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    [Tutorial/AULA] Cash System Avançado/Loja Cash

    Nanzin
    Nanzin
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    [Tutorial/AULA] Cash System Avançado/Loja Cash Empty [Tutorial/AULA] Cash System Avançado/Loja Cash

    Mensagem por Nanzin Qui Nov 24, 2011 10:13 pm


    [Tutorial/AULA] Cash System Avançado/Loja Cash Introra

    olá pessoal, mais uma vez eu aqui para apresentar mais uma "[aula/tutorial]". Dessa vez eu trago o meu sistema Exlusivo de Cash (Credito in_game) e uma Loja de cash tambem Very Happy;

    [Tutorial/AULA] Cash System Avançado/Loja Cash Fiha

    Nome: Cash and Loja Cash System
    Dificuldade: Avançado
    Criador: Nanzin


    - Nanzin por que criou esse sistema?
    R: Bom Na Verdade eu tinha criado pro meu Projeto exclusivo (Hogwarts World Online), mais depois de ver uma grande demanda do uso do NP Master v3.0 decidi disponibiliza-lo! (e ensinar!);

    [Tutorial/AULA] Cash System Avançado/Loja Cash Cashs

    Vamos começar com o Primeiro Script: Game_Party
    ScreenShot:

    Subtitua o seu Atual Por esse:
    Código:
    #==============================================================================
    # ■ Game_Party
    #------------------------------------------------------------------------------
    #  处理同伴的类。包含金钱以及物品的信息。本类的实例
    # 请参考 $game_party。
    #------------------------------------------------------------------------------
    # * Edited By: Nanzin
    #==============================================================================

    class Game_Party
      #--------------------------------------------------------------------------
      # ● 定义实例变量
      #--------------------------------------------------------------------------
      attr_reader  :actors                  # 角色
      attr_reader  :gold                    # 金钱
      attr_reader  :steps                    # 步数
      attr_reader  :cash
      #--------------------------------------------------------------------------
      # ● 初始化对像
      #--------------------------------------------------------------------------
      def initialize
        # 建立角色序列
        @actors = []
        # 初始化金钱与步数
        @gold = 0
        @cash = 0
        @steps = 0
        # 生成物品、武器、防具的所持数 hash
        @items = {}
        @weapons = {}
        @armors = {}
      end
      #--------------------------------------------------------------------------
      # ● 设置初期同伴
      #--------------------------------------------------------------------------
      def setup_starting_members
        @actors = []
        for i in $data_system.party_members
          @actors.push($game_actors[i])
        end
      end
      #--------------------------------------------------------------------------
      # ● 设置战斗测试用同伴
      #--------------------------------------------------------------------------
      def setup_battle_test_members
        @actors = []
        for battler in $data_system.test_battlers
          actor = $game_actors[battler.actor_id]
          actor.level = battler.level
          gain_weapon(battler.weapon_id, 1)
          gain_armor(battler.armor1_id, 1)
          gain_armor(battler.armor2_id, 1)
          gain_armor(battler.armor3_id, 1)
          gain_armor(battler.armor4_id, 1)
          actor.equip(0, battler.weapon_id)
          actor.equip(1, battler.armor1_id)
          actor.equip(2, battler.armor2_id)
          actor.equip(3, battler.armor3_id)
          actor.equip(4, battler.armor4_id)
          actor.recover_all
          @actors.push(actor)
        end
        @items = {}
        for i in 1...$data_items.size
          if $data_items[i].name != ""
            occasion = $data_items[i].occasion
            if occasion == 0 or occasion == 1
              @items[i] = 9999
            end
          end
        end
      end
      #--------------------------------------------------------------------------
      # ● 同伴成员的还原
      #--------------------------------------------------------------------------
      def refresh
        # 游戏数据载入后角色对像直接从 $game_actors
        # 分离。
        # 回避由于载入造成的角色再设置的问题。
        new_actors = []
        for i in 0...@actors.size
          if $data_actors[@actors[i].id] != nil
            new_actors.push($game_actors[@actors[i].id])
          end
        end
        @actors = new_actors
      end
      #--------------------------------------------------------------------------
      # ● 获取最大等级
      #--------------------------------------------------------------------------
      def max_level
        # 同伴人数为 0 的情况下
        if @actors.size == 0
          return 0
        end
        # 初始化本地变量 level
        level = 0
        # 求得同伴的最大等级
        for actor in @actors
          if level < actor.level
            level = actor.level
          end
        end
        return level
      end
      #--------------------------------------------------------------------------
      # ● 加入同伴
      #    actor_id : 角色 ID
      #--------------------------------------------------------------------------
      def add_actor(actor_id)
        # 获取角色
        actor = $game_actors[actor_id]
        # 同伴人数未满 4 人、本角色不在队伍中的情况下
        if @actors.size < 4 and not @actors.include?(actor)
          # 添加角色
          @actors.push(actor)
          # 还原主角
          $game_player.refresh
        end
      end
      #--------------------------------------------------------------------------
      # ● 角色离开
      #    actor_id : 角色 ID
      #--------------------------------------------------------------------------
      def remove_actor(actor_id)
        # 删除觉得
        @actors.delete($game_actors[actor_id])
        # 还原主角
        $game_player.refresh
      end
      #--------------------------------------------------------------------------
      # ● 增加金钱 (减少)
      #    n : 金额
      #--------------------------------------------------------------------------
      def gain_gold(n)
        @gold = [[@gold + n, 0].max, 9999999].min
      end
      #--------------------------------------------------------------------------
      #  * gain_cash
      #    n = quantidade
      #--------------------------------------------------------------------------
      def gain_cash
        @cash = [[@cash + n, 0].max, 9999999].min
      end
      #--------------------------------------------------------------------------
      #  * lose_cash
      #    n = quantidade
      #--------------------------------------------------------------------------
      def lose_cash(n)
        gain_cash(-n)
      end
      #--------------------------------------------------------------------------
      # ● 减少金钱
      #    n : 金额
      #--------------------------------------------------------------------------
      def lose_gold(n)
        # 调用数值逆转 gain_gold
        gain_gold(-n)
      end
      #--------------------------------------------------------------------------
      # ● 增加步数
      #--------------------------------------------------------------------------
      def increase_steps
        @steps = [@steps + 1, 9999999].min
      end
      #--------------------------------------------------------------------------
      # ● 获取物品的所持数
      #    item_id : 物品 ID
      #--------------------------------------------------------------------------
      def item_number(item_id)
        # 如果 hash 个数数值不存在就返回 0
        return @items.include?(item_id) ? @items[item_id] : 0
      end
      #--------------------------------------------------------------------------
      # ● 获取武器所持数
      #    weapon_id : 武器 ID
      #--------------------------------------------------------------------------
      def weapon_number(weapon_id)
        # 如果 hash 个数数值不存在就返回 0
        return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
      end
      #--------------------------------------------------------------------------
      # ● 获取防具所持数
      #    armor_id : 防具 ID
      #--------------------------------------------------------------------------
      def armor_number(armor_id)
        # 如果 hash 个数数值不存在就返回 0
        return @armors.include?(armor_id) ? @armors[armor_id] : 0
      end
      #--------------------------------------------------------------------------
      # ● 增加物品 (减少)
      #    item_id : 物品 ID
      #    n      : 个数
      #--------------------------------------------------------------------------
      def gain_item(item_id, n)
        # 更新 hash 的个数数据
        if item_id > 0
          @items[item_id] = [[item_number(item_id) + n, 0].max, 9999999].min
        end
      end
      #--------------------------------------------------------------------------
      # ● 增加武器 (减少)
      #    weapon_id : 武器 ID
      #    n        : 个数
      #--------------------------------------------------------------------------
      def gain_weapon(weapon_id, n)
        # 更新 hash 的个数数据
        if weapon_id > 0
          @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 9999999].min
        end
      end
      #--------------------------------------------------------------------------
      # ● 增加防具 (减少)
      #    armor_id : 防具 ID
      #    n        : 个数
      #--------------------------------------------------------------------------
      def gain_armor(armor_id, n)
        # 更新 hash 的个数数据
        if armor_id > 0
          @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 9999999].min
        end
      end
      #--------------------------------------------------------------------------
      # ● 减少物品
      #    item_id : 物品 ID
      #    n      : 个数
      #--------------------------------------------------------------------------
      def lose_item(item_id, n)
        # 调用 gain_item 的数值逆转
        gain_item(item_id, -n)
      end
      #--------------------------------------------------------------------------
      # ● 减少武器
      #    weapon_id : 武器 ID
      #    n        : 个数
      #--------------------------------------------------------------------------
      def lose_weapon(weapon_id, n)
        # 调用 gain_weapon 的数值逆转
        gain_weapon(weapon_id, -n)
      end
      #--------------------------------------------------------------------------
      # ● 减少防具
      #    armor_id : 防具 ID
      #    n        : 个数
      #--------------------------------------------------------------------------
      def lose_armor(armor_id, n)
        # 调用 gain_armor 的数值逆转
        gain_armor(armor_id, -n)
      end
      #--------------------------------------------------------------------------
      # ● 判断物品可以使用
      #    item_id : 物品 ID
      #--------------------------------------------------------------------------
      def item_can_use?(item_id)
        # 物品个数为 0 的情况
        if item_number(item_id) == 0
          # 不能使用
          return false
        end
        # 获取可以使用的时候
        occasion = $data_items[item_id].occasion
        # 战斗的情况
        if $game_temp.in_battle
          # 可以使用时为 0 (平时) 或者是 1 (战斗时) 可以使用
          return (occasion == 0 or occasion == 1)
        end
        # 可以使用时为 0 (平时) 或者是 2 (菜单时) 可以使用
        return (occasion == 0 or occasion == 2)
      end
      # -------------------------------------------------------------------------
      # ● 是否可以装备判定
      # -------------------------------------------------------------------------
      def item_can_equip?(actor,item)
        if actor.level<item.need_lv or
          actor.str<item.need_str or
          actor.dex<item.need_dex or
          actor.agi<item.need_agi or
          actor.int<item.need_int
          return false
        end
        return true
      end

      # -------------------------------------------------------------------------
      # ● 是否可以装备的详细判定(颜色设定)
      # ------------------------------------------------------------------------- 
      def item_can_equip01?(actor,item)
        if actor.level < item.need_lv
          return Color.new(255, 0, 0)
        end
        return Color.new(255, 255, 255, 255)
      end
     
      def item_can_equip02?(actor,item)
        if actor.str < item.need_str
          return Color.new(255, 0, 0)
        end
        return Color.new(255, 255, 255, 255)
      end
     
      def item_can_equip03?(actor,item)
        if actor.dex < item.need_dex
          return Color.new(255, 0, 0)
        end
        return Color.new(255, 255, 255, 255)
      end
     
      def item_can_equip04?(actor,item)
        if actor.agi < item.need_agi
          return Color.new(255, 0, 0)
        end
        return Color.new(255, 255, 255, 255)
      end
     
      def item_can_equip05?(actor,item)
        if actor.int < item.need_int
          return Color.new(255, 0, 0)
        end
        return Color.new(255, 255, 255, 255)
      end
      #--------------------------------------------------------------------------
      # ● 清除全体的行动
      #--------------------------------------------------------------------------
      def clear_actions
        # 清除全体同伴的行为
        for actor in @actors
          actor.current_action.clear
        end
      end
      #--------------------------------------------------------------------------
      # ● 可以输入命令的判定
      #--------------------------------------------------------------------------
      def inputable?
        # 如果一可以输入命令就返回 true
        for actor in @actors
          if actor.inputable?
            return true
          end
        end
        return false
      end
      #--------------------------------------------------------------------------
      # ● 全灭判定
      #--------------------------------------------------------------------------
      def all_dead?
        # 同伴人数为 0 的情况下
        if $game_party.actors.size == 0
          return false
        end
        # 同伴中无人 HP 在 0 以上
        for actor in @actors
          if actor.hp > 0
            return false
          end
        end
        # 全灭
        return true
      end
      #--------------------------------------------------------------------------
      # ● 检查连续伤害 (地图用)
      #--------------------------------------------------------------------------
      def check_map_slip_damage
        for actor in @actors
          if actor.hp > 0 and actor.slip_damage?
            actor.hp -= [actor.maxhp / 100, 1].max
            if actor.hp == 0
              $game_system.se_play($data_system.actor_collapse_se)
            end
            $game_screen.start_flash(Color.new(255,0,0,128), 4)
            $game_temp.gameover = $game_party.all_dead?
          end
        end
      end
      #--------------------------------------------------------------------------
      # ● 对像角色的随机确定
      #    hp0 : 限制为 HP 0 的角色
      #--------------------------------------------------------------------------
      def random_target_actor(hp0 = false)
        # 初始化轮流
        roulette = []
        # 循环
        for actor in @actors
          # 符合条件的场合
          if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
            # 获取角色职业的位置 [位置]
            position = $data_classes[actor.class_id].position
            # 前卫的话 n = 4、中卫的话 n = 3、后卫的话 n = 2
            n = 4 - position
            # 添加角色的轮流 n 回
            n.times do
              roulette.push(actor)
            end
          end
        end
        # 轮流大小为 0 的情况
        if roulette.size == 0
          return nil
        end
        # 转轮盘赌,决定角色
        return roulette[rand(roulette.size)]
      end
      #--------------------------------------------------------------------------
      # ● 对像角色的随机确定 (HP 0)
      #--------------------------------------------------------------------------
      def random_target_actor_hp0
        return random_target_actor(true)
      end
      #--------------------------------------------------------------------------
      # ● 对像角色的顺序确定
      #    actor_index : 角色索引
      #--------------------------------------------------------------------------
      def smooth_target_actor(actor_index)
        # 取得对像
        actor = @actors[actor_index]
        # 对像存在的情况下
        if actor != nil and actor.exist?
          return actor
        end
        # 循环
        for actor in @actors
          # 对像存在的情况下
          if actor.exist?
            return actor
          end
        end
      end
     
     #--------------------------------------------------------------------------
     # ● 完整鼠标系统
     #--------------------------------------------------------------------------
     def update
      mouse_x, mouse_y = Mouse.get_mouse_pos
      @mtp_x = mouse_x
      @mtp_y = mouse_y
      unless $game_system.map_interpreter.running? and @mouse_sta == 2 #鼠标状态不为跟随状态
        #得到鼠标图标方向
        $mouse_icon_id = $game_map.check_event_custom(mouse_x,mouse_y)  if not [11, 12, 13, 14, 16, 17, 18, 19].include?($mouse_icon_id)
      else
        #令鼠标图标为正常
        $mouse_icon_id = 0 if @mouse_sta != 2
      end
     
      #单击鼠标时进行判断寻路或跟随
      if Mouse.trigger?(Mouse::LEFT) #当点击鼠标时
        unless $game_system.map_interpreter.running? or
                @move_route_forcing or $game_temp.message_window_showing #各种无效情况的排除
          #初始化
          @mouse_sta = 1
          p_direction = 5
          #检查鼠标处能否开启事件
          event_start,p_direction = $game_map.check_event_custom_start(mouse_x, mouse_y)
          #若在移动中再次点击鼠标左键(即双击左键),则改鼠标状态为跟随状态
          @mouse_sta = 2 if @paths_id != nil and @paths_id != @paths.size
          if @mouse_sta != 2
            #鼠标状态不为跟随状态则取数据并初始化路径
            trg_x = (mouse_x + $game_map.display_x / 4) / 32
            trg_y = (mouse_y + $game_map.display_y / 4) / 32
            @paths = []
            @paths_id = 0
            if event_start == 0 #若不能开启事件
              if trg_x != $game_player.x or trg_y != $game_player.y #若目标不为自身则开始寻路
                find_path = Find_Path.new
                @paths = find_path.find_player_short_path(trg_x, trg_y, @mtp_x, @mtp_y)
              end
            else #若能开启事件则改变角色朝向
              @direction = p_direction
            end
          end
        end
      end

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

    - Explicaçoes desse Script:
    -> nas linhas: 14 a 17 voce encontra os seguintes codigos:
    Código:
    attr_reader  :actors                  # 角色
      attr_reader  :gold                    # 金钱
      attr_reader  :steps                    # 步数
      attr_reader  :cash

    - Nisso eu Estou Dizendo que a nova Variavel "cash" voce tem direitos apenas de leitura (reader);

    -> Na Linha 26 voce encontra:
    Código:
     @cash = 0

    - com iss eu digo que o valor inicial do seu cash é 0!

