#==============================================================================
# ■ 完整鼠标系统(八方向)
#------------------------------------------------------------------------------
#  使用时务必配合专用寻路算法
#   By whbm
#   不若怀念修改
#==============================================================================
#下面做一下介绍与使用说明:
#    在屏幕上单击鼠标的时候,会自动进行寻路,这里为了速度更快并且为了进行迷
#宫时的难度寻路被限定在当时的屏幕内部。(否则玩家直接点到终点,呵呵....知道
#后果了吧)
#    在角色移动过程中再次单击鼠标(即双击)并在单击第二次鼠标的时候不松手,
#角色将会跟随鼠标方向移动。(这个应该好理解,不用多说吧)当角色贴着欲被启动
#的事件的时候,单击NPC即可启动事件。若未贴着,将会产生自动寻路到NPC附近的某
#点,那时在单击NPC即可。
#    当鼠标停在某些事件上时候会发现有不同的图标,设置方法为:宝箱事件请在事
#件的执行内容中添加 注释,注释内容为 Item 注意大小写。NPC事件请在事件的执行
#内容中添加 注释注释内容为 NPC 注意大小写。若不箱改变某事件的图标,则不要写
#那两个注释。
#    当把脚本转到您工程的时候千万别忘了那个寻路用的脚本。
#==============================================================================
class Game_Event
  attr_accessor :flag
end

#==============================================================================
# ■ Game_Map
#------------------------------------------------------------------------------
#  处理地图的类。包含卷动以及可以通行的判断功能。
# 本类的实例请参考 $game_map 。
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # ● 检查鼠标处是否有自定义的事件并返回类型
  #--------------------------------------------------------------------------
  def check_event_custom(mouse_x, mouse_y)
    for event in $game_map.events.values #循环所有事件检查
      event_width = RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数
      event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 8
      if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
        if event.list != nil
        for i in 0...event.list.size
          if event.list[i].parameters[0] == "Item"  #类型判断
            event.flag = 1
          elsif event.list[i].parameters[0] == "Npc" #类型判断
            event.flag = 2
          else
            event.flag = 0 if $game_player.get_mouse_sta != 2 #无标志
          end
          return event.flag #返回事件类型标志
        end
        end
      end
    end
    return 0 if $game_player.get_mouse_sta != 2 #如果不是在跟随鼠标状态,则返回无标志
    return $mouse_icon_id #使鼠标图不变化
  end
  #--------------------------------------------------------------------------
  # ● 检查鼠标处是否有事件可以开启
  #--------------------------------------------------------------------------
  def check_event_custom_start(mouse_x, mouse_y)
    for event in $game_map.events.values #循环所有事件检查
      #事件角色图片宽度、高度
      event_width = RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数
      event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 8
      #判断是否鼠标在事件上
      if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
        way_x = $game_player.x - event.x
        way_y = $game_player.y - event.y
        if [1,0,-1].include?($game_player.x-event.x) and [1,0,-1].include?($game_player.y-event.y)
          for i in 0...event.list.size
            if ["Item","Npc"].include?(event.list[i].parameters[0]) #当事件属于自定义事件
              #判断主角朝向
              if way_x == -1
                p_direction = 3 if way_y == -1
                p_direction = 6 if way_y == 0
                p_direction = 9 if way_y == 1
              elsif way_x == 0
                p_direction = 2 if way_y == -1
                p_direction = 8 if way_y == 1
              else
                p_direction = 1 if way_y == -1
                p_direction = 4 if way_y == 0
                p_direction = 7 if way_y == 1
              end
              event.start #开启事件
              return 1, p_direction #返回即将开启事件以及角色朝向
            end
          end
        end
      end
    end
    return 0, 5 #返回不会开启事件以及角色朝向不变
  end
  #--------------------------------------------------------------------------
  # ● 检查鼠标处是否存在自定义事件 for 寻路
  #--------------------------------------------------------------------------
  def check_event_custom_exist(mouse_x, mouse_y)
    for event in $game_map.events.values #循环所有事件检查
      #事件角色图片宽度、高度
      event_width = RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数
      event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 8
      if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
        for i in 0...event.list.size
          return 1, event if ["Item", "Npc"].include?(event.list[i].parameters[0]) #返回存在自定义事件以及事件体
        end
      end
    end
    return 0, event #返回不存在自定义事件,以及事件体
  end
end
#=================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')
module Mouse 
 LEFT = 0x01
 RIGHT = 0x02

def self.init(sprite = nil)
   $ShowCursor.call(0)
  
