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TDDP_MouseSystemEx 1.8.2

Gestion de souris étendue : pour changer les curseurs de souris en plein jeu, déclencher des événements à distance, coller des icônes sur le curseur, et plus encore...

Script pour RPG Maker MV
Ecrit par Galenmereth
Publié par MWAHAHA OLO MDR ! (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur: Galenmereth
Logiciel : RPG Maker MV
Nombre de plugins : 1

TDDP – MouseSystemEx vous permet d'installer et changer des curseurs de souris personnalisés pendant le jeu et les interactions avec les évènements. Permet l'interaction de la souris pour déclencher des évènements sans le personnage du joueur. Montre des icônes à côté du curseur, et plus encore.

Toutes les infos en anglais ici: http://mvplugins.tordamian.com/plugins/mouse-system-ex/

Portion de code : Tout sélectionner

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//=============================================================================
// TDDP_MouseSystemEx.js
//=============================================================================
 
var Imported = Imported || {};
Imported.TDDP_MouseSystemEx = "1.8.2";
 
//=============================================================================
/*:
 * @plugindesc 1.8.2 Custom mouse cursors, highlight menu items on hover, custom event mouse interaction and much more! See Help.                      id:TDDP_MouseSystemEx
 *
 * @author Tor Damian Design / Galenmereth
 *
 * @param ---Custom Cursor---
 * @desc This is a heading, no need to touch it.
 * @default
 *
 * @param Use Custom Cursor?
 * @desc Whether you want to use a custom mouse cursor image.
 * true => ON       false => OFF
 * @default false
 *
 * @param Custom Cursor Image
 * @desc The filename for the custom cursor. It looks for this in your project's Custom Cursor Folder.
 * @default default.png
 *
 * @param Custom Cursors Folder
 * @desc The folder you wish to store the custom cursors in. Must end with a forward slash. Default: img/cursors/
 * @default img/cursors/
 *
 * @param ---Auto Change Cursors---
 * @desc Options for automatically changing the mouse cursor when hovering over events with the given event commands in them.
 * @default
 *
 * @param Show Text Cursor
 * @desc Automatically show this custom cursor image when hovering over events with Show Text commands in them.
 *
 * @param Transfer Cursor
 * @desc Automatically show this custom cursor image when hovering over events with Transfer Player commands in them.
 *
 * @param Change Gold Cursor
 * @desc Automatically show this custom cursor image when hovering over events with Change Gold commands in them.
 *
 * @param Change Items Cursor
 * @desc Automatically show this custom cursor image when hovering over events with Change Items commands in them.
 *
 * @param Change Weapons Cursor
 * @desc Automatically show this custom cursor image when hovering over events with Change Weapons commands in them.
 *
 * @param Change Armors Cursor
 * @desc Automatically show this custom cursor image when hovering over events with Change Armors commands in them.
 *
 * @param Battle Processing Cursor
 * @desc Automatically show this cursor when hovering over events with Battle Processing commands in them.
 *
 * @param ---Auto Change Icons---
 * @desc Options for automatically showing an icon when hovering over events with the given event commands in them.
 * @default
 *
 * @param Show Text Icon
 * @desc Automatically show this icon when hovering over events with Show Text commands in them.
 *
 * @param Transfer Icon
 * @desc Automatically show this icon when hovering over events with Transfer Player commands in them.
 *
 * @param Change Gold Icon
 * @desc Automatically show this icon when hovering over events with Change Gold commands in them.
 *
 * @param Change Items Icon
 * @desc Automatically show this icon when hovering over events with Change Items commands in them.
 *
 * @param Change Weapons Icon
 * @desc Automatically show this icon when hovering over events with Change Weapons commands in them.
 *
 * @param Change Armors Icon
 * @desc Automatically show this icon when hovering over events with Change Armors commands in them.
 *
 * @param Battle Processing Icon
 * @desc Automatically show this icon when hovering over events with Battle Processing commands in them.
 *
 * @param ---Hover Select---
 * @desc This is a heading, no need to touch it.
 * @default
 *
 * @param Highlight On Hover
 * @desc Highlight menu items when hovering over them with the mouse.
 * true => ON       false => OFF
 * @default false
 *
 * @param Hover SE Cooldown
 * @desc Audio cooldown (in frames) between playing Cursor SE when Highlight On Hover is set to true. Default 4.
 * @default 4
 *
 * @param ---Customizeable Notetags---
 * @desc These are options for activating events by mouse interaction instead of player character.
 * @default
 *
 * @param No Auto Cursor Notetag
 * @desc The notetag used to disable auto cursor switching on this event or event page.
 * @default no_auto_cursor!
 *
 * @param No Auto Icon Notetag
 * @desc The notetag used to disable auto icon switching on this event or event page.
 * @default no_auto_icon!
 *
 * @param Click Notetag
 * @desc The notetag used to trigger the event when it is clicked on.
 * Default: click_activate!
 * @default click_activate!
 *
 * @param Hover Notetag
 * @desc The notetag used to trigger the event when the mouse is over it.
 * Default: hover_activate!
 * @default hover_activate!
 *
 * @param Leave Notetag
 * @desc The notetag used to trigger the event when the mouse leaves it.
 * Default: leave_activate!
 * @default leave_activate!
 *
 * @param ---Mouse Icons---
 * @desc This is a heading, no need to touch it.
 * @default
 *
 * @param Hide Cursor
 * @desc Hide the default mouse cursor when an icon is shown.
 * true => ON       false => OFF
 * @default false
 *
 * @param Icon Offset X
 * @desc The icon's offset from the mouse horizontally.