    -> Na Linha 142 voce encontra:
    Código:
    def gain_cash
        @cash = [[@cash + n, 0].max, 9999999].min
      end

    - no procedimento gain_cash estou dizendo que o cash será igual a ele mesmo mais o valor estipulado
    e que seu maximo é 9999999
    ex:
    Código:
    $game_party.gain_cash(100)
    @cash agora vale: (0 + 100) = 100;

    -> na linha 149 voce encontra:
    Código:
    def lose_cash(n)
        gain_cash(-n)
      end

    - Nesse procedimento estou dizendo que perder cash é ganhar cash - o valor;
    ex:
    Código:
    $game_party.lose_cash(100)
    lembram que o @cash era 100??, entao agora ele volta a 0 por que? por que o sinal foi invertido;
    entao basicamente fica: 100-100 = 0;

    2º Script [NET] Network
    ScreenShot:

    - Substitua o Seu por Esse:
    Código:
    #===============================================================================
    # ** Network - Manages network data.
    #-------------------------------------------------------------------------------
    # Author    Me™️ and Mr.Mo
    # Modified  Marlos Gama
    # Version  2.0
    # Date      11-04-06
    # Modified² Nanzin
    #===============================================================================
    SDK.log("Network", "Mr.Mo and Me™️", "1.0", " 11-04-06")

    p "TCPSocket script not found (class Network)" if not SDK.state('TCPSocket')
    #-------------------------------------------------------------------------------
    # Begin SDK Enabled Check
    #-------------------------------------------------------------------------------
    if SDK.state('TCPSocket') == true and SDK.state('Network')

    module Network
     
    class Main
     
      #--------------------------------------------------------------------------
      # * Attributes
      #--------------------------------------------------------------------------
      attr_accessor :socket
      attr_accessor :pm
      # getpm, pmname, writepm
     
      # AUTHENFICATION  = 0    => Authenficates
      # ID_REQUEST      = 1    => Returns ID
      # NAME_REQUEST    = 2    => Returns UserName
      # GROUP_REQUEST  = 3    => Returns Group
      # CLOSE          = 4    => Close, Stop Connection
      # NET_PLAYER      = 5    => Netplayers Data
      # MAP_PLAYER      = 6    => Mapplayers Data
      # KICK            = 7    => Kick a Player
      # KICK ALL        = 8    => Kick all Players
      # REMOVE          = 9    => Remove Player (CLOSE SYNONYM)
      # SYSTEM          = 10    => System (Var's and Switches)
      # MOD_CHANGE      = 11    => Message ot Day Change
      # TRADE          = 12    => Trade
      # PRIVATE_CHAT    = 13    => Private Chat
      #                = 14
      # POKE            = 15    => Poke Player
      # SLAP            = 16    => Decrease HP or SP PLayer
      # SLAP ALL        = 17    => Decrease Hp or SP ALL
      # ADM - MOD      = 18    => Admin/Mod Command Returns
      #                = 19
      # TEST STOP      = 20    => Connection Test End
     
      #--------------------------------------------------------------------------
      # * Initialiation
      #--------------------------------------------------------------------------
      def self.initialize
        @players    = {}
        @mapplayers = {}
        @netactors  = {}
        @pm = {}
        @pm_lines = []
        @user_test  = false
        @user_exist = false
        @socket    = nil
        @nooprec    = 0
        @id        = -1
        @name      = ""
        @group      = ""
        @status    = ""
        @oldx      = -1
        @oldy      = -1
        @oldd      = -1
        @oldp      = -1
        @oldid      = -1
        @login      = false
        @pchat_conf = false
        @send_conf  = false
        @trade_conf = false
        @servername = ""
        @pm_getting = false
        @self_key1 = nil
        @self_key2 = nil
        @self_key3 = nil
        @self_value = nil
        @trade_compelete = false
        @trading = false
        @trade_id = -1
        $party = Net_Party.new
      end
      #--------------------------------------------------------------------------
      # * Returns Servername
      #--------------------------------------------------------------------------
      def self.servername
        return @servername.to_s
      end
      #--------------------------------------------------------------------------
      # * Returns Socket
      #--------------------------------------------------------------------------
      def self.socket
        return @socket
      end
      #--------------------------------------------------------------------------
      # * Returns UserID
      #--------------------------------------------------------------------------
      def self.id
        return @id
      end
      #--------------------------------------------------------------------------
      # * Returns UserName
      #--------------------------------------------------------------------------
      def self.name
        return @name
      end 
      #--------------------------------------------------------------------------
      # * Returns current Status
      #--------------------------------------------------------------------------
      def self.status
        return "" if @status == nil or @status == []
        return @status
      end
      #--------------------------------------------------------------------------
      # * Returns Group
      #--------------------------------------------------------------------------
      def self.group
        if @group.downcase.include?("adm")
          group = "admin"
        elsif @group.downcase.include?("mod")
          group = "mod"
        else
          group = "standard"
        end
        return group
      end
      #--------------------------------------------------------------------------
      # * Returns Mapplayers
      #--------------------------------------------------------------------------
      def self.mapplayers
        return {} if @mapplayers == nil
        return @mapplayers
      end
      #--------------------------------------------------------------------------
      # * Returns NetActors
      #--------------------------------------------------------------------------
      def self.netactors
        return {} if @netactors == nil
        return @netactors
      end
      #--------------------------------------------------------------------------
      # * Returns Players
      #--------------------------------------------------------------------------
      def self.players
        return {} if @players == nil
        return @players
      end
      def self.map_empty?(map_id)
        for p in @players.values
          next if p.nil?
          if p.map_id == map_id || $game_map.map_id == map_id
            return false
          end
        end
        return true
      end
      def self.map_number(map_id)
        n = 0
        for p in @players.values
          next if p.nil?
          if p.map_id == map_id
            n += 1
          end
        end
        if $game_map.map_id == map_id
          n += 1
        end
        return n
      end
      def self.stone_team(team)
        a = []
        b = []
        for p in @players.values
          next if p.nil?
          if p.map_id == 399
            if p.x < 9
              a.push(p)
            else
              b.push(p)
            end
          end
        end
        if $game_player.x < 9
          a.push(p)
        else
          b.push(p)
        end
        if team == 1
          return a
        else
          return b
        end
      end
      #--------------------------------------------------------------------------
      # * Destroys player
      #--------------------------------------------------------------------------
      def self.destroy(id)
        !if $party.empty?
          for i in 0..$party.members.size
            if $party.members[i] != nil
              name = $game_party.actors[0].name
              Network::Main.pchat($party.members[i].netid,"[COM] [ET] #{name}")
              Network::Main.pchat($party.members[i].netid,"#{name} saiu da party!")
              #$Hud_Party.visible = false
              #$Hud_Party.active = false
            end
          end
        end
        $party.party_exit
        @players[id.to_s] = nil rescue nil
        @mapplayers[id.to_s] = "" rescue nil
        for player in @mapplayers
          @mapplayers.delete(id.to_s) if player[0].to_i == id.to_i
        end
        for player in @players
          @players.delete(id.to_s) if player[0].to_i == id.to_i
        end
        if $scene.is_a?(Scene_Map)
          begin
            $scene.spriteset[id].dispose unless $scene.spriteset[id].disposed?
          rescue
            nil
          end
        end
      end
      #--------------------------------------------------------------------------
      # * Create A socket
      #--------------------------------------------------------------------------
      def self.start_connection(host, port)
        @socket = TCPSocket.new(host, port)
      end
      #--------------------------------------------------------------------------
      # * Asks for Id
      #--------------------------------------------------------------------------
      def self.get_id
        @socket.send("<1>'req'</1>\n")
      end
      #--------------------------------------------------------------------------
      # * Asks for name
      #--------------------------------------------------------------------------
      def self.get_name
        @socket.send("<2>'req'</2>\n")
      end
      #--------------------------------------------------------------------------
      # * Asks for Group
      #--------------------------------------------------------------------------
      def self.get_group
        #@socket.send("<3>'req'</3>\n")
        @socket.send("<check>#{self.name}</check>\n")
      end
      #--------------------------------------------------------------------------
      # * Registers (Attempt to)
      #--------------------------------------------------------------------------
      def self.send_register(user,pass)
        # Register with User as name, and Pass as password
        @socket.send("<reges #{user}>#{pass}</reges>\n")
        # Start Loop for Retrival
        loop = 0
          loop do
          loop += 1
          self.update
          # Break If Registration Succeeded
          break if @registered
          # Break if Loop reached 10000
          break if loop == 10000
        end
      end
      #--------------------------------------------------------------------------
      # * Asks for Network Version Number
      #--------------------------------------------------------------------------
      def self.retrieve_version
        @socket.send("<ver>#{User_Edit::VERSION}</ver>\n")
      end
      #--------------------------------------------------------------------------
      # * Asks for Message of the day
      #--------------------------------------------------------------------------
      def self.retrieve_mod
        @socket.send("<mod>'request'</mod>\n")
      end
      #--------------------------------------------------------------------------
      # * Asks for Login (and confirmation)
      #--------------------------------------------------------------------------
      def self.send_login(user,pass)
        @socket.send("<login #{user}>#{pass}</login>\n")
      end
      #--------------------------------------------------------------------------
      # * Send Errors
      #--------------------------------------------------------------------------
      def self.send_error(lines)
        if lines.is_a?(Array)
          for line in lines
            @socket.send("<err>#{line}</err>\n")
          end
        elsif lines.is_a?(String)
          @socket.send("<err>#{lines}</err>\n")
        end
      end 
      #--------------------------------------------------------------------------
      # * Authenfication
      #--------------------------------------------------------------------------
      def self.amnet_auth
        # Send Authenfication
        @socket.send("<0>'e'</0>\n")
        @auth = false
        # Set Try to 0, then start Loop
        try = 0
        loop do
          # Add 1 to Try
          try += 1
          loop = 0
          # Start Loop for Retrieval
          loop do
            loop += 1
            self.update
            # Break if Authenficated
            break if @auth
            # Break if loop reaches 20000
            break if loop == 20000
          end
          # If the loop was breaked because it reached 10000, display message
          p "#{User_Edit::NOTAUTH}, Tentativa #{try} de #{User_Edit::CONNFAILTRY}" if loop == 20000
          # Stop everything if try mets the maximum try's
          break if try == User_Edit::CONNFAILTRY
          # Break loop if Authenficated
          break if @auth
        end
        # Go to Scene Login if Authenficated
        $scene = Scene_Login.new if @auth
      end
      #--------------------------------------------------------------------------
      # * Send Start Data
      #--------------------------------------------------------------------------
      def self.send_start
        send = ""
        # Send Username And character's Graphic Name
        send += "@username = '#{self.name}'; @character_name = '#{$game_player.character_name}';"
        # Send guild of the player
        send += "@guild = '#{$guild_name.to_s}';"
        # Send gold
        send += "@gold = '#{$game_party.item_number(Item_Ouro::Item_Id.to_i).to_s}';"
        # Send Cash
        send += "@cash = '#{$game_party.item_number(Item_Cash::Cash_Id.to_i).to_s}';"
        # Send guild position of the player
        send += "@position = '#{$guild_position.to_s}';"
        # Send bandeira of the guild player
        send += "@flag = '#{$flag.to_s}';"
        # Send grupo of the player
        send += "@grupo = '#{$game_party.actors[0].grupo}';"
        # Send status ban of the player
        send += "@ban = '#{$game_party.actors[0].ban}';"
        # Send map mensage
        send += "@chat_text = '#{$chat_text.to_s}';"
        # Send level info
        send += "@level_info = '#{$level_info.to_s}';"
        # Send Exp
        send += "@now_exp = '#{$game_party.actors[0].now_exp}';"
        send += "@next_exp = '#{$game_party.actors[0].next_exp}';"
        # Send genero
        send += "@sexo = '#{$game_party.actors[0].sexo}';"
        # Sends Map ID, X and Y positions
        send += "@map_id = #{$game_map.map_id}; @x = #{$game_player.x}; @y = #{$game_player.y};"
        # Sends Name
        send += "@nome = '#{$game_party.actors[0].name}';" if User_Edit::Bandwith >= 1
        # Sends Direction
        send += "@direction = #{$game_player.direction};" if User_Edit::Bandwith >= 2
        # Sends Move Speed
        send += "@move_speed = #{$game_player.move_speed};" if User_Edit::Bandwith >= 3
        # Sends Requesting start
        send += "@weapon_id = #{$game_party.actors[0].weapon_id};"
        send += "@armor1_id = #{$game_party.actors[0].armor1_id};"
        send += "@armor2_id = #{$game_party.actors[0].armor2_id};"
        send += "@armor3_id = #{$game_party.actors[0].armor3_id};"
        send += "@armor4_id = #{$game_party.actors[0].armor4_id};"
        send += "@str = #{$game_party.actors[0].str};"
        send += "@agi = #{$game_party.actors[0].agi};"
        send += "@dex = #{$game_party.actors[0].dex};"
        send += "@int = #{$game_party.actors[0].int};"
        send += "@arma_n = '#{$arma_n.to_s}';"
        send += "@escudo_n = '#{$escudo_n.to_s}';"
        #if $data_weapons[$game_party.actors[0].weapon_id] != nil
        #send += "@arma_atk = #{$data_weapons[$game_party.actors[0].weapon_id].name};"
        #end
        #if $data_armors[$game_party.actors[0].armor1_id] != nil
        #send += "@escudo_def = #{$data_armors[$game_party.actors[0].armor1_id].name};"
        #end
        send += "start(#{self.id});"
        @socket.send("<5>#{send}</5>\n")
        self.send_newstats
        #send_actor_start
      end
    #--------------------------------------------------------------------------
      # * Return PMs
      #-------------------------------------------------------------------------
      def self.pm
        return @pm
      end
      #--------------------------------------------------------------------------
      # * Get PMs
      #--------------------------------------------------------------------------
      def self.get_pms
        @pm_getting = true
        @socket.send("<22a>'Get';</22a>\n")
      end





    Última edição por Nanzin em Qui Nov 24, 2011 10:17 pm, editado 2 vez(es)


    _________________
    [Tutorial/AULA] Cash System Avançado/Loja Cash Npvo

    Para Aqueles que gostam de Min e de meu Trabalho;
    Upem Meu Pet nao custa nda!!


    Pet:
    Nanzin
    Nanzin
    Membro de Honra
    Membro de Honra


    Mensagens : 1550
    Créditos : 252

    [Tutorial/AULA] Cash System Avançado/Loja Cash Empty Re: [Tutorial/AULA] Cash System Avançado/Loja Cash

    Mensagem por Nanzin Qui Nov 24, 2011 10:14 pm

    Continuaçao Script...

    Código:

