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    [Resolvido] jogador normal bater em admin

    Duel
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    [Resolvido] jogador normal bater em admin Empty [Resolvido] jogador normal bater em admin

    Mensagem por Duel Seg Nov 28, 2011 10:28 am

    galera quero uma coisinha pro meu jogo
    fazer um jogador normal bater em admin
    porque toda hora no meu jogo meus colegas
    vao me bater toda hora no pc deles fala
    que nao pode bater no administrador
    porfavor alguem pode me ajudar neste caso ???


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    BrunoFox
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    [Resolvido] jogador normal bater em admin Empty Re: [Resolvido] jogador normal bater em admin

    Mensagem por BrunoFox Seg Nov 28, 2011 10:30 am

    Cara seria ruim deixar jogadores bater em vc não? ...


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    [Resolvido] jogador normal bater em admin CHlkxwf
    KaiqueHunter
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    [Resolvido] jogador normal bater em admin Empty Re: [Resolvido] jogador normal bater em admin

    Mensagem por KaiqueHunter Seg Nov 28, 2011 1:09 pm

    Cara mando o Script PlayerVsPlayer que to sem o Netplay e RMXP,que faço isso para vc.
    Nanzin
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    [Resolvido] jogador normal bater em admin Empty Re: [Resolvido] jogador normal bater em admin

    Mensagem por Nanzin Seg Nov 28, 2011 2:28 pm

    Substitua o script: [ABS] PLayervsPLayer

    Screeshot:

    por esse:
    Código:
    #============================================================================
    # *  Mr.Mo's ABS
    #============================================================================
    # Mr.Mo "Muhammet Sivri"
    # Modified by Marlos Gama
    # Version 1
    # 09.16.06
    # Modified² by Nanzin
    #============================================================================
    #--------------------------------------------------------------------------
    # * Begin SDK Enable Test
    #--------------------------------------------------------------------------

    if SDK.state("Mr.Mo's ABS") == true
    class MrMo_ABS
      #--------------------------------------------------------------------------
      # * Configurações
      #--------------------------------------------------------------------------
      VICTORY = '002-Victory02'
      EXP_GAIN = 0
      GOLD_GAIN = 0
      #--------------------------------------------------------------------------
      # * Player Melee Attack
      #--------------------------------------------------------------------------
      def player_melee
        return if $data_weapons[@actor.weapon_id] == nil
        return if attacked_monster?
        return if attacked_player?
      end
      #--------------------------------------------------------------------------
      # * Player Attacked a Monster?
      #--------------------------------------------------------------------------
      def attacked_monster?
        #Get all enemies
        for e in @enemies.values
          #Skip NIL values or dead enemies
          next if e == nil or e.dead?
          #Skip the enemy if its not close by or not facing
          next if !in_direction?($game_player, e.event) or !in_range?($game_player, e.event, 1)
          #Attack the enemy
          e.attack_effect(@actor)
          #Get Animation
          a = $data_weapons[@actor.weapon_id].animation2_id
          #Hit enemy if the attack succeeds
          hit_enemy(e, @actor, a) if e.damage != "Miss" and e.damage != 0
          #Animate the player
          if MELEE_ANIMATION[@actor.weapon_id] == nil
            animate($game_player, $game_player.character_name+"_melee") if @player_ani
          else
            m = MELEE_ANIMATION[@actor.weapon_id]
            animate($game_player, $game_player.character_name+m.to_s) if @player_ani
          end
          #Return if the enemy is dead
          return true if enemy_dead?(e,@actor)
          return true if !e.hate_group.include?(0)
          #Set the new target for the enemy
          e.attacking = $game_player
          #The enemy is now in battle
          e.in_battle = true
          #Setup movement
          setup_movement(e)
          $ABS.guardando_hp
        end
        return false
      end
      #--------------------------------------------------------------------------
      # * Player Attacked a Player?
      #--------------------------------------------------------------------------
      def attacked_player?
        #Get all enemies
        for pl in Network::Main.mapplayers.values
          #Skip NIL values or dead enemies
          next if pl == nil or pl.hp == 0 or pl.map_id != $game_map.map_id
          #Skip the enemy if its not close by or not facing
          next if !in_direction?($game_player, pl) or !in_range?($game_player, pl, 1)
         
          if pl.hp < 0 or pl.hp == 0
            return
          end
         
          for i in 0..(User_Edit::MAP_NO_PVP.size-1)
            if $game_map.map_id == User_Edit::MAP_NO_PVP[i] and $game_party.actors[0].grupo != "Admin"
            $game_temp.chat_log.push("Você não pode atacar aqui!")
            return
            end
          end
         