 * Default: 9
 * @default 9
 *
 * @param Icon Offset Y
 * @desc The icon's offset from the mouse vertically.
 * Default: 14
 * @default 14
 *
 * @param ---Mouse Icon Tags---
 * @desc This is a heading, no need to touch it.
 * @default
 *
 * @param Icon Tag 1
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default quest: 191
 *
 * @param Icon Tag 2
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default chest: 210
 *
 * @param Icon Tag 3
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default door: 106
 *
 * @param Icon Tag 4
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default world_map: 190
 *
 * @param Icon Tag 5
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default potion: 176
 *
 * @param Icon Tag 6
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default poison: 177
 *
 * @param Icon Tag 7
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default four_leaf_clover: 182
 *
 * @param Icon Tag 8
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default notebook: 187
 *
 * @param Icon Tag 9
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default letter: 192
 *
 * @param Icon Tag 10
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default key: 195
 *
 * @param Icon Tag 11
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default key: 195
 *
 * @param Icon Tag 12
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default key: 195
 *
 * @param Icon Tag 13
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default key: 195
 *
 * @param Icon Tag 14
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default key: 195
 *
 * @param Icon Tag 15
 * @desc Set up an icon tag shortcut to be used with the Mouse Hover Icons notetag. See plugin Help for more information.
 * @default key: 195
 *
 * @help =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 * Information
 * =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 * TDDP - MouseSystem is a collection of methods for modifying mouse-based
 * interaction in your games. You can set custom mouse cursors, show icons beside
 * the mouse when hovering over events, activate events by mouse, and more.
 *
 * For updates and easy to use documentation, please go to the plugin's website:
 * http://mvplugins.tordamian.com/?p=26
 *
 * There you can also download a PDF of the documentation for offline use, and
 * having the documentation in one cleanly presented place means you can always
 * be sure it's the most recent available.
 * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 * Terms & Conditions
 * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 * This plugin is free for both non-commercial and commercial use. Please see
 * http://mvplugins.tordamian.com/terms-of-use for the full terms of use.
 *
 * A big thank you to Degica for making this plugin free for commercial use for
 * everyone!
 */
//=============================================================================
// All anonymous/helper functions are registered on this object for the convenience of other plugins.
var TDDP_MouseSystemEx = {};
(function($) {
    "use strict";
    /**
    * Return .png if no file extension present in filename
    */
    $._ext = function(filename) {
        if (String(filename).split(".").length > 1) {
            return filename;
        } else {
            // Default filetype extension
            return filename + ".png";
        }
    }
    //=============================================================================
    // Setting up parameters
    //=============================================================================
    var parameters = $plugins.filter(function(p){return p.description.contains("id:TDDP_MouseSystemEx")})[0].parameters;
    // Auto change cursors
    $.showTextCursor         = String(parameters['Show Text Cursor']) || false;
    $.changeGoldCursor       = String(parameters['Change Gold Cursor']) || false;
    $.changeItemCursor       = String(parameters['Change Items Cursor']) || false;
    $.changeWeaponCursor     = String(parameters['Change Weapons Cursor']) || false;
    $.changeArmorCursor      = String(parameters['Change Armors Cursor']) || false;
    $.transferPlayerCursor   = String(parameters['Transfer Cursor']) || false;
    $.battleProcessingCursor = String(parameters['Battle Processing Cursor']) || false;
    // Auto change icons
    $.showTextIcon         = String(parameters['Show Text Icon']) || false;
    $.changeGoldIcon       = String(parameters['Change Gold Icon']) || false;
    $.changeItemIcon       = String(parameters['Change Items Icon']) || false;
    $.changeWeaponIcon     = String(parameters['Change Weapons Icon']) || false;
    $.changeArmorIcon      = String(parameters['Change Armors Icon']) || false;
    $.transferPlayerIcon   = String(parameters['Transfer Icon']) || false;
    $.battleProcessingIcon = String(parameters['Battle Processing Icon']) || false;
    // Settings
    $.highlightOnHover     = Boolean(parameters['Highlight On Hover'] === 'true' || false);
    $.audioCooldownOnHover = Number(parameters['Hover SE Cooldown'] || 4)
    $.hideCursor           = Boolean(parameters['Hide Cursor']        === 'true' || false);
    $.iconOffsetX          = Number(parameters['Icon Offset X']) || 0;
    $.iconOffsetY          = Number(parameters['Icon Offset Y']) || 0;
    $.noAutoCursorNotetag  = String(parameters['No Auto Cursor Notetag']);
    $.noAutoIconNotetag    = String(parameters['No Auto Icon Notetag']);
    $.clickToActivateNote  = String(parameters['Click Notetag']);
    $.hoverToActivateNote  = String(parameters['Hover Notetag']);
    $.leaveToActivateNote  = String(parameters['Leave Notetag']);
    $.useCustomCursor      = Boolean(parameters['Use Custom Cursor?'] === 'true' || false);
    $.cursorImage          = $._ext(String(parameters['Custom Cursor Image']));
    $.defaultCursorImage   = $.cursorImage;
    $.customCursorPath     = String(parameters['Custom Cursors Folder']);
 