      #--------------------------------------------------------------------------
      # * Update PMs
      #--------------------------------------------------------------------------
      def self.update_pms(message)
      #Starts all the variables
      @pm = {}
      @current_Pm = nil
      @index = -1
      @message = false
      #Makes a loop to look thru the message
      for line in message
        #If the line is a new PM
        if line == "$NEWPM"
          @index+=1
          @pm[@index] = Game_PM.new(@index)
          @message = false
          #if the word has $to_from
        elsif line == "$to_from" and @message == false
          to_from = true
          #if the word has $subject
        elsif line == "$Subject" and @message == false
          subject = true
          #if the word has $message
        elsif line == "$Message" and @message == false
          @message = true
        elsif @message
          @pm[@index].message += line+"\n"
        elsif to_from
          @pm[@index].to_from = line
          to_from = false
        elsif subject
          @pm[@index].subject = line
          subject = false
        end
      end
      @pm_getting = false
     end
      #--------------------------------------------------------------------------
      # * Checks if the PM is still not get.
      #--------------------------------------------------------------------------
      def self.pm_getting
        return @pm_getting
      end
      #--------------------------------------------------------------------------
      # * Write PMs
      #--------------------------------------------------------------------------
      def self.write_pms(message)
        send = message
        @socket.send("<22d>#{send}</22d>\n")
      end
      #--------------------------------------------------------------------------
      # * Delete All PMs
      #--------------------------------------------------------------------------
      def self.delete_all_pms
        @socket.send("<22e>'delete'</22e>\n")
        @pm = {}
      end
      #--------------------------------------------------------------------------
      # * Delete pm(id)
      #--------------------------------------------------------------------------
      def self.delete_pm(id)
        @pm.delete(id)
      end
      #--------------------------------------------------------------------------
      # * Delete MapPlayers
      #--------------------------------------------------------------------------
      def self.mapplayers_delete
        @mapplayers = {}
      end
      #--------------------------------------------------------------------------
      # * Update Guild
      #--------------------------------------------------------------------------
      def self.update_guild
        contents = "@guild = '#{$guild_name.to_s}';"
        @socket.send("<5>#{contents}</5>\n")
      end
      #--------------------------------------------------------------------------
      # * Send Requested Data
      #--------------------------------------------------------------------------
      def self.send_start_request(id)
        send = ""
        # Send Username And character's Graphic Name
        send += "@username = '#{self.name}'; @character_name = '#{$game_player.character_name}'; "
        # Sends Map ID, X and Y positions
        send += "@map_id = #{$game_map.map_id}; @x = #{$game_player.x}; @y = #{$game_player.y}; "
        # Sends Name
        send += "@nome = '#{$game_party.actors[0].name}'; " if User_Edit::Bandwith >= 1
        # Sends Direction
        send += "@direction = #{$game_player.direction}; " if User_Edit::Bandwith >= 2
        # Sends Move Speed
        send += "@move_speed = #{$game_player.move_speed};" if User_Edit::Bandwith >= 3
        send += "@weapon_id = #{$game_party.actors[0].weapon_id};"
        send += "@armor1_id = #{$game_party.actors[0].armor1_id};"
        send += "@armor2_id = #{$game_party.actors[0].armor2_id};"
        send += "@armor3_id = #{$game_party.actors[0].armor3_id};"
        send += "@armor4_id = #{$game_party.actors[0].armor4_id};"
        send += "@guild = '#{$guild_name.to_s}';"
        send += "@position = '#{$guild_position.to_s}';"
        send += "@flag = '#{$flag.to_s}';"
        send += "@grupo = '#{$game_party.actors[0].grupo}';"
        send += "@ban = '#{$game_party.actors[0].ban}';"
        send += "@chat_text = '#{$chat_text.to_s}';"
        send += "@sexo = '#{$game_party.actors[0].sexo}';"
        send += "@now_exp = '#{$game_party.actors[0].now_exp}';"
        send += "@next_exp = '#{$game_party.actors[0].next_exp}';"
        send += "@gold = '#{$game_party.item_number(Item_Ouro::Item_Id.to_i).to_s}';"
        send += "@cash = '#{$game_party.item_number(Item_cash::Cash_Id.to_i).to_s}';"
        send += "@str = #{$game_party.actors[0].str};"
        send += "@agi = #{$game_party.actors[0].agi};"
        send += "@dex = #{$game_party.actors[0].dex};"
        send += "@int = #{$game_party.actors[0].int};"
        send += "@level_info = '#{$level_info.to_s}';"
        send += "@arma_n = '#{$arma_n.to_s}';"
        send += "@escudo_n = '#{$escudo_n.to_s}';"
        #if $data_weapons[$game_party.actors[0].weapon_id] != nil
        #send += "@arma_atk = #{$data_weapons[$game_party.actors[0].weapon_id].name};"
        #end
        #if $data_armors[$game_party.actors[0].armor1_id] != nil
        #send += "@escudo_def = #{$data_armors[$game_party.actors[0].armor1_id].name};"
        #end
        #@socket.send("<6a>#{id.to_i}</6a>\n")
        @socket.send("<5>#{send}</5>\n")
        #self.send_map
        #self.send_actor_start
      end
      #--------------------------------------------------------------------------
      # * Send Map Id data
      #--------------------------------------------------------------------------
      def self.send_map
        send = ""
        # Send Username And character's Graphic Name
        send += "@username = '#{self.name}'; @character_name = '#{$game_player.character_name}'; "
        # Sends Map ID, X and Y positions
        send += "@map_id = #{$game_map.map_id}; @x = #{$game_player.x}; @y = #{$game_player.y}; "
        # Sends Direction
        send += "@direction = #{$game_player.direction};" if User_Edit::Bandwith >= 2
        send += "@weapon_id = #{$game_party.actors[0].weapon_id};"
        send += "@armor1_id = #{$game_party.actors[0].armor1_id};"
        send += "@armor2_id = #{$game_party.actors[0].armor2_id};"
        send += "@armor3_id = #{$game_party.actors[0].armor3_id};"
        send += "@armor4_id = #{$game_party.actors[0].armor4_id};"
        @socket.send("<5>#{send}</5>\n")
        for player in @players.values
          next if player.netid == -1
          # If the Player is on the same map...
          if player.map_id == $game_map.map_id and self.in_range?(player)
            # Update Map Players
            self.update_map_player(player.netid, nil)
          elsif @mapplayers[player.netid.to_s] != nil
            # Remove from Map Players
            self.update_map_player(player.netid, nil, true)
          end
        end
      end
      #--------------------------------------------------------------------------
      # * Calls a player to trade
      #--------------------------------------------------------------------------
      def self.trade_call(id)
        @trade_compelete = false
        @trading = true
        @socket.send("<24>#{id}\n")
        ids = self.id
        @socket.send("<24c>@trade_id = #{ids}</24c>\n")
      end
      #--------------------------------------------------------------------------
      # * Exit trade.
      #--------------------------------------------------------------------------
      def self.trade_exit(id)
        @socket.send("<24>#{id}\n")
        ids = self.id
        @socket.send("<24d>trade_exit = #{ids}</24d>\n")
      end
      #--------------------------------------------------------------------------
      # * Checks if the trade is compelete
      #--------------------------------------------------------------------------
      def self.trade_compelete
        return @trade_compelete
      end
      #--------------------------------------------------------------------------
      # * Checks the trade result
      #--------------------------------------------------------------------------
      def self.trading
        return @trading
      end
      #--------------------------------------------------------------------------
      # * Send Move Update
      #--------------------------------------------------------------------------
      def self.trade_add(kind,item_id,netid)
        @socket.send("<25>#{netid}\n")
        me = self.id
        @socket.send("<25a>i_kind = #{kind}; i_id = #{item_id}; id = #{me};</25a>\n")
      end
      #--------------------------------------------------------------------------
      # * Send Move Update
      #--------------------------------------------------------------------------
      def self.trade_remove(kind,item_id,netid)
        @socket.send("<25>#{netid}\n")
        me = self.id
        @socket.send("<25b>i_kind = #{kind}; i_id = #{item_id}; id = #{me};</25b>\n")
      end
      #--------------------------------------------------------------------------
      # * Send Trade REquest
      #--------------------------------------------------------------------------
      def self.trade_request(netid)
        @socket.send("<25>#{netid}\n")
        me = self.id
        @socket.send("<25d>id = #{me};</25d>\n")
      end
      #--------------------------------------------------------------------------
      # * Send accept trade
      #--------------------------------------------------------------------------
      def self.trade_accept(netid)
        @socket.send("<25>#{netid}\n")
        me = self.id
        @socket.send("<25e>id = #{me};</25e>\n")
      end
      #--------------------------------------------------------------------------
      # * Send cancel trade
      #--------------------------------------------------------------------------
      def self.trade_cancel(netid)
        @socket.send("<25>#{netid}\n")
        me = self.id
        @socket.send("<25f>id = #{me};</25f>\n")
      end
      #--------------------------------------------------------------------------
      # * Send Move Update
      #--------------------------------------------------------------------------
      def self.send_move_change
        return if @oldx == $game_player.x and @oldy == $game_player.y
        return if @mapplayers == {}
        send = ""
        # Increase Steps if the oldx or the oldy do not match the new ones
        if User_Edit::Bandwith >= 1
          send += "ic;"  if @oldx != $game_player.x or @oldy != $game_player.y
        end
        # New x if x does not mathc the old one
        if @oldx != $game_player.x
          send += "@x = #{$game_player.x}; @tile_id = #{$game_player.tile_id};"
          @oldx = $game_player.x
        end
        # New y if y does not match the old one
        if @oldy != $game_player.y
          send += "@y = #{$game_player.y}; @tile_id = #{$game_player.tile_id};"
          @oldy = $game_player.y
        end
        # Send the Direction if it is different then before
        if User_Edit::Bandwith >= 2
          if @oldd != $game_player.direction
            send += "@direction = #{$game_player.direction};" 
            @oldd = $game_player.direction
          end
        end
        # Send everything that needs to be sended
        @socket.send("<5>#{send}</5>\n") if send != ""
      end
      #--------------------------------------------------------------------------
      # * Send Stats
      #--------------------------------------------------------------------------
      def self.send_newstats
        hp = $game_party.actors[0].hp
        maxhp = $game_party.actors[0].maxhp
        sp = $game_party.actors[0].sp
        maxsp = $game_party.actors[0].maxsp
        agi = $game_party.actors[0].agi
        eva = $game_party.actors[0].eva
        pdef = $game_party.actors[0].pdef
        mdef = $game_party.actors[0].mdef
        level = $game_party.actors[0].level
        a = $game_party.actors[0]
        c = "["
        m = 1
        for i in a.states
          next if $data_states[i] == nil
          c += i.to_s
          c += ", " if m != a.states.size
          m += 1
        end
        c += "]"
        stats = "@hp = #{hp}; @maxhp = #{maxhp}; @sp = #{sp};  @maxsp = #{maxsp}; @agi = #{agi}; @eva = #{eva}; @pdef = #{pdef}; @mdef = #{mdef}; @states = #{c}; @level = #{level}"
        @socket.send("<5>#{stats}</5>\n")
      end
      #--------------------------------------------------------------------------
      # * Send Gold
      #--------------------------------------------------------------------------
      def self.send_gold
        gold = $game_party.gold
        @socket.send("<5>@gold = #{gold}</5>\n")
      end
      #--------------------------------------------------------------------------
      # * Send Cash
      #--------------------------------------------------------------------------
      def self.send_cash
        cash = $game_party.cash
        @socket.send("<5>@cash = #{cash}</5>\n")
      end
      #--------------------------------------------------------------------------
      # * Close Socket
      #--------------------------------------------------------------------------
      def self.close_socket
        return if @socket == nil
        @socket.send("<9>#{self.id}</9>\n")
        #@socket.send("<4>'Close'</4>\n")
    #Se você fechar o jogo quando uma mensagem tiver aberta, quando retornar, ele não está travado
      if $game_temp.message_window_showing
        @message_window = Window_Message.new
        @message_window.terminate_message
      end
        if $scene.is_a?(Scene_Connect)
        end
        if $scene.is_a?(Scene_Login)
        end
        #if $scene.is_a?(Scene_Register)
        #end
        if $scene.is_a?(Scene_Title)
        end
        #No jogo
        if $scene.is_a?(Scene_Trade)
        salvar
        end
        if $scene.is_a?(Scene_PChat)
        salvar
        end
        if $scene.is_a?(Scene_Map)
        salvar
        if not $party.empty?
          for i in 0..$party.members.size
            if $party.members[i] != nil
              if $parte_s == true
              name = $game_party.actors[0].name
              Network::Main.pchat($charzinho_id,"[COM] [ET] #{name}")
              Network::Main.pchat($charzinho_id,"[COM] [EXIT] #{name}")
              Network::Main.pchat($charzinho_id,"#{name} saiu da party!")
              #$Hud_Party.visible = false
              #$Hud_Party.active = false
              else
              name = $game_party.actors[0].name
              Network::Main.pchat($party.members[i].netid,"[COM] [ET] #{name}")
              Network::Main.pchat($party.members[i].netid,"[COM] [EXIT] #{name}")
              Network::Main.pchat($party.members[i].netid,"#{name} saiu da party!")
              #$Hud_Party.visible = false
              #$Hud_Party.active = false
              end
            end
          end
        end
        end
        @socket.close
        @socket = nil
      end
      #--------------------------------------------------------------------------
      # * Change Messgae of the Day
      #--------------------------------------------------------------------------
      def self.change_mod(newmsg)
        @socket.send("<11>#{newmsg}</11>\n")
      end
      #--------------------------------------------------------------------------
      # * Private Chat Send
      #--------------------------------------------------------------------------
      def self.pchat(id,mesg)
        @pchat_conf = false
        # Send the Private Chat Id (without close!!! \<13a>)
        @socket.send("<13a>#{id}\n")
        # Send Priavte Chat Message
        @socket.send("<13>#{mesg}</13>\n") #if @pchat_conf
        #p "could not send #{mesg} to #{id}..." if not @pchat_conf
      end
      #--------------------------------------------------------------------------
      # * Private Chat Send
      #--------------------------------------------------------------------------
      def self.mchat(id,mesg)
        @mchat_conf = false
        # Send the Chat Id (without close!!! \<21a>)
        @socket.send("<21a>#{id}\n")
        # Send Chat Message
        @socket.send("<21>#{mesg}</21>\n")
      end
      #--------------------------------------------------------------------------
      # * Check if the user exists on the network..
      #--------------------------------------------------------------------------
      def self.user_exist?(username)
        # Enable the test
        @user_test  = true
        @user_exist = false
        # Send the data for the test
        self.send_login(username.to_s,"*test*")
        # Check for how to long to wait for data (Dependent on username size)
        if username.size <= 8
          # Wait 1.5 seconds if username is less then 8
          for frame in 0..(1.5*40)
            self.update
          end
        elsif username.size > 8 and username.size <= 15
          # Wait 2.3 seconds if username is less then 15
          for frame in 0..(2.3*40)
            self.update
          end
        elsif username.size > 15
          # Wait 3 seconds if username is more then 15
          for frame in 0..(3*40)
            self.update
          end
        end
        # Start Retreival Loop
        loop = 0
        loop do
          loop += 1
          self.update
          # Break if User Test was Finished
          break if @user_test == false
          # Break if loop meets 10000
          break if loop == 10000
        end
        # If it failed, display message
        p User_Edit::USERTFAIL if loop == 10000
        # Return User exists if failed, or if it exists
        return true if @user_exist or loop == 10000
        return false
      end
      #--------------------------------------------------------------------------
      # * Trade
      #--------------------------------------------------------------------------
      def self.trade(id,type,item,num=1,todo='gain')
        # Gain is used for normal trade,
        # Lose is used as Admin Command
        # Check if you got item
        case type
        when 0
          got = $game_party.item_number(item)
        when 1
          got = $game_party.weapon_number(item)
        when 2
          got = $game_party.armor_number(item)
        end
        # Print if not, return
        p "#{User_Edit::DONTGOTTRADE} (trade: kind = #{type} id = #{item})" if got == 0 and todo == 'gain'
        return if got == 0 and todo == 'gain'
        p "#{User_Edit::NOTENOUGHTRADE} (trade: kind = #{type} id = #{item})" if got < num and todo == 'gain'
        return if got < num and todo == 'gain'
        @pchat_conf = false
        # Send the Trade Id (without close!!! \<12a>)
        @socket.send("<12a>#{id}\n")
        @socket.send("<12>type=#{type} item=#{item} num=#{num} todo=#{todo}</12>\n")
          case type
          when 0
            $game_party.lose_item(item,num) if todo == 'gain'
          when 1
            $game_party.lose_weapon(item, num)  if todo == 'gain'
          when 2
            $game_party.lose_armor(item, num)  if todo == 'gain'
          end
      end
      #--------------------------------------------------------------------------
      # * Send Result
      #--------------------------------------------------------------------------
      def self.send_result(id)
        @socket.send("<result_id>#{id}</result_id>\n")
        @socket.send("<result_effect>#{self.id}</result_effect>\n")
      end
      #--------------------------------------------------------------------------
      # * Send Dead
      #--------------------------------------------------------------------------
      def self.send_dead
        @socket.send("<9>#{self.id}</9>\n")
      end
      #--------------------------------------------------------------------------
      # * Update Net Players
      #--------------------------------------------------------------------------
      def self.update_net_player(id, data)
        # Turn Id in Hash into Netplayer (if not yet)
        @players[id] ||= Game_NetPlayer.new
        # Set the Global NetId if it is not Set yet
        @players[id].do_id(id) if @players[id].netid == -1
        # Refresh -> Change data to new data
        @players[id].refresh(data)     
        # Return if the Id is Yourself
        return if id.to_i == self.id.to_i
        # Return if you are not yet on a Map
        return if $game_map == nil
        # If the Player is on the same map...
        if @players[id].map_id == $game_map.map_id
          # Update Map Players
          self.update_map_player(id, data)
        elsif @mapplayers[id] != nil
          # Remove from Map Players
          self.update_map_player(id, data, true)
        end
      end
      #--------------------------------------------------------------------------
      # * Update Map Players
      #--------------------------------------------------------------------------
      def self.update_map_player(id, data, kill=false)
        # Return if the Id is Yourself
        return if id.to_i == self.id.to_i
        # If Kill (remove) is true...
        if kill and @mapplayers[id] != nil
          # Delete Map Player
          @mapplayers.delete(id.to_i) rescue nil
          if $scene.is_a?(Scene_Map)
            $scene.spriteset.delete(id.to_i) rescue nil
          end
          $game_temp.spriteset_refresh = true
          return
        end
        g = @mapplayers[id]
        @mapplayers[id] ||= @players[id] if @players[id] != nil
        # Turn Id in Hash into Netplayer (if not yet)
        @mapplayers[id] ||= Game_NetPlayer.new
        # Set the Global NetId if it is not Set yet
        @mapplayers[id].netid = id if @mapplayers[id].netid == -1
        # Refresh -> Change data to new data
        @mapplayers[id].refresh(data)
        #Send the player's new stats
        self.send_newstats if g == nil
      end
      #--------------------------------------------------------------------------
      # * Update Net Actors
      #--------------------------------------------------------------------------
      def self.update_net_actor(id,data,actor_id)
        return
        return if id.to_i == self.id.to_i
        # Turn Id in Hash into Netplayer (if not yet)
        @netactors[id] ||= Game_NetActor.new(actor_id)
        # Set the Global NetId if it is not Set yet
        @netactors[id].netid = id if @netactors[id].netid == -1
        # Refresh -> Change data to new data
        @netactors[id].refresh(data)
      end
      #--------------------------------------------------------------------------
      # * Update
      #--------------------------------------------------------------------------
      def self.update
        # If Socket got lines, continue
        return unless @socket.ready?
        for line in @socket.recv(0xfff).split("\n")
          @nooprec += 1 if line.include?("\000\000\000\000")
          return if line.include?("\000\000\000\000")
          p "#{line}" unless line.include?("<5>") or line.include?("<6>")or not $DEBUG or not User_Edit::PRINTLINES
          # Set Used line to false
          updatebool = false
          #Update Walking
          updatebool = self.update_walking(line) if @login and $game_map != nil
          # Update Ingame Protocol, if LogedIn and Map loaded
          updatebool = self.update_ingame(line)  if updatebool == false and @login and $game_map != nil
          # Update System Protocol, if command is not Ingame
          updatebool = self.update_system(line)  if updatebool == false
          # Update Admin/Mod Protocol, if command is not System
          updatebool = self.update_admmod(line)  if updatebool == false
          # Update Outgame Protocol, if command is not Admin/Mod
          updatebool = self.update_outgame(line) if updatebool == false
        end
      end
      #--------------------------------------------------------------------------
      # * Update Admin and Mod Command Recievals -> 18
      #--------------------------------------------------------------------------
      def self.update_admmod(line)
        case line
        # Admin Command Recieval
        when /<18>(.*)<\/18>/
          # Kick All Command
          if $1.to_s == "kick_all"
            p User_Edit::ADMKICKALL
            self.close_socket
            $scene = nil
            return true
          # Kick Command
          elsif $1.to_s == "kicked"
            p User_Edit::ADMKICK
            self.close_socket
            $scene = nil
            return true
          end
        return false
        end
        return false
      end
      #--------------------------------------------------------------------------
      # * Update all Not-Ingame Protocol Parts -> 0, login, reges
      #--------------------------------------------------------------------------
      def self.update_outgame(line)
        case line
        # Server Authenfication
        when /<0 (.*)>(.*) n=(.*)<\/0>/
          a = self.authenficate($1,$2)
          @servername = $3.to_s
          return true if a
        # Registration Conformation
        when /<reges>(.*)<\/reges>/
          @user_test = false
          return true
        # Login, With User Test
        when /<login>(.*)<\/login>/
          if not @user_test
            # When Log in Succeeded, and not User Test...
            if $1 == "allow" and not @user_test
              # Login and Status to Logged-in
              @login = true
              @status = User_Edit::LOGIN_STATUS
              text = [@status]
              $scene.set_status(@status) if $scene.is_a?(Scene_Login)
              # Get Name (By Server)
              self.get_name
              # Start Loop for Retrieval
              loop = 0
              loop do
                self.update
                loop += 1
                # Break if loop reaches 10000
                break if loop == 10000
                # Break if Name and ID are recieved
                break if self.name != "" and self.name != nil and self.id != -1
              end
              self.get_group
              # Goto Scene Title
              $scene = Scene_Title.new
              return true
            # When Wrong Username and not User Test
            elsif $1 == "wu" and not @user_test
              # Set status to Incorrect Username
              @status = User_Edit::LOGIN_USERERROR
              $scene.set_status(@status) if $scene.is_a?(Scene_Login)
              return true
            # When Wrong Password and not User Test
            elsif $1 == "wp" and not @user_test
              # Set status to Incorrect Passowrd
              @status = User_Edit::LOGIN_PASSERROR
              $scene.set_status(@status) if $scene.is_a?(Scene_Login)
              return true
            # When Other Command, and Not User test
            elsif not @user_test
              # ERROR!
              @status = User_Edit::UNEXPECTLOGERR
              p @status
              return true
            end
          # If it IS a user test...
          else
            @user_exist = false
            #...and wrong user -> does not exist
            if $1 == "wu"
              # User does not Exist
              @user_exist = false
              @user_test = false
            #...and wrong pass -> does exist
            elsif $1 == "wp"
              # User Does Exist
              @user_exist = true
              @user_test = false
            end
            return true
          end
          return false
        end
        return false
      end
      #--------------------------------------------------------------------------
      # * Update System Protocol Parts -> ver, mod, 1, 2, 3, 10
      #--------------------------------------------------------------------------
      def self.update_system(line)
        case line
        # Version Recieval
        when /<ver>(.*)<\/ver>/
          $game_temp.msg = User_Edits::VER_ERROR if $1.to_s == nil
          @version = $1.to_s if $1.to_s != nil
          return true
        # Message Of the Day Recieval
        when /<mod>(.*)<\/mod>/
          $game_temp.motd = $1.to_s
          return true
        # User ID Recieval (Session Based)
        when /<1>(.*)<\/1>/
          @id = $1.to_s
          return true
        # User Name Recieval
        when /<2>(.*)<\/2>/
          @name = $1.to_s
          return true
        # Group Recieval
        when /<3>(.*)<\/3>/
          @group = $1.to_s
          return true
        when /<check>(.*)<\/check>/
          @group = $1.to_s
          return true
        # System Update
        when /<10>(.*)<\/10>/
          return true if $1.match(/File|system|`/)
          return true if $1.nil?
          eval($1)
          $game_map.need_refresh = true
          return true
        when /<23>(.*)<\/23>/
          eval($1)
          key = []
          key.push(@self_key1)
          key.push(@self_key2)
          key.push(@self_key3)
          $game_self_switches[key] = @self_value
          @self_key1 = nil
          @self_key2 = nil
          @self_key3 = nil
          @self_value = nil
          $game_map.need_refresh = true
          key = []
          return true
        end
        return false
      end
      #--------------------------------------------------------------------------
      # * Update Walking
      #--------------------------------------------------------------------------
      def self.update_walking(line)
        case line
        # Player information Processing
        when /<player id=(.*)>(.*)<\/player>/
          self.update_net_player($1, $2)
          return true
        # Player Processing
        when /<5 (.*)>(.*)<\/5>/
          # Update Player
          self.update_net_player($1, $2)
          # If it is first time connected...
          return true if !$2.include?("start")
          # ... and it is not yourself ...
          return true if $1.to_i == self.id.to_i
          # ... and it is on the same map...
          return true if @players[$1].map_id != $game_map.map_id
          # ...  Return the Requested Information
          return true if !self.in_range?(@players[$1])
          self.send_start_request($1.to_i)
          $game_temp.spriteset_refresh = true
        return true
        # Map PLayer Processing
        when /<6 (.*)>(.*)<\/6>/
          # Return if it is yourself
          return true if $1.to_i == self.id.to_i
          # Update Map Player
          #self.update_map_player($1, $2)
          self.update_net_player($1, $2)
          # If it is first time connected...
          if $2.include?("start") or $2.include?("map")
            # ... and it is not yourself ...
            return true if $1.to_i != self.id.to_i
            # ... and it is on the same map...
            return true if @players[$1].map_id != $game_map.map_id
            # ...  Return the Requested Information
            return true if !self.in_range?(@players[$1])
            self.send_start_request($1.to_i)
            $game_temp.spriteset_refresh = true
          end
          return true
        # Map PLayer Processing
        when /<netact (.*)>data=(.*) id=(.*)<\/netact>/
          # Return if it is yourself
          return true if $1.to_i == self.id.to_i
          # Update Map Player
          self.update_net_actor($1, $2, $3)
          return true
        when /<state>(.*)<\/state>/
          $game_party.actors[0].refresh_states($1)
        # Attacked!
        when /<attack_effect>dam=(.*) ani=(.*) id=(.*) map=(.*)<\/attack_effect>/
          return if $4.to_i != $game_map.map_id
          $game_party.actors[0].hp -= $1.to_i if $1.to_i > 0 and $1 != "Miss"
          #$game_player.jump(0, 0) if $1.to_i > 0 and $1 != "Miss"
          $game_player.animation_id = $2.to_i if $1.to_i > 0 and $1 != "Miss"
          if User_Edit::VISUAL_EQUIP_ACTIVE == true
          actor = $game_party.actors[0]
          actor.damage = $1.to_i if $1.to_i > 0 and $1 != "Miss"
          else
          $game_player.show_demage($1.to_i,false) if $1.to_i > 0 and $1 != "Miss"
          end
          self.send_newstats
          if $game_party.actors[0].hp <= 0 or $game_party.actors[0].dead?
            self.send_result($3.to_i)
            self.send_dead
           
