Po cara vlw msm )
Tava como "Sagoe ui" Conheço essa letra n hu3hu3
+3 Cred
Tava como "Sagoe ui" Conheço essa letra n hu3hu3
+3 Cred
Teórica mente funciona com qualquer software, porq o codgo fonte foi baseado no neocube (mais mesmo sendo um codgo próprio é bem similar a maneira de configurar), ainda tem alguns ajustes a se fazer.Adanrox escreveu:@Tópico
x Realmente é um Netplay essencial para os Maker que gosta dessa engine para criações de seus projetos, por tanto eu não entro muito nesse tópico devido que pouca ausência me afasta, mas quero agradecer ao criador da engine e sua equipe, excelente trabalho.
x Eu realmente não sinto emoção ou passar tempo pra me jogar jogos nesse tipo de jogos, personagem muitos pequenos, algo que não me convence muito, por isso não gostei de utilizar o VX.
x Seu autoupdate está sendo criado e só funciona oficialmente para o seu jogo ou o update serve para todos os jogos MAKER, assim como Neocube, que funciona para todos os jogos?
Komuro Takashi escreveu:What? Felix to adaptando alguns cod do Telan no VXACE e já tenho as funções da Widget e $Windows <Muito bom cara, pode usar pra criar seu netplay completamente, só de os creditos, lhe dou todos os direitos que precisar!!
#==============================================================================
# Window New Char
#==============================================================================
class Window_CreateChar < Window_Base
def initialize
super((Graphics.width-280)/2, (Graphics.height-288)/2, 280, 288)
@title.draw_outlined_text(@title.rect, Vocab::CreateChar, 1)
self.z = 102
start_vars
create_widgets
refresh
end
def start_vars
@class_id = 1
@actor_id = 1
@index = 0
@gender = 0
@males = {}
@females = {}
@total_classes = 0
for i in $data_classes.compact
next if i.name.include?("*")
@males[i.id] = []
@females[i.id] = []
@total_classes += 1
end
for i in $data_actors.compact
next if $data_classes[i.class_id].name.include?("*")
if i.name =~ /\[male\]/i
m = [i.character_name, i.character_index, i.face_name, i.face_index, i.id]
@males[i.class_id] << m unless @males[i.class_id].include?(m)
elsif i.name =~ /\[female\]/i
f = [i.character_name, i.character_index, i.face_name, i.face_index, i.id]
@females[i.class_id] << f unless @females[i.class_id].include?(f)
end
end
@char_name = @males[@class_id][@gender][0]
@char_index = @males[@class_id][@gender][1]
@face_name = @males[@class_id][@gender][2]
@face_index = @males[@class_id][@gender][3]
$data_actors[@actor_id].parameters[0, 1] = 0
$data_actors[@actor_id].parameters[1, 1] = 0
$data_actors[@actor_id].parameters[2, 1] = 0
$data_actors[@actor_id].parameters[3, 1] = 0
$data_actors[@actor_id].parameters[4, 1] = 0
$data_actors[@actor_id].parameters[5, 1] = 0
@points = 100
@name.text = "" unless @name == nil
end
def create_widgets
@name = TextBox.new(self, 128, WLH, 136, 12) { create_new_character }
Button.new(self, 16, contents.height-WLH+16, Vocab::Create) { create_new_character }
Button.new(self, contents.width-40, contents.height-WLH+16, Vocab::Cancel) { on_close }
Button.new(self, 128, WLH*2, "«") { @class_id -= 1 if @class_id >
1; @index = 0; refresh_character; Sound.play_decision; refresh }
Button.new(self, contents.width-10, WLH*2, "»") { @class_id += 1 if
@class_id < @total_classes; @index = 0; refresh_character;
Sound.play_decision; refresh}
Button.new(self, 128, WLH*3, "«") { @gender = 0; @index = 0; refresh_character; Sound.play_decision; refresh }
Button.new(self, contents.width-10, WLH*3, "»") { @gender = 1; @index = 0; refresh_character; Sound.play_decision; refresh }
