🤔 Para Refletir :
"Mais vale um jogo completo na mão do que dois projetos voando."
- FL

(𝗥𝗠𝗫𝗣) JOGADOR MOVIMENTAR O PLAYER ENQUANTO UMA MENSAGEM É MOSTRADA

KAI GAMES Masculino

Plebeu
Membro
Membro
Juntou-se
06 de Fevereiro de 2019
Postagens
24
Bravecoins
31
olá!, na realidade a dúvida que eu tinha era outra,mas conforme fui me resolvendo
outras dúvidas surgiram...então peço para que leia ate o final para entender.....


estou usando um script de mouse no meu projeto chamado GMUS Guedez Mouse Use System

créditos para Cadafalso, Near Fantastica, e alguns caras do asilo!

Ruby:
#==================================================================
# GMUS Guedez Mouse Use System
# Version: 1.1
# Released: 26/5/2006 Last Update: 27/11/2006
# Thx to: Cadafalso, Near Fantastica, and some guys from asylum!
#==================================================================

$pathfind = false #set to true if you want to use the near's
                  #pathfind system


#================================================================
class Mouse_PositionCheck
 
  def initialize
  end
 
  def main
    get_pos
  end
 
  def get_window_index(window)
    window.get_rect_positions
    return -1 if window.index == -1
    return -2 if window.index == -2
    for i in 0...window.get_rect.size
      if window.get_rect[i][0] < $bg.x and
        window.get_rect[i][1] < $bg.y and
        window.get_rect[i][2] > $bg.x and
        window.get_rect[i][3] > $bg.y
        return i
      end
    end
    return -999999
  end
 
  def set_pos(x,y)
    $setCursorPos.Call(x,y)
  end
 
#==============================Thx to: Cadafalso===================
  def get_pos
    lpPoint = " " * 8 # store two LONGs
    $getCursorPos.Call(lpPoint)
    $bg.x, $bg.y = lpPoint.unpack("LL") # get the actual values

  end
#==================================================================
end

class Window_Selectable < Window_Base
 
  alias g_initialize initialize
 
  def initialize(x, y, width, height)
    @rect_position = []
    g_initialize(x, y, width, height)
  end
 
  def get_rect_positions
    index = self.index
    if @rect_position == []
      for i in 0...(self.row_max * @column_max)
        self.index = i
        update_cursor_rect
        p = self.cursor_rect.to_s
        p.gsub!("($1,$2,$3,$4):rect","");p.gsub!("(", ""); p.gsub!(")", "")
        p = p.split(/,\s*/)
        @rect_position[i] = [p[0].to_i + self.x + 16,
        p[1].to_i - self.oy + self.y + 16,
        p[0].to_i + p[2].to_i + self.x + 16,
        p[1].to_i + p[3].to_i - self.oy + self.y + 16]
      end
      self.index = index
    end
  end
 
  def refresh_rect_positions
    @rect_position = []
    get_rect_positions
  end
 
  def get_rect
    return @rect_position
  end
 
  alias guedez_update update
 
  def update
    get_rect_positions
    if self.active == true
      old_index = self.index
      new_index = $mouse.get_window_index(self)
      $game_system.se_play($data_system.cursor_se) if
      old_index != new_index and not new_index == -999999
      @index = new_index if old_index != -1
      self.cursor_rect.empty if new_index == -999999
      self.index = new_index
    end
    guedez_update
  end
 
end


#===================== NEAR FANTASTICA SCRIPTS ==================
#notice the Hawk-McKain changes on 'def run_path'

#==============================================================================
#  ** Path Finding
#==============================================================================
# Near Fantastica
# Version 1
# 29.11.05
# Edit: Hawk-McKain
#==============================================================================
# Lets the Player or Event draw a path from an desonation to the source. This
# method is very fast and because the palthfinding is imbeded into the Game
# Character the pathfinding can be inturputed or redrawn at any time.
#==============================================================================
# Player :: $game_player.find_path(x,y)
# Event Script Call :: self.event.find_path(x,y)
# Event Movement Script Call :: self.find_path(x,y)
#==============================================================================

#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
#SDK.log("Path Finding", "Near Fantastica", 1, "29.11.05")

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
#if SDK.state("Path Finding") == true
  class Game_Character
    #--------------------------------------------------------------------------
    alias nf_pf_game_character_initialize initialize
    alias nf_pf_game_character_update update
    #--------------------------------------------------------------------------
    attr_accessor :map
    attr_accessor :runpath
    #--------------------------------------------------------------------------
    def initialize
      nf_pf_game_character_initialize
      @map = nil
      @runpath = false
    end
    #--------------------------------------------------------------------------
    def update
      run_path if @runpath == true
      nf_pf_game_character_update
    end
    #--------------------------------------------------------------------------
    def run_path
      #------------------------------------------------------------------------------
      # Begin Mouse Control Edit
      #------------------------------------------------------------------------------
      if moving? and
       ($game_player.check_event_trigger_here([1,2]) or
        $game_player.check_event_trigger_there([1,2]))
        clear_path
        return
      end
      #------------------------------------------------------------------------------
      # End Mouse Control Edit
      #------------------------------------------------------------------------------
      return if moving?
      step = @map[@x,@y]
      if step == 1
        #------------------------------------------------------------------------------
        # Begin Mouse Control Edit
        #------------------------------------------------------------------------------
        $game_player.check_event_trigger_here([0])
        $game_player.check_event_trigger_there([0])
        clear_path
        #------------------------------------------------------------------------------
        # Begin Mouse Control Edit
        #------------------------------------------------------------------------------
        return
      end
      dir = rand(2)
      case dir
      when 0
        move_right if @map[@x+1,@y] == step - 1 and step != 0
        move_down if @map[@x,@y+1] == step - 1 and step != 0
        move_left if @map[@x-1,@y] == step -1 and step != 0
        move_up if @map[@x,@y-1] == step - 1 and step != 0
      when 1
        move_up if @map[@x,@y-1] == step - 1 and step != 0
        move_left if @map[@x-1,@y] == step -1 and step != 0
        move_down if @map[@x,@y+1] == step - 1 and step != 0
        move_right if @map[@x+1,@y] == step - 1 and step != 0
      end
    end
    #--------------------------------------------------------------------------
    def find_path(x, y, max_depth = 100)
      sx, sy = @x, @y
      result = setup_map(sx, sy, x, y, max_depth)
      @runpath = result[0]
      @map = result[1]
      @map[sx,sy] = result[2] if result[2] != nil
    end
    #--------------------------------------------------------------------------
    def clear_path
      @map = nil
      @runpath = false
    end
    #--------------------------------------------------------------------------
    def setup_map(sx, sy, ex, ey, max_depth = 100)
      map = Table.new($game_map.width, $game_map.height)
      map[ex,ey] = 1
      old_positions = []
      new_positions = []
      old_positions.push([ex, ey])
      depth = 2
      #Pass a 3rd parameter to find_path to limit the max depth
      #The limit is 100 steps.
      depth.upto([max_depth,100].min){|step|
        loop do
          break if old_positions[0] == nil
          x,y = old_positions.shift
          return [true, map, step] if x == sx and y+1 == sy
          if $game_player.passable?(x, y, 2) and map[x,y + 1] == 0
            map[x,y + 1] = step
            new_positions.push([x,y + 1])
          end
          return [true, map, step] if x-1 == sx and y == sy
          if $game_player.passable?(x, y, 4) and map[x - 1,y] == 0
            map[x - 1,y] = step
            new_positions.push([x - 1,y])
          end
          return [true, map, step] if x+1 == sx and y == sy
          if $game_player.passable?(x, y, 6) and map[x + 1,y] == 0
            map[x + 1,y] = step
            new_positions.push([x + 1,y])
          end
          return [true, map, step] if x == sx and y-1 == sy
          if $game_player.passable?(x, y, 8) and map[x,y - 1] == 0
            map[x,y - 1] = step
            new_positions.push([x,y - 1])
          end
        end
        old_positions = new_positions
        new_positions = []
      }
      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_player_movement update_player_movement
    #--------------------------------------------------------------------------
    def update_player_movement
      $game_player.clear_path if Input.dir4 != 0
      pf_game_player_update_player_movement
    end
  end
 
  class Interpreter
    #--------------------------------------------------------------------------
    def event
      return $game_map.events[@event_id]
    end
  end
 