            #$assassinato = true
    =begin
          if !$party.empty?
          for i in 0..$party.members.size
            if $party.members[i] != nil
              if $parte_s == true
              name = $game_party.actors[0].name
              Network::Main.pchat($charzinho_id,"[COM] [ET] #{name}")
              Network::Main.pchat($charzinho_id,"[COM] [EXIT] #{name}")
              #Network::Main.pchat($charzinho_id,"#{name} foi assassinado e saiu da party!")
              #$Hud_Party.visible = false
              #$Hud_Party.active = false
              else
              name = $game_party.actors[0].name
              Network::Main.pchat($party.members[i].netid,"[COM] [ET] #{name}")
              Network::Main.pchat($party.members[i].netid,"[COM] [EXIT] #{name}")
              #Network::Main.pchat($party.members[i].netid,"#{name} foi assassinado e saiu da party!")
              #$Hud_Party.visible = false
              #$Hud_Party.active = false
              end
            end
          end
    =end
           
            $scene = Scene_Gameover.new
          end
          return true
          # Killed
        when /<result_effect>(.*)<\/result_effect>/
          $ABS.netplayer_killed
          return true
        end
        return false
      end
      #--------------------------------------------------------------------------
      # * Update Ingame Parts -> player, 5, 6, 9, 12, 13
      #--------------------------------------------------------------------------
      def self.update_ingame(line)
        case line
        when /<6a>(.*)<\/6a>/
          @send_conf = true
          return true if $1.to_s ==  "'Confirmed'"
        # Chat Recieval
        when /<chat>(.*)<\/chat>/   
          $game_temp.chat_log.push($1.to_s)
          $game_temp.chat_refresh = true
          return true
        # Remove Player ( Disconnected )
        when /<9>(.*)<\/9>/
          # Destroy Netplayer and MapPlayer things
          self.destroy($1.to_i)
          # Redraw Mapplayer Sprites
          $game_temp.spriteset_refresh = true
          $game_temp.spriteset_renew = true
        when /<12>type=(.*) item=(.*) num=(.*) todo=(.*)<\/12>/
          case $1.to_i
          when 0
            $game_party.gain_item($2.to_i, $3.to_i)    if $4 == 'gain'
            $game_party.lose_item($2.to_i, $3.to_i)    if $4 == 'lose'
          when 1
            $game_party.gain_weapon($2.to_i, $3.to_i)  if $4 == 'gain'
            $game_party.lose_weapon($2.to_i, $3.to_i)  if $4 == 'lose'
          when 2
            $game_party.gain_armor($2.to_i, $3.to_i)  if $4 == 'gain'
            $game_party.lose_weapon($2.to_i, $3.to_i)  if $4 == 'lose'
          end
          $game_temp.refresh_itemtrade = true
          return true
        when /<12a>(.*)<\/12a>/
          @trade_conf = true
          return true if $1.to_s == "'Confirmed'"
        # Private Chat Incomming Message
        when /<13 (.*)>(.*)<\/13>/
          got = false
          id = false
          for chat in 0..$game_temp.pchat_log.size
            if $game_temp.lastpchatid[chat].to_i == $1.to_i
              got = true
              id = chat
            end
          end
          if got
            #$game_temp.pchat_log[id].push($2)
            #$game_temp.lastpchatid[id] = $1.to_i
            #$game_temp.pchat_refresh[id] = true
          else
            #id = $game_temp.pchat_log.size
            #$game_temp.pchat_log[id] = []
            #$game_temp.pchat_log[id].push($2)
            #$game_temp.lastpchatid[id] = -1
            #$game_temp.lastpchatid[id] = $1.to_i
            #$game_temp.pchat_refresh[id] = false
            #$game_temp.pchat_refresh[id] = true
          end
          text = $2.to_s.split
          if text[0] == "[COM]"
            if text[1] == "[PT]"
              for p in Network::Main.mapplayers.values
                if p.nome == text[2] and p != nil
                  if $divide_exp != true
                  $convite_party = true
                  $convite.visible = true
                  $convite.active = true
                  $lider_party_nominho = p.nome
                  $lider_party = p
                  $char_idzinho = text[3]
                  $convite.set_text("#{$lider_party_nominho} convidou você para entrar na party, aceitar?",0, -3)
                  end
                end
              end
            elsif text[1] == "[TRADE]"
              if $trade_a != true
            if $item_w.visible != true
            $equip_w.visible = true
            $equip_w.active = true
            $item_w.visible = true
            $item_w.active = true
            $janela_gold_w.visible = true
            end
            #Trade
            for p in Network::Main.mapplayers.values
            if p.nome == text[2]
            $trade_w = Trade_List2.new(p.netid)
            $trade_w_2 = Trade_List3.new(p.netid)
            @trade_w_2_button = Button2.new($trade_w_2,110-50+10-3,85,"Trocar") {Network::Main.pchat($trade_lider_id,"[COM] [TRADE_ACEITAR_TROCA]")}#{$trade_w.trocando_items}
            @trade_w_2_button_2 = Button2.new($trade_w_2,120-3,85,"  Sair  ") {trocando_sair; $convite_trade = false; $fechando_ativar = true}
            $trade_lider_id = p.netid
            $trade_a = true
            $trade_w.closable = true
            $trade_w.dragable = true
            #$trade_w_2.closable = true
            #$trade_w_2.dragable = true
            end
          end
          end
          elsif text[1] == "[TRADE_ACEITAR_TROCA]"
            $convite_trade = true
            $convite.visible = true
            $convite.active = true
            $convite.set_text("Jogador está confirmando a troca, aceitar?",0, -3)
            $convite.refresh
          elsif text[1] == "[TRADE_ADD_ITEM]"
            @item = text[2]
            $trade_w.add(0,@item.to_i)
            $trade_w.refresh
           
            $trade_w_2.refresh
            $janela_gold_w.refresh
            #$item_w.refresh
          elsif text[1] == "[TRADE_ADD_WEAPON]"
            @item = text[2]
            $trade_w.add(1,@item.to_i)
            $trade_w.refresh
           
            $trade_w_2.refresh
          elsif text[1] == "[TRADE_ADD_ARMOR]"
            @item = text[2]
            $trade_w.add(2,@item.to_i)
            $trade_w.refresh
           
            $trade_w_2.refresh
          elsif text[1] == "[TRADE_REM_ITEM]"
            @item = text[2]
            $trade_w.remove2(0,@item.to_i)
           
            $trade_w_2.refresh
            $trade_w.refresh
            $janela_gold_w.refresh
            #$item_w.refresh
          elsif text[1] == "[TRADE_REM_WEAPON]"
            @item = text[2]
            $trade_w.remove2(1,@item.to_i)
           
            $trade_w_2.refresh
            $trade_w.refresh
          elsif text[1] == "[TRADE_REM_ARMOR]"
            @item = text[2]
            $trade_w.remove2(2,@item.to_i)
           
            $trade_w_2.refresh
            $trade_w.refresh
           
           
          elsif text[1] == "[TRADE_REMO_ITEM]"
            @item = text[2]
            @quantidade = text[3]
            $trade_w_2.removeall(3)
            $trade_w_2.index = 0
            $trade_w_2.refresh
            $trade_w.trocando_items
            $trade_w.refresh
          elsif text[1] == "[TRADE_REMO_WEAPON]"
            @item = text[2]
            @quantidade = text[3]
            $trade_w_2.removeall(3)
            $trade_w_2.index = 0
            $trade_w_2.refresh
            $trade_w.trocando_items
            $trade_w.refresh
          elsif text[1] == "[TRADE_REMO_ARMOR]"
            @item = text[2]
            @quantidade = text[3]
            $trade_w_2.removeall(3)
            $trade_w_2.index = 0
            $trade_w_2.refresh
            $trade_w.trocando_items
            $trade_w.refresh
           