    $._cursorFilenameInUse = null;   // Helper to compare changes
    $._lastUpdateFrame     = 0;      // Last frame cursor got updated
    $._cssClassPrefix      = "TDDP_customCursor_";
    $._indexFilename       = "_index.json";
 
    // Add all mouse icon tags
    $.mouseIconTags        = {}
    for(var i = 1; i <= 15; ++i) {
        var tag = parameters['Icon Tag ' + i]
        if (!tag) continue;
        tag = tag.split(":");
        var key = tag[0];
        var val = tag[1].replace(' ', '');
        $.mouseIconTags[key] = val;
    }
    /**
    * Load and setup the custom cursor CSS additions
    */
    $._loadAndSetupCustomCursorCSS = function() {
        var xhr = new XMLHttpRequest();
        var url = this.customCursorPath + this._indexFilename;
        xhr.open('GET', url);
        xhr.overrideMimeType('application/json');
        xhr.onload = function() {
            if (xhr.status < 400) {
                var dummyContainerElement = document.createElement('div');
                dummyContainerElement.id = "TDD_MS_CursorDummies";
                document.body.appendChild(dummyContainerElement);
                // Next we iterate the cached cursor list
                var classPrefix = this._cssClassPrefix;
                var cachedCursors = JSON.parse(xhr.responseText);
                for (var i=0, max=cachedCursors.length; i<max; i++) {
                    var cursor = cachedCursors[i];
                    var cursorName = cursor.split(".")[0];
                    var ox = 0;
                    cursorName = cursorName.replace(/_x(\d*)/g, function(m, p1) {
                        if (p1) ox = p1;
                        return "";
                    });
                    var oy = 0;
                    cursorName = cursorName.replace(/_y(\d*)/, function(m, p1){
                        if (p1) oy = p1;
                        return "";
                    });
                    var cursorPath = this.customCursorPath + cursor;
                    var sheet = window.document.styleSheets[0];
                    sheet.insertRule('.' + classPrefix + cursorName + ' { cursor: url(../' + cursorPath + ')' + ox + ' ' + oy + ', default; }', sheet.cssRules.length);
                    // To ensure all the cursors get prefetched by browsers, we create dummy divs to hold all the styles...
                    var dummyLoaderElement = document.createElement('div');
                    dummyLoaderElement.id = cursorName + "_dummy";
                    dummyContainerElement.appendChild(dummyLoaderElement);
                    dummyLoaderElement.className = classPrefix + cursorName;
                }
            }
        }.bind(this);
        xhr.onerror = function() {
            //
        };
        xhr.send();
    }
    /**
    * Pre-cache all custom cursors when in test mode
    */
    // Check if playtest; if so, store file. If not, read stored
    $._precacheCustomCursors = function() {
        if (StorageManager.isLocalMode() && Utils.isOptionValid('test')) {
            var fs = require('fs');
            // Find that relative local path, using MV's own methods
            var path = window.location.pathname.replace(/\/[^\/]*$/, '/' + this.customCursorPath);
            if (path.match(/^\/([A-Z]\:)/)) {
                path = path.slice(1);
            }
            path = decodeURIComponent(path);
            // Check if cursors dir exists, make if not
            if (!fs.existsSync(path)) {
                alert('TDDP MouseSystemEx\nThe chosen cursor folder "' + this.customCursorPath + '" has been created for you. Please put any custom cursor image files in this folder.');
                fs.mkdirSync(path);
            }
            // Read dir
            var files = fs.readdirSync(path).filter(function(v) {
                if(v != this._indexFilename && v[1]) return v;
            }.bind(this));
            // Store in json
            fs.writeFile(path + this._indexFilename, JSON.stringify(files), 'utf8', this._loadAndSetupCustomCursorCSS.bind(this));
        } else {
            // Read stored file
            this._loadAndSetupCustomCursorCSS();
        }
    }.apply(TDDP_MouseSystemEx);
    //=============================================================================
    // Game_Interpreter - register plugin commands
    //=============================================================================
    /**
    * Alias and extend pluginCommand
    */
    var Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
    Game_Interpreter.prototype.pluginCommand = function(command, args) {
        Game_Interpreter_pluginCommand.call(this, command, args)
        if (command === 'SetCustomCursor')      $._setCustomCursor(args[0]);
        if (command === 'ResetCustomCursor')    $._resetCustomCursor();
    };
    //=============================================================================
    // Helper functions
    //=============================================================================
    /**
    * Get events at x and y coordinates. Separate function for compatibility
    *
    * @method _eventsXy
    * @param x {Number} Map X coordinate
    * @param y {Number} Map Y coordinate
    * @return {Array} of events at given coordinates
    */
    $._eventsXy = function(x, y) {
        return $gameMap.eventsXy(x, y);
    }
    /**
    * Show custom cursor
    */
    $._showCustomCursor = function(filename) {
        var filename = filename || this.cursorImage;
        document.body.className = this._cssClassPrefix + filename.split(".")[0];
    }
    /**
    * Set new default custom cursor
    */
    $._setCustomCursor = function(filename) {
        this.cursorImage = filename;
        this._showCustomCursor(TouchInput.cursorImage);
    }
    /**
    * Reset custom cursor to parameter setting defaults
    */
    $._resetCustomCursor = function() {
        this._setCustomCursor(this.defaultCursorImage);
    }
    /**
    * Show the mouse cursor
    */
    $._showMouseCursor = function() {
        if (this.useCustomCursor) {
            this._showCustomCursor();
        } else {
            document.body.style.cursor = 'inherit';
        }
    }
    /**
    * Hide the mouse cursor
    */
    $._hideMouseCursor = function() {
        document.body.style.cursor = 'none';
    }
    /**