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
#end

# Actualy my script only need the mouse stuff, but i dont think
# the rest will bring any trouble :D, so i let the full script

#==============================================================================
# ** Keyboard Input Module
#==============================================================================
# Near Fantastica
# Version 5
# 29.11.05
#==============================================================================
# The Keyboard Input Module is designed to function as the default Input module
# dose. It is better then other methods keyboard input because as a key is
# tested it is not removed form the list. so you can test the same key multiple
# times the same loop.
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
#SDK.log("Keyboard Input", "Near Fantastica", 5, "29.11.05")

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
#if SDK.state("Keyboard Input") == true
 
  module Keyboard
    #--------------------------------------------------------------------------
    @keys = []
    @pressed = []
    Mouse_Left = 1
    Mouse_Right = 2
    Back= 8
    Tab = 9
    Enter = 13
    Shift = 16
    Ctrl = 17
    Alt = 18
    Esc = 27
    Space = 32
    Numberkeys = {}
    Numberkeys[0] = 48
    Numberkeys[1] = 49
    Numberkeys[2] = 50
    Numberkeys[3] = 51
    Numberkeys[4] = 52
    Numberkeys[5] = 53
    Numberkeys[6] = 54
    Numberkeys[7] = 55
    Numberkeys[8] = 56
    Numberkeys[9] = 57
    Numberpad = {}
    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
    Letters = {}
    Letters["A"] = 65
    Letters["B"] = 66
    Letters["C"] = 67
    Letters["D"] = 68
    Letters["E"] = 69
    Letters["F"] = 70
    Letters["G"] = 71
    Letters["H"] = 72
    Letters["I"] = 73
    Letters["J"] = 74
    Letters["K"] = 75
    Letters["L"] = 76
    Letters["M"] = 77
    Letters["N"] = 78
    Letters["O"] = 79
    Letters["P"] = 80
    Letters["Q"] = 81
    Letters["R"] = 82
    Letters["S"] = 83
    Letters["T"] = 84
    Letters["U"] = 85
    Letters["V"] = 86
    Letters["W"] = 87
    Letters["X"] = 88
    Letters["Y"] = 89
    Letters["Z"] = 90
    Fkeys = {}
    Fkeys[1] = 112
    Fkeys[2] = 113
    Fkeys[3] = 114
    Fkeys[4] = 115
    Fkeys[5] = 116
    Fkeys[6] = 117
    Fkeys[7] = 118
    Fkeys[8] = 119
    Fkeys[9] = 120
    Fkeys[10] = 121
    Fkeys[11] = 122
    Fkeys[12] = 123
    Collon = 186
    Equal = 187
    Comma = 188
    Underscore = 189
    Dot = 190
    Backslash = 191
    Lb = 219
    Rb = 221
    Quote = 222
    State = Win32API.new("user32","GetKeyState",['i'],'i')
    Key = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
    #--------------------------------------------------------------------------
    def Keyboard.getstate(key)
      return true unless State.call(key).between?(0, 1)
      return false
    end
    #--------------------------------------------------------------------------
    def Keyboard.testkey(key)
      Key.call(key) & 0x01 == 1
    end
    #--------------------------------------------------------------------------
    def Keyboard.update
      @keys = []
      @keys.push(Keyboard::Mouse_Left) if Keyboard.testkey(Keyboard::Mouse_Left)
      @keys.push(Keyboard::Mouse_Right) if Keyboard.testkey(Keyboard::Mouse_Right)
      @keys.push(Keyboard::Back) if Keyboard.testkey(Keyboard::Back)
      @keys.push(Keyboard::Tab) if Keyboard.testkey(Keyboard::Tab)
      @keys.push(Keyboard::Enter) if Keyboard.testkey(Keyboard::Enter)
      @keys.push(Keyboard::Shift) if Keyboard.testkey(Keyboard::Shift)
      @keys.push(Keyboard::Ctrl) if Keyboard.testkey(Keyboard::Ctrl)
      @keys.push(Keyboard::Alt) if Keyboard.testkey(Keyboard::Alt)
      @keys.push(Keyboard::Esc) if Keyboard.testkey(Keyboard::Esc)
      @keys.push(Keyboard::Space) if Keyboard.testkey(Keyboard::Space)
      for key in Keyboard::Numberkeys.values
        @keys.push(key) if Keyboard.testkey(key)
      end
      for key in Keyboard::Numberpad.values
        @keys.push(key) if Keyboard.testkey(key)
      end
      for key in Keyboard::Letters.values
        @keys.push(key) if Keyboard.testkey(key)
      end
      for key in Keyboard::Fkeys.values
        @keys.push(key) if Keyboard.testkey(key)
      end
      @keys.push(Keyboard::Collon) if Keyboard.testkey(Keyboard::Collon)
      @keys.push(Keyboard::Equal) if Keyboard.testkey(Keyboard::Equal)
      @keys.push(Keyboard::Comma) if Keyboard.testkey(Keyboard::Comma)
      @keys.push(Keyboard::Underscore) if Keyboard.testkey(Keyboard::Underscore)
      @keys.push(Keyboard::Dot) if Keyboard.testkey(Keyboard::Dot)
      @keys.push(Keyboard::Backslash) if Keyboard.testkey(Keyboard::Backslash)
      @keys.push(Keyboard::Lb) if Keyboard.testkey(Keyboard::Lb)
      @keys.push(Keyboard::Rb) if Keyboard.testkey(Keyboard::Rb)
      @keys.push(Keyboard::Quote) if Keyboard.testkey(Keyboard::Quote)
      @pressed = []
      @pressed.push(Keyboard::Mouse_Left) if Keyboard.getstate(Keyboard::Mouse_Left)
      @pressed.push(Keyboard::Mouse_Right) if Keyboard.getstate(Keyboard::Mouse_Right)
      @pressed.push(Keyboard::Back) if Keyboard.getstate(Keyboard::Back)
      @pressed.push(Keyboard::Tab) if Keyboard.getstate(Keyboard::Tab)
      @pressed.push(Keyboard::Enter) if Keyboard.getstate(Keyboard::Enter)
      @pressed.push(Keyboard::Shift) if Keyboard.getstate(Keyboard::Shift)
      @pressed.push(Keyboard::Ctrl) if Keyboard.getstate(Keyboard::Ctrl)
      @pressed.push(Keyboard::Alt) if Keyboard.getstate(Keyboard::Alt)
      @pressed.push(Keyboard::Esc) if Keyboard.getstate(Keyboard::Esc)
      @pressed.push(Keyboard::Space) if Keyboard.getstate(Keyboard::Space)
      for key in Keyboard::Numberkeys.values
        @pressed.push(key) if Keyboard.getstate(key)
      end
      for key in Keyboard::Numberpad.values
        @pressed.push(key) if Keyboard.getstate(key)
      end
      for key in Keyboard::Letters.values
        @pressed.push(key) if Keyboard.getstate(key)
      end
      for key in Keyboard::Fkeys.values
        @pressed.push(key) if Keyboard.getstate(key)
      end
      @pressed.push(Keyboard::Collon) if Keyboard.getstate(Keyboard::Collon)
      @pressed.push(Keyboard::Equal) if Keyboard.getstate(Keyboard::Equal)
      @pressed.push(Keyboard::Comma) if Keyboard.getstate(Keyboard::Comma)
      @pressed.push(Keyboard::Underscore) if Keyboard.getstate(Keyboard::Underscore)
      @pressed.push(Keyboard::Dot) if Keyboard.getstate(Keyboard::Dot)
      @pressed.push(Keyboard::Backslash) if Keyboard.getstate(Keyboard::Backslash)
      @pressed.push(Keyboard::Lb) if Keyboard.getstate(Keyboard::Lb)
      @pressed.push(Keyboard::Rb) if Keyboard.getstate(Keyboard::Rb)
      @pressed.push(Keyboard::Quote) if Keyboard.getstate(Keyboard::Quote)
    end
    #--------------------------------------------------------------------------
    def Keyboard.trigger?(key)
      return true if @keys.include?(key)
      return false
    end
    #--------------------------------------------------------------------------
    def Keyboard.pressed?(key)
      return true if @pressed.include?(key)
      return false
    end
  #end