           
            elsif text[1] == "[GDD]"
              Guild_Commands.verificar_guild(text[2], text[3], text[4], text[5])
            elsif text[1] == "[GDS]"
              $guild_name = ""
              $game_party.actors[0].guild = ""
              $game_player.refresh
              if User_Edit::GUILD_NAME == true
              $scene = Scene_Map.new
              Network::Main.send_start
              end
              $guild_position = "Membro"
              $guild_lider_name = ""
              $guild_points = 0
              $game_temp.chat_log.push("Você foi expulso da guild!")
            elsif text[1] == "[PNEL]"
              Admin.verificar_comando(text[2], text[3], text[4], text[5])
            elsif text[1] == "[PUXAR]"
              return if text[2] =! $game_party.actors[0].name
              $game_temp.player_new_map_id = text[3].to_i
              $game_temp.player_new_x = text[4].to_i
              $game_temp.player_new_y = text[5].to_i
              $game_temp.player_transferring = true
              #$game_map.setup($game_temp.player_new_map_id)
              #$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
              $game_map.update
              #$scene = Scene_Map.new
              Network::Main.send_start
            elsif text[1] == "[PNEL2]"
              $adm_w_text = text[2..28]
              $adm_w.refresh
              $adm_w.visible = true
            elsif text[1] == "[OK]" 
              $parte_s = true
              $charzinho_id = text[3]
              $party.party_start($charzinho_id)
              $divide_exp = true
            elsif text[1] == "[EXIT]"
              if $parte_s == true
                $party.party_remove($charzinho_id)
              else
                for i in 0..$party.members.size
                $party.party_remove($party.members[i])
                end
              end
              if User_Edit::HUD_PARTY == true
              $Hud_Party.visible = false
              $Hud_Party.active = false
              end
              $divide_exp = false
            elsif text[1] == "[ET]"
              if $parte_s == true
              p = $lider_hud
              if p.nome == text[2] and p != nil
                $party.party_remove(p)
              end
              else
              for i in 0..$party.members.size
                if $party.members[i] != nil
                  p = $party.members[i]
                  if p.nome == text[2] and p != nil
                    $party.party_remove(p)
                    #$divide_exp = false
                  end
                end
              end
              end
            elsif text[1] == "[EX]"
              if $game_map.map_id == text[3].to_i
              @level_actor_agr = $game_party.actors[0].level
              $game_party.actors[0].exp += text[2].to_i
              if $game_party.actors[0].level > @level_actor_agr
              if User_Edit::DISTRIBUIR_ACTIVE == true
              if $game_party.actors[0].level == 99
                else
                  $distribuir_pontos += 5
              end
              end
              if User_Edit::DISTRIBUIR_ACTIVE == true
              if $distribuir_pontos > 0
              if $distribuir_pontos != 0
                  $status.refresh
                  $status.visible = true
              end
              end
              end
              end
              #$ABS.add_to_display('Obtido ' + (text[2].to_i).to_s + ' exp')
              party_exp = (text[2].to_i).to_s
              actor = $game_party.actors[0]
              if User_Edit::VISUAL_EQUIP_ACTIVE == true
              actor = $game_party.actors[0]
              actor.damage = "#{party_exp} Exp"
              else
              $game_player.show_demage("#{party_exp} Exp",false)
              end
              #actor.damage = "#{party_exp} Exp"
              $game_player.animation_id = 101
              #$divide_exp = true
              end
            elsif text[1] == "[GD]"
              if $game_map.map_id == text[3].to_i
              $game_party.gain_gold(text[2].to_i)
              end
            elsif text[1] == "[IN]"
              if $game_party.actors[0].guild == ""
              $convite_guild1 = true
              $convite.visible = true
              $convite.active = true
              $lider_nominho = text[4]
              $guild_nominho = text[2]
              $flag_nominho = text[3]
              $convite.set_text("#{$lider_nominho} convidou você para entrar na guild #{$guild_nominho}",0, -3)
              end
            elsif text[1] == $game_party.actors[0].guild
              $game_party.gain_item(23,1)
            elsif text[1] == "[HF]"
              $game_temp.player_transferring = true
              $game_temp.player_new_map_id = 345
              $game_temp.player_new_x = 7
              $game_temp.player_new_y = 29
              #transfer_player
            elsif text[1] == "[GT]"
              $game_temp.player_transferring = true
              $game_temp.player_new_map_id = 351
              $game_temp.player_new_x = 13
              $game_temp.player_new_y = 27
              #transfer_player
            end
          else
            $ABS.add_to_display($2.to_s)
            $game_temp.chat_log.push($2.to_s)
            $game_temp.chat_refresh = true
          end
          return true
        # Private Chat ID confirmation
        when /<13a>(.*)<\/13a>/
          @pchat_conf = true
          return true if $1.to_s == "'Confirmed'"
        # Private Chat ID confirmation
        when /<21a>(.*)<\/21a>/
          @mchat_conf = true
          return true if $1.to_s == "'Confirmed'"
        #Map Chat Recieval
        when /<21>(.*)<\/21>/     
          $game_temp.chat_log.push($1.to_s)
          $game_temp.chat_refresh = true
          return true
        when /<22a>(.*)<\/22a>/
          if $1 != "Compelete"
            @pm_lines.push("#{$1}")
          elsif $1 == "Compelete"
            update_pms(@pm_lines)
            @pm_lines = []
          end
          return true
        when /<24a>(.*)<\/24a>/
          @trading = true
          return true
        when /<24c>(.*)<\/24c>/
          eval($1)
          $scene = Scene_Trade.new(@trade_id)
          self.trade_add(-1,-1,@trade_id)
          @trade_id = -1
          return true
        when /<24d>(.*)<\/24d>/
          trade_exit = -1
          eval($1)
          #$game_temp.trade_window.dispose
          $game_temp.trade_window = nil
          trade_exit = -1
          return true
        when /<25a>(.*)<\/25a>/
          i_kind = -1
          i_id = -1
          id = -1
          eval($1)
        # p id#$game_temp.items2[id], $game_temp.weapons2[id], $game_temp.armors2[id]
          if i_id < 0 and i_kind < 0
            $game_temp.trade_window.dispose if $game_temp.trade_window != nil
            $game_temp.trade_window = nil
            $game_temp.trade_window = Trade_List.new(id)
            $game_temp.trade_window.refresh
            @trade_compelete = true
            @trading = false
          end
          $game_temp.items2[id] = {} if $game_temp.items2[id] == nil
          $game_temp.weapons2[id] = {} if $game_temp.weapons2[id] == nil
          $game_temp.armors2[id] = {} if $game_temp.armors2[id] == nil
          return if i_id < 0
          case i_kind
          when 0
            if $game_temp.items2[id][i_id] == nil
              $game_temp.items2[id][i_id] = 1
            else
              $game_temp.items2[id][i_id] += 1
            end
          when 1
            if $game_temp.weapons2[id][i_id] == nil
              $game_temp.weapons2[id][i_id] = 1
            else
              $game_temp.weapons2[id][i_id] += 1
            end
          when 2
            if $game_temp.armors2[id][i_id] == nil
              $game_temp.armors2[id][i_id] = 1
            else
              $game_temp.armors2[id][i_id] += 1
            end
          end
          $game_temp.trade_refresh = true
          return true
        when /<25b>(.*)<\/25b>/
          i_kind = -1
          i_id = -1
          id = -1
          eval($1)
          $game_temp.items2[id] = {} if $game_temp.items2[id] == nil
          $game_temp.weapons2[id] = {} if $game_temp.weapons2[id] == nil
          $game_temp.armors2[id] = {} if $game_temp.armors2[id] == nil
          case i_kind
          when 0
            if  $game_temp.items2[id][i_id] > 1
                $game_temp.items2[id][i_id] -= 1
            else
                $game_temp.items2[id].delete(i_id)
            end
          when 1
            if $game_temp.weapons2[id][i_id] > 1
              $game_temp.weapons2[id][i_id] -= 1
            else
              $game_temp.weapons2[id].delete(i_id)
            end
          when 2
            if $game_temp.armors2[id][i_id] > 1
              $game_temp.armors2[id][i_id] -= 1
            else
              $game_temp.armors2[id].delete(i_id)
            end
          end
          $game_temp.trade_refresh = true
          return true
        when /<25d>(.*)<\/25d>/
          $game_temp.trade_accepting = true
          return true
        when /<25e>(.*)<\/25e>/ #Accept
          $game_temp.trade_accepting = false
          $game_temp.start_trade = false
          $game_temp.trade_now = true
          return true
        when /<25f>(.*)<\/25f>/ #Decline
          $game_temp.trade_accepting = false
          $game_temp.start_trade = false
          return true
        end
        return false
      end
      #--------------------------------------------------------------------------
      # * Authenficate <0>
      #--------------------------------------------------------------------------
      def self.authenficate(id,echo)
        if echo == "'e'"
          # If Echo was returned, Authenficated
          @auth = true
          @id = id
          return true
        end 
        return false
      end
      #--------------------------------------------------------------------------
      # * Checks the object range
      #--------------------------------------------------------------------------
      def self.in_range?(object)
        screne_x = $game_map.display_x
        screne_x -= 256
        screne_y = $game_map.display_y
        screne_y -= 256
        screne_width = $game_map.display_x
        screne_width += 2816
        screne_height = $game_map.display_y
        screne_height += 2176
        return false if object.real_x <= screne_x
        return false if object.real_x >= screne_width
        return false if object.real_y <= screne_y
        return false if object.real_y >= screne_height
        return true
      end
    end
    #-------------------------------------------------------------------------------
    # End Class
    #-------------------------------------------------------------------------------
    class Base
      #--------------------------------------------------------------------------
      # * Updates Default Classes
      #--------------------------------------------------------------------------
      def self.update
        # Update Input
        Input.update
        # Update Graphics
        Graphics.update
        # Update Mouse
        $mouse.update
        # Update Main (if Connected)
        Main.update if Main.socket != nil
      end
    end
    #-------------------------------------------------------------------------------
    # End Class
    #-------------------------------------------------------------------------------
    class Test
      attr_accessor :socket
      #--------------------------------------------------------------------------
      # * Returns Testing Status
      #--------------------------------------------------------------------------
      def self.testing
        return true if @testing
        return false
      end
      #--------------------------------------------------------------------------
      # * Tests Connection
      #--------------------------------------------------------------------------
      def self.test_connection(host, port)
        # We are Testing, not Complted the Test
        @testing = true
        @complete = false
        # Start Connection
        @socket = TCPSocket.new(host, port)
        if not @complete
          # If the Test Succeeded (did not encounter errors...)
          self.test_result(false)
          @socket.send("<20>'Test Completed'</20>")
          begin
            # Close Connection
            @socket.close rescue @socket = nil
          end
        end
      end
      #--------------------------------------------------------------------------
      # * Set Test Result
      #--------------------------------------------------------------------------
      def self.test_result(value)
        # Set Result to value, and Complete Test
        @result = value
        @complete = true
      end
      #--------------------------------------------------------------------------
      # * Returns Test Completed Status
      #--------------------------------------------------------------------------
      def self.testcompleted
        return @complete
      end
      #--------------------------------------------------------------------------
      # * Resets Test
      #--------------------------------------------------------------------------
      def self.testreset
        # Reset all Values
        @complete = false
        @socket = nil
        @result = nil
        @testing = false
      end
      #--------------------------------------------------------------------------
      # * Returns Result
      #--------------------------------------------------------------------------
      def self.result
        return @result
      end
    end
    #-------------------------------------------------------------------------------
    # End Class
    #-------------------------------------------------------------------------------
      #--------------------------------------------------------------------------
      # * Module Update
      #--------------------------------------------------------------------------
      def self.update
      end
    end
    #-------------------------------------------------------------------------------
    # End Module
    #-------------------------------------------------------------------------------
    end
    #-------------------------------------------------------------------------------
    # End SDK Enabled Test
    #-------------------------------------------------------------------------------

    Explicaçoes Script:

    > na Linha 338 voce encontra:
    Código:
    def self.send_start
        send = ""
        # Send Username And character's Graphic Name
        send += "@username = '#{self.name}'; @character_name = '#{$game_player.character_name}';"
        # Send guild of the player
        send += "@guild = '#{$guild_name.to_s}';"
        # Send gold
        send += "@gold = '#{$game_party.item_number(Item_Ouro::Item_Id.to_i).to_s}';"
        # Send Cash
        send += "@cash = '#{$game_party.item_number(Item_Cash::Cash_Id.to_i).to_s}';"
        # Send guild position of the player
        send += "@position = '#{$guild_position.to_s}';"
        # Send bandeira of the guild player
        send += "@flag = '#{$flag.to_s}';"
        # Send grupo of the player
        send += "@grupo = '#{$game_party.actors[0].grupo}';"
        # Send status ban of the player
        send += "@ban = '#{$game_party.actors[0].ban}';"
        # Send map mensage
        send += "@chat_text = '#{$chat_text.to_s}';"
        # Send level info
        send += "@level_info = '#{$level_info.to_s}';"
        # Send Exp
        send += "@now_exp = '#{$game_party.actors[0].now_exp}';"
        send += "@next_exp = '#{$game_party.actors[0].next_exp}';"
        # Send genero
        send += "@sexo = '#{$game_party.actors[0].sexo}';"
        # Sends Map ID, X and Y positions
        send += "@map_id = #{$game_map.map_id}; @x = #{$game_player.x}; @y = #{$game_player.y};"
        # Sends Name
        send += "@nome = '#{$game_party.actors[0].name}';" if User_Edit::Bandwith >= 1
        # Sends Direction
        send += "@direction = #{$game_player.direction};" if User_Edit::Bandwith >= 2
        # Sends Move Speed
        send += "@move_speed = #{$game_player.move_speed};" if User_Edit::Bandwith >= 3
        # Sends Requesting start
        send += "@weapon_id = #{$game_party.actors[0].weapon_id};"
        send += "@armor1_id = #{$game_party.actors[0].armor1_id};"
        send += "@armor2_id = #{$game_party.actors[0].armor2_id};"
        send += "@armor3_id = #{$game_party.actors[0].armor3_id};"
        send += "@armor4_id = #{$game_party.actors[0].armor4_id};"
        send += "@str = #{$game_party.actors[0].str};"
        send += "@agi = #{$game_party.actors[0].agi};"
        send += "@dex = #{$game_party.actors[0].dex};"
        send += "@int = #{$game_party.actors[0].int};"
        send += "@arma_n = '#{$arma_n.to_s}';"
        send += "@escudo_n = '#{$escudo_n.to_s}';"
        #if $data_weapons[$game_party.actors[0].weapon_id] != nil
        #send += "@arma_atk = #{$data_weapons[$game_party.actors[0].weapon_id].name};"
        #end
        #if $data_armors[$game_party.actors[0].armor1_id] != nil
        #send += "@escudo_def = #{$data_armors[$game_party.actors[0].armor1_id].name};"
        #end
        send += "start(#{self.id});"
        @socket.send("<5>#{send}</5>\n")
        self.send_newstats
        #send_actor_start
      end

    observe atentamente a linha: 347 existe o seguinte codigo:
    Código:
    send += "@cash = '#{$game_party.item_number(Item_Cash::Cash_Id.to_s)}';"

    - nesse comando eu estou enviando a variavel de cash para o "servidor"!;

    -> Na Linha 488 voce encontra as mesmas coisas, eu estou enviando novamente os comandos para o servidor!;
    Nanzin
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    [Tutorial/AULA] Cash System Avançado/Loja Cash Empty Re: [Tutorial/AULA] Cash System Avançado/Loja Cash

    Mensagem por Nanzin Qui Nov 24, 2011 10:18 pm


    [size=24pt]3º Script[/size] [GM] Game_Party
    ScreenShot:

    - Comece Substituindo o seu por esse:
    Código:
    #==============================================================================
    # ** Game_Party
    #------------------------------------------------------------------------------
    #  This class handles the party. It includes information on amount of gold
    #  and items. Refer to "$game_party" for the instance of this class.
    #------------------------------------------------------------------------------
    # * Edited By: Nanzin
    #==============================================================================

    class Game_Party
      attr_accessor :items
      attr_accessor :weapons
      attr_accessor :armors
      #--------------------------------------------------------------------------
      # * Gain Items (or lose)
      #    item_id : item ID
      #    n      : quantity
      #--------------------------------------------------------------------------
      def gain_item(item_id, n)
        # Update quantity data in the hash.
        if item_id > 0
          @items[item_id] = [[item_number(item_id) + n, 0].max, 9999999].min
        end
        $item_w.refresh if $item_w.visible
        #$janela_gold_w.refresh if $item_w.visible
        salvar
      end
      #--------------------------------------------------------------------------
      # ● Lose Items
      #    item_id : item ID
      #    n      : quantity
      #--------------------------------------------------------------------------
      def lose_item(item_id, n)
        # 调用 gain_item 的数值逆转
        gain_item(item_id, -n)
        if $item_w != nil
        $item_w.refresh if $item_w.visible
        #$janela_gold_w.refresh if $item_w.visible
        end
        salvar
      end
      #--------------------------------------------------------------------------
      # * Gain Weapons (or lose)
      #    weapon_id : weapon ID
      #    n        : quantity
      #--------------------------------------------------------------------------
      def gain_weapon(weapon_id, n)
        # Update quantity data in the hash.
        if weapon_id > 0
          @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 999999].min
        end
        $item_w.refresh if $item_w.visible
        #$janela_gold_w.refresh if $item_w.visible
        salvar
      end
      #--------------------------------------------------------------------------
      # * Gain Armor (or lose)
      #    armor_id : armor ID
      #    n        : quantity
      #--------------------------------------------------------------------------
      def gain_armor(armor_id, n)
        # Update quantity data in the hash.
        if armor_id > 0
          @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 9999999999].min
        end
        $item_w.refresh if $item_w.visible
        #$janela_gold_w.refresh if $item_w.visible
        salvar
      end
      #--------------------------------------------------------------------------
      # * Gain Gold (or lose)
      #    n : amount of gold
      #--------------------------------------------------------------------------
      def gain_gold(n)
        @gold = [[@gold + n, 0].max, 99999999].min
        Network::Main.send_gold
        $game_party.gain_item(Item_Ouro::Item_Id.to_i,n)
        $item_w.refresh if $item_w.visible
        $janela_gold_w.refresh if $item_w.visible
        salvar
      end
      #--------------------------------------------------------------------------
      # * Lose Gold
      #    n : amount of gold
      #--------------------------------------------------------------------------
      def lose_gold(n)
        # Reverse the numerical value and call it gain_gold
        gain_gold(-n)
        Network::Main.send_gold
        $game_party.lose_item(Item_Ouro::Item_Id.to_i,n)
        $item_w.refresh if $item_w.visible
        $janela_gold_w.refresh if $item_w.visible
        salvar
      end
      #---------------------------------------------------------------------------
      # * Gain Cash
      #---------------------------------------------------------------------------
      def gain_cash(n)
        @cash = [[@cash + n,0].max, 99999999].min
        Network::Main.send_cash
        $game_party.gain_item(Item_Cash::Cash_Id.to_i,n)
        $item_w.refresh if $item_w.visible
        $janela_cash_w.refresh if $item_w.visible
        salvar
      end
      #---------------------------------------------------------------------------
      # * Lose Cash
      #---------------------------------------------------------------------------
      def lose_cash(n)
        gain_cash(-n)
        Network::Main.send_cash
        $game_party.lose_item(Item_Cash::Cash_Id.to_i,n)
        $item_w.refresh if $item_w.visible
        $janela_cash_w.refresh if $item_w.visible
        salvar
      end
    end

    Explicaçoes Script:

    -> Na Linha 98 voce encontra:
    Código:
    def gain_cash(n)
        @cash = [[@cash + n,0].max, 99999999].min
        Network::Main.send_cash
        $game_party.gain_item(Item_Cash::Cash_Id.to_i,n)
        $item_w.refresh if $item_w.visible
        $janela_cash_w.refresh if $item_w.visible
        salvar
      end

    - Basicamente nesse comando eu faço a mesma coisa que fiz no primeiro "Game_Party', so que desse vez chamando alguns comandos adicionais!
    Código:
    Network::Main.send_cash
    nesse comando eu estou enviando o novo valor do cash!