   @show_cursor = false
  
   @mouse_sprite = Sprite.new
   @mouse_sprite.z = 99999
   @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/001-Weapon01.png')

@left_press = false
   @right_press = false
   @left_trigger = false
   @right_trigger = false
   @left_repeat = false
   @right_repeat = false
   @click_lock = false
   @wait_count = 8#待机动画循环时间
   @mosue_pic = 1#鼠标待机动画编号
   #鼠标点击动画
   @chick_animation = RPG::Sprite.new
   @ani_x = @chick_animation.x
   @ani_y = @chick_animation.y
   #更新
   update
 end
 #------------------------------------------------------------------------------
 # 设置鼠标点击动画
 #------------------------------------------------------------------------------
 def self.animation(animation,x,y)
   @ani_x = x
   @ani_y = y
   x -= $game_map.display_x / 4
   y -= $game_map.display_y / 4
   if animation == nil
     @chick_animation.animation(nil,0)
   else
     @chick_animation.x = x
     @chick_animation.y = y
     @chick_animation.animation(animation,0)
   end
 end
 #------------------------------------------------------------------------------
 # 更新鼠标点击动画
 #------------------------------------------------------------------------------
 def self.update_animation
    if $scene.is_a?(Scene_Map)
      x = @ani_x
      y = @ani_y
      x -= $game_map.display_x / 4
      y -= $game_map.display_y / 4
      @chick_animation.x, @chick_animation.y = x, y
    end
    @chick_animation.update
 end
 def self.exit
   @mouse_sprite.bitmap.dispose
   @mouse_sprite.dispose
   @chick_animation.animation(nil,0)
   @chick_animation.dispose
   @show_cursor = true
   $ShowCursor.call(1)
 end
 def self.mouse_debug
   return @mouse_debug.bitmap
 end

def self.update
   update_animation
   left_down = $GetKeyState.call(0x01)
   right_down = $GetKeyState.call(0x02)
   if Graphics.frame_count * 3 / Graphics.frame_rate != @total_sec
     @total_sec = Graphics.frame_count * 3 / Graphics.frame_rate
     @a = !@a
   end
   if $scene.is_a?(Scene_Map) == false
     $mouse_icon_id = 0
   end
   if $mouse_icon_id != $mouse_icon_id_last
     case $mouse_icon_id
     when 1
       if @a
         @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem1')
       else
         @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem2')
       end
     when 2
       if @a
         @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo1')
       else
         @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo2')
       end
     when 11
       @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_LEFT')
     when 12
       @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_DOWN')
     when 13
       @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_RIGHT')
     when 14
       @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LEFT')
     when 16
       @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_RIGHT')
     when 17
       @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_LEFT')
     when 18
       @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UP')
     when 19
       @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_RIGHT')
     when 0
       @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/木剑')
     end
     $mouse_icon_id_last = $mouse_icon_id
   end
   if $mouse_icon_id == 0
      if @wait_count <= 0
        @mouse_sprite.bitmap = RPG::Cache.icon("mouse#{@mosue_pic}")
        @mosue_pic += 1
        if @mosue_pic >= 12
          @mosue_pic = 1
        end
        @wait_count = 8
      else
        @wait_count -= 1
      end
   end
   @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
module 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_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
            $game_system.se_stop
           tp_index = @index
           if @index == 0
             if $title == 1
               Audio.se_play("Audio/SE/"+"轮回",100,100)
             else
               $game_system.se_play($data_system.cursor_se)
             end
           elsif @index ==1
             if $title == 1
               Audio.se_play("Audio/SE/"+"拔剑",100,100)
             else
               $game_system.se_play($data_system.cursor_se)
             end
           elsif @index ==2
             if $title == 1
               Audio.se_play("Audio/SE/"+"退出",100,100)
             else
               $game_system.se_play($data_system.cursor_se)
             end
           else
             $game_system.se_play($data_system.cursor_se)
           end
         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_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_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.esc?
       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
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
#  处理主角的类。事件启动的判定、以及地图的滚动等功能。
# 本类的实例请参考 $game_player。
#   鼠标控制角色的主程序
#==============================================================================
class Game_Player
 if @self_alias == nil
   alias self_update update
   @self_alias = true
 end
 #--------------------------------------------------------------------------
 # ● 得到鼠标的状态
 #--------------------------------------------------------------------------
 def get_mouse_sta
   return @mouse_sta
 end
 #--------------------------------------------------------------------------
 # ● 完整鼠标系统
 #--------------------------------------------------------------------------
 def update
   mouse_x, mouse_y = Mouse.get_mouse_pos
   @mtp_x = mouse_x
   @mtp_y = mouse_y
   unless $game_system.map_interpreter.running? and @mouse_sta == 2 #鼠标状态不为跟随状态
     #得到鼠标图标方向
     $mouse_icon_id = $game_map.check_event_custom(mouse_x,mouse_y)  if not [11, 12, 13, 14, 16, 17, 18, 19].include?($mouse_icon_id)
   else
     #令鼠标图标为正常
     $mouse_icon_id = 0 if @mouse_sta != 2
   end
  
