Woratana Mouse Script Addon?
3/21/2011
SummaryI would like to request if someone could please make an add-on for woratana's mouse script that could make an event react just by highlighting it (no clicking).
If the event has the comment [mreact] and the mouse was hovered above it, it will turn on a switch automatically and if the mouse hovered past it, the switch will get turned off. Please make it able to turn on many switches for each event. Maybe the switch turned on is based on the event number?
Features Desired- Event turns on a switch if the event has [mreact] as a comment.
- Switch number is based on the event number
Games its been in- Just hover your mouse in any of the desktop icons. You'll notice there's going to be a box/whatever that's going to pop up. That's what I kinda wanted to do <:3c
What other scripts are you using?#==============================================================================
# [VX] SMS - Simple Mouse System
#------------------------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Released on: 14/04/2008 (D-M-Y)
# ? Version: 1.5
#
# ? Credit: DerVVulfman, Near Fantastica, and Freak Boy [Mouse Input Module]
# lambchop, shun, Cybersam, Astro_mech, and Mr.Mo [Super Simple Mouse System]
# - Modern Algebra, Zeriab, Patrick Lester [Path Finding]
# - Near Fantastica, Fuso [Path Finding]
#
# - I will not be able to script this without those people and scripts above
#-----------------------------------------------------------------------------
#====[REQUIRE]=====
# - DerVVulfman's Mouse Input Module
# - Modern Algebra's Path Finding [version 2.0]
#
#====[FEATURE]=====
# - Support to use mouse in many scenes / windows
# - Mouse Pointer
# - Click on map to move player with Path Finding
# - Click on event to go talk/interact with that event
# - Click on event to walk to that event
# - You can choose scene(s) that don't want to use mouse
# - You can turn mouse ON/OFF automatically by call script:
# $scene.no_mouse = (true/false) # True to turn off mouse
#====[MOUSE TAGS]=====
# Put one (or more) of these tags in the event command 'Comment..'
# [mauto] : This event will run automatically after click on it
# [mnone] : This event will not be determine as event when click on it
# (a.k.a. Player will not interact with it)
# [mtop] : Player will always stop at tile above this event when click on it
# [mleft] : Same as [mtop], but left side
# [mright] : Same as [mtop], but right side
# [mdown] : Same as [mtop], but below
#------------------------------------------------------------------------------
module Mouse
#==============================================================================
# MOUSE SETUP PART
#----------------------------------------------------------------------------
Scroll_Delay = 30 # (in Frames)
# Mouse Delay when scroll up or down the list
Path_Finding_Iteration = 0 # (Integer, 0 for no limit)
# How deep you want path finding to process until find the way
# less number will be able to find only easy path, less lag
# high number will be able to find complicated path, possible to increase lag
Scene_No_Mouse = []
# Scene(s) that you don't want to use mouse
# e.g. Scene_No_Mouse = [Scene_File, Scene_Map, Scene_Title]
Auto_Find_Destination = true
# It will automatically find the cloeset destination on map
# when click on unpassable tile.
#==============================================================================
end
#==============================================================================
# ** Mouse Input Module
#==============================================================================
class << Mouse
show_cursor = Win32API.new('user32', 'ShowCursor', 'l', 'l')
show_cursor.call(0)
$mousec = Sprite.new
$mousec.z = 10001
$mousec.x = $mousec.y = 1000
$mouse_icon = $base_cursor = 'arrow'
$mousec.bitmap = Cache.system($base_cursor)
$mouse_duration = -1
$mouse_changed = false
alias wor_mouse_upd_mouse update unless $@
def Mouse.update
wor_mouse_upd_mouse
if $scene.no_mouse
$mousec.visible = false if $mousec.visible
return
else; $mousec.visible = true if !$mousec.visible
end
if $mouse_old_icon.nil? or $mouse_old_icon != $mouse_icon
$mouse_old_icon = $mouse_icon
$mousec.bitmap = Cache.system($mouse_old_icon)
end
if @pos.nil?