Button.new(self, 128, WLH*4+12, "«") { @index -= 1 if @index > 0; refresh_character; Sound.play_decision; refresh }
Button.new(self, contents.width-10, WLH*4+12, "»") { @index += 1 if
@index < kind[@class_id].size-1; refresh_character;
Sound.play_decision; refresh }
@progress_bar = ProgressBar.new(self, 16, WLH*5+14, 100, contents.width)
#=======
@add_button = []
for i in 0...3
@add_button[i] = Button.new(self, 108, (WLH*i)+WLH*6+16, "+") { add_status }
end
for i in 3...6
@add_button[i] = Button.new(self, contents.width-6, (WLH*(i-3))+WLH*6+16, "+") { add_status }
end
@rem_button = []
for i in 0...3
@rem_button[i] = Button.new(self, 54, (WLH*i)+WLH*6+16, " -") { rem_status }
end
for i in 3...6
@rem_button[i] = Button.new(self, 194, (WLH*(i-3))+WLH*6+16, " -") { rem_status }
end
#=========
end
def kind
return @males if @gender == 0
return @females if @gender == 1
end
def refresh
self.contents.clear
self.contents.font.color = Color.system
self.contents.font.color = normal_color
draw_character(@char_name, @char_index, 180, WLH*5-6)
draw_face(@face_name, @face_index, 0, 16)
self.contents.draw_text(0, 4, 48, WLH, "#{Vocab::Name}:")
self.contents.draw_text(0, WLH+4, 48, WLH, "#{Vocab::Class}:")
self.contents.draw_text(136, WLH+4, 88, WLH, $data_classes[@class_id].name, 1)
self.contents.draw_text(0, WLH*2+4, 48, WLH, "#{Vocab::Gender}:")
self.contents.draw_text(136, WLH*2+4, 88, WLH, @gender == 0 ? Vocab::Male : Vocab::Female, 1)
self.contents.draw_text(0, WLH*3+16, 64, WLH, Vocab::Graphic)
self.contents.font.color = system_color
self.contents.draw_text(0, WLH*6, 64, WLH, "#{Vocab.hp}:")
self.contents.draw_text(0, WLH*7, 64, WLH, "#{Vocab.mp}:")
self.contents.draw_text(0, WLH*8, 64, WLH, "#{Vocab.atk}:")
self.contents.draw_text(140, WLH*6, 64, WLH, "#{Vocab.def}:")
self.contents.draw_text(140, WLH*7, 64, WLH, "#{Vocab.spi}:")
self.contents.draw_text(140, WLH*8, 64, WLH, "#{Vocab.agi}:")
self.contents.font.color = normal_color
self.contents.draw_text(64, WLH*6, 64, WLH, $data_actors[@actor_id].parameters[0, 1])
self.contents.draw_text(64, WLH*7, 64, WLH, $data_actors[@actor_id].parameters[1, 1])
self.contents.draw_text(64, WLH*8, 64, WLH, $data_actors[@actor_id].parameters[2, 1])
self.contents.draw_text(204, WLH*6, 64, WLH, $data_actors[@actor_id].parameters[3, 1])
self.contents.draw_text(204, WLH*7, 64, WLH, $data_actors[@actor_id].parameters[4, 1])
self.contents.draw_text(204, WLH*8, 64, WLH, $data_actors[@actor_id].parameters[5, 1])
#============
@progress_bar.index = @points
@progress_bar.text = "#{@points}/#{100}"
#self.contents.draw_text(160, WLH*9, 50, WLH, "Pontos:")
#self.contents.draw_text(160, WLH*9, 50, WLH, "#{@points}")
#============
end
def refresh_character
@char_name = kind[@class_id][@index][0]
@char_index = kind[@class_id][@index][1]
@face_name = kind[@class_id][@index][2]
@face_index = kind[@class_id][@index][3]
@actor_id = kind[@class_id][@index][4]
end
#=========
def add_status
@add_button[0].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[0, 1] += 50;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@add_button[1].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[1, 1] += 20;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@add_button[2].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[2, 1] += 1;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@add_button[3].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[3, 1] += 1;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@add_button[4].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[4, 1] += 1;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@add_button[5].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[5, 1] += 1;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