         
          if pl.nome == " "
            next
          end 
         
       
          #if !$party.empty?
          #for i in 0..$party.members.size
          #  return if $party.members[i] == nil
          #  if $parte_s == true
          #    if pl.id == $charzinho_id
          #      $game_temp.chat_log.push("Você não pode atacar um membro da party!")
          #      next
          #    end
          #  else
          #  if pl.id == $party.members[i].netid
          #      $game_temp.chat_log.push("Você não pode atacar um membro da party!")
          #      next
          #    end
          #  end
          #end
          #end
         
          if User_Edit::ATTACK_MEMBER != true
          if pl.guild != "" and $game_party.actors[0].guild != "" and pl.guild == $game_party.actors[0].guild and $guild_position != "Lider"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Jogador da mesma Guild!")
          #$pvp_msg = true
          #actor.damage = "Mesma Guild!"
          next
          end
          end
         
          #Attack the player
          damage = pl.attack_effect
          #Get Animation
          a = $data_weapons[@actor.weapon_id].animation2_id
          #Store the player's net id
          netid = pl.netid
          #Send the demage and aniamtion
          Network::Main.socket.send("<attack_id>#{netid}\n") if damage != "Miss" and damage != 0
          Network::Main.socket.send("<attack_effect>dam=#{damage}; ani=#{a} id=#{Network::Main.id}; map=#{$game_map.map_id}</attack_effect>\n") if damage != "Miss" and damage != 0
          pl.show_demage(damage,false) if damage != "Miss" and damage != 0
          #Hit enemy if the attack succeeds
          hit_enemy(pl, @actor, a) if damage != "Miss" and damage != 0
          #Animate the player
          if MELEE_ANIMATION[@actor.weapon_id] == nil
            animate($game_player, $game_player.character_name+"_melee") if @player_ani
          else
            m = MELEE_ANIMATION[@actor.weapon_id]
            animate($game_player, $game_player.character_name+m.to_s) if @player_ani
          end
          netplayer_killed(pl) if pl.hp <= 0
          return true
        end
        return false
      end
      #--------------------------------------------------------------------------
      # * Player Skill Attack
      #--------------------------------------------------------------------------
      def player_skill(id)
        #Get Skill
        skill = $data_skills[id]
        #Return if the skill doesn't exist
        return if skill == nil
        #Return if the actor doesn't have the skill
        return if [email=!@actor.skills.include?(skill.id]!@actor.skills.include?(skill.id[/email])
        #Return if the actor can't use the skill
        return if [email=!@actor.can_use_skill?(skill]!@actor.can_use_skill?(skill[/email])
        #Animate
        if SKILL_ANIMATION.has_key?(id)
          l = SKILL_ANIMATION[id]
          animate($game_player, $game_player.character_name+l.to_s) if @player_ani
        else
          animate($game_player, $game_player.character_name+"_cast") if @player_ani
        end
        #Get the skill scope
        case skill.scope
        when 1 #Enemy
          #If the skill is ranged
          if RANGE_SKILLS.has_key?(skill.id)
            #Add to range
            @range.push(Game_Ranged_Skill.new($game_player, @actor, skill))
            @o = RANGE_SKILLS[skill.id]
            @online_chara = @o[2]
            @online_move_speed = @o[1]
            @online_range = @o[0]
            $ranged_sprite = true
            Network::Main.socket.send("<23>self.range_sprite(#{$game_map.map_id},[#{$game_player.direction},#{$game_player.x},#{$game_player.y}],$game_party.actors[0],#{@actor.weapon_id},'#{@online_chara}',#{@online_move_speed},#{@online_range})</23>\n")
            #Take off SP
            @actor.sp -= skill.sp_cost
            return
          end
          #If the skill is not ranged
          enemies = []
          #Get all enemies
          for enemy in @enemies.values
            next if enemy == nil
            if $event_leva != nil
            enemies.push($ABS.enemies[$event_leva.id])
          else
            if $player_leva != nil
              enemies.push($player_leva)
            else
              enemies.push(enemy)
            end
            end
          end
          #Get all players
          for player in Network::Main.mapplayers.values
            next if player == nil
            if $player_leva != nil
            enemies.push($player_leva)
          else
            enemies.push(player)
            end
          end
          #Order them from closest to the farthest
          enemies.sort! {|a,b|
          get_range(a.event,b.event) - get_range(b.event,a.event) }
          return if enemies[0] == nil
          #Attack the closest one
          enemies[0].effect_skill(@actor, skill)
          if enemies[0].is_a?(Game_NetPlayer)
            damage = enemies[0].damage
            pl = enemies[0]
            a = skill.animation2_id
            #Store the player's net id
            netid = pl.netid
           