#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end

#=================== END OF NEAR FANTASTICA SCRIPTS =============



#=========================Game_Fixes=============================

$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ''
$showm.call(18,0,0,0)
$showm.call(13,0,0,0)
$showm.call(13,0,2,0)
$showm.call(18,0,2,0)
$mouse = Mouse_PositionCheck.new
$getCursorPos = Win32API.new("user32", "GetCursorPos", ['P'], 'V')
$setCursorPos = Win32API.new("user32", "SetCursorPos", ['I','I'], 'V')
$bg = Sprite.new
$bg.bitmap = RPG::Cache.icon('001-Weapon01')
$bg.z = 999999
$bg.y = 0
$bg.x = 0

module Input

  if @self_update == nil
    @self_update = method('update')
    @self_press = method('press?')
    @self_rep = method('repeat?')
  end
 
  def self.update
    @self_update.call
    $mouse.main
    Keyboard.update
  end

  def self.trigger?(key_code)
    if @self_press.call(key_code)
      return true
    end
    if key_code == C
      return Keyboard.trigger?(Keyboard::Mouse_Left)
    elsif key_code == B
      return Keyboard.trigger?(Keyboard::Mouse_Right)
    else
      return @self_press.call(key_code)
    end
  end
 
  def self.repeat?(key_code)
    if @self_rep.call(key_code)
      return true
    end
    if key_code == C
      return Keyboard.pressed?(Keyboard::Mouse_Left)
    elsif key_code == B
      return Keyboard.pressed?(Keyboard::Mouse_Right)
    else
      return @self_rep.call(key_code)
    end
  end
 
end

class Arrow_Enemy < Arrow_Base
 
  def update
    super
    $game_troop.enemies.size.times do
      break if self.enemy.exist?
      @index += 1
      @index %= $game_troop.enemies.size
    end
    #size = 0
    #for i in 0...$game_troop.enemies.size
    #  size += 1 if $game_troop.enemies[i].hp > 0
    #end
    size = $game_troop.enemies.size if size == nil
    @index = ((size / 640.0) * $bg.x.to_f).to_i
    if self.enemy != nil
      self.x = self.enemy.screen_x
      self.y = self.enemy.screen_y
    end
  end

end

class Arrow_Actor < Arrow_Base
 
  def update
    super
    @index = 0 if $bg.x > 0 and $bg.x <= 160 and 0 <= ($game_party.actors.size - 1) 
    @index = 1 if $bg.x > 160 and $bg.x <= 320 and 1 <= ($game_party.actors.size - 1)
    @index = 2 if $bg.x > 320 and $bg.x <= 480 and 2 <= ($game_party.actors.size - 1)
    @index = 3 if $bg.x > 480 and $bg.x <= 640 and 3 <= ($game_party.actors.size - 1)
    if self.actor != nil
      self.x = self.actor.screen_x
      self.y = self.actor.screen_y
    end
  end
 
end
 
class Window_Target < Window_Selectable
 
  alias gupdate update
 
  def update
    @defaultx = 0 if @defaultx == nil
    if @defaultx != self.x
      @defaultx = self.x
      self.refresh_rect_positions
      return
    else
    gupdate
    end
  end

  def update_cursor_rect
    if @index == -1
      self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20)
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
 
end

class Scene_Battle
 
  def phase3_setup_command_window
    @party_command_window.active = false
    @party_command_window.visible = false
    @actor_command_window.active = true
    @actor_command_window.visible = true
    @actor_command_window.x = @actor_index * 160
    @actor_command_window.refresh_rect_positions
    @actor_command_window.index = 0
  end

end

class Scene_Equip
 
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
    @actor = $game_party.actors[@actor_index]
  end

  alias gmain main
 
  def main
    @dummy = Window_EquipItem.new(@actor, 99)
    gmain
    @dummy.dispose
  end
 
  alias gupdate_right update_right
 
  def update_right
    if @right_window.index == -999999
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.buzzer_se)
      end
    else
      gupdate_right
    end
  end

    def refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    @dummy.visible = (@right_window.index == -999999)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    when -999999
      return
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    end
  end
 
end

class Scene_Skill
 
    def update_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @skill_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    if Input.trigger?(Input::C)
      unless @actor.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.skill_effect(@actor, @skill)
        end
      end
      if @target_window.index == -2
        target = $game_party.actors[@target_window.index + 10]
        used = target.skill_effect(@actor, @skill)
      end
      if @target_window.index <= -3
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.skill_effect(@actor, @skill)
      end
      if used
        $game_system.se_play(@skill.menu_se)
        @actor.sp -= @skill.sp_cost
        @status_window.refresh
        @skill_window.refresh
        @target_window.refresh
        if $game_party.all_dead?
          $scene = Scene_Gameover.new
          return
        end
        if @skill.common_event_id > 0
          $game_temp.common_event_id = @skill.common_event_id
          $scene = Scene_Map.new
          return
        end
      end
      unless used
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
 
end

class Scene_File
 
  def update
    @help_window.update
    for i in @savefile_windows
      i.update
    end
    if Input.trigger?(Input::C)
      if @file_index == -1
        $game_system.se_play($data_system.buzzer_se)
      else
        on_decision(make_filename(@file_index))
        $game_temp.last_file_index = @file_index
        return
      end
    end
    if Input.trigger?(Input::B)
      on_cancel
      return
    end
    if $bg.y > 64 and $bg.y < 168
      if @savefile_windows[0].selected == false
        $game_system.se_play($data_system.cursor_se)
      end
      @savefile_windows[0].selected = true
      @savefile_windows[1].selected = false
      @savefile_windows[2].selected = false
      @savefile_windows[3].selected = false
      @file_index = 0
    elsif $bg.y > 168 and $bg.y < 272
      if @savefile_windows[1].selected == false
        $game_system.se_play($data_system.cursor_se)
      end
      @savefile_windows[0].selected = false
      @savefile_windows[1].selected = true
      @savefile_windows[2].selected = false
      @savefile_windows[3].selected = false
      @file_index = 1
    elsif $bg.y > 272 and $bg.y < 376
      if @savefile_windows[2].selected == false
        $game_system.se_play($data_system.cursor_se)
      end
      @savefile_windows[0].selected = false
      @savefile_windows[1].selected = false
      @savefile_windows[2].selected = true
      @savefile_windows[3].selected = false
      @file_index = 2
    elsif $bg.y > 376 and $bg.y < 480
      if @savefile_windows[3].selected == false
        $game_system.se_play($data_system.cursor_se)
      end
      @savefile_windows[0].selected = false
      @savefile_windows[1].selected = false
      @savefile_windows[2].selected = false
      @savefile_windows[3].selected = true
      @file_index = 3
    else
      @file_index = -1
      @savefile_windows[0].selected = false
      @savefile_windows[1].selected = false
      @savefile_windows[2].selected = false
      @savefile_windows[3].selected = false
    end
  end