end
def rem_status
@rem_button[0].onclick_left { if
$data_actors[@actor_id].parameters[0, 1] >= 0 and @points < 100
and $data_actors[@actor_id].parameters[0, 1] >= 0;
$data_actors[@actor_id].parameters[0, 1] -= 50; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@rem_button[1].onclick_left { if
$data_actors[@actor_id].parameters[1, 1] >= 0 and @points < 100
and $data_actors[@actor_id].parameters[1, 1] >= 0;
$data_actors[@actor_id].parameters[1, 1] -= 20; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@rem_button[2].onclick_left { if
$data_actors[@actor_id].parameters[2, 1] >= 0 and @points < 100
and $data_actors[@actor_id].parameters[2, 1] >= 0;
$data_actors[@actor_id].parameters[2, 1] -= 1; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@rem_button[3].onclick_left { if
$data_actors[@actor_id].parameters[3, 1] >= 0 and @points < 100
and $data_actors[@actor_id].parameters[3, 1] >= 0;
$data_actors[@actor_id].parameters[3, 1] -= 1; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@rem_button[4].onclick_left { if
$data_actors[@actor_id].parameters[4, 1] >= 0 and @points < 100
and $data_actors[@actor_id].parameters[4, 1] >= 0;
$data_actors[@actor_id].parameters[4, 1] -= 1; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@rem_button[5].onclick_left { if
$data_actors[@actor_id].parameters[5, 1] >= 0 and @points < 100
and $data_actors[@actor_id].parameters[5, 1] >= 0;
$data_actors[@actor_id].parameters[5, 1] -= 1; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
end
#==========
def create_new_character
for i in Vocab::Forbidden_Strings
next unless @name.text.include?(i)
$window["alert"].open(Vocab::ForbiddenCharacter)
return
end
if @name.text == "" or @name.text.length < 6
Sound.play_buzzer
$window["alert"].open(sprintf(Vocab::Insufficient, Vocab::Name, 6))
return
end
if $data_actors[@actor_id].parameters[0, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if $data_actors[@actor_id].parameters[1, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if $data_actors[@actor_id].parameters[2, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if $data_actors[@actor_id].parameters[3, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if $data_actors[@actor_id].parameters[4, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if $data_actors[@actor_id].parameters[5, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if @points < 0
$window["alert"].open(Vocab::CharPoints)
return
end
actor = $data_actors[kind[@class_id][@index][4]]
data = ""
data << "#{Network.account_id},"
data << "#{actor.id},"
data << "#{@name.text},"
data << "#{actor.character_name},"
data << "#{actor.character_index},"
data << "#{actor.face_name},"
data << "#{actor.face_index},"
data << "#{actor.class_id},"
data << "#{@gender},"
data << "#{$data_actors[@actor_id].parameters[0, 1]},"
data << "#{$data_actors[@actor_id].parameters[0, 1]},"
data << "#{$data_actors[@actor_id].parameters[1, 1]},"
data << "#{$data_actors[@actor_id].parameters[1, 1]},"
data << "#{$data_actors[@actor_id].parameters[2, 1]},"
data << "#{$data_actors[@actor_id].parameters[3, 1]},"
data << "#{$data_actors[@actor_id].parameters[4, 1]},"
data << "#{$data_actors[@actor_id].parameters[5, 1]},"
data << "#{actor.weapon_id},"
data << "#{actor.armor1_id},"
data << "#{actor.armor2_id},"