    * Return Comments from event page. Multiline comments require an additional check (408)
    */
    $._filterComments = function(pageListObject) {
        var comments = (pageListObject.code == 108 || pageListObject.code == 408) ? true : false;
        return comments;
    }
    /**
    * Return Show Text messages from event page
    */
    $._filterMessages = function(pageListObject) {
        return pageListObject.code == 401;
    }
    /**
    * Return Transfer Player events from event page
    */
    $._filterTransferPlayer = function(pageListObject) {
        return pageListObject.code == 201;
    }
    /**
    * Return Battle Processing events from event page
    */
    $._filterBattleProcess = function(pageListObject) {
        return pageListObject.code == 301;
    }
    /**
    * Return Change Gold events from event page
    */
    $._filterChangeGold = function(pageListObject) {
        return pageListObject.code == 125;
    }
    /**
    * Return Change Items events from event page
    */
    $._filterChangeItems = function(pageListObject) {
        return pageListObject.code == 126;
    }
    /**
    * Return Change Weapons events from event page
    */
    $._filterChangeWeapons = function(pageListObject) {
        return pageListObject.code == 127;
    }
    /**
    * Return Change Armors events from event page
    */
    $._filterChangeArmors = function(pageListObject) {
        return pageListObject.code == 128;
    }
    /**
    * Check if current scene is of the type Scene_Map
    */
    $._isSceneMap = function() {
        return (SceneManager._scene instanceof Scene_Map);
    }
    /**
    * Find a given notetag either in a game_event's Note box or Comment box on current active page
    */
    $._findInEventNotetags = function(game_event, notetag, onMatch) {
        if (!game_event.page()) return false;
        var comments   = game_event.page().list.filter(this._filterComments);
        var result     = null;
        var foundMatch = false;
        var matchInString = function(string) {
            result = string.match(notetag);
            if (result !== null) {
                foundMatch = true;
            }
        }
        // First see if there's a relevant page comment, has higher priority
        if (comments.length > 0) {
            comments.forEach(function(comment) {
                if (foundMatch) return;
                matchInString(comment.parameters[0]);
            })
        }
        // If nothing found in page comment, check Note box
        if (!foundMatch) {
            if (game_event.event().note) {
                matchInString(game_event.event().note);
            }
        }
        if (foundMatch){ onMatch.call(game_event, result); }
    }
    /**
    * Arrays of pairs of cursors/icons and filters to run to check if they should be used
    */
    $.autoCursorFilters = [
        // The order is the priority; the first match stops further lookup
        [$.battleProcessingCursor,  $._filterBattleProcess],
        [$.transferPlayerCursor,    $._filterTransferPlayer],
        [$.changeGoldCursor,        $._filterChangeGold],
        [$.changeItemCursor,        $._filterChangeItems],
        [$.changeWeaponCursor,      $._filterChangeWeapons],
        [$.changeArmorCursor,       $._filterChangeArmors],
        [$.showTextCursor,          $._filterMessages],
    ];
    $.autoIconFilters = [
        // The order is the priority; the first match stops further lookup
        [$.battleProcessingIcon,  $._filterBattleProcess],
        [$.transferPlayerIcon,    $._filterTransferPlayer],
        [$.changeGoldIcon,        $._filterChangeGold],
        [$.changeItemIcon,        $._filterChangeItems],
        [$.changeWeaponIcon,      $._filterChangeWeapons],
        [$.changeArmorIcon,       $._filterChangeArmors],
        [$.showTextIcon,          $._filterMessages],
    ];
    /**
    * Function to check whether conditions are prime to check for events under the mouse
    */
    $.conditionsValidForMouseHoverCheck = function() {
        return (SceneManager.isCurrentSceneStarted() && this._isSceneMap() &&
            $gameMap !== null &&
            $dataMap !== null &&
            !$gameMap._interpreter.isRunning());
    }
    // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    // START - Highlight On Hover option
    // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    if ($.highlightOnHover){
        //=========================================================================
        // TouchInput modifications
        //=========================================================================
        /**
        * Removing the check for whether _mousePressed is active to facilitate hover events
        */
        TouchInput._onMouseMove = function(event) {
            var x = Graphics.pageToCanvasX(event.pageX);
            var y = Graphics.pageToCanvasY(event.pageY);
            this._onMove(x, y);
        };
        //=========================================================================
        // Window_Selectable modifications
        //=========================================================================
        /**
        * Aliased update function, adds processMouseMoved() call
        */
        var _Window_Selectable_update = Window_Selectable.prototype.update;
        Window_Selectable.prototype.update = function() {
            this.processMouseMoved();
            _Window_Selectable_update.call(this);
        };
        /**
        * Check if conditions are right for calling onTouch when using mouse movement (for hover activation)
        */
        Window_Selectable.prototype.processMouseMoved = function() {
            if (this.isOpenAndActive() && TouchInput.isMoved() && this.cursorIsWithinWindow()) {
                this.onTouch(false);
            }
        };
        /**
        * Check if cursor is within window
        */
        Window_Selectable.prototype.cursorIsWithinWindow = function() {
            var _x = this.canvasToLocalX(TouchInput.x);
            var _y = this.canvasToLocalY(TouchInput.y);
            if (_x > this.padding && _x <= this.width - this.padding) {
                if (_y > this.padding && _y < this.height - this.padding) {
                    return true;
                }
            }
            return false;
        }
 