 
end
class Scene_Menu
 
  def update_status
    if Input.trigger?(Input::B)# or Keyboard.trigger?(Keyboard::Mouse_Right)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)# or Keyboard.trigger?(Keyboard::Mouse_Left)
      unless @status_window.index < 0
        case @command_window.index
        when 1
          if $game_party.actors[@status_window.index].restriction >= 2
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_Skill.new(@status_window.index)
        when 2
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_Equip.new(@status_window.index)
        when 3
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_Status.new(@status_window.index)
        end
        return
      end
    end
  end
 
end

class Game_Player
 
  def update
    last_moving = moving?
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing or
           @cant_move
      case Input.dir4
      when 2
        move_down
      when 4
        move_left
      when 6
        move_right
      when 8
        move_up
      end
    end
    last_real_x = @real_x
    last_real_y = @real_y
    super
    if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
      $game_map.scroll_down(@real_y - last_real_y)
    end
    if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
      $game_map.scroll_left(last_real_x - @real_x)
    end
    if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
      $game_map.scroll_right(@real_x - last_real_x)
    end
    if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
      $game_map.scroll_up(last_real_y - @real_y)
    end
    unless moving?
      if last_moving
        result = check_event_trigger_here([1,2])
        if result == false
          unless $DEBUG and Input.press?(Input::CTRL)
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      if Input.trigger?(Input::C)
        check_curor_field
        if (@field_x == self.x + 1 and @field_y == self.y and
          self.direction == 6) or (@field_x == self.x - 1 and
          @field_y == self.y and self.direction == 4) or
          (@field_x == self.x and @field_y == self.y + 1 and
          self.direction == 2) or (@field_x == self.x and
          @field_y == self.y - 1 and self.direction == 8)
          check_event_trigger_there([0,1,2])
        end 
      end
      if Input.repeat?(Input::C)
        check_curor_field
        unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing or
           @cant_move and not (@field_x == self.x and @field_y == self.y)
          move_by_mouse
        end
        check_event_trigger_here([0])
      end
    end
  end
 
  def check_curor_field
    dummyx = $game_map.display_x > 0 ? $bg.x + 16 : $bg.x
    @field_x = dummyx / 32 + $game_map.display_x / 128
    @field_y = $bg.y / 32 + $game_map.display_y / 128
  end
 
  def move_by_mouse
    dy = @field_x - self.x
    dx = self.y - @field_y
    if $pathfind
      $game_player.find_path(@field_x,@field_y)
    else
      if dx > 0 and dy > 0 #quarter 1
        if dx > dy
          if passable?(self.x, self.y, 8)
            move_up
          else
            move_right
          end
          return
        elsif dx < dy
          if passable?(self.x, self.y, 6)
            move_right
          else
            move_up
          end
          return
        elsif dx == dy
          if passable?(self.x, self.y, 8)
            move_up
          else
            move_right
          end
          return
        end
      elsif dx > 0 and dy < 0 #quarter 2
        if dx > -dy
          if passable?(self.x, self.y, 8)
            move_up
          else
            move_left
          end
          return
        elsif dx < -dy
          if passable?(self.x, self.y, 4)
            move_left
          else
            move_up
          end
          return
        elsif dx == -dy
          if passable?(self.x, self.y, 8)
            move_up
          else
            move_left
          end
          return
        end
      elsif dx < 0 and dy < 0 #quarter 2
        if -dx > -dy
          if passable?(self.x, self.y, 2)
            move_down
          else
            move_left
          end
          return
        elsif -dx < -dy
          if passable?(self.x, self.y, 4)
            move_left
          else
            move_down
          end
          return
        elsif -dx == -dy
          if passable?(self.x, self.y, 2)
            move_down
          else
            move_left
          end
          return
        end
      elsif dx < 0 and dy > 0 #quarter 4
        if -dx > dy
          if passable?(self.x, self.y, 2)
            move_down
          else
            move_right
          end
          return
        elsif -dx < dy
          if passable?(self.x, self.y, 6)
            move_right
          else
            move_down
          end
          return
        elsif -dx == dy
          if passable?(self.x, self.y, 2)
            move_down
          else
            move_right
          end
          return
        end
      elsif dx == 0 and dy < 0
        move_left
      elsif dx == 0 and dy > 0
        move_right
      elsif dx < 0 and dy == 0
        move_down
      elsif dx > 0 and dy == 0
        move_up
        end
      end
 
  end
end

class Window_Message < Window_Selectable
 
  def update
    get_rect_positions
    old_index = self.index
    new_index = $mouse.get_window_index(self)
    $game_system.se_play($data_system.cursor_se) if
    old_index != new_index and not new_index == -999999
    @index = new_index if old_index != -1
    self.cursor_rect.empty if new_index == -999999
    self.index = new_index
    super
    # Se Fade_in
    if @fade_in
      self.contents_opacity += 24
      if @input_number_window != nil
        @input_number_window.contents_opacity += 24
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
      return
    end
    # Se for entrada num�rica
    if @input_number_window != nil
      @input_number_window.update
      # Confirmar
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        # Exibir a janela de entrada num�rica
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    # Se a mensagem estiver sendo exibida
    if @contents_showing
      # Se a escolha n�o estiver sendo exibida pausar
      if $game_temp.choice_max == 0
        self.pause = true
      end
      # Cancelar
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
      # Confirmar
      if Input.trigger?(Input::C)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    # Se houver mensagem em espera ou estiver em escolha
    if @fade_out == false and $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      reset_window
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if @input_number_window != nil
        @input_number_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    # Se a mensagem n�o estiver sendo exibida
    if self.visible
      @fade_out = true
      self.opacity -= 48
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
  end
 
end


encontrado em:

Guedez's Mouse Use System Version 1.1 - Save Point

Estou trabalhando numa visual novel, e boa parte da interação do jogo seria através do mouse usando o script citado acima..... , quero fazer alguns botões de atalho para serem acessados a qualquer momento, como na imagem abaixo:


imagem meramente ilustrativa xD:

ae360x300.gif



tentei seguir uma ideia que tive para reproduzir isso:

sei que é possivel chamar os menus através de eventos via chamada de script assim:

chamar menu de save:

Ruby:
$scene = Scene_Save.new

chamar menu de carregamento:

Ruby:
$scene = Scene_Load.new

chmar menu de saida do jogo:

Ruby:
$scene = Scene_End.new



tendo isso em mente me aproveitei do sistema de pathfinding que há no script de mouse

basicamente o pathfinding faz com que ao clicar em alguma area do mapa com o mouse o player ande até aquela area que foi clicada

então pra simular um clique eu poderia fazer com que ao clicar no evento do mapa que seria o botão..... o player com grafico invisivel andaria até esse evento e tocaria nele acionando um dos comandos de menu citado acima via chamada de script ....mas o player teria que ser rapido em seu movimento....

então aumentei a velocidade padrão do player em um evento de movimento de rota em processo paralelo usando uma chamada de script:

Ruby:
@move_speed = 999999

com isso toda vez que eu clicava em uma area da tela o player ia ate la em questão de milisegundos ,isso concerteza disfarçaria o movimento e daria a impressão que a causa do evento ter sido acionado foi o clique do mouse e não a colisão do player....

e pra evitar problemas, depois que o script do menu é acionado pela colisão no evento o player seria reposicionado numa area fixa do mapa fora do evento....


até essa parte estava tudo certo....mas me dei conta de que havia um outro problema

quando uma mensagem é mostrada na tela o jogo paralisa impedindo o player de realizar o movimento.....

e como a ideia seria de que fosse possivel acionar o menu a qualquer momento apertando um botão na tela isso estragaria tudo pois o jogo todo por ser uma visual novel se baseia por mensagens.....

alguem conhece alguma forma de fazer com que o player se movimente mesmo com as mensagens sendo exibidas??

ou talvez quem sabe algum outro modo de fazer esses botões sem ser essa gambiarra que eu fiz ai xD (se for possivel claro)

quem puder me ajudar desde já agradeço
 
Última edição:
olá!, estou usando um script de mouse no meu projeto chamado GMUS Guedez Mouse Use System

créditos para Cadafalso, Near Fantastica, e alguns caras do asilo!

Ruby:
#==================================================================
# GMUS Guedez Mouse Use System
# Version: 1.1
# Released: 26/5/2006 Last Update: 27/11/2006
# Thx to: Cadafalso, Near Fantastica, and some guys from asylum!
#==================================================================

$pathfind = false #set to true if you want to use the near's
                  #pathfind system


#================================================================
class Mouse_PositionCheck
 
  def initialize
  end
 
  def main
    get_pos
  end
 
  def get_window_index(window)
    window.get_rect_positions
    return -1 if window.index == -1
    return -2 if window.index == -2
    for i in 0...window.get_rect.size
      if window.get_rect[i][0] < $bg.x and
        window.get_rect[i][1] < $bg.y and
        window.get_rect[i][2] > $bg.x and
        window.get_rect[i][3] > $bg.y
        return i
      end  
    end
    return -999999
  end
 
  def set_pos(x,y)
    $setCursorPos.Call(x,y)
  end
 
#==============================Thx to: Cadafalso===================
  def get_pos
    lpPoint = " " * 8 # store two LONGs
    $getCursorPos.Call(lpPoint)
    $bg.x, $bg.y = lpPoint.unpack("LL") # get the actual values

  end
#==================================================================
end

class Window_Selectable < Window_Base
 
  alias g_initialize initialize
 
  def initialize(x, y, width, height)
    @rect_position = []
    g_initialize(x, y, width, height)
  end
 
  def get_rect_positions
    index = self.index
    if @rect_position == []
      for i in 0...(self.row_max * @column_max)
        self.index = i
        update_cursor_rect
        p = self.cursor_rect.to_s
        p.gsub!("($1,$2,$3,$4):rect","");p.gsub!("(", ""); p.gsub!(")", "")
        p = p.split(/,\s*/)
        @rect_position[i] = [p[0].to_i + self.x + 16,
        p[1].to_i - self.oy + self.y + 16,
        p[0].to_i + p[2].to_i + self.x + 16,
        p[1].to_i + p[3].to_i - self.oy + self.y + 16]
      end
      self.index = index
    end
  end
 
  def refresh_rect_positions
    @rect_position = []
    get_rect_positions
  end
 
  def get_rect
    return @rect_position
  end
   
  alias guedez_update update
 
  def update
    get_rect_positions
    if self.active == true
      old_index = self.index
      new_index = $mouse.get_window_index(self)
      $game_system.se_play($data_system.cursor_se) if
      old_index != new_index and not new_index == -999999
      @index = new_index if old_index != -1
      self.cursor_rect.empty if new_index == -999999
      self.index = new_index
    end
    guedez_update
  end
 
end


#===================== NEAR FANTASTICA SCRIPTS ==================
#notice the Hawk-McKain changes on 'def run_path'

#==============================================================================
#  ** Path Finding
#==============================================================================
# Near Fantastica
# Version 1
# 29.11.05
# Edit: Hawk-McKain
#==============================================================================
# Lets the Player or Event draw a path from an desonation to the source. This
# method is very fast and because the palthfinding is imbeded into the Game
# Character the pathfinding can be inturputed or redrawn at any time.
#==============================================================================
# Player :: $game_player.find_path(x,y)
# Event Script Call :: self.event.find_path(x,y)
# Event Movement Script Call :: self.find_path(x,y)
#==============================================================================

#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
#SDK.log("Path Finding", "Near Fantastica", 1, "29.11.05")

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
#if SDK.state("Path Finding") == true
  class Game_Character
    #--------------------------------------------------------------------------
    alias nf_pf_game_character_initialize initialize
    alias nf_pf_game_character_update update
    #--------------------------------------------------------------------------
    attr_accessor :map
    attr_accessor :runpath
    #--------------------------------------------------------------------------
    def initialize
      nf_pf_game_character_initialize
      @map = nil
      @runpath = false
    end
    #--------------------------------------------------------------------------
    def update
      run_path if @runpath == true
      nf_pf_game_character_update
    end
    #--------------------------------------------------------------------------
    def run_path
      #------------------------------------------------------------------------------
      # Begin Mouse Control Edit
      #------------------------------------------------------------------------------
      if moving? and
       ($game_player.check_event_trigger_here([1,2]) or
        $game_player.check_event_trigger_there([1,2]))
        clear_path
        return
      end
      #------------------------------------------------------------------------------
      # End Mouse Control Edit
      #------------------------------------------------------------------------------
      return if moving?
      step = @map[@x,@y]
      if step == 1
        #------------------------------------------------------------------------------
        # Begin Mouse Control Edit
        #------------------------------------------------------------------------------
        $game_player.check_event_trigger_here([0])
        $game_player.check_event_trigger_there([0])
        clear_path
        #------------------------------------------------------------------------------
        # Begin Mouse Control Edit
        #------------------------------------------------------------------------------
        return
      end
      dir = rand(2)
      case dir
      when 0
        move_right if @map[@x+1,@y] == step - 1 and step != 0
        move_down if @map[@x,@y+1] == step - 1 and step != 0
        move_left if @map[@x-1,@y] == step -1 and step != 0
        move_up if @map[@x,@y-1] == step - 1 and step != 0
      when 1
        move_up if @map[@x,@y-1] == step - 1 and step != 0
        move_left if @map[@x-1,@y] == step -1 and step != 0
        move_down if @map[@x,@y+1] == step - 1 and step != 0
        move_right if @map[@x+1,@y] == step - 1 and step != 0
      end
    end
    #--------------------------------------------------------------------------
    def find_path(x, y, max_depth = 100)
      sx, sy = @x, @y
      result = setup_map(sx, sy, x, y, max_depth)
      @runpath = result[0]
      @map = result[1]
      @map[sx,sy] = result[2] if result[2] != nil
    end
    #--------------------------------------------------------------------------
    def clear_path
      @map = nil
      @runpath = false
    end
    #--------------------------------------------------------------------------
    def setup_map(sx, sy, ex, ey, max_depth = 100)
      map = Table.new($game_map.width, $game_map.height)
      map[ex,ey] = 1
      old_positions = []
      new_positions = []
      old_positions.push([ex, ey])
      depth = 2
      #Pass a 3rd parameter to find_path to limit the max depth
      #The limit is 100 steps.
      depth.upto([max_depth,100].min){|step|
        loop do
          break if old_positions[0] == nil
          x,y = old_positions.shift
          return [true, map, step] if x == sx and y+1 == sy
          if $game_player.passable?(x, y, 2) and map[x,y + 1] == 0
            map[x,y + 1] = step
            new_positions.push([x,y + 1])
          end
          return [true, map, step] if x-1 == sx and y == sy
          if $game_player.passable?(x, y, 4) and map[x - 1,y] == 0
            map[x - 1,y] = step
            new_positions.push([x - 1,y])
          end
          return [true, map, step] if x+1 == sx and y == sy
          if $game_player.passable?(x, y, 6) and map[x + 1,y] == 0
            map[x + 1,y] = step
            new_positions.push([x + 1,y])
          end
          return [true, map, step] if x == sx and y-1 == sy
          if $game_player.passable?(x, y, 8) and map[x,y - 1] == 0
            map[x,y - 1] = step
            new_positions.push([x,y - 1])
          end
        end
        old_positions = new_positions
        new_positions = []
      }
      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_player_movement update_player_movement
    #--------------------------------------------------------------------------
    def update_player_movement
      $game_player.clear_path if Input.dir4 != 0
      pf_game_player_update_player_movement
    end
  end
 