   #单击鼠标时进行判断寻路或跟随
   if Mouse.trigger?(Mouse::LEFT) #当点击鼠标时
     unless $game_system.map_interpreter.running? or
            @move_route_forcing or $game_temp.message_window_showing #各种无效情况的排除
       #初始化
       @mouse_sta = 1
       p_direction = 5
       #检查鼠标处能否开启事件
       event_start,p_direction = $game_map.check_event_custom_start(mouse_x, mouse_y)
       #若在移动中再次点击鼠标左键(即双击左键),则改鼠标状态为跟随状态
       @mouse_sta = 2 if @paths_id != nil and @paths_id != @paths.size
       if @mouse_sta != 2
         #鼠标状态不为跟随状态则取数据并初始化路径
         trg_x = (mouse_x + $game_map.display_x / 4) / 32
         trg_y = (mouse_y + $game_map.display_y / 4) / 32
         @paths = []
         @paths_id = 0
         if event_start == 0 #若不能开启事件
           if trg_x != $game_player.x or trg_y != $game_player.y #若目标不为自身则开始寻路
            #点中了宝宝
            if mouse_x> 389 and mouse_x< 430 and mouse_y> 0 and mouse_y< 41
              $scene = Scene_Baby.new
            #点中了人物
            elsif mouse_x> 510 and mouse_x< 564 and mouse_y> 0 and mouse_y< 53
              common_event_id = 17
              common_event = $data_common_events[common_event_id]
              $game_system.map_interpreter.setup(common_event.list, 0)
            #选中了道具
            elsif mouse_x> 16 and mouse_x< 41 and mouse_y> 80 and mouse_y< 112
              $scene = Scene_Item.new
            #选中了任务
            elsif mouse_x> 48 and mouse_x< 73 and mouse_y> 80 and mouse_y< 112
              $scene = Scene_Task.new
            #选中了系统
            elsif mouse_x> 80 and mouse_x< 105 and mouse_y> 80 and mouse_y< 112
              $scene = Scene_Menu.new
            #选中了BB血槽
            elsif mouse_x> 433 and mouse_x< 505 and mouse_y> 0 and mouse_y< 13
              if $game_party.actors[0].baby != 0
                baby = $game_actors[$game_party.actors[0].baby]
                item_id = [2,11,16,17,18,19,20,21,22,23,34,35]
                if baby.hp < baby.maxhp
                  for i in item_id
                    if $game_party.item_number(i) > 0
                      item = $data_items[i]
                      num = [(baby.maxhp - baby.hp) / item.recover_hp + 1,$game_party.item_number(i)].min
                      for n in 0...num
                        if baby.hp == 0
                          baby.hp = 1
                        end
                        baby.item_effect(item)
                      end
                      $game_party.lose_item(i, num)
                      $game_system.se_play(item.menu_se)
                      $scene.update_head
                      break
                    end
                  end
                end
              end
            #选中了BB法槽
            elsif mouse_x> 433 and mouse_x< 505 and mouse_y> 15 and mouse_y< 29
              if $game_party.actors[0].baby != 0
                baby = $game_actors[$game_party.actors[0].baby]
                item_id = [12,24,25,26,27,28,29,30,31,32,33]
                if baby.sp < baby.maxsp
                  for i in item_id
                    if $game_party.item_number(i) > 0
                      item = $data_items[i]
                      num = [(baby.maxsp - baby.sp) / item.recover_sp + 1,$game_party.item_number(i)].min
                      for n in 0...num
                        if baby.hp == 0
                          baby.hp = 1
                        end
                        baby.item_effect(item)
                      end
                      $game_party.lose_item(i, num)
                      $game_system.se_play(item.menu_se)
                      $scene.update_head
                      break
                    end
                  end
                end
              end
            #选中了人物血槽
            elsif mouse_x> 563 and mouse_x< 636 and mouse_y> 0 and mouse_y< 15
                baby = $game_party.actors[0]
                item_id = [2,11,16,17,18,19,20,21,22,23,34,35]
                if baby.hp < baby.maxhp
                  for i in item_id