$mousec.x = 1000 if $mousec.x != 1000
$mousec.y = 1000 if $mousec.y != 1000
else
$mousec.x = @pos[0] if $mousec.x != @pos[0]
$mousec.y = @pos[1] if $mousec.y != @pos[1]
end
end
def Mouse.map_pos
return nil if @pos == nil
x = ($game_map.display_x / 256) + (@pos[0] / 32)
y = ($game_map.display_y / 256) + (@pos[1] / 32)
return [x, y]
end
end
#==============================================================================
# ** Input
#==============================================================================
class << Input
alias wor_input_upd_mouse update unless $@
alias wor_input_trig_mouse trigger? unless $@
alias wor_input_rep_mouse repeat? unless $@
def Input.update
wor_input_upd_mouse
Mouse.update
end
def Input.trigger?(input)
return wor_input_trig_mouse(input) if Mouse.pos.nil?
if input == Input::B and !$scene.no_mouse
return (wor_input_trig_mouse(input) or Mouse.click?(2))
elsif input == Input::C and !$scene.no_mouse
if $scene.is_a?(Scene_Map) and !$game_message.visible
return wor_input_trig_mouse(input)
else
return (wor_input_trig_mouse(input) or Mouse.click?(1))
end
else
return wor_input_trig_mouse(input)
end
end
def Input.repeat?(input)
if input == Input::B and !$scene.no_mouse
return (wor_input_rep_mouse(input) or Mouse.click?(2))
else
return wor_input_rep_mouse(input)
end
end
end
#==============================================================================
# ** Graphics
#==============================================================================
class << Graphics
alias wor_graph_fadeout_mouse fadeout unless $@
def Graphics.fadeout(frames = 1)
$mousec.visible = false if !$mousec.nil?
wor_graph_fadeout_mouse(frames)
end
end
#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
alias wor_winsel_ini_mouse initialize
alias wor_winsel_upd_mouse update
def initialize(*args)
wor_winsel_ini_mouse(*args)
@scroll_wait = 0
@cursor_wait = 0
end
def update
wor_winsel_upd_mouse
update_mouse if self.active and self.visible
end
def update_mouse
@cursor_wait -= 1 if @cursor_wait > 0
(0..@item_max - 1).each do |i|
irect = item_rect(i)
irx = self.x + 16 + irect.x - self.ox
iry = self.y + 16 + irect.y - self.oy
move_cursor(i) if Mouse.area?(irx, iry, irect.width, irect.height)
end
end
def move_cursor(index)
return if @index == index
@scroll_wait -= 1 if @scroll_wait > 0
row1 = @index / @column_max
row2 = index / @column_max
bottom = self.top_row + (self.page_row_max - 1)
if row1 == self.top_row and row2 < self.top_row
return if @scroll_wait > 0
@index = [@index - @column_max, 0].max
@scroll_wait = Mouse::Scroll_Delay
elsif row1 == bottom and row2 > bottom
return if @scroll_wait > 0
@index = [@index + @column_max, @item_max - 1].min
@scroll_wait = Mouse::Scroll_Delay
else
@index = index
end
return if @cursor_wait > 0
Sound.play_cursor
@cursor_wait += 2
end
end
#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
def item_rect(index)
return Rect.new(0, index * 96, contents.width, 96)
end
end
#==============================================================================
# ** Window_NameInput
#==============================================================================
class Window_NameInput < Window_Base
alias wor_winnam_upd_mouse update
def update
wor_winnam_upd_mouse
if self.active and self.visible
(0..TABLE[@mode].size - 1).each do |i|
irect = item_rect(i)
irx = self.x + 16 + irect.x - self.ox
iry = self.y + 16 + irect.y - self.oy
@index = i if Mouse.area?(irx, iry, irect.width, irect.height)
end
end
end
end
#==============================================================================
# ** Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_Command
def update_mouse
(0..@item_max - 1).each do |i|
irect = item_rect(i)
irx = self.viewport.ox + 16 + irect.x - self.ox
iry = 288 + 16 + irect.y - self.oy
self.index = i if Mouse.area?(irx, iry, irect.width, irect.height)
end
end
end
#==============================================================================
# ** Window_ActorCommand
#==============================================================================
class Window_ActorCommand < Window_Command
def update_mouse
(0..@item_max - 1).each do |i|
irect = item_rect(i)
irx = self.viewport.ox + 288 + 16 + irect.x
iry = 288 + 16 + irect.y
self.index = i if Mouse.area?(irx, iry, irect.width, irect.height)
end
end
end
#==============================================================================
# ** Window_Message
#==============================================================================
class Window_Message < Window_Selectable
def update_mouse
(0..@item_max - 1).each do |i|
irect = item_rect(i)
irx = self.x + 16 + irect.x - self.ox
iry = self.y + 16 + irect.y - self.oy + ($game_message.choice_start * WLH)
self.index = i if Mouse.area?(irx, iry, irect.width, irect.height)
end
end
end
#==============================================================================
# ** Scene_Base
#==============================================================================
class Scene_Base
alias wor_scebase_posstr_mouse post_start
alias wor_scebase_preter_mouse pre_terminate
attr_accessor :no_mouse
def post_start
if !$mousec.nil?