  class Interpreter
    #--------------------------------------------------------------------------
    def event
      return $game_map.events[@event_id]
    end
  end
 
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
#end

# Actualy my script only need the mouse stuff, but i dont think
# the rest will bring any trouble :D, so i let the full script

#==============================================================================
# ** Keyboard Input Module
#==============================================================================
# Near Fantastica
# Version 5
# 29.11.05
#==============================================================================
# The Keyboard Input Module is designed to function as the default Input module
# dose. It is better then other methods keyboard input because as a key is
# tested it is not removed form the list. so you can test the same key multiple
# times the same loop.
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
#SDK.log("Keyboard Input", "Near Fantastica", 5, "29.11.05")

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
#if SDK.state("Keyboard Input") == true
 
  module Keyboard
    #--------------------------------------------------------------------------
    @keys = []
    @pressed = []
    Mouse_Left = 1
    Mouse_Right = 2
    Back= 8
    Tab = 9
    Enter = 13
    Shift = 16
    Ctrl = 17
    Alt = 18
    Esc = 27
    Space = 32
    Numberkeys = {}
    Numberkeys[0] = 48
    Numberkeys[1] = 49
    Numberkeys[2] = 50
    Numberkeys[3] = 51
    Numberkeys[4] = 52
    Numberkeys[5] = 53
    Numberkeys[6] = 54
    Numberkeys[7] = 55
    Numberkeys[8] = 56
    Numberkeys[9] = 57
    Numberpad = {}
    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
    Letters = {}
    Letters["A"] = 65
    Letters["B"] = 66
    Letters["C"] = 67
    Letters["D"] = 68
    Letters["E"] = 69
    Letters["F"] = 70
    Letters["G"] = 71
    Letters["H"] = 72
    Letters["I"] = 73
    Letters["J"] = 74
    Letters["K"] = 75
    Letters["L"] = 76
    Letters["M"] = 77
    Letters["N"] = 78
    Letters["O"] = 79
    Letters["P"] = 80
    Letters["Q"] = 81
    Letters["R"] = 82
    Letters["S"] = 83
    Letters["T"] = 84
    Letters["U"] = 85
    Letters["V"] = 86
    Letters["W"] = 87
    Letters["X"] = 88
    Letters["Y"] = 89
    Letters["Z"] = 90
    Fkeys = {}
    Fkeys[1] = 112
    Fkeys[2] = 113
    Fkeys[3] = 114
    Fkeys[4] = 115
    Fkeys[5] = 116
    Fkeys[6] = 117
    Fkeys[7] = 118
    Fkeys[8] = 119
    Fkeys[9] = 120
    Fkeys[10] = 121
    Fkeys[11] = 122
    Fkeys[12] = 123
    Collon = 186
    Equal = 187
    Comma = 188
    Underscore = 189
    Dot = 190
    Backslash = 191
    Lb = 219
    Rb = 221
    Quote = 222
    State = Win32API.new("user32","GetKeyState",['i'],'i')
    Key = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
    #--------------------------------------------------------------------------
    def Keyboard.getstate(key)
      return true unless State.call(key).between?(0, 1)
      return false
    end
    #--------------------------------------------------------------------------
    def Keyboard.testkey(key)
      Key.call(key) & 0x01 == 1
    end
    #--------------------------------------------------------------------------
    def Keyboard.update
      @keys = []
      @keys.push(Keyboard::Mouse_Left) if Keyboard.testkey(Keyboard::Mouse_Left)
      @keys.push(Keyboard::Mouse_Right) if Keyboard.testkey(Keyboard::Mouse_Right)
      @keys.push(Keyboard::Back) if Keyboard.testkey(Keyboard::Back)
      @keys.push(Keyboard::Tab) if Keyboard.testkey(Keyboard::Tab)
      @keys.push(Keyboard::Enter) if Keyboard.testkey(Keyboard::Enter)
      @keys.push(Keyboard::Shift) if Keyboard.testkey(Keyboard::Shift)
      @keys.push(Keyboard::Ctrl) if Keyboard.testkey(Keyboard::Ctrl)
      @keys.push(Keyboard::Alt) if Keyboard.testkey(Keyboard::Alt)
      @keys.push(Keyboard::Esc) if Keyboard.testkey(Keyboard::Esc)
      @keys.push(Keyboard::Space) if Keyboard.testkey(Keyboard::Space)
      for key in Keyboard::Numberkeys.values
        @keys.push(key) if Keyboard.testkey(key)
      end
      for key in Keyboard::Numberpad.values
        @keys.push(key) if Keyboard.testkey(key)
      end
      for key in Keyboard::Letters.values
        @keys.push(key) if Keyboard.testkey(key)
      end
      for key in Keyboard::Fkeys.values
        @keys.push(key) if Keyboard.testkey(key)
      end
      @keys.push(Keyboard::Collon) if Keyboard.testkey(Keyboard::Collon)
      @keys.push(Keyboard::Equal) if Keyboard.testkey(Keyboard::Equal)
      @keys.push(Keyboard::Comma) if Keyboard.testkey(Keyboard::Comma)
      @keys.push(Keyboard::Underscore) if Keyboard.testkey(Keyboard::Underscore)
      @keys.push(Keyboard::Dot) if Keyboard.testkey(Keyboard::Dot)
      @keys.push(Keyboard::Backslash) if Keyboard.testkey(Keyboard::Backslash)
      @keys.push(Keyboard::Lb) if Keyboard.testkey(Keyboard::Lb)
      @keys.push(Keyboard::Rb) if Keyboard.testkey(Keyboard::Rb)
      @keys.push(Keyboard::Quote) if Keyboard.testkey(Keyboard::Quote)
      @pressed = []
      @pressed.push(Keyboard::Mouse_Left) if Keyboard.getstate(Keyboard::Mouse_Left)
      @pressed.push(Keyboard::Mouse_Right) if Keyboard.getstate(Keyboard::Mouse_Right)
      @pressed.push(Keyboard::Back) if Keyboard.getstate(Keyboard::Back)
      @pressed.push(Keyboard::Tab) if Keyboard.getstate(Keyboard::Tab)
      @pressed.push(Keyboard::Enter) if Keyboard.getstate(Keyboard::Enter)
      @pressed.push(Keyboard::Shift) if Keyboard.getstate(Keyboard::Shift)
      @pressed.push(Keyboard::Ctrl) if Keyboard.getstate(Keyboard::Ctrl)
      @pressed.push(Keyboard::Alt) if Keyboard.getstate(Keyboard::Alt)
      @pressed.push(Keyboard::Esc) if Keyboard.getstate(Keyboard::Esc)
      @pressed.push(Keyboard::Space) if Keyboard.getstate(Keyboard::Space)
      for key in Keyboard::Numberkeys.values
        @pressed.push(key) if Keyboard.getstate(key)
      end
      for key in Keyboard::Numberpad.values
        @pressed.push(key) if Keyboard.getstate(key)
      end
      for key in Keyboard::Letters.values
        @pressed.push(key) if Keyboard.getstate(key)
      end
      for key in Keyboard::Fkeys.values
        @pressed.push(key) if Keyboard.getstate(key)
      end
      @pressed.push(Keyboard::Collon) if Keyboard.getstate(Keyboard::Collon)
      @pressed.push(Keyboard::Equal) if Keyboard.getstate(Keyboard::Equal)
      @pressed.push(Keyboard::Comma) if Keyboard.getstate(Keyboard::Comma)
      @pressed.push(Keyboard::Underscore) if Keyboard.getstate(Keyboard::Underscore)
      @pressed.push(Keyboard::Dot) if Keyboard.getstate(Keyboard::Dot)
      @pressed.push(Keyboard::Backslash) if Keyboard.getstate(Keyboard::Backslash)
      @pressed.push(Keyboard::Lb) if Keyboard.getstate(Keyboard::Lb)
      @pressed.push(Keyboard::Rb) if Keyboard.getstate(Keyboard::Rb)
      @pressed.push(Keyboard::Quote) if Keyboard.getstate(Keyboard::Quote)
    end
    #--------------------------------------------------------------------------
    def Keyboard.trigger?(key)
      return true if @keys.include?(key)
      return false
    end
    #--------------------------------------------------------------------------
    def Keyboard.pressed?(key)
      return true if @pressed.include?(key)
      return false
    end
  #end

