, Y, RANGE)# PathFinder.request(C_ID, TARGET)# PathFinder.request(C_ID, TARGET, RANGE)# PathFinder.dyn_find(C_ID, X, Y)# PathFinder.dyn_find(C_ID, X, Y, RANGE)# PathFinder.dyn_find(C_ID, TARGET)# PathFinder.dyn_find(C_ID, TARGET, RANGE)# PathFinder.dyn_request(C_ID, X, Y)# PathFinder.dyn_request(C_ID, X, Y, RANGE)# PathFinder.dyn_request(C_ID, TARGET)# PathFinder.dyn_request(C_ID, TARGET, RANGE)## C_ID - either an event ID, 0 for the player character or an actual# character (e.g. $game_map.events[iD])# X - X target coordinate# Y - Y target coordinate# RANGE - range within which the target should be located (greater than 0)# TARGET - an actual target character# # This is how the 4 different script calls behave:# # - The "find" variants always calculate the path immediately.# - The "request" variants always request a path calculation to be done over# the course of several frames in order to avoid lag. Requesting paths for# multiple characters will cause the calculation to take longer as each# frame only a certain number of nodes is calculated (can be configured).# So if there are more characters requesting a path, naturally each one# will consume a part of the allowed node calculations every frame.# - The "dyn" variants (dynamic) will recalculate/request a calculation every# step in order to keep a path up to date with an ever-changing# environment. You won't need to use these calls if there are no moving# events on the map or if there are no environmental passability changes.# - When using a "dyn" variant, if actual coordinates (X, Y) are used, the# character will find its path to these fixed coordinates. If an actual# target character is being used, the path finder will track the character# instead of fixed coordinates. If the character changes its position, the# path calculation will attempt to find a path to the new position of the# target.# - Using "dyn_find" a lot, with many characters at the same time and/or for# long paths may cause performance issue and lag. Use it wisely.# - Using "dyn_request" is much more performance-friendly, but it will also# cause characters to "stop and think". This can also cause problems in a# constantly changing environment as the environment may change during the# few frames while the calculation is being done. Use it wisely.# # In order to cancel dynamic path calculation for a character, use following# script call:# # character.clear_path_target# # Example:# # $game_map.events[23].clear_path_target# # In order to check if a character has a dynamic path calculation for a# target, use following script call:# # character.has_path_target?# # Example:# # if $game_map.events[23].has_path_target?# ## Notes:## - This path finder is an implementation fo the A* Search Algorithm.# - The PathFinder module is being updated during the call of $game_system.update.# Keep this in mind if you are using specific exotic scripts.### If you find any bugs, please report them here:# http://forum.chaos-project.com#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::# START Configuration#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: module BlizzCFG MAX_NODES_PER_FRAME = 100 DIRECTIONS_8_WAY = false end #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::# END Configuration#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: $lagless_path_finder = 1.01 #==============================================================================# module PathFinder#============================================================================== module Math def self.hypot_squared(x, y) return (x * x + y * y) end end #==============================================================================# module PathFinder#============================================================================== module PathFinder PATH_DIRS = [[0, 1, 2], [-1, 0, 4], [1, 0, 6], [0, -1, 8]] DIR_DOWN_LEFT = [2, 4] DIR_LEFT_DOWN = [4, 2] DIR_DOWN_RIGHT = [2, 6] DIR_RIGHT_DOWN = [6, 2] DIR_LEFT_UP = [4, 8] DIR_UP_LEFT = [8, 4] DIR_RIGHT_UP = [6, 8] DIR_UP_RIGHT = [8, 6] DIR_OFFSETS = [[0, 0], [-1, 1], [0, 1], [1, 1], [-1, 0], [0, 0], [1, 0], [-1, -1], [0, -1], [1, -1]] @requests = {} def self.clear @requests = {} end def self.find(char, x, y = nil, range = 0) char, x, y, range = self.check_args(char, x, y, range) self._find(char, x, y, range, false) return true end def self.dyn_find(char, x, y = nil, range = 0) tx, ty = x, y char, x, y, range = self.check_args(char, x, y, range) self._find(char, x, y, range, true) char.set_path_target(tx, ty, range, true) return true end def self.request(char, x, y = nil, range = 0) char, x, y, range = self.check_args(char, x, y, range) self._request(char, x, y, range, false) return true end def self.dyn_request(char, x, y = nil, range = 0) tx, ty = x, y char, x, y, range = self.check_args(char, x, y, range) self._request(char, x, y, range, true) char.set_path_target(tx, ty, range, false) return true end def self.check_args(char, x, y, range) if x.is_a?(Game_Character) range = (y != nil ? y : 0) y = x.y x = x.x end range = 0 if range < 0 if char.is_a?(Numeric) char = (char > 0 ? $game_map.events[char] : $game_player) end p "Warning! Character to move does not exist!" if $DEBUG && char == nil return [char, x, y, range] end def self._find(char, x, y, range, dynamic) @requests[char] = PathRequest.new(char.x, char.y, x, y, range, dynamic) result = nil result = self.calc_node(char) while result == nil @requests.delete(char) if $DEBUG && result == [] p "Warning! Path Finder could not find path for character at (#{x},#{y})!" end char.set_found_path(result) end def self._request(char, x, y, range, dynamic) if @requests[char] == nil @requests[char] = PathRequest.new(char.x, char.y, x, y, range, dynamic) end end def self.update @requests = {} if @requests == nil characters = @requests.keys count = BlizzCFG::MAX_NODES_PER_FRAME while characters.size > 0 && count > 0 char = characters.shift result = self.calc_node(char) result != nil ? char.set_found_path(result) : characters.push(char) count -= 1 end end def self.calc_node(char) request = @requests[char] if request.open.size == 0 @requests.delete(char) return [] end found = false key = request.open.keys.min {|a, b| a[2] > b[2] ? 