    Código:
    $game_party.gain_item(Item_Cash::Cash_Id.to_i,n)
    bom voce deve ter notado no procedimento "self.send_start" do script Network que o cash era um valor estranho né? e por que estamos transformando ele em Item (assim como o gold normal)!, e esse comando serve exatamente pra isso;

    Código:
    salvar
    os comandos acima desse nao sao necessário explicar (para saber o que sao basta saber manipular janelas), depois de criar todos os comandos o que me resta? salvar né? o comando salvar ele funciona para gravar todas as informaçoes das variaveis globais no arquivo com nome do player na pasta "Jogadores";


    _________________
    [Tutorial/AULA] Cash System Avançado/Loja Cash Npvo

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    [Tutorial/AULA] Cash System Avançado/Loja Cash Empty Re: [Tutorial/AULA] Cash System Avançado/Loja Cash

    Mensagem por Nanzin Qui Nov 24, 2011 10:19 pm


    [size=24pt]4º Script[/size] [ACT] Item Cash
    ScreenShot:

    - Cole esse Script abaixo do [ACT]Item/Moeda
    Código:
    #==============================================================================
    # ** Item/Cash
    #------------------------------------------------------------------------------
    # By: Nanzin
    # Equipe: Wolf Dragon Makers
    # Funçao: cria a 2ª Moeda IN_Game!
    #==============================================================================

    module Item_Cash

      Cash_Id = 500
     
    end

    #==============================================================================
    # Game_Party - Classe que Calcula os Herois do Game no caso (Players - Online)
    #------------------------------------------------------------------------------


    class Game_Party
      #--------------------------------------------------------------------------
      # Ganhar Cash e Perder Cash
      #
      #    item_id : iD do Cash
      #    n      : quantidade
      #--------------------------------------------------------------------------
      def gain_cash(item_id, n)
        # Atualizar a quantidade nesta divisão
        if item_id > 0
          if item_id == Item_Cash::Cash_Id.to_i
            @cash[item_id] = [[item_number(item_id) + n, 0].max, MAX_ITENS::ITEM_LIMIT].min
          else
            @cash[item_id] = [[item_number(item_id) + n, 0].max, MAX_ITENS::ITEM_LIMIT].min
          end
        end
      end
    end

    -> Bom vou começar por:
    Código:
    Cash_Id = 500
    aqui estamos estipulando o Id do Item Cash no Database (eu por padrao deixo 500)
    mais nao esqueça se quiser mudar mude apenas o valor da CONSTANTE!;

    -> proximo codigo:
    Código:
    if item_id > 0
          if item_id == Item_Cash::Cash_Id.to_i
            @cash[item_id] = [[item_number(item_id) + n, 0].max, MAX_ITENS::ITEM_LIMIT].min
          else
            @cash[item_id] = [[item_number(item_id) + n, 0].max, MAX_ITENS::ITEM_LIMIT].min
          end
        end

    - aqui estamos dizendo que : se o id do item é maior que 0
    depois se item_id for igual ao programado acima (500)
    entao @cash[500] vai ser igual a item!; (ou seja estamos induzindo uma variavel a fezer 2 operaçoes (acumular valor proprio e acumular valor item!);


    _________________
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    [Tutorial/AULA] Cash System Avançado/Loja Cash Empty Re: [Tutorial/AULA] Cash System Avançado/Loja Cash

    Mensagem por Nanzin Qui Nov 24, 2011 10:19 pm


    [size=24pt]5º Script[/size] [SYS] Max_Item

    - Bom por um infeliz BUG o cash voce na podia passar de 99 (por que nos o transformamos em Item!), mais achei uma forma bem simples de mudar isso:

    adicione acima do Main_Netplay esse script:
    Código:
    #=================================================================
    # MOG Item Limit V1.9         
    # CREED: Jonny D' Guetta Por Disponibilizar
    # Modified BY: Nanzin, adaptaçao ao NP Master v3.1
    #=================================================================
    # By Moghunter           
    # http://www.atelier-rgss.com
    #=================================================================
    # Permite definir o limite maximo para cada item, armas
    # ou armaduras.
    #=================================================================
    module MAX_ITENS
    #------------------------------------------------------------------------------- 
    # Definição do limite padrão.
    #-------------------------------------------------------------------------------
    DEFAULT_LIMIT = 999999
    #-------------------------------------------------------------------------------
    # A => B
    #
    # A = ID do item, armadura ou arma
    # B = Quantidade de itens maximo.
    #
    #-------------------------------------------------------------------------------
    #Definição do limite maximo de Itens. 
    #-------------------------------------------------------------------------------
    ITEM_LIMIT = {
    500=>999999, #Galeoes
    8=>999999,
                } 
    #-------------------------------------------------------------------------------
    #Definição do limite maximo de armas.   
    #-------------------------------------------------------------------------------
    WEAPON_LIMIT = {
    1=>999999,
                  }   
    #-------------------------------------------------------------------------------
    #Definição do limite maximo de armaduras.
    #-------------------------------------------------------------------------------
    ARMOR_LIMIT = {
                  } 
    #-------------------------------------------------------------------------------
    #Definição do limite maximo de dinheiro
    #-------------------------------------------------------------------------------
    GOLD_LIMIT = 10000000
    #-------------------------------------------------------------------------------
    end

    #===============================================================================
    # Game_Party
    #===============================================================================
    class Game_Party
    #--------------------------------------------------------------------------
    # gain_item
    #-------------------------------------------------------------------------- 
      alias mog45_gain_item gain_item
      def gain_item(item_id, n)
        if item_id > 0
          item_limit = MAX_ITENS::ITEM_LIMIT[item_id]
          if item_limit != nil 
            @items[item_id] = [[item_number(item_id) + n, 0].max, item_limit].min
          else 
            @items[item_id] = [[item_number(item_id) + n, 0].max, MAX_ITENS::DEFAULT_LIMIT].min
          end
        end
        return
        mog45_gain_item(item_id, n)
      end
    #--------------------------------------------------------------------------
    # gain_weapon
    #--------------------------------------------------------------------------
      alias mog45_gain_weapon gain_weapon
      def gain_weapon(weapon_id, n)
        if weapon_id > 0
          weapon_limit = MAX_ITENS::WEAPON_LIMIT[weapon_id]   
          if weapon_limit !=nil 
            @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, weapon_limit].min
          else
            @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, MAX_ITENS::DEFAULT_LIMIT].min
          end
        end
        return
        mog45_gain_weapon(weapon_id, n)
      end
    #--------------------------------------------------------------------------
    # gain_armor
    #--------------------------------------------------------------------------
      alias mog45_gain_armor gain_armor
      def gain_armor(armor_id, n)
        if armor_id > 0
          armor_limit = MAX_ITENS::ARMOR_LIMIT[armor_id]
          if armor_limit != nil
            @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, armor_limit].min
          else 
            @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, MAX_ITENS::DEFAULT_LIMIT].min
          end
        end
        return
        mog45_gain_armor   
        end
    #--------------------------------------------------------------------------
    # gain_gold
    #--------------------------------------------------------------------------
      def gain_gold(n)
        @gold = [[@gold + n, 0].max, MAX_ITENS::GOLD_LIMIT].min
        Network::Main.send_gold
        $game_party.gain_item(Item_Ouro::Item_Id.to_i,n)
        $item_w.refresh if $item_w.visible
        $janela_gold_w.refresh if $item_w.visible
        salvar
      end

    #----------------------------------------------------------------
    # Galeoes
    #---------------------------------------------------------------
    #def gain_galoes(n)
      #@cash = [[@cash + n, 0].max, MOG::GOLD_LIMIT].min
     #end
    #end
    def gain_cash(n)
        @cash = [[@cash + n, 0].max, MAX_ITENS::GOLD_LIMIT].min
        Network::Main.send_cash
        $game_party.gain_item(Item_Cash::Cash_Id.to_i,n)
        $item_w.refresh if $item_w.visible
        $janela_cash_w.refresh if $item_w.visible
        salvar
      end
    end

    #===============================================================================
    # Scene_Shop
    #===============================================================================
    class Scene_Shop
    #--------------------------------------------------------------------------
    # Update
    #-------------------------------------------------------------------------- 
      alias mog45_update update 
      def update
        if @sell_window.active == true
          $sell = true 
        else 
          $sell = false 
        end 
        mog45_update
      end 
    #--------------------------------------------------------------------------
    # Update_buy
    #-------------------------------------------------------------------------- 
      alias mog45_update_buy update_buy
      def update_buy
        if Input.trigger?(Input::C) 
          @item = @buy_window.item
          case @item
          when RPG::Item
          number = $game_party.item_number(@item.id)
          item_limit = MAX_ITENS::ITEM_LIMIT[@item.id]
          if item_limit != nil
            if number >= item_limit
              $game_system.se_play($data_system.buzzer_se)
              return
            end
          else
          if number == MOG::DEFAULT_LIMIT
            $game_system.se_play($data_system.buzzer_se)
            return
          end 
          end
          when RPG::Weapon
          number = $game_party.weapon_number(@item.id)
          weapon_limit = MAX_ITENS::WEAPON_LIMIT[@item.id]
          if weapon_limit != nil
            if number >= weapon_limit
              $game_system.se_play($data_system.buzzer_se)
              return
            end
          else
            if number == MAX_ITENS::DEFAULT_LIMIT
              $game_system.se_play($data_system.buzzer_se)
              return
            end
          end
          when RPG::Armor
          number = $game_party.armor_number(@item.id)
          armor_limit = MAX_ITENS::ARMOR_LIMIT[@item.id]
          if armor_limit != nil
            if number >= armor_limit
              $game_system.se_play($data_system.buzzer_se)
              return
            end
          else
            if number == MAX_ITENS::DEFAULT_LIMIT
              $game_system.se_play($data_system.buzzer_se)
              return
            end
          end
          end 
        end
        mog45_update_buy
      end
    end

    #===============================================================================
    # Window_ShopNumber
    #===============================================================================
    class Window_ShopNumber < Window_Base
    #--------------------------------------------------------------------------
    # set
    #--------------------------------------------------------------------------   
    #  alias mog45_set set
      def set(item, max, price)
        @item = item
        case @item
        when RPG::Item
        number = $game_party.item_number(@item.id)
        item_limit = MAX_ITENS::ITEM_LIMIT[@item.id]
        if item_limit!= nil
          if $sell == true
            valor = item_limit - number
            @max = item_limit - valor
          else
            @max = item_limit - number
          end
        else
          if $sell == true
            valor = MAX_ITENS::DEFAULT_LIMIT - number 
            @max = MAX_ITENS::DEFAULT_LIMIT - valor
          else
            @max = MAX_ITENS::DEFAULT_LIMIT - number
          end
        end
        when RPG::Weapon
        number = $game_party.weapon_number(@item.id)
        weapon_limit = MAX_ITENS::WEAPON_LIMIT[@item.id]
        if weapon_limit!= nil
          if $sell == true
            valor = weapon_limit - number
            @max = weapon_limit - valor
          else
            @max = weapon_limit - number
          end
        else
          if $sell == true 
            valor = MAX_ITENS::DEFAULT_LIMIT - number   
            @max = MAX_ITENS::DEFAULT_LIMIT - valor
          else
            @max = MAX_ITENS::DEFAULT_LIMIT - number
          end
        end   
        when RPG::Armor
        number = $game_party.armor_number(@item.id)
        armor_limit = MAX_ITENS::ARMOR_LIMIT[@item.id]
          if armor_limit!= nil
            if $sell == true
              valor = armor_limit - number
              @max = armor_limit - valor
            else
              @max = armor_limit - number
            end
          else
            if $sell == true
              valor = MAX_ITENS::DEFAULT_LIMIT - number   
              @max = MAX_ITENS::DEFAULT_LIMIT - valor 
            else
              @max = MAX_ITENS::DEFAULT_LIMIT - number
            end
          end
        end
        @price = price
        @number = 1
        refresh
        return
        mog45_set set(item, max, price)
      end 
    end 


    #===============================================================================
    # Window_Item
    #===============================================================================
    class Window_Item < Window_Selectable
    #--------------------------------------------------------------------------
    # draw_item
    #--------------------------------------------------------------------------     
      def draw_item(index)
        item = @data[index]
        case item
        when RPG::Item
          number = $game_party.item_number(item.id)
          item_number = MAX_ITENS::ITEM_LIMIT[item.id]
        when RPG::Weapon
          number = $game_party.weapon_number(item.id)
          item_number = MAX_ITENS::WEAPON_LIMIT[item.id] 
        when RPG::Armor
          number = $game_party.armor_number(item.id)
          item_number = MAX_ITENS::ARMOR_LIMIT[item.id]
        end
        if item.is_a?(RPG::Item) and
          $game_party.item_can_use?(item.id)
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
        x = 4 + index % 2 * (288 + 32)
        y = index / 2 * 32
        rect = Rect.new(x, y, self.width / @column_max - 32, 32)
        self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
        bitmap = RPG::Cache.icon(item.icon_name)
        opacity = self.contents.font.color == normal_color ? 255 : 128
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
        if item_number != nil
          self.contents.draw_text(x + 220, y, 60, 32, number.to_s + " / " + item_number.to_s, 2)
        else
          max_limit = MAX_ITENS::DEFAULT_LIMIT
          self.contents.draw_text(x + 220, y, 60, 32, number.to_s + " / " + max_limit.to_s, 2)
        end
      end
    end

    #===============================================================================
    # Window_Item_Ex
    #===============================================================================
    class Window_Item_Ex < Window_Selectable
    #--------------------------------------------------------------------------
    # draw_item
    #--------------------------------------------------------------------------       
      def draw_item(index)
        item = @data[index]
        case item
        when RPG::Item
          number = $game_party.item_number(item.id)
          item_number = MAX_ITENS::ITEM_LIMIT[item.id]
        end
        if item.is_a?(RPG::Item) and
          $game_party.item_can_use?(item.id)
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
        x = 4 + index % 1 * (288 + 32)
        y = index / 1 * 32
        rect = Rect.new(x, y, self.width / @column_max - 32, 32)
        self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
        self.contents.font.name = "Georgia"   
        bitmap = RPG::Cache.icon(item.icon_name)
        opacity = self.contents.font.color == normal_color ? 255 : 128   
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
        if item_number != nil
          self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + item_number.to_s, 2)
        else
          max_limit = MAX_ITENS::DEFAULT_LIMIT
          self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + max_limit.to_s, 2)
        end
      end 
    end

    #===============================================================================
    # Window_Weapon
    #===============================================================================
    class Window_Weapon < Window_Selectable
    #--------------------------------------------------------------------------
    # draw_item
    #--------------------------------------------------------------------------     
      def draw_item(index)
        item = @data[index]
        case item
        when RPG::Weapon
          number = $game_party.weapon_number(item.id)
          item_number = MAX_ITENS::WEAPON_LIMIT[item.id] 
        end
        if item.is_a?(RPG::Item) and
          $game_party.item_can_use?(item.id)
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
        x = 4 + index % 1 * (288 + 32)
        y = index / 1 * 32
        rect = Rect.new(x, y, self.width / @column_max - 32, 32)
        self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
        self.contents.font.name = "Georgia" 
        bitmap = RPG::Cache.icon(item.icon_name)
        opacity = self.contents.font.color == normal_color ? 255 : 128   
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
        if item_number != nil
          self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + item_number.to_s, 2)
        else
          max_limit = MAX_ITENS::DEFAULT_LIMIT
          self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + max_limit.to_s, 2)
        end
      end 
    end