        //=============================================================================
        // SoundManager modifications
        //=============================================================================
        /*
        * Static var to keep track of last played cursor SE frame
        */
        SoundManager._lastPlayCursorFrame = 0;
        /**
        * Aliased function to add check for whether playCursor should play, based on cooldown setting
        */
        var _SoundManager_playCursor = SoundManager.playCursor;
        SoundManager.playCursor = function() {
            var _canPlay = SoundManager._lastPlayCursorFrame > Graphics.frameCount
                || Graphics.frameCount > SoundManager._lastPlayCursorFrame + $.audioCooldownOnHover;
 
            if (_canPlay) {
                _SoundManager_playCursor.call(this);
                SoundManager._lastPlayCursorFrame = Graphics.frameCount;
            }
        };
    }
    // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    // END - Highlight On Hover option
    // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //=============================================================================
    // TouchInput modifications
    //=============================================================================
    /**
    * Alias and extend initialize() with _setupCursorIconObject()
    */
    var _TouchInput_initialize = TouchInput.initialize;
    TouchInput.initialize = function() {
        this._setupCursorIconObject();
        _TouchInput_initialize.call(this);
    };
    /**
    * Setup cursorIcon object
    */
    TouchInput._setupCursorIconObject = function() {
        this.cursorIcon           = new Sprite();
        this.cursorIcon.drawIcon  = Window_Base.prototype.drawIcon;
        this.cursorIcon.bitmap    = new Bitmap(Window_Base._iconWidth, Window_Base._iconHeight);
        this.cursorIcon.contents  = this.cursorIcon.bitmap;
        this.cursorIcon.iconIndex = null;
    }
    /**
    * Alias and extend _onMouseMove() to use new function _checkCursorStatus()
    */
    var _TouchInput_onMouseMove = TouchInput._onMouseMove;
    TouchInput._onMouseMove = function(event) {
        _TouchInput_onMouseMove.call(this, event);
        this._checkCursorStatus(event.pageX, event.pageY);
    };
    /**
    * Check cursor's status and whether to alter cursor
    * @method _checkCursorStatus
    * @param pageX {Number} Mouse page X coordinate
    * @param pageY {Number} Mouse page Y coordinate
    */
    TouchInput._checkCursorStatus = function(pageX, pageY) {
        // Check for events under mouse and perform actions, and get event in result
        var overEvents = this._checkForEventUnderMouse(pageX, pageY);
 
        // Update cursor icon position
        if (this.cursorIcon.iconIndex) {
            this.cursorIcon.x = Graphics.pageToCanvasX(pageX) +
                (this.cursorIcon.customOffsetX !== null ? this.cursorIcon.customOffsetX : $.iconOffsetX);
            this.cursorIcon.y = Graphics.pageToCanvasY(pageY) +
                (this.cursorIcon.customOffsetY !== null ? this.cursorIcon.customOffsetY : $.iconOffsetY);
            this.cursorIcon.visible = true;
        }
 