#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end

#=================== END OF NEAR FANTASTICA SCRIPTS =============



#=========================Game_Fixes=============================

$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ''
$showm.call(18,0,0,0)
$showm.call(13,0,0,0)
$showm.call(13,0,2,0)
$showm.call(18,0,2,0)
$mouse = Mouse_PositionCheck.new
$getCursorPos = Win32API.new("user32", "GetCursorPos", ['P'], 'V')
$setCursorPos = Win32API.new("user32", "SetCursorPos", ['I','I'], 'V')
$bg = Sprite.new
$bg.bitmap = RPG::Cache.icon('001-Weapon01')
$bg.z = 999999
$bg.y = 0
$bg.x = 0

module Input

  if @self_update == nil
    @self_update = method('update')
    @self_press = method('press?')
    @self_rep = method('repeat?')
  end
 
  def self.update
    @self_update.call
    $mouse.main
    Keyboard.update
  end

  def self.trigger?(key_code)
    if @self_press.call(key_code)
      return true
    end
    if key_code == C
      return Keyboard.trigger?(Keyboard::Mouse_Left)
    elsif key_code == B
      return Keyboard.trigger?(Keyboard::Mouse_Right)
    else
      return @self_press.call(key_code)
    end
  end
 
  def self.repeat?(key_code)
    if @self_rep.call(key_code)
      return true
    end
    if key_code == C
      return Keyboard.pressed?(Keyboard::Mouse_Left)
    elsif key_code == B
      return Keyboard.pressed?(Keyboard::Mouse_Right)
    else
      return @self_rep.call(key_code)
    end
  end
 
end

class Arrow_Enemy < Arrow_Base
 
  def update
    super
    $game_troop.enemies.size.times do
      break if self.enemy.exist?
      @index += 1
      @index %= $game_troop.enemies.size
    end
    #size = 0
    #for i in 0...$game_troop.enemies.size
    #  size += 1 if $game_troop.enemies[i].hp > 0
    #end
    size = $game_troop.enemies.size if size == nil
    @index = ((size / 640.0) * $bg.x.to_f).to_i
    if self.enemy != nil
      self.x = self.enemy.screen_x
      self.y = self.enemy.screen_y
    end
  end

end

class Arrow_Actor < Arrow_Base
 
  def update
    super
    @index = 0 if $bg.x > 0 and $bg.x <= 160 and 0 <= ($game_party.actors.size - 1)      
    @index = 1 if $bg.x > 160 and $bg.x <= 320 and 1 <= ($game_party.actors.size - 1)  
    @index = 2 if $bg.x > 320 and $bg.x <= 480 and 2 <= ($game_party.actors.size - 1)  
    @index = 3 if $bg.x > 480 and $bg.x <= 640 and 3 <= ($game_party.actors.size - 1)  
    if self.actor != nil
      self.x = self.actor.screen_x
      self.y = self.actor.screen_y
    end
  end
 
end
 
class Window_Target < Window_Selectable
 
  alias gupdate update
 
  def update
    @defaultx = 0 if @defaultx == nil
    if @defaultx != self.x
      @defaultx = self.x
      self.refresh_rect_positions
      return
    else
    gupdate
    end
  end

  def update_cursor_rect
    if @index == -1
      self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20)
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
 
end

class Scene_Battle
 
  def phase3_setup_command_window
    @party_command_window.active = false
    @party_command_window.visible = false
    @actor_command_window.active = true
    @actor_command_window.visible = true
    @actor_command_window.x = @actor_index * 160
    @actor_command_window.refresh_rect_positions
    @actor_command_window.index = 0
  end

end

class Scene_Equip
 
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
    @actor = $game_party.actors[@actor_index]
  end

  alias gmain main
 
  def main
    @dummy = Window_EquipItem.new(@actor, 99)
    gmain
    @dummy.dispose
  end
 
  alias gupdate_right update_right
 
  def update_right
    if @right_window.index == -999999
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.buzzer_se)
      end
    else
      gupdate_right
    end
  end

    def refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    @dummy.visible = (@right_window.index == -999999)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    when -999999
      return
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    end
  end
 
end

class Scene_Skill
 
    def update_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @skill_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    if Input.trigger?(Input::C)
      unless @actor.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.skill_effect(@actor, @skill)
        end
      end
      if @target_window.index == -2
        target = $game_party.actors[@target_window.index + 10]
        used = target.skill_effect(@actor, @skill)
      end
      if @target_window.index <= -3
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.skill_effect(@actor, @skill)
      end
      if used
        $game_system.se_play(@skill.menu_se)
        @actor.sp -= @skill.sp_cost
        @status_window.refresh
        @skill_window.refresh
        @target_window.refresh
        if $game_party.all_dead?
          $scene = Scene_Gameover.new
          return
        end
        if @skill.common_event_id > 0
          $game_temp.common_event_id = @skill.common_event_id
          $scene = Scene_Map.new
          return
        end
      end
      unless used
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
 