data << "#{actor.armor3_id},"
data << "#{actor.armor4_id},"
data << "#{$data_areas[1].map_id},"
data << "#{get_start_position[0]},"
data << "#{get_start_position[1]},"
Network.create_new_character(data)
end
def get_start_position
area = $data_areas[1]
x = area.rect.x + rand(area.rect.width)
y = area.rect.y + rand(area.rect.height)
return x, y
end
def clear
@name.clear
end
def on_close
return if $window["choice"].visible
super
end
end
#==============================================================================
# Window New Char
#==============================================================================
class Window_CreateChar < Window_Base
def initialize
super((Graphics.width-280)/2, (Graphics.height-288)/2, 280, 288)
@title.draw_outlined_text(@title.rect, Vocab::CreateChar, 1)
self.z = 102
start_vars
create_widgets
refresh
end
def start_vars
@class_id = 1
@actor_id = 1
@index = 0
@gender = 0
@males = {}
@females = {}
@total_classes = 0
for i in $data_classes.compact
next if i.name.include?("*")
@males[i.id] = []
@females[i.id] = []
@total_classes += 1
end
for i in $data_actors.compact
next if $data_classes[i.class_id].name.include?("*")
if i.name =~ /\[male\]/i
m = [i.character_name, i.character_index, i.face_name, i.face_index, i.id]
@males[i.class_id] << m unless @males[i.class_id].include?(m)
elsif i.name =~ /\[female\]/i
f = [i.character_name, i.character_index, i.face_name, i.face_index, i.id]
@females[i.class_id] << f unless @females[i.class_id].include?(f)
end
end
@char_name = @males[@class_id][@gender][0]
@char_index = @males[@class_id][@gender][1]
@face_name = @males[@class_id][@gender][2]
@face_index = @males[@class_id][@gender][3]
$data_actors[@actor_id].parameters[0, 1] = 0
$data_actors[@actor_id].parameters[1, 1] = 0
$data_actors[@actor_id].parameters[2, 1] = 0
$data_actors[@actor_id].parameters[3, 1] = 0
$data_actors[@actor_id].parameters[4, 1] = 0
$data_actors[@actor_id].parameters[5, 1] = 0
@points = 100
@name.text = "" unless @name == nil
end
def create_widgets
@name = TextBox.new(self, 128, WLH, 136, 12) { create_new_character }
Button.new(self, 16, contents.height-WLH+16, Vocab::Create) { create_new_character }
Button.new(self, contents.width-40, contents.height-WLH+16, Vocab::Cancel) { on_close }
Button.new(self, 128, WLH*2, "«") { @class_id -= 1 if @class_id > 1; @index = 0; refresh_character; Sound.play_decision; refresh }
Button.new(self, contents.width-10, WLH*2, "»") { @class_id += 1 if @class_id < @total_classes; @index = 0; refresh_character;
Sound.play_decision; refresh}
Button.new(self, 128, WLH*3, "«") { @gender = 0; @index = 0; refresh_character; Sound.play_decision; refresh }
Button.new(self, contents.width-10, WLH*3, "»") { @gender = 1; @index = 0; refresh_character; Sound.play_decision; refresh }
Button.new(self, 128, WLH*4+12, "«") { @index -= 1 if @index > 0; refresh_character; Sound.play_decision; refresh }
Button.new(self, contents.width-10, WLH*4+12, "»") { @index += 1 if @index < kind[@class_id].size-1; refresh_character;
Sound.play_decision; refresh }
@progress_bar = ProgressBar.new(self, 16, WLH*5+14, 100, contents.width)
#=======
@add_button = []
for i in 0...3
@add_button[i] = Button.new(self, 108, (WLH*i)+WLH*6+16, "+") { add_status }
end
for i in 3...6
@add_button[i] = Button.new(self, contents.width-6, (WLH*(i-3))+WLH*6+16, "+") { add_status }
end
@rem_button = []
for i in 0...3
@rem_button[i] = Button.new(self, 54, (WLH*i)+WLH*6+16, " -") { rem_status }
end
for i in 3...6
@rem_button[i] = Button.new(self, 194, (WLH*(i-3))+WLH*6+16, " -") { rem_status }