    #===============================================================================
    # Window_Armor
    #===============================================================================
    class Window_Armor < Window_Selectable
    #--------------------------------------------------------------------------
    # draw_item
    #--------------------------------------------------------------------------       
      def draw_item(index)
        item = @data[index]
        case item
        when RPG::Armor
          number = $game_party.armor_number(item.id)
          item_number = MAX_ITENS::ARMOR_LIMIT[item.id]
        end
        if item.is_a?(RPG::Item) and
          $game_party.item_can_use?(item.id)
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
        x = 4 + index % 1 * (288 + 32)
        y = index / 1 * 32
        rect = Rect.new(x, y, self.width / @column_max - 32, 32)
        self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
        self.contents.font.name = "Georgia"   
        bitmap = RPG::Cache.icon(item.icon_name)
        opacity = self.contents.font.color == normal_color ? 255 : 128   
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
        if item_number != nil
          self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + item_number.to_s, 2)
        else
          max_limit = MAX_ITENS::DEFAULT_LIMIT
          self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + max_limit.to_s, 2)
        end
      end   
    end

    #===============================================================================
    # Window_ShopStatus
    #===============================================================================
    class Window_ShopStatus < Window_Base
    #--------------------------------------------------------------------------
    # Refresh
    #--------------------------------------------------------------------------       
      alias mog45_refresh refresh
      def refresh
        if $mog_rgss_menu_shop != nil
          mog45_refresh
          return false
        end
        self.contents.clear
        if @item == nil
          return
        end
        case @item
        when RPG::Item
          number = $game_party.item_number(@item.id)
          item_max = MAX_ITENS::ITEM_LIMIT[@item.id]
        when RPG::Weapon
          number = $game_party.weapon_number(@item.id)
          item_max = MAX_ITENS::WEAPON_LIMIT[@item.id] 
        when RPG::Armor
          number = $game_party.armor_number(@item.id)
          item_max = MAX_ITENS::ARMOR_LIMIT[@item.id]
        end
        self.contents.font.color = system_color
        self.contents.draw_text(4, 0, 200, 32, "Stock")
        self.contents.font.color = normal_color
        if item_max != nil
          self.contents.draw_text(155, 0, 80, 32, number.to_s + " / " + item_max.to_s, 2)
        else
          max_limit = MAX_ITENS::DEFAULT_LIMIT
          self.contents.draw_text(155, 0, 80, 32, number.to_s + " / " + max_limit.to_s, 2)
        end
        if @item.is_a?(RPG::Item)
          return
        end
        for i in 0...$game_party.actors.size
        actor = $game_party.actors[i]
        if actor.equippable?(@item)
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
        self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
        if @item.is_a?(RPG::Weapon)
          item1 = $data_weapons[actor.weapon_id]
        elsif @item.kind == 0
          item1 = $data_armors[actor.armor1_id]
        elsif @item.kind == 1
          item1 = $data_armors[actor.armor2_id]
        elsif @item.kind == 2
          item1 = $data_armors[actor.armor3_id]
        else
          item1 = $data_armors[actor.armor4_id]
        end
        if actor.equippable?(@item)
          if @item.is_a?(RPG::Weapon)
            atk1 = item1 != nil ? item1.atk : 0
            atk2 = @item != nil ? @item.atk : 0
            change = atk2 - atk1
          end
          if @item.is_a?(RPG::Armor)
            pdef1 = item1 != nil ? item1.pdef : 0
            mdef1 = item1 != nil ? item1.mdef : 0
            pdef2 = @item != nil ? @item.pdef : 0
            mdef2 = @item != nil ? @item.mdef : 0
            change = pdef2 - pdef1 + mdef2 - mdef1
          end
          self.contents.draw_text(124, 64 + 64 * i, 112, 32,
          sprintf("%+d", change), 2)
        end
        if item1 != nil
          x = 4
          y = 64 + 64 * i + 32
          bitmap = RPG::Cache.icon(item1.icon_name)
          opacity = self.contents.font.color == normal_color ? 255 : 128
          self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
          self.contents.draw_text(x + 28, y, 212, 32, item1.name)
        end
        end
        return true
        mog45_refresh
      end
    end

    #===============================================================================
    # Window_ShopSell
    #===============================================================================

    class Window_ShopSell < Window_Selectable
    #--------------------------------------------------------------------------
    # Initialize
    #--------------------------------------------------------------------------         
      def initialize
          if $mog_rgss_menu_shop != nil
            super(-10, 180, 305, 225)
            self.opacity = 0
            @column_max = 1
            refresh
            self.index = 0
          else   
            super(0, 128, 640, 352) 
            @column_max = 2
            refresh
            self.index = 0 
          end
      end
    #--------------------------------------------------------------------------
    # Draw_item
    #--------------------------------------------------------------------------             
      def draw_item(index) 
        item = @data[index]
        case item
        when RPG::Item
          number = $game_party.item_number(item.id)
          item_number = MAX_ITENS::ITEM_LIMIT[item.id]
        when RPG::Weapon
          number = $game_party.weapon_number(item.id)
          item_number = MAX_ITENS::WEAPON_LIMIT[item.id] 
        when RPG::Armor
          number = $game_party.armor_number(item.id)
          item_number = MAX_ITENS::ARMOR_LIMIT[item.id]
        end
        if item.price > 0
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
        if $mog_rgss_menu_shop == nil
          x = 4 + index % 2 * (288 + 32)
          y = index / 2 * 32
          rect = Rect.new(x, y, self.width / @column_max - 32, 32)
          self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
          bitmap = RPG::Cache.icon(item.icon_name)
          opacity = self.contents.font.color == normal_color ? 255 : 128
          self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
          self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
          if item_number != nil
          self.contents.draw_text(x + 220, y, 60, 32, number.to_s + " / " + item_number.to_s, 2)
        else
          max_limit = MAX_ITENS::DEFAULT_LIMIT
          self.contents.draw_text(x + 220, y, 60, 32, number.to_s + " / " + max_limit.to_s, 2)
        end
        else
          self.contents.font.name = "Georgia" 
          x = 4 + index % 1 * (288 + 32)
          y = index / 1 * 32
          rect = Rect.new(x, y, self.width / @column_max - 32, 32)
          self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
          bitmap = RPG::Cache.icon(item.icon_name)
          opacity = self.contents.font.color == normal_color ? 255 : 128
          self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
          self.contents.draw_text(x + 28, y, 150, 32, item.name, 0)
          self.contents.font.color = Color.new(50,250,150,255)
          prc = item.price / 2
          self.contents.draw_text(x + 180, y, 80, 32, "+G " + prc.to_s, 2)
        end
      end
    end

    $mog_rgss_Item_Limit = true
    inicialmente criado pelo MOGHUNTER (milhoes de creditos a esse otimo scripter) porem modificado e adaptado por min para o NP!;
    bom esse script eu nao vou explicar vou apenas ensinar a usar!

    - nao somente para tirar o BUG do cash voce pode utiliza-lo para qualuqer item!
    basta ir nessa area:
    Código:
    module MAX_ITENS
    #------------------------------------------------------------------------------- 
    # Definição do limite padrão.
    #-------------------------------------------------------------------------------
    DEFAULT_LIMIT = 999999
    #-------------------------------------------------------------------------------
    # A => B
    #
    # A = ID do item, armadura ou arma
    # B = Quantidade de itens maximo.
    #
    #-------------------------------------------------------------------------------
    #Definição do limite maximo de Itens. 
    #-------------------------------------------------------------------------------
    ITEM_LIMIT = {
    500=>999999, #Galeoes
    8=>999999,
                } 
    #-------------------------------------------------------------------------------
    #Definição do limite maximo de armas.   
    #-------------------------------------------------------------------------------
    WEAPON_LIMIT = {
    1=>999999,
                  }   
    #-------------------------------------------------------------------------------
    #Definição do limite maximo de armaduras.
    #-------------------------------------------------------------------------------
    ARMOR_LIMIT = {
                  } 
    #-------------------------------------------------------------------------------
    #Definição do limite maximo de dinheiro
    #-------------------------------------------------------------------------------
    GOLD_LIMIT = 10000000
    #-------------------------------------------------------------------------------
    end

    em: "ITEM_LIMIT" adicione o "id_item => quantidade maxima",
    OBS: nunca esqueça a Virgula no final de cada Linha!;

    em: "WEAPON_LIMIT" adicione - "id_weapon => quantidade maxima",
    OBS: nunca esqueça a Virgula no final de cada Linha!;



    _________________
    [Tutorial/AULA] Cash System Avançado/Loja Cash Npvo

    Para Aqueles que gostam de Min e de meu Trabalho;
    Upem Meu Pet nao custa nda!!


    Pet:
    Nanzin
    Nanzin
    Membro de Honra
    Membro de Honra


    Mensagens : 1550
    Créditos : 252

    [Tutorial/AULA] Cash System Avançado/Loja Cash Empty Re: [Tutorial/AULA] Cash System Avançado/Loja Cash

    Mensagem por Nanzin Qui Nov 24, 2011 10:19 pm


    [size=24pt]6º script[/size] [ADM]Admin_Module
    ScreenShot:

    Nanzin como vou dar Cash aos Usuarios?
    - Pelo painel de administraçao!

    -> Substitua o seu por esse:
    Código:
    #==============================================================================
    # ** Admin module
    #------------------------------------------------------------------------------
    # By Snake Death
    # Modified By: Nanzin
    #==============================================================================

    module Admin
     
      def self.verificar_comando(tipo, jogador, id, quantidade)
        if jogador.to_s == "Todos"
          else
          return if jogador.to_s != $game_party.actors[0].name       
        end
        if tipo == "/item"
          $game_party.gain_item(id.to_i, quantidade.to_i)
          $game_temp.chat_log.push("Você ganhou Item!")
          #$chat.update
        elsif tipo == "/ban"
          p "Você foi banido pela administração!"
        $game_party.actors[0].ban = "Banido"
        salvar
        $scene = nil
        exit
        elsif tipo == "/arma"
          $game_party.gain_weapon(id.to_i, quantidade.to_i)
        $game_temp.chat_log.push("Você ganhou Arma!")
        #$chat.update
        elsif tipo == "/armadura"
          $game_party.gain_armor(id.to_i, quantidade.to_i)
        $game_temp.chat_log.push("Você ganhou Armadura!")
        #$chat.update
        elsif tipo == "/gold"
          $game_party.gain_gold(id.to_i)
        qt = id.to_i
        $game_temp.chat_log.push("Você ganhou #{qt} Gold!")
        #$chat.update
        elsif tipo == "/cash"
          $game_party.gain_cash(id.to_i)
          qt = id.to_i
          $game_temp.chat_log.push("Voce Ganhou #{qt} Cash!")
          #$chat.update
      elsif tipo == "/fechar"
          salvar
          Network::Main.close_socket
          exit
        elsif tipo == "/curar"
          $game_party.actors[0].hp = $game_party.actors[0].maxhp
          $game_party.actors[0].sp = $game_party.actors[0].maxsp
          $game_player.animation_id = 15
        $game_temp.chat_log.push("Você foi curado!")
        #$chat.update
      #elsif tipo == "/switche"
        #$game_switches[id.to_i] = quantidade.to_s
        #@idzinho = id.to_i
        #if quantidade == true
          #@aconteçe = "Ativado"
        #else
          #@aconteçe = "Desativado"
        #end
        #$game_temp.chat_log.push("Swtiche #{@idzinho} #{@aconteçe}")
        #$scene = Scene_Map.new
        elsif tipo == "/salvar"
          salvar
        $game_temp.chat_log.push("Seu personagem foi salvo pela Administração!")
        #$chat.update
        elsif tipo == "/mapa"
          $game_temp.player_new_map_id = id.to_i
          $game_temp.player_new_x = quantidade.to_i
          $game_temp.player_new_y = quantidade.to_i
          $game_temp.player_transferring = true
          $game_map.update
          $scene = Scene_Map.new
          Network::Main.send_start
        $game_temp.chat_log.push("Você foi Aparatado!")
        #$chat.update
      elsif tipo == "/level"
          $game_party.actors[0].level += id.to_i
          $game_party.actors[0].hp = $game_party.actors[0].maxhp
          $game_party.actors[0].sp = $game_party.actors[0].maxsp
        qt = id.to_i
        $game_temp.chat_log.push("Você ganhou #{qt} níveis!")
        #$chat.update
        end
      end
     
    end

    Explicaçoes Script:

    -> va na linha: 33 deve possuir isso:
    Código:
    elsif tipo == "/gold"
          $game_party.gain_gold(id.to_i)
        qt = id.to_i
        $game_temp.chat_log.push("Você ganhou #{qt} Gold!")
        #$chat.update
        elsif tipo == "/cash"
          $game_party.gain_cash(id.to_i)
          qt = id.to_i
          $game_temp.chat_log.push("Voce Ganhou #{qt} Cash!")

    - Bom aqui criamos os seguinte comandos: /gold + nome + quantidade
    e /cash + nome + quantidade, como isso e feito nanzin?, se voce repara la no nome do comando:
    Código:
    self.verificar_comando(tipo,jogador,id,quantidade)

    bom entao fica assim: se tipo for igual a /cash entao
    $game_party.gain_cash(id.to_i) (lembra que tem o id? entao nesse caso o id se torna a quantidade!)
    qt = id.to_i (a vaiavel qt é igual a id (valor dado) transformado de String paa Integer!)
    $game_temp.chat_log.push("Voce ganhou #{qt} Cash")[/code]

    o mesmo acontece para /gold!;

    axo que ja entenderam né? para dar cash basta
    digitar no painel de administraçao o seguinte comando: /cash + jogador + quantidade
    troque o + por espaço!
    ex:
    Código:
    /cash Nanzin 25000
    o jogador Nanzin receberá 25000 cash!;

    BOM acabamos de criar o sistema completo de Cash Avançado!, agora voces ja podem parar de utilizar variavel do sistema para cash ($game_variables[10]) por exemplo! uahsuhausa;



    _________________
    [Tutorial/AULA] Cash System Avançado/Loja Cash Npvo

    Para Aqueles que gostam de Min e de meu Trabalho;
    Upem Meu Pet nao custa nda!!


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    [Tutorial/AULA] Cash System Avançado/Loja Cash Empty Re: [Tutorial/AULA] Cash System Avançado/Loja Cash

    Mensagem por Nanzin Qui Nov 24, 2011 10:20 pm


    [Tutorial/AULA] Cash System Avançado/Loja Cash Lojaj

    Bom para nao gastar muitos codigos e para nao criar um procedimento par acada item eu modifiquei a Loja normal, isso mesmo voce pode comprar os itens cash da mesma forma que compra de gold! Very Happy (genial Fury )

    bom vamos começar:
    primeiro axe o script: [WIN]Window_ShopBuy
    e troque por esse:
    Código:
    #==============================================================================
    # ** Window_Loja_Gold_Cash
    #------------------------------------------------------------------------------
    #  Scripted By: Nanzin
    #  Equipe: Wolf Dragon Makers
    #  Funçao: Cria a Janela de Cash e de Gold!
    #------------------------------------------------------------------------------
    #  Creditos: Marlos Gama
    #==============================================================================

    class Window_ShopBuy2 < Window_Selectable3

      def initialize(shop_goods)
        super(100, 85, 180, 196)
        self.back_opacity = 200
        @mais = Button2.new(self,10, 160, "+") {aumentando}
        @menos = Button2.new(self,137, 160, " -") {diminuindo}
        @shop_goods = shop_goods
        refresh
        self.index = 0
        @column_max = 5
        self.z = 9999
      end
     
      def aumentando
        return if $fechando_ativar == true
        $amount += 1
        $janela_amount_w.refresh
        $fechando_ativar = true
      end
     
      def diminuindo
        return if $fechando_ativar == true
        return if $amount == 1
        $amount -= 1
        $janela_amount_w.refresh
        $fechando_ativar = true
      end

      def item
        return @data[self.index]
      end
     
      def on_close
        self.visible = false
        self.active = false
        $equip_w.visible = false
        $equip_w.active = false
        $item_w.visible = false
        $item_w.active = false
        $memorizando = false
        $help_w.visible = false
        $help_w.active = false
        $janela_gold_w.visible = false
        $janela_amount_w.visible = false
        $loja = false
        $fechando_ativar = true
      end

      def refresh
        if self.contents != nil
          self.contents.dispose
          self.contents = nil
        end
        @data = []
        for goods_item in @shop_goods
          case goods_item[0]
          when 0
            item = $data_items[goods_item[1]]
          when 1
            item = $data_weapons[goods_item[1]]
          when 2
            item = $data_armors[goods_item[1]]
          end
          if item != nil
            @data.push(item)
          end
        end
        @item_max = @data.size
        if @item_max > 0
          self.contents = Bitmap.new(width - 32, row_max * 32)
          for i in 0...@item_max
            draw_item(i)
          end
        end
      end
     
     
    def selecao
     
      if in_area?([40*0, 16, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 0
      return if item == nil
     end
     
      if in_area?([40*1, 16, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 1 if 1 != @data.size and 1 < @data.size
      return if item == nil
      end
     