                    if $game_party.item_number(i) > 0
                      item = $data_items[i]
                      num = [(baby.maxhp - baby.hp) / item.recover_hp + 1,$game_party.item_number(i)].min
                      for n in 0...num
                        if baby.hp == 0
                          baby.hp = 1
                        end
                        baby.item_effect(item)
                      end
                      $game_party.lose_item(i, num)
                      $game_system.se_play(item.menu_se)
                      $scene.update_head
                      break
                    end
                  end
                end
            #选中了人物法曹
            elsif mouse_x> 563 and mouse_x< 637 and mouse_y> 15 and mouse_y< 29
                baby = $game_party.actors[0]
                item_id = [12,24,25,26,27,28,29,30,31,32,33]
                if baby.sp < baby.maxsp
                  for i in item_id
                    if $game_party.item_number(i) > 0
                      item = $data_items[i]
                      num = [(baby.maxsp - baby.sp) / item.recover_sp + 1,$game_party.item_number(i)].min
                      for n in 0...num
                        if baby.hp == 0
                          baby.hp = 1
                        end
                        baby.item_effect(item)
                      end
                      $game_party.lose_item(i, num)
                      $game_system.se_play(item.menu_se)
                      $scene.update_head
                      break
                    end
                  end
                end
            else
              if $scene.is_a?(Scene_Map)
                Mouse.animation($data_animations[138],mouse_x + 14 + $game_map.display_x / 4, mouse_y + 10 + $game_map.display_y / 4)
              end
             find_path = Find_Path.new
             @paths = find_path.find_player_short_path(trg_x, trg_y, @mtp_x, @mtp_y)
            end
          end
         else #若能开启事件则改变角色朝向
           @direction = p_direction
         end
       end
     end
   elsif Mouse.trigger?(Mouse::RIGHT)
     unless $game_system.map_interpreter.running? or
            @move_route_forcing or $game_temp.message_window_showing #各种无效情况的排除
        if @mtp_x > self.screen_x
           if @mtp_y - self.screen_y > - 0.4 * ( @mtp_x - self.screen_x ) and
              @mtp_y - self.screen_y < 0.4 * ( @mtp_x - self.screen_x )
             @direction = 6
           end
           if @mtp_y - self.screen_y > 0.4 * ( @mtp_x - self.screen_x ) and
             @mtp_y - self.screen_y < 2.4 * ( @mtp_x - self.screen_x )
             @direction = 3
           end
           if @mtp_y - self.screen_y < - 0.4 * ( @mtp_x - self.screen_x ) and
             @mtp_y - self.screen_y > - 2.4 * ( @mtp_x - self.screen_x )
             @direction = 9
           end
           if @mtp_y - self.screen_y > 2.4 * ( @mtp_x - self.screen_x )
             @direction = 2
           end
           if @mtp_y - self.screen_y < - 2.4 * ( @mtp_x - self.screen_x )
             @direction = 8
           end
         end
       if @mtp_x < self.screen_x
         if @mtp_y - self.screen_y > - 0.4 * ( self.screen_x - @mtp_x ) and
            @mtp_y - self.screen_y < 0.4 * ( self.screen_x - @mtp_x )
           @direction = 4
         end
         if @mtp_y - self.screen_y > 0.4 * ( self.screen_x - @mtp_x ) and
           @mtp_y - self.screen_y < 2.4 * ( self.screen_x - @mtp_x )
           @direction = 1
         end
         if @mtp_y - self.screen_y < - 0.4 * ( self.screen_x - @mtp_x ) and
           @mtp_y - self.screen_y > - 2.4 * ( self.screen_x - @mtp_x )
           @direction = 7
         end
         if @mtp_y - self.screen_y > 2.4 * ( self.screen_x - @mtp_x )
           @direction = 2
         end
         if @mtp_y - self.screen_y < - 2.4 * ( self.screen_x - @mtp_x )
           @direction = 8
         end
       end   
     end
   end