end
#=========
end
def kind
return @males if @gender == 0
return @females if @gender == 1
end
def refresh
self.contents.clear
self.contents.font.color = Color.system
self.contents.font.color = normal_color
draw_character(@char_name, @char_index, 180, WLH*5-6)
draw_face(@face_name, @face_index, 0, 16)
self.contents.draw_text(0, 4, 48, WLH, "#{Vocab::Name}:")
self.contents.draw_text(0, WLH+4, 48, WLH, "#{Vocab::Class}:")
self.contents.draw_text(136, WLH+4, 88, WLH, $data_classes[@class_id].name, 1)
self.contents.draw_text(0, WLH*2+4, 48, WLH, "#{Vocab::Gender}:")
self.contents.draw_text(136, WLH*2+4, 88, WLH, @gender == 0 ? Vocab::Male : Vocab::Female, 1)
self.contents.draw_text(0, WLH*3+16, 64, WLH, Vocab::Graphic)
self.contents.font.color = system_color
self.contents.draw_text(0, WLH*6, 64, WLH, "#{Vocab.hp}:")
self.contents.draw_text(0, WLH*7, 64, WLH, "#{Vocab.mp}:")
self.contents.draw_text(0, WLH*8, 64, WLH, "#{Vocab.atk}:")
self.contents.draw_text(140, WLH*6, 64, WLH, "#{Vocab.def}:")
self.contents.draw_text(140, WLH*7, 64, WLH, "#{Vocab.spi}:")
self.contents.draw_text(140, WLH*8, 64, WLH, "#{Vocab.agi}:")
self.contents.font.color = normal_color
self.contents.draw_text(64, WLH*6, 64, WLH, $data_actors[@actor_id].parameters[0, 1])
self.contents.draw_text(64, WLH*7, 64, WLH, $data_actors[@actor_id].parameters[1, 1])
self.contents.draw_text(64, WLH*8, 64, WLH, $data_actors[@actor_id].parameters[2, 1])
self.contents.draw_text(204, WLH*6, 64, WLH, $data_actors[@actor_id].parameters[3, 1])
self.contents.draw_text(204, WLH*7, 64, WLH, $data_actors[@actor_id].parameters[4, 1])
self.contents.draw_text(204, WLH*8, 64, WLH, $data_actors[@actor_id].parameters[5, 1])
#============
@progress_bar.index = @points
@progress_bar.text = "[email="#{@points}/#{100"]#{@points}/#{100[/email]}"
#self.contents.draw_text(160, WLH*9, 50, WLH, "Pontos:")
#self.contents.draw_text(160, WLH*9, 50, WLH, "[email="#{@points"]#{@points[/email]}")
#============
end
def refresh_character
@char_name = kind[@class_id][@index][0]
@char_index = kind[@class_id][@index][1]
@face_name = kind[@class_id][@index][2]
@face_index = kind[@class_id][@index][3]
@actor_id = kind[@class_id][@index][4]
end
#=========
def add_status
@add_button[0].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[0, 1] += 50;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@add_button[1].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[1, 1] += 20;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@add_button[2].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[2, 1] += 1;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@add_button[3].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[3, 1] += 1;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@add_button[4].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[4, 1] += 1;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@add_button[5].onclick_left { if @points > 0; $data_actors[@actor_id].parameters[5, 1] += 1;
@points -= 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
end
def rem_status
@rem_button[0].onclick_left { if
$data_actors[@actor_id].parameters[0, 1] >= 0 and @points < 100 and $data_actors[@actor_id].parameters[0, 1] >= 0;
$data_actors[@actor_id].parameters[0, 1] -= 50; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@rem_button[1].onclick_left { if
$data_actors[@actor_id].parameters[1, 1] >= 0 and @points < 100 and $data_actors[@actor_id].parameters[1, 1] >= 0;