1 : (a[2] < b[2] ? -1 : (Math.hypot_squared(a[0] - request.tx, a[1] - request.ty) <=> Math.hypot_squared(b[0] - request.tx, b[1] - request.ty)))} request.closed[key[0], key[1]] = request.open[key] request.open.delete(key) kx, ky = 0, 0 passable = false passable_checked = false PATH_DIRS.each {|dir| kx, ky = key[0] + dir[0], key[1] + dir[1] passable = false passable_checked = false if (kx - request.tx).abs + (ky - request.ty).abs <= request.range passable = char.passable?(key[0], key[1], dir[2]) passable_checked = true if passable request.closed[kx, ky] = dir[2] found = true break end end if request.closed[kx, ky] == 0 passable = char.passable?(key[0], key[1], dir[2]) if !passable_checked if passable request.open[[kx, ky, key[2] + 1]] = dir[2] end end} return nil if !found result = request.backtrack(kx, ky) @requests.delete(char) return result end end #==============================================================================# PathRequest#============================================================================== class PathRequest attr_reader :open attr_reader :closed attr_reader :sx attr_reader :sy attr_reader :tx attr_reader :ty attr_reader :range attr_reader :dynamic def initialize(ox, oy, tx, ty, range, dynamic = false) @sx, @sy, @tx, @ty, @range, @dynamic = ox, oy, tx, ty, range, dynamic @open = {[@sx, @sy, 0] => -1} @closed = Table.new($game_map.width, $game_map.height) end def backtrack(tx, ty) cx, cy, x, y, result = tx, ty, 0, 0, [] loop do cx, cy = cx - x, cy - y break if cx == @sx && cy == @sy result.unshift(@closed[cx, cy]) x, y = PathFinder::DIR_OFFSETS[@closed[cx, cy]] end return self.modify_8_way(result) end def modify_8_way(result) if BlizzCFG::DIRECTIONS_8_WAY result.each_index {|i| if result != nil && result[i + 1] != nil case [result, result[i + 1]] when PathFinder::DIR_DOWN_LEFT, PathFinder::DIR_LEFT_DOWN result, result[i + 1] = 1, nil when PathFinder::DIR_DOWN_RIGHT, PathFinder::DIR_RIGHT_DOWN result, result[i + 1] = 3, nil when PathFinder::DIR_LEFT_UP, PathFinder::DIR_UP_LEFT result, result[i + 1] = 7, nil when PathFinder::DIR_RIGHT_UP, PathFinder::DIR_UP_RIGHT result, result[i + 1] = 9, nil end end} result.compact! end return result end end #==============================================================================# Game_System#============================================================================== class Game_System alias update_lagless_path_finder_later update def update PathFinder.update update_lagless_path_finder_later end end #==============================================================================# Game_Map#============================================================================== class Game_Map alias setup_lagless_path_finder_later setup def setup(map_id) PathFinder.clear setup_lagless_path_finder_later(map_id) end end #==============================================================================# Game_Character#============================================================================== class Game_Character def set_path_target(x, y, range, immediate) @path_x, @path_y, @path_range, @path_immediate = x, y, range, immediate end def clear_path_target @path_x, @path_y, @path_range, @path_immediate = nil, nil, nil, nil end def has_path_target? return (@path_x != nil) end def set_found_path(path) return if path.size == 0 route = RPG::MoveRoute.new route.repeat = false # each move command code equals direction / 2 path.reverse.each {|dir| route.list.unshift(RPG::MoveCommand.new(dir / 2))} self.force_move_route(route) end alias update_move_lagless_path_finder_later update_move def update_move update_move_lagless_path_finder_later return if self.moving? || !self.has_path_target? x, y = @path_x, @path_y x, y = @path_x.x, @path_x.y if @path_x.is_a?(Game_Character) if @x == x && @y == y #p @x, x, @y, y #p @path_x self.clear_path_target elsif @path_immediate PathFinder.dyn_find(self, @path_x, @path_y, @path_range) else PathFinder.dyn_request(self, @path_x, @path_y, @path_range) end end end Mouse works for left/right click, but I tried and failed to connect it with the pathfinder, and I'm not sure how to set it up to hide when the keyboard is in use. If a scripter person has the time/is willing (and if what I want is possible). I'd appreciate either a modification of one of the scripts, or a new script with just the functions I need. Thanks Muchlies! ~Phionabrie Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted July 22, 2013 Forget about mouse support with RPG Maker. The scripts you're using are dirty workarounds and you'll eventually run into a series of issues (as you already have by the way) that are a pain in the ass to solve. Maybe there's a good samaritan out there who will address your request but be aware that you're dealing with stuff that's not supposed to happen in the first place. 1 Marked reacted to this Share this post Link to post Share on other sites
phionabrie 7 Report post Posted August 8, 2013 Decided to use events instead of terrain tags for floor stuff because it works better for my game, which means the only thing I need different from my mouse script is how to make it hide. Anyone familiar enough with the mouse script (first set) who might be able to tell me how to do that? Share this post Link to post Share on other sites