#开始移动
   if @mouse_sta != nil and @mouse_sta == 1 #若鼠标状态为寻路状态
     unless moving? or $game_system.map_interpreter.running? or
            @move_route_forcing or $game_temp.message_window_showing #排除无效情况
       if @paths_id != nil and @paths != nil and @paths_id <= @paths.size #若没有完成路径
         case @paths[@paths_id] #判断路径
         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
         #斜四方向
         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
       end
     end
   elsif @paths != nil and @mouse_sta == 2 #当鼠标状态为跟随,且在移动中
     if Mouse.press?(Mouse::LEFT) #持续按住鼠标
       unless moving? or $game_system.map_interpreter.running? or
              @move_route_forcing or $game_temp.message_window_showing #排除无效情况
         #跟随方向判断并跟随
         if @mtp_x > self.screen_x
           if @mtp_y - self.screen_y > - 0.4 * ( @mtp_x - self.screen_x ) and
              @mtp_y - self.screen_y < 0.4 * ( @mtp_x - self.screen_x )
             move_right
             $mouse_icon_id = 16
             @direction = 6
           end
           if @mtp_y - self.screen_y > 0.4 * ( @mtp_x - self.screen_x ) and
             @mtp_y - self.screen_y < 2.4 * ( @mtp_x - self.screen_x )
             move_lower_right
             $mouse_icon_id = 13
             @direction = 3
           end
           if @mtp_y - self.screen_y < - 0.4 * ( @mtp_x - self.screen_x ) and
             @mtp_y - self.screen_y > - 2.4 * ( @mtp_x - self.screen_x )
             move_upper_right
             $mouse_icon_id = 19
             @direction = 9
           end
           if @mtp_y - self.screen_y > 2.4 * ( @mtp_x - self.screen_x )
             move_down
             $mouse_icon_id = 12
             @direction = 2
           end
           if @mtp_y - self.screen_y < - 2.4 * ( @mtp_x - self.screen_x )
             move_up
             $mouse_icon_id = 18
             @direction = 8
           end
         end
       if @mtp_x < self.screen_x
         if @mtp_y - self.screen_y > - 0.4 * ( self.screen_x - @mtp_x ) and
            @mtp_y - self.screen_y < 0.4 * ( self.screen_x - @mtp_x )
           move_left
           $mouse_icon_id = 14
           @direction = 4
         end
         if @mtp_y - self.screen_y > 0.4 * ( self.screen_x - @mtp_x ) and
           @mtp_y - self.screen_y < 2.4 * ( self.screen_x - @mtp_x )
           move_lower_left
           $mouse_icon_id = 11
           @direction = 1
         end
         if @mtp_y - self.screen_y < - 0.4 * ( self.screen_x - @mtp_x ) and
           @mtp_y - self.screen_y > - 2.4 * ( self.screen_x - @mtp_x )
           move_upper_left
           $mouse_icon_id = 17
           @direction = 7
         end
         if @mtp_y - self.screen_y > 2.4 * ( self.screen_x - @mtp_x )
           move_down
           $mouse_icon_id = 12
           @direction = 2
         end
         if @mtp_y - self.screen_y < - 2.4 * ( self.screen_x - @mtp_x )
           move_up
           $mouse_icon_id = 18
           @direction = 8
         end
       end
     end
   else #没状态的情况
     $mouse_icon_id = 0
     @mouse_sta = 0
     @paths_id = @paths.size #终止寻路移动
   end
 end
 self_update
 end
end
Mouse.init
END { Mouse.exit }

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