$data_actors[@actor_id].parameters[1, 1] -= 20; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@rem_button[2].onclick_left { if
$data_actors[@actor_id].parameters[2, 1] >= 0 and @points < 100 and $data_actors[@actor_id].parameters[2, 1] >= 0;
$data_actors[@actor_id].parameters[2, 1] -= 1; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@rem_button[3].onclick_left { if
$data_actors[@actor_id].parameters[3, 1] >= 0 and @points < 100 and $data_actors[@actor_id].parameters[3, 1] >= 0;
$data_actors[@actor_id].parameters[3, 1] -= 1; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@rem_button[4].onclick_left { if
$data_actors[@actor_id].parameters[4, 1] >= 0 and @points < 100 and $data_actors[@actor_id].parameters[4, 1] >= 0;
$data_actors[@actor_id].parameters[4, 1] -= 1; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
@rem_button[5].onclick_left { if
$data_actors[@actor_id].parameters[5, 1] >= 0 and @points < 100 and $data_actors[@actor_id].parameters[5, 1] >= 0;
$data_actors[@actor_id].parameters[5, 1] -= 1; @points += 1; refresh; Sound.play_decision; else; Sound.play_buzzer; end }
end
#==========
def create_new_character
for i in Vocab::Forbidden_Strings
next unless @name.text.include?(i)
$window["alert"].open(Vocab::ForbiddenCharacter)
return
end
if @name.text == "" or @name.text.length < 6
Sound.play_buzzer
$window["alert"].open(sprintf(Vocab::Insufficient, Vocab::Name, 6))
return
end
if $data_actors[@actor_id].parameters[0, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if $data_actors[@actor_id].parameters[1, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if $data_actors[@actor_id].parameters[2, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if $data_actors[@actor_id].parameters[3, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if $data_actors[@actor_id].parameters[4, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if $data_actors[@actor_id].parameters[5, 1] < 0
$window["alert"].open(Vocab::CharPointsMini)
return
end
if @points < 0
$window["alert"].open(Vocab::CharPoints)
return
end
actor = $data_actors[kind[@class_id][@index][4]]
data = ""
data << "#{Network.account_id},"
data << "#{actor.id},"
data << "[email="#{@name.text"]#{@name.text[/email]},"
data << "#{actor.character_name},"
data << "#{actor.character_index},"
data << "#{actor.face_name},"
data << "#{actor.face_index},"
data << "#{actor.class_id},"
data << "[email="#{@gender"]#{@gender[/email]},"
data << "#{$data_actors[@actor_id].parameters[0, 1]},"
data << "#{$data_actors[@actor_id].parameters[0, 1]},"
data << "#{$data_actors[@actor_id].parameters[1, 1]},"
data << "#{$data_actors[@actor_id].parameters[1, 1]},"
data << "#{$data_actors[@actor_id].parameters[2, 1]},"
data << "#{$data_actors[@actor_id].parameters[3, 1]},"
data << "#{$data_actors[@actor_id].parameters[4, 1]},"
data << "#{$data_actors[@actor_id].parameters[5, 1]},"
data << "#{actor.weapon_id},"
data << "#{actor.armor1_id},"
data << "#{actor.armor2_id},"
data << "#{actor.armor3_id},"
data << "#{actor.armor4_id},"
data << "#{$data_areas[1].map_id},"
data << "#{get_start_position[0]},"
data << "#{get_start_position[1]},"
Network.create_new_character(data)
end
def get_start_position
area = $data_areas[1]
x = area.rect.x + rand(area.rect.width)
y = area.rect.y + rand(area.rect.height)
return x, y
end
def clear
@name.clear
end
def on_close
return if $window["choice"].visible
super
end
end
Posta uma SS pra fazer uma análise e um print do servidor tbmdran sama escreveu:ligo o server todinho e tals tudo certo so que nao aparece a tela de login nem nada.
Alguém da um help ae?