      if in_area?([40*2, 16, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 2 if 2 != @data.size and 2 < @data.size
      return if item == nil
     end
     
      if in_area?([40*3-16, 16, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 3 if 3 != @data.size and 3 < @data.size
      return if item == nil
      end
     
      if in_area?([40*4-16, 16, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 4 if 4 != @data.size and 4 < @data.size
      return if item == nil
     end
     
      if in_area?([0, 45*1, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 5 if 5 != @data.size and 5 < @data.size
      return if item == nil
     end
     
      if in_area?([40*1, 45*1, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 6 if 6 != @data.size and 6 < @data.size
      return if item == nil
     end
     
      if in_area?([40*2, 45*1, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 7 if 7 != @data.size and 7 < @data.size
      return if item == nil
     end
     
      if in_area?([40*3-16, 45*1, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 8 if 8 != @data.size and 8 < @data.size
      return if item == nil
     end
     
      if in_area?([40*4-16, 45*1, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 9 if 9 != @data.size and 9 < @data.size
      return if item == nil
     end
     
      if in_area?([0, 45*2-16, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 10 if 10 != @data.size and 10 < @data.size
      return if item == nil
     end
     
      if in_area?([40*1, 45*2-16, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 11 if 11 != @data.size and 11 < @data.size
      return if item == nil
     end
     
      if in_area?([40*2-16, 45*2-16, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 12 if 12 != @data.size and 12 < @data.size
      return if item == nil
     end
     
      if in_area?([40*3-16, 45*2-16, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 13 if 13 != @data.size and 13 < @data.size
      return if item == nil
     end
     
      if in_area?([40*4-16, 45*2-16, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 14 if 14 != @data.size and 14 < @data.size
      return if item == nil
     end
     
      if in_area?([0, 45*3-16, 40, 40])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 15 if 15 != @data.size and 15 < @data.size
      return if item == nil
     end
     
     
      if in_area?([40*1, 45*3-16, 40, 40])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 16 if 16 != @data.size and 16 < @data.size
      return if item == nil
     end
     
      if in_area?([40*2-16, 45*3-16, 40, 40])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 17 if 17 != @data.size and 17 < @data.size
      return if item == nil
     end
     
      if in_area?([40*3-16, 45*3-16, 40, 40])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 18 if 18 != @data.size and 18 < @data.size
      return if item == nil
     end
     
      if in_area?([40*4-16, 45*3-16, 40, 40])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 19 if 19 != @data.size and 19 < @data.size
      return if item == nil
     end
     
      if in_area?([0, 45*4-32, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 20 if 20 != @data.size and 20 < @data.size
      return if item == nil
     end
     
     
      if in_area?([40*1, 45*4-32, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 21 if 21 != @data.size and 21 < @data.size
      return if item == nil
     end
     
      if in_area?([40*2-16, 45*4-32, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 22 if 22 != @data.size and 22 < @data.size
      return if item == nil
     end
     
      if in_area?([40*3-16, 45*4-32, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 23 if 23 != @data.size and 23 < @data.size
      return if item == nil
     end
     
      if in_area?([40*4-16, 45*4-32, 40, 45])
      return if $pegando_item_loja == true
      return if $pegando_item == true
      return if $desequipar_arma == true
      return if $desequipar_armadura== true
      return if $desequipar_escudo == true
      return if $desequipar_helmet== true
      return if $desequipar_acessorio == true
      self.index = 24 if 24 != @data.size and 24 < @data.size
      return if item == nil
     end
     
     
    end

      def click_loja
        if Input.pressed?(Input::Mouse_Left) and in_area?([0, 0, 180, 196-45])
        return if $pegando_item_trade == true
        return if $pegando_item == true
        return if $mouse_active == true
        return if $desequipar_arma == true
        return if $desequipar_armadura== true
        return if $desequipar_escudo == true
        return if $desequipar_helmet== true
        return if $desequipar_acessorio == true
        $pegando_item_loja = true
        item = @data[index]
        return if item == nil 
        $mouse_iconfor = item.icon_name
        $game_temp.atualizar_mouse = true
      end
    end

    def loja_vender
    if $pegando_item_loja == true
    if !Input.pressed?(Input::Mouse_Left) and $item_w.in_area?
      $mouse_iconfor = "arrow"
      $game_temp.atualizar_mouse = true
      @item = $loja_w.item
      return if @item == nil
    if $loja_cash == true
      @desconto = (@item.price*60)/100
      return if $game_party.item_number(Item_Cash::Cash_Id.to_i) < (@item.price - @desconto) * $amount
      $game_party.lose_item(Item_Cash::Cash_Id.to_i,(@item.price-@desconto)*$amount)
    else
      #return if $game_party.item_number(Item_Ouro::Item_Id.to_i) < @item.price
      return if $game_party.item_number(Item_Ouro::Item_Id.to_i) < @item.price * $amount
      $game_party.lose_item(Item_Ouro::Item_Id.to_i,$amount * @item.price)
    end

      #$game_system.se_play($data_system.shop_se)
        case @item
        when RPG::Item
          $game_party.gain_item(@item.id, $amount)
        when RPG::Weapon
          $game_party.gain_weapon(@item.id, $amount)
        when RPG::Armor
          $game_party.gain_armor(@item.id, $amount)
        end
        $item_w.refresh
        $loja_w.refresh
        $janela_gold_w.refresh
        $loja_w.active = false
        $pegando_item_loja = false
    end
    end
    end

      def draw_item(index)
        item = @data[index]
        return if index > 19
        case item
        when RPG::Item
          number = $game_party.item_number(item.id)
        when RPG::Weapon
          number = $game_party.weapon_number(item.id)
        when RPG::Armor
          number = $game_party.armor_number(item.id)
        end
        if item.price <= $game_party.item_number(Item_Ouro::Item_Id.to_i) and number < 99
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
        x = index % @column_max * (width/@column_max - 6)
        y = index / @column_max * 32
        rect = Rect.new(x, y, self.width - 32, 32)
        self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
        bitmap = RPG::Cache.icon(item.icon_name)
        opacity = self.contents.font.color == normal_color ? 255 : 128
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        #self.contents.draw_text(x + 2, y, 9, 42, item.price.to_s, 2)
      end

    end

    - > veja a linha 421 deve conter isso:
    Código:
    if $loja_cash == true
    @desconto = (@item.price*60)/100
    $new_valor = @item.price - @desconto
    return if $game_party.item_number(Item_Cash::Cash_Id.to_i) < $new_valor * $amount
      $game_party.lose_item(Item_Cash::Cash_Id.to_i,$new_valor*$amount)
    else
      #return if $game_party.item_number(Item_Ouro::Item_Id.to_i) < @item.price
      return if $game_party.item_number(Item_Ouro::Item_Id.to_i) < @item.price * $amount
      $game_party.lose_item(Item_Ouro::Item_Id.to_i,$amount * @item.price)
    end

    - bom como eu disse referi nao criar uma nova window_shop e toda a vez que tiver que colocar pra comprar programar o item, ao invez disso fiz o seguinte!, para diferenciar o valor dei um "desconto", como assim nanzin?
    em muitos jogos voce compra com cash o mesmo item que vende a gold por um preço "menor"
    ex: um item custa 100 Golds na loja normal,
    na loja cash ele vale 60% menos!.

    - Eu parti dessa Logica Matemática para deixar mais simples o algoritmo, para isso a variavel de instancia "@desconto" ela calcula exatamente 60% do valor do item,
    ex: 100 - 60%? = 100-60 = 40; um item de 100 golds ficara valendo 40 cash!, para aumentar a porcentagem (diminuir preço em cash), basta que voce utilize a seguinte formula:
    Código:
    @desconto = (preço_item*porcentagem_desejada)/100
    o comando para saber o preço do item é:
    Código:
    @item.price

    e a variavel $new_valor, seria o valor final a ser pago ja com o desconto!;
    mais e claro multiplicado pela quantidade de itens
    ex: quero 2 poçoes que custao 50 em gold, a conversao fica a seguinte!
    (50*60)/100 = 30 * 2 = 60; o valor final a ser pago é 60 Cash!

    entenderam?...

    caso a loja_cash nao esteja ativa o valor será o valo pago em golds programador no DATABASE!;

    Nanzin mais e quando eu deixar o mouse sobre o item na loja cash? eu vou ver o valor dele em Cash ou em Gold?
    - hahah OBVIO que em cash mais para isso voce precisa modifiar uma coisa!;

    Procure pelo script: [WIN]WIndow_Help_Item
    substitua por esse:
    Código:
    #==============================================================================
    # ** Window Help Item
    #------------------------------------------------------------------------------
    #  By Marlos Gama
    #  Edited By: Nanzin
    #==============================================================================

    class Window_Help2 < Window_Base
     
      def initialize(x,y,a,b)
        super(x,y,a,b)
        self.contents = Bitmap.new(self.width-32, self.height-32)
        self.windowskin = RPG::Cache.windowskin("Help")
        self.back_opacity = 230
        #@dragable = true
        #@closable = true
        self.z = 9999999
        actor = 0
        refresh
      end
     
      def refresh
        self.contents.clear
        if $help_trade == true
        @item = $trade_w.item
      end
        if $help_trade_2 == true
        @item = $trade_w_2.item
        end
        if $help_loja == true
        @item = $loja_w.item
        elsif $help_loja != true and $help_trade != true and $help_trade_2 != true
        @item = $item_w.item
        end
        @actor = $game_party.actors[0]
       
        if @item == nil
        else
        #bitmap = RPG::Cache.icon(@item.icon_name)
        #self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.font.color = Color.new(0,128,255)
        rect = Rect.new(4, -10, self.contents.width - 8, 32)
        self.contents.draw_text(rect, @item.name, 1)
        #self.contents.draw_text(34, -10, 204, 32, @item.name, 0)
        self.contents.font.color = Color.new(0,0,0)
        #self.contents.draw_text(34, 7, 400, 32, @item.description.to_s, 0)
        if @item.is_a?(RPG::Armor)
        self.contents.draw_text(4, 22, 400, 32, "Atk:                  " + "0", 0)
        self.contents.draw_text(4, 37, 400, 32, "Def:                  " + $data_armors[@item.id].pdef.to_s, 0)
        self.contents.draw_text(4, 52, 400, 32, "Int:                  " + $data_armors[@item.id].int_plus.to_s, 0)
        self.contents.draw_text(4, 67, 400, 32, "Agi:                  " + $data_armors[@item.id].agi_plus.to_s, 0)
        end
       
        if @item.is_a?(RPG::Item)
          if @item.id != Item_Ouro::Item_Id.to_i
        self.contents.draw_text(4, 22, 400, 32, "Atk:                  " + "0", 0)
        self.contents.draw_text(4, 37, 400, 32, "Def:                  " + "0", 0)
        self.contents.draw_text(4, 52, 400, 32, "Int:                  " + "0", 0)
        self.contents.draw_text(4, 67, 400, 32, "Agi:                  " + "0", 0)
        else
        self.contents.draw_text(4, 22, 400, 32, "Dinheiro do Jogo", 0)
        end
        end
       
        #if @item.is_a?(RPG::Item)
        #if $loja == true
        if $help_loja == true
       
      if $loja_cash == true
        @desconto = (@item.price*60)/100
        rect = Rect.new(4, 117, self.contents.width - 8, 32)
        self.contents.draw_text(rect, "Cash: "+(@item.price-@desconto).to_s, 1)
        #self.contents.draw_text(34, 102, 400, 32, "$ "+@item.price.to_s, 0)
      else
        rect = Rect.new(4, 117, self.contents.width - 8, 32)
        self.contents.draw_text(rect, "Gold: "+@item.price.to_s, 1) 
      end
     
      else
        if @item.id != Item_Ouro::Item_Id.to_i
        rect = Rect.new(4, 117, self.contents.width - 8, 32)
        self.contents.draw_text(rect, "Gold: "+(@item.price/2).to_s, 1)
        #self.contents.draw_text(34, 102, 400, 32, "$ "+(@item.price/2).to_s, 0)
        else
          if !@item.is_a?(RPG::Item)
          rect = Rect.new(4, 117, self.contents.width - 8, 32)
          self.contents.draw_text(rect, "$ "+(@item.price/2).to_s, 1)
          end
        end
        end
        #end
        #end 
       
       
        if @item.is_a?(RPG::Weapon)
        self.contents.draw_text(4, 22, 400, 32, "Atk:                  " + $data_weapons[@item.id].atk.to_s, 0)
        self.contents.draw_text(4, 37, 400, 32, "Def:                  " + $data_weapons[@item.id].pdef.to_s, 0)
        self.contents.draw_text(4, 52, 400, 32, "Int:                  " + $data_weapons[@item.id].int_plus.to_s, 0)
        self.contents.draw_text(4, 67, 400, 32, "Agi:                  " + $data_weapons[@item.id].agi_plus.to_s, 0)
        weapon_set = $data_classes[@actor.class_id].weapon_set
        if weapon_set.include?(@item.id)
        @resposta = "Pode"
        self.contents.font.color = Color.new(65,255,65)
        else
        @resposta = "Não pode" 
        self.contents.font.color = Color.new(255,43,43)
      end
        rect = Rect.new(-3+2, 87, self.contents.width + 3, 32)
        self.contents.draw_text(rect, "#{@resposta} ser equipado por", 1)
        rect2 = Rect.new(4, 100, self.contents.width - 8, 32)
        self.contents.draw_text(rect2, "#{$data_classes[$game_party.actors[0].class_id].name}", 1)
        #rect2 = Rect.new(4, 107, self.contents.width - 8, 32)
        #self.contents.draw_text(rect, "#{$data_classes[$game_party.actors[0].class_id].name}", 1)
        if $loja == true
        if $help_loja == true
        #self.contents.draw_text(34, 67, 400, 32, "Preço: "+@item.price.to_s, 0)
        else
        #self.contents.draw_text(34, 67, 400, 32, "Preço: "+(@item.price/2).to_s, 0)
        end
        end
        elsif @item.is_a?(RPG::Armor)
        armor_set = $data_classes[@actor.class_id].armor_set
        if armor_set.include?(@item.id)
        @resposta = "Pode"
        self.contents.font.color = Color.new(65,255,65)
        else
        @resposta = "Não pode"
        self.contents.font.color = Color.new(255,43,43)
      end
        rect = Rect.new(-3+2, 87, self.contents.width + 3, 32)
        self.contents.draw_text(rect, "#{@resposta} ser equipado por", 1)
        rect2 = Rect.new(4, 100, self.contents.width - 8, 32)
        self.contents.draw_text(rect2, "#{$data_classes[$game_party.actors[0].class_id].name}", 1)
        #rect2 = Rect.new(4, 107, self.contents.width - 8, 32)
        #self.contents.draw_text(rect2, "#{$data_classes[$game_party.actors[0].class_id].name}", 1)
        if $loja == true
        if $help_loja == true
        #self.contents.draw_text(34, 67, 400, 32, "Preço: "+@item.price.to_s, 0)
        else
        #self.contents.draw_text(34, 67, 400, 32, "Preço: "+(@item.price/2).to_s, 0)
      end
      end
      end
       
        end
        end
     
    end

    bom se voce leu a explicaçao anterior vai notar o que foi editado e personalizado Very Happy!

    [Tutorial/AULA] Cash System Avançado/Loja Cash Credl

    Nanzin Angel > Por criar os 2 Sistemas e pela Aula/Tutorial
    Jonny > Por me Dar o script do MOG pra min adaptar!
    Marlos > por criar o NP Master v3.0
    Rodrigo > por recolorir o ruby utilizado nos buttons!
    MOGHUNTER > por criar o script editado!

    A Todos os meus amigos!

    Nao Entenderam Bulhufas que tah no tutorial?
    - ou voce e muito leigo mesmo ou nem leu o tutorial kkkkkkkkkkkkk Sad

    Instruçoes Finais: crie um evento com a seguinte pergunta, deseja abrir qual loja?
    coloque 2 opçoes: Gold, Cash
    ai dentro de
    [gold]
    chamar script: $loja_cash = nil
    coloque aqui a loja agora programada!
    [cash]
    chamar script: $loja_cash = true
    coloque a loja aqui tbm.

    Screenshot:
    OBS: nao coloque $loja_cash = false
    coloque sempre $loja_cash = nil!

    Download Demo



    Última edição por Nanzin em Sáb Nov 26, 2011 6:35 pm, editado 3 vez(es)


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    Mensagem por wallace123 Qui Nov 24, 2011 10:24 pm

    nem li mais
    ebaaaaaaaaaa aleluia agora só falta o de VIP e mapa só acessavel quem for vip u.ú

    edit : +8 Créditos


    Última edição por wallace123 em Qui Nov 24, 2011 10:25 pm, editado 1 vez(es)


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    Mensagem por Nanzin Qui Nov 24, 2011 10:25 pm

    @wallace > talvez eu faça...


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    Mensagem por Nietore Qui Nov 24, 2011 10:27 pm

    Só vi o começo porque nao crio jogos, mas pelo tamanho do topico devo parabenizar você Nanzin, +1 Cred


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