        // Check if leave activate is to be triggered for a previously active event
        this._activeEvents = this._activeEvents || [];
        while (this._activeEvents.length > 0) {
            var activeEvent = this._activeEvents.shift();
            if (activeEvent.TDDP_MS.leaveActivate) {
                if (!overEvents || overEvents.length == 0 || overEvents.indexOf(activeEvent) == -1) {
                    activeEvent.start();
                }
            }
        }
        // Reset active events if new over events
        this._activeEvents = overEvents || this._activeEvents;
    }
    /**
    * Alias and extend update() to store last event coords for checking if cursor has left an event
    */
    var _TouchInput_update = TouchInput.update;
    TouchInput.update = function() {
        _TouchInput_update.call(this);
        if (this._lastEventPageX == this._curEventPageX && this._lastEventPageY == this._curEventPageY) {
            this._checkCursorStatus(this._lastEventPageX, this._lastEventPageY);
        }
        this._lastEventPageX = this._curEventPageX;
        this._lastEventPageY = this._curEventPageY;
    }
    /**
    * Perform check for event under mouse and perform functions depending on parsed notetag properties
    * @method _checkForEventUnderMouse
    * @param pageX {Number} Mouse page X coordinate
    * @param pageY {Number} Mouse page Y coordinate
    * @return {Array} of found events or {Boolean} false if none.
    */
    TouchInput._checkForEventUnderMouse = function(pageX, pageY) {
        this._curEventPageX = pageX;
        this._curEventPageY = pageY;
        if ($.conditionsValidForMouseHoverCheck()) {
            var x = $gameMap.canvasToMapX(Graphics.pageToCanvasX(pageX));
            var y = $gameMap.canvasToMapY(Graphics.pageToCanvasY(pageY));
            var events = $._eventsXy(x, y);
            events.reverse().forEach(function(game_event) {
                if (game_event.TDDP_MS.hoverIcon) {
                    TouchInput._updateCursorIcon(game_event.TDDP_MS.hoverIcon);
                    if ($.hideCursor) $._hideMouseCursor();
                } else {
                    TouchInput._hideCursorIcon();
                };
                if (game_event.TDDP_MS.hoverActivate && !$gameMessage.isBusy()) {
                    game_event.start();
                };
                if (game_event.TDDP_MS.hideCursor) {
                    $._hideMouseCursor();
                };
                if (game_event.TDDP_MS.customOffsetX && game_event.TDDP_MS.customOffsetY) {
                    TouchInput.cursorIcon.customOffsetX = game_event.TDDP_MS.customOffsetX;
                    TouchInput.cursorIcon.customOffsetY = game_event.TDDP_MS.customOffsetY;
                };
                if ($.useCustomCursor) {
                    if (game_event.TDDP_MS.customCursor) {
                        $._showCustomCursor(game_event.TDDP_MS.customCursor);
                    } else {
                        $._showCustomCursor();
                    }
                };
                if (game_event.TDDP_MS.hoverSwitch) {
                    var key = [$gameMap._mapId, game_event._eventId, game_event.TDDP_MS.hoverSwitch.key]
                    $gameSelfSwitches.setValue(key, game_event.TDDP_MS.hoverSwitch.val === 'true')
                };
            });
            if (events && events.length > 0) return events;
        }
        // If no events found under cursor perform default actions
        TouchInput._hideCursorIcon();
        $._showMouseCursor();
        return false;
    };
    /**
    * Update the cursor icon
    * @method _updateCursorIcon
    * @param iconIndex {Number} The icon index to show next to the cursor
    */
    TouchInput._updateCursorIcon = function(iconIndex) {
        if (this.cursorIcon.iconIndex != iconIndex) {
            this.cursorIcon.iconIndex = iconIndex;
            this.cursorIcon.contents.clear();
            this.cursorIcon.drawIcon(iconIndex, 0, 0);
            this.cursorIcon.visible = false;
        }
    };
    /**
    * Hide the cursor icon
    * @method _hideCursorIcon
    */
    TouchInput._hideCursorIcon = function() {
        this.cursorIcon.iconIndex     = null;
        this.cursorIcon.visible       = false;
        this.cursorIcon.customOffsetX = null;
        this.cursorIcon.customOffsetY = null;
    }
    /**
    * Alias and extend _onTrigger() to only fire if we're not activating on click
    */
    var _TouchInput_onTrigger = TouchInput._onTrigger;
    TouchInput._onTrigger = function(x, y) {
        if (TouchInput._activateClickEvents(x, y)) {
            $gameTemp.clearDestination(); // Invalidate destination
        } else {
            _TouchInput_onTrigger.call(this, x, y);
        }
    };
    /**
    * Activate click events if valid and return true if so
    * @method _activateClickEvents