$mousec.visible = true
@no_mouse = false
# If this scene is in Scene_No_Mouse
Mouse::Scene_No_Mouse.each do |sce|
if $scene.is_a?(sce)
$mousec.visible = false
@no_mouse = true
end
end
end
wor_scebase_posstr_mouse
end
def pre_terminate
$mousec.visible = false if !$mousec.nil?
wor_scebase_preter_mouse
end
end
#==============================================================================
# ** Scene_File
#==============================================================================
class Scene_File < Scene_Base
alias wor_scefil_upd_mouse update
def update
(0..@item_max - 1).each do |i|
ix = @savefile_windows[i].x
iy = @savefile_windows[i].y
iw = @savefile_windows[i].width
ih = @savefile_windows[i].height
if Mouse.area?(ix, iy, iw, ih)
@savefile_windows[@index].selected = false
@savefile_windows[i].selected = true
@index = i
end
end
wor_scefil_upd_mouse
end
end
#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
alias wor_scemap_upd_mouse update
def update
wor_scemap_upd_mouse
if !@no_mouse
# IF left click
if Mouse.click?(1) and !$game_message.visible and
!$game_map.interpreter.running?
mouse_xy = Mouse.map_pos
return if mouse_xy.nil?
old_direction = $game_player.direction
$game_player.turn_toward_pos(mouse_xy[0], mouse_xy[1])
# IF click near player, and there's trigger to event, run event
return if ($game_player.front?(mouse_xy[0],mouse_xy[1]) and
$game_player.check_action_event)
$game_player.clear_path
$game_player.mouse_force_path(mouse_xy[0], mouse_xy[1])
# IF middle click
elsif Mouse.click?(3) and !$game_message.visible and
!$game_map.interpreter.running?
mouse_xy = Mouse.map_pos
return if mouse_xy.nil?
$game_player.clear_path
$game_player.turn_toward_pos(mouse_xy[0], mouse_xy[1])
end
end
end
end
#==============================================================================
# ** Game_Character
#==============================================================================
class Game_Character
def mouse_force_path(x, y, auto_check = ($game_map.events_xy(x, y).size > 0))
ori_x, ori_y = x, y
path_xy = $game_map.find_dest_xy(x, y, @x, @y)
return if path_xy.nil?
x, y = path_xy[0] ,path_xy[1]
# Force_move from MA's path finding
if map_passable?(x,y)
path = $game_map.find_path (self.x, self.y, x, y, false,
Mouse::Path_Finding_Iteration, self)
path.reverse!
# Turn toward destination
newmove = RPG::MoveCommand.new
newmove.code = 45 # Script..
newmove.parameters = ["turn_toward_pos(#{ori_x},#{ori_y})"]
path.push newmove
# Add script to check if there's event trigger
if auto_check
newmove = RPG::MoveCommand.new
newmove.code = 45
newmove.parameters = ['check_action_event']
path.push newmove
end
# Add an end command
path.push (RPG::MoveCommand.new (0))
move_route = RPG::MoveRoute.new
move_route.list = path
move_route.repeat = false
force_move_route (move_route)
end
end
def clear_path
@move_route_index = 0
@move_route = RPG::MoveRoute.new
@move_route.repeat = false
end
def turn_toward_pos(x,y)
sx = distance_x_from_pos(x)
sy = distance_y_from_pos(y)
if sx.abs > sy.abs # Horizontal distance is longer
sx > 0 ? turn_left : turn_right
elsif sx.abs < sy.abs # Vertical distance is longer
sy > 0 ? turn_up : turn_down
end
end
def distance_x_from_pos(x)
sx = @x - x
if $game_map.loop_horizontal?