          for i in 0..(User_Edit::MAP_NO_PVP.size-1)
            if $game_map.map_id == User_Edit::MAP_NO_PVP[i] and $game_party.actors[0].grupo != "Admin"
            $game_temp.chat_log.push("Você não pode atacar aqui!")
            return
            end
          end
          if pl.nome == " "
            return
          end
          if pl.grupo == "Admin"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Você não pode atacar o administrador!")
          #$pvp_msg = true
          #actor.damage = "ADM!"
          return
          end
          if User_Edit::ATTACK_MEMBER != true
          if pl.guild != "" and $game_party.actors[0].guild != "" and pl.guild == $game_party.actors[0].guild and $guild_position != "Lider"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Jogador da mesma Guild!")
          #$pvp_msg = true
          #actor.damage = "Mesma Guild!"
          return
          end
          end
           
            #Send the demage and aniamtion
            Network::Main.socket.send("<attack_id>#{netid}\n") if damage != "Miss" and damage != 0
            Network::Main.socket.send("<attack_effect>dam=#{damage}; ani=#{a} id=#{Network::Main.id}; map=#{$game_map.map_id}</attack_effect>\n") if damage != "Miss" and damage != 0
            pl.show_demage(damage,false) if damage != "Miss" and damage != 0
          end
          #Take off SP
          @actor.sp -= skill.sp_cost
          #Show Animetion on enemy
          hit_enemy(enemies[0], @actor, skill.animation2_id) if enemies[0].damage != "Miss" and enemies[0].damage != 0
          return if enemies[0].is_a?(Game_NetPlayer)
          #Return if enemy is dead
          return if enemy_dead?(enemies[0],@actor)
          return if !enemy.hate_group.include?(0)
          #If its alive, put it in battle
          enemies[0].in_battle = true
          #Make it attack the player
          enemies[0].attacking = $game_player
          #Setup movement
          setup_movement(enemies[0])
          return
        when 2 #All Emenies
          #Play the animation on player
          $game_player.animation_id = skill.animation2_id
          #Take off SP
          @actor.sp -= skill.sp_cost
          #enemies = get_all_range
          #Get all enemies
          for e in @enemies.values
            #Skip NIL values
            next if e == nil
            enemy = e
            #Attack enemy
            e.effect_skill(@actor, skill)
            #Show Animetion on enemy
            hit_enemy(e, @actor, 0) if enemy.damage != "Miss" and enemy.damage != 0
            #Skip this enemy if its dead
            next if enemy_dead?(e,@actor)
            next if !e.hate_group.include?(0)
            #If its alive, put it in battle
            enemy.in_battle = true
            #Make it attack the player
            enemy.attacking = $game_player
            #Setup movement
            setup_movement(e)
          end
          return
        when 3..4, 7 #User
          #Use the skill on the player
          actor = $game_party.actors[0]
          actor.effect_skill(@actor, skill)
          #Take off SP
          @actor.sp -= skill.sp_cost
          #Play animation
          $game_player.animation_id = skill.animation2_id
          return
        end
      end
      #--------------------------------------------------------------------------
      # * Get ALL Range(Element, Range)
      #--------------------------------------------------------------------------
      def get_all_range(element, range)
        objects = []
        for e in @enemies.values
          next if e == nil
          objects.push(e) if in_range?(element, e.event, range)
        end
        for player in Network::Main.mapplayers.values
          next if player == nil
          objects.push(player) if in_range?(element, player, range)
        end
        return objects
      end
      #--------------------------------------------------------------------------
      # * Netplayer Killed
      #--------------------------------------------------------------------------
      def netplayer_killed(player)
        #$game_player.show_demage("#{player.nome} morreu",false)
       
        if player.guild != "" and $game_party.actors[0].guild != "" and player.guild != $game_party.actors[0].guild
          $guild_points += 1
          $guild_created.refresh if $guild_created.visible
        end
       
        return if player.hp == 0
        return if player.hp < 0
       
        Audio.me_play("Audio/ME/" + VICTORY, 80, 100)
       
        actor = $game_party.actors[0]
        actor.damage = "#{player.nome} morreu"
       
        if actor.cant_get_exp? == false
          last_level = actor.level
          exp = player.level * EXP_GAIN
          actor.exp += player.level * EXP_GAIN
          #$game_player.show_demage("Gained #{exp} Exp.",false)
          if actor.level > last_level
            $game_player.show_demage("Level Up!",false)
            actor.hp = actor.maxhp
            actor.sp = actor.maxsp
          end
        end
        return if GOLD_GAIN <= 0
        return if player.gold <= 0
        gold = player.gold*GOLD_GAIN
        $game_party.gain_gold(gold.to_i)
      end
    end