    * @param x {Number} Map X coordinate
    * @param y {Number} Map Y coordinate
    */
    TouchInput._activateClickEvents = function(x, y) {
        var found_click_event = false;
        if ($.conditionsValidForMouseHoverCheck()) {
            var x = $gameMap.canvasToMapX(x);
            var y = $gameMap.canvasToMapY(y);
            $._eventsXy(x, y).reverse().forEach(function(game_event) {
                if (game_event.TDDP_MS.clickActivate) {
                    game_event.start();
                    found_click_event = true;
                };
                if (game_event.TDDP_MS.clickSwitch) {
                    var key = [$gameMap._mapId, game_event._eventId, game_event.TDDP_MS.clickSwitch.key]
                    $gameSelfSwitches.setValue(key, game_event.TDDP_MS.clickSwitch.val === 'true');
                    found_click_event = true;
                };
            });
        }
        return found_click_event;
    }
    //=============================================================================
    // Spriteset_Map modifications
    //=============================================================================
    /**
    * Alias and extend createScreenSprites() to also create cursor icon holder sprite
    */
    var _Spriteset_Map_createScreenSprites = Spriteset_Map.prototype.createScreenSprites;
    Spriteset_Map.prototype.createScreenSprites = function() {
        _Spriteset_Map_createScreenSprites.call(this);
        this.createCursorIconSprite();
    };
    /**
    * Create a container sprite for the cursor icon
    */
    Spriteset_Map.prototype.createCursorIconSprite = function() {
        this._cursorIconSprite = new Sprite();
        this._cursorIconSprite.setFrame(0, 0, Graphics.width, Graphics.height);
        this._cursorIconSprite.addChild(TouchInput.cursorIcon);
        this.addChild(this._cursorIconSprite);
    };
    //=============================================================================
    // Game_Event modifications
    //=============================================================================
    /**
    * Alias and extend setupPage() to also setup mouse system properties
    */
    var _Game_Event_setupPage = Game_Event.prototype.setupPage;
    Game_Event.prototype.setupPage = function() {
        _Game_Event_setupPage.call(this);
        this.setupMouseSystemProperties();
    };
    /**
    * Setup mouse system properties on events, for storing notetag parsing on page updates
    */
    Game_Event.prototype.setupMouseSystemProperties = function() {
        this.TDDP_MS                 = {};
        this.TDDP_MS.hoverIcon       = false;
        this.TDDP_MS.allowAutoCursor = true;
        this.TDDP_MS.allowAutoIcon   = true;
        this.TDDP_MS.clickActivate   = false;
        this.TDDP_MS.hoverActivate   = false;
        this.TDDP_MS.leaveActivate   = false;
        this.TDDP_MS.hideCursor      = false;
        this.TDDP_MS.customOffsetX   = false;
        this.TDDP_MS.customOffsetY   = false;
        this.TDDP_MS.customCursor    = false;
        this.TDDP_MS.clickSwitch     = false;
        this.TDDP_MS.hoverSwitch     = false;
        $._findInEventNotetags(this, /hover_icon\s(.*?);/i, function(result) {
            if (!result) return;
            result = result[result.length - 1];
            if ($.mouseIconTags[result]) {
                result = $.mouseIconTags[result];
            }
            this.TDDP_MS.hoverIcon = Number(result);
        });
        $._findInEventNotetags(this, $.noAutoCursorNotetag, function() {
            this.TDDP_MS.allowAutoCursor = false;
        });
        $._findInEventNotetags(this, $.noAutoIconNotetag, function() {
            this.TDDP_MS.allowAutoIcon = false;
        });
        $._findInEventNotetags(this, $.clickToActivateNote, function() {
            this.TDDP_MS.clickActivate = true;
        });
        $._findInEventNotetags(this, $.hoverToActivateNote, function() {
            this.TDDP_MS.hoverActivate = true;
        });
        $._findInEventNotetags(this, $.leaveToActivateNote, function() {
            this.TDDP_MS.leaveActivate = true;
        });
        $._findInEventNotetags(this, 'hide_cursor!', function() {
            this.TDDP_MS.hideCursor = true;
        });
        $._findInEventNotetags(this, /icon_offset\s(.*?)\s(.*?);/i, function(result) {
            this.TDDP_MS.customOffsetX = Number(result[1]);
            this.TDDP_MS.customOffsetY = Number(result[2]);
        });
        $._findInEventNotetags(this, /hover_cursor\s(.*?);/i, function(result) {
            this.TDDP_MS.customCursor = result[result.length - 1];
        });
        $._findInEventNotetags(this, /click_switch\s(.*?)\s(.*?);/i, function(result) {
            this.TDDP_MS.clickSwitch = {};
            this.TDDP_MS.clickSwitch.key = String(result[1]);
            this.TDDP_MS.clickSwitch.val = String(result[2]);
 