if sx.abs > $game_map.width / 2
sx -= $game_map.width
end
end
return sx
end
def distance_y_from_pos(y)
sy = @y - y
if $game_map.loop_vertical?
if sy.abs > $game_map.height / 2
sy -= $game_map.height
end
end
return sy
end
def front?(x,y)
case @direction
when 2; return true if (x == @x-1 and y == @y)
when 4; return true if (x == @x and y == @y-1)
when 6; return true if (x == @x and y == @y+1)
when 8; return true if (x == @x+1 and y == @y)
end
return false
end
end
#==============================================================================
# ** Game_Map
#==============================================================================
class Game_Map
# Find Destination for Path Finding
def find_dest_xy(x, y, self_x, self_y)
has_event = false
event_ary = events_xy(x, y)
# Remove Event that has 'mnone'
(event_ary).each do |i|
return if i.is_a?(Game_Player)
event_ary.delete(i) if i.comment?('[mnone]')
end
# Return original x, y if there are more than 1 events,
# or the only event has priority type 'Below Character'
if (event_ary.size == 1 and event_ary[0].priority_type != 1) or
event_ary.size > 1
return [x, y]
elsif event_ary.size == 1
# IF there's event, check for reserved direction
has_event = true
return if event_ary[0].is_a?(Game_Player)
if event_ary[0].comment?('[mtop]')
return [x, y-1]
elsif event_ary[0].comment?('[mleft]')
return [x-1, y]
elsif event_ary[0].comment?('[mright]')
return [x+1, y]
elsif event_ary[0].comment?('[mdown]')
return [x, y+1]
elsif event_ary[0].comment?('[mauto]')
event_ary[0].start
return nil
end
end
# Check for passable direction or it's Same X/Y or doesn't allow auto-find
if (event_ary.size != 1 and $game_player.map_passable?(x, y)) or (self_x == x and self_y == y) or
(!Mouse::Auto_Find_Destination and !has_event)
return [x, y]
end
# Find nearest path
nx = (self_x - x)
ny = (self_y - y)
npath_real = []
if (nx.abs < ny.abs and nx != 0) or (ny == 0) # X is closer than Y
npath_real << (nx > 0 ? 'right' : 'left')
else # EQUAL, or Y is closer than X
npath_real << (ny > 0 ? 'up' : 'down')
end
npath_real_tran = move_translate(npath_real, x, y) # Translate word to value
# If the fastest way is possible, return it
if $game_player.map_passable?(npath_real_tran[0][0], npath_real_tran[0][1])
return [npath_real_tran[0][0], npath_real_tran[0][1]]
end
npath = []
# Add other possible ways
npath << 'up' if !npath_real.include?('up')
npath << 'left' if !npath_real.include?('left')
npath << 'down' if !npath_real.include?('down')
npath << 'right' if !npath_real.include?('right')
npath = move_translate(npath, x, y) # Translate other possible ways
(0..npath.size-1).each do |np| # Calculate distance from each point
npath[np] =
[npath[np], (self_x - npath[np][0]).abs + (self_y - npath[np][1]).abs]
end
npath = npath.sort_by {|i| i[1]} # Sort by Distance
# Check to move~
npath.each do |n|
return [n[0][0], n[0][1]] if $game_player.map_passable?(n[0][0], n[0][1])
end
# IF there's no way to go
return nil
end
def move_translate(ary, x, y)
(0..ary.size - 1).each do |n|
if ary[n] == 'up'
ary[n] = [x, y-1]
elsif ary[n] == 'left'
ary[n] = [x-1, y]
elsif ary[n] == 'right'
ary[n] = [x+1, y]
elsif ary[n] == 'down'
ary[n] = [x, y+1]
end
end
return ary
end
end
#==============================================================================
# ** Game_Event
#==============================================================================
class Game_Event < Game_Character
def comment?(comment, return_index = false )
if !@list.nil?
for i in 0...@list.size - 1
next if @list[i].code != 108
(0..@list[i].parameters.size - 1).each do |j|
if @list[i].parameters[j].include?(comment)
return [true, [i,j]] if return_index
return true
end
end
end
end
return [false, nil] if return_index
return false
end
end
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