end

class Scene_File
 
  def update
    @help_window.update
    for i in @savefile_windows
      i.update
    end
    if Input.trigger?(Input::C)
      if @file_index == -1
        $game_system.se_play($data_system.buzzer_se)
      else
        on_decision(make_filename(@file_index))
        $game_temp.last_file_index = @file_index
        return
      end
    end
    if Input.trigger?(Input::B)
      on_cancel
      return
    end
    if $bg.y > 64 and $bg.y < 168
      if @savefile_windows[0].selected == false
        $game_system.se_play($data_system.cursor_se)
      end
      @savefile_windows[0].selected = true
      @savefile_windows[1].selected = false
      @savefile_windows[2].selected = false
      @savefile_windows[3].selected = false
      @file_index = 0
    elsif $bg.y > 168 and $bg.y < 272
      if @savefile_windows[1].selected == false
        $game_system.se_play($data_system.cursor_se)
      end
      @savefile_windows[0].selected = false
      @savefile_windows[1].selected = true
      @savefile_windows[2].selected = false
      @savefile_windows[3].selected = false
      @file_index = 1
    elsif $bg.y > 272 and $bg.y < 376
      if @savefile_windows[2].selected == false
        $game_system.se_play($data_system.cursor_se)
      end
      @savefile_windows[0].selected = false
      @savefile_windows[1].selected = false
      @savefile_windows[2].selected = true
      @savefile_windows[3].selected = false
      @file_index = 2
    elsif $bg.y > 376 and $bg.y < 480
      if @savefile_windows[3].selected == false
        $game_system.se_play($data_system.cursor_se)
      end
      @savefile_windows[0].selected = false
      @savefile_windows[1].selected = false
      @savefile_windows[2].selected = false
      @savefile_windows[3].selected = true
      @file_index = 3
    else
      @file_index = -1
      @savefile_windows[0].selected = false
      @savefile_windows[1].selected = false
      @savefile_windows[2].selected = false
      @savefile_windows[3].selected = false
    end
  end

 
end
class Scene_Menu
 
  def update_status
    if Input.trigger?(Input::B)# or Keyboard.trigger?(Keyboard::Mouse_Right)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)# or Keyboard.trigger?(Keyboard::Mouse_Left)
      unless @status_window.index < 0
        case @command_window.index
        when 1
          if $game_party.actors[@status_window.index].restriction >= 2
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_Skill.new(@status_window.index)
        when 2
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_Equip.new(@status_window.index)
        when 3
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_Status.new(@status_window.index)
        end
        return
      end
    end
  end
 
end

class Game_Player
 
  def update
    last_moving = moving?
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing or
           @cant_move
      case Input.dir4
      when 2
        move_down
      when 4
        move_left
      when 6
        move_right
      when 8
        move_up
      end
    end
    last_real_x = @real_x
    last_real_y = @real_y
    super
    if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
      $game_map.scroll_down(@real_y - last_real_y)
    end
    if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
      $game_map.scroll_left(last_real_x - @real_x)
    end
    if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
      $game_map.scroll_right(@real_x - last_real_x)
    end
    if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
      $game_map.scroll_up(last_real_y - @real_y)
    end
    unless moving?
      if last_moving
        result = check_event_trigger_here([1,2])
        if result == false
          unless $DEBUG and Input.press?(Input::CTRL)
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      if Input.trigger?(Input::C)
        check_curor_field
        if (@field_x == self.x + 1 and @field_y == self.y and
          self.direction == 6) or (@field_x == self.x - 1 and
          @field_y == self.y and self.direction == 4) or
          (@field_x == self.x and @field_y == self.y + 1 and
          self.direction == 2) or (@field_x == self.x and
          @field_y == self.y - 1 and self.direction == 8)
          check_event_trigger_there([0,1,2])
        end      
      end
      if Input.repeat?(Input::C)
        check_curor_field
        unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing or
           @cant_move and not (@field_x == self.x and @field_y == self.y)
          move_by_mouse
        end
        check_event_trigger_here([0])
      end
    end
  end
 
  def check_curor_field
    dummyx = $game_map.display_x > 0 ? $bg.x + 16 : $bg.x
    @field_x = dummyx / 32 + $game_map.display_x / 128
    @field_y = $bg.y / 32 + $game_map.display_y / 128
  end
 
  def move_by_mouse
    dy = @field_x - self.x
    dx = self.y - @field_y
    if $pathfind
      $game_player.find_path(@field_x,@field_y)
    else
      if dx > 0 and dy > 0 #quarter 1
        if dx > dy
          if passable?(self.x, self.y, 8)
            move_up
          else
            move_right
          end
          return
        elsif dx < dy
          if passable?(self.x, self.y, 6)
            move_right
          else
            move_up
          end
          return
        elsif dx == dy
          if passable?(self.x, self.y, 8)
            move_up
          else
            move_right
          end
          return
        end
      elsif dx > 0 and dy < 0 #quarter 2
        if dx > -dy
          if passable?(self.x, self.y, 8)
            move_up
          else
            move_left
          end
          return
        elsif dx < -dy
          if passable?(self.x, self.y, 4)
            move_left
          else
            move_up
          end
          return
        elsif dx == -dy
          if passable?(self.x, self.y, 8)
            move_up
          else
            move_left
          end
          return
        end
      elsif dx < 0 and dy < 0 #quarter 2
        if -dx > -dy
          if passable?(self.x, self.y, 2)
            move_down
          else
            move_left
          end
          return
        elsif -dx < -dy
          if passable?(self.x, self.y, 4)
            move_left
          else
            move_down
          end
          return
        elsif -dx == -dy
          if passable?(self.x, self.y, 2)
            move_down
          else
            move_left
          end
          return
        end
      elsif dx < 0 and dy > 0 #quarter 4
        if -dx > dy
          if passable?(self.x, self.y, 2)
            move_down
          else
            move_right
          end
          return
        elsif -dx < dy
          if passable?(self.x, self.y, 6)
            move_right
          else
            move_down
          end
          return
        elsif -dx == dy
          if passable?(self.x, self.y, 2)
            move_down
          else
            move_right
          end
          return
        end
      elsif dx == 0 and dy < 0
        move_left
      elsif dx == 0 and dy > 0
        move_right
      elsif dx < 0 and dy == 0
        move_down
      elsif dx > 0 and dy == 0
        move_up
        end
      end
   
  end
end

class Window_Message < Window_Selectable
 
  def update
    get_rect_positions
    old_index = self.index
    new_index = $mouse.get_window_index(self)
    $game_system.se_play($data_system.cursor_se) if
    old_index != new_index and not new_index == -999999
    @index = new_index if old_index != -1
    self.cursor_rect.empty if new_index == -999999
    self.index = new_index
    super  
    # Se Fade_in
    if @fade_in
      self.contents_opacity += 24
      if @input_number_window != nil
        @input_number_window.contents_opacity += 24
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
      return
    end
    # Se for entrada num�rica
    if @input_number_window != nil
      @input_number_window.update
      # Confirmar
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        # Exibir a janela de entrada num�rica
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    # Se a mensagem estiver sendo exibida
    if @contents_showing
      # Se a escolha n�o estiver sendo exibida pausar
      if $game_temp.choice_max == 0
        self.pause = true
      end
      # Cancelar
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
      # Confirmar
      if Input.trigger?(Input::C)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    # Se houver mensagem em espera ou estiver em escolha
    if @fade_out == false and $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      reset_window
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if @input_number_window != nil
        @input_number_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    # Se a mensagem n�o estiver sendo exibida
    if self.visible
      @fade_out = true
      self.opacity -= 48
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
  end
 
end


encontrado em:

Guedez's Mouse Use System Version 1.1 - Save Point

Estou trabalhando numa visual novel, e boa parte da interação do jogo seria através do mouse usando o script citado acima..... , quero fazer alguns botões de atalho para serem acessados a qualquer momento, como na imagem abaixo:


imagem meramente ilustrativa xD:

Visualizar anexo 5241


é possivel criar algo do tipo?....se sim poderiam me ajudar? desde já agradeço
Para falar a verdade: sim é possível, mas não entendo de scripts, para fazer algo assim é bom ser utilizado uma engine que seja mais atual pois tem mais opções de imagens que podem ser usadas como botões de atalho, recomendo o MV ou MZ mexer com imagens é melhor lá. Mas lembrando é só na teoria o que estou dizendo. Boa sorte
 
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