        });
        $._findInEventNotetags(this, /hover_switch\s(.*?)\s(.*?);/i, function(result) {
            this.TDDP_MS.hoverSwitch = {};
            this.TDDP_MS.hoverSwitch.key = String(result[1]);
            this.TDDP_MS.hoverSwitch.val = String(result[2]);
        });
        // If no active event page, there's no event commands to go through
        if (!this.page()) return;
        // Auto cursor checks, only if there's a page and allowed
        if (this.TDDP_MS.allowAutoCursor) {
            for (var i=0, max=$.autoCursorFilters.length; i < max; i++) {
                if (this.TDDP_MS.customCursor) break;
                var entry = $.autoCursorFilters[i];
                var cursor = entry[0];
                var filter = entry[1];
                if (typeof cursor == "string") {
                    var matches = this.page().list.filter(filter);
                    if (matches.length > 0) {
                        this.TDDP_MS.customCursor = cursor;
                    }
                }
            }
        }
        // Auto icon checks
        if (this.TDDP_MS.allowAutoIcon) {
            for (var i=0, max=$.autoIconFilters.length; i < max; i++) {
                if (this.TDDP_MS.hoverIcon) break;
                var entry = $.autoIconFilters[i];
                var icon = entry[0];
                var filter = entry[1];
                if (typeof icon == "string") {
                    var matches = this.page().list.filter(filter);
                    if (matches.length > 0) {
                        if (isNaN(icon)) {
                            // Icon is a string, so let's look in Icon Tags
                            icon = $.mouseIconTags[icon]
                        }
                        this.TDDP_MS.hoverIcon = Number(icon);
                    }
                }
            }
        }
    }
})(TDDP_MouseSystemEx);




Mis à jour le 22 novembre 2020.






Jason Malkovitch - posté le 15/04/2017 à 20:46:47 (253 messages postés)

❤ 0

Mon âge ? J'ai arrêté de compter, ça bouge tout le temps !

hé mais c'est vraiment pas mal du tout, bien joué !

Philippe ? C'est toi Philippe ? Mais qu'est ce que tu fais Philippe ? | Pays de Galle Indépendant ! | Je s'appelle Groot !


winterskill - posté le 16/04/2017 à 09:10:59 (927 messages postés)

❤ 0

Empereur des bons gros meuh

Il faudrait que sylvanor implémente qu'on puisse choisir le js ou le ruby quand on insère un script parce que là, le js en coloration ruby, c'est vraiment pas beau!:ange

"pommes de rainette et pommes d'API, API API Rest-e" | "A combattre sans périls, on triomphe sans gloire" - le cid ; (oui mais on gagne quand même non?...) | à soutenir absolument : https://www.kickstarter.com/projects/1264023666/bushido-the-way-of-men

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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