    #============================================================================
    # * Game Ranged Skill
    #============================================================================
    class Game_Ranged_Skill < Range_Base
      #--------------------------------------------------------------------------
      # * Check Event Trigger Touch(x,y)
      #--------------------------------------------------------------------------
      def check_event_trigger_touch(x, y)
        return if @stop
        hit_player if x == $game_player.x and y == $game_player.y
        for event in $game_map.events.values
          if event.x == x and event.y == y
            if event.character_name == ""
              froce_movement
            else
              hit_event(event.id)
            end
          end
        end
        return if @parent.is_a?(Game_Event)
        #Check netplayer hit
        for player in Network::Main.mapplayers.values
          next if player == nil
          next if player.x != x or player.y != y
          hit_netplayer(player)
        end
      end
      #--------------------------------------------------------------------------
      # * Hit NetPlayer
      #--------------------------------------------------------------------------
      def hit_netplayer(player)
        @stop = true
        #Get Actor
        actor = player
        #Get Enemy
        enemy = @actor
        #Attack Actor
        damage = actor.effect_skill(enemy, @skill)
        damage = player.damage
        #Store the player's net id
        netid = player.netid
        a = @skill.animation2_id
       
          for i in 0..(User_Edit::MAP_NO_PVP.size-1)
            if $game_map.map_id == User_Edit::MAP_NO_PVP[i] and $game_party.actors[0].grupo != "Admin"
            $game_temp.chat_log.push("Você não pode atacar aqui!")
            return
            end
          end
          if player.nome == " "
            return
          end
          if player.grupo == "Admin"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Você não pode atacar o administrador!")
          #$pvp_msg = true
          #actor.damage = "ADM!"
          return
          end
          if User_Edit::ATTACK_MEMBER != true
          if player.guild != "" and $game_party.actors[0].guild != "" and player.guild == $game_party.actors[0].guild and $guild_position != "Lider"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Jogador da mesma Guild!")
          #$pvp_msg = true
          #actor.damage = "Mesma Guild!"
          return
          end
          end
        #player.jump(0,0) if damage != "Miss" and damage != 0
        #Send the demage and aniamtion
        Network::Main.socket.send("<attack_id>#{netid}\n") if damage != "Miss" and damage != 0
        Network::Main.socket.send("<attack_effect>dam=#{damage}; ani=#{a} id=#{Network::Main.id}; map=#{$game_map.map_id}</attack_effect>\n") if damage != "Miss" and damage != 0
        #Show animation on player
        player.animation_id = @skill.animation2_id if actor.damage != "Miss" and actor.damage != 0
        #Check if enemy is dead
        player.show_demage(player.damage,false) if damage != "Miss" and damage != 0
        $ABS.netplayer_killed(player) if player.hp <= 0
      end 
    end
    #============================================================================
    # * Game Ranged Weapons
    #============================================================================
    class Game_Ranged_Weapon < Range_Base
      #--------------------------------------------------------------------------
      # * Check Event Trigger Touch(x,y)
      #--------------------------------------------------------------------------
      def check_event_trigger_touch(x, y)
        return if @stop
        hit_player if x == $game_player.x and y == $game_player.y
        for event in $game_map.events.values
          next if event.x != x or event.y != y
          if event.character_name == ""
            froce_movement
          else
            hit_event(event.id)
          end
        end
        return if @parent.is_a?(Game_Event)
        #Check netplayer hit
        for player in Network::Main.mapplayers.values
          next if player == nil
          next if player.x != x or player.y != y
          hit_netplayer(player)
        end
      end
      #--------------------------------------------------------------------------
      # * Hit NetPlayer
      #--------------------------------------------------------------------------
      def hit_netplayer(player)
        @stop = true
        #Get Enemy
        enemy = @actor
        #Attack Actor
        damage = player.attack_effect(enemy)
        #Store the player's net id
        netid = player.netid
        a = @range_wepaon[2]
       
          for i in 0..(User_Edit::MAP_NO_PVP.size-1)
            if $game_map.map_id == User_Edit::MAP_NO_PVP[i] and $game_party.actors[0].grupo != "Admin"
            $game_temp.chat_log.push("Você não pode atacar aqui!")
            return
            end
          end
          if player.nome == " "
            return
          end
          if player.grupo == "Admin"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Você não pode atacar o administrador!")
          #$pvp_msg = true
          #actor.damage = "ADM!"
          return
          end
          if User_Edit::ATTACK_MEMBER != true
          if player.guild != "" and $game_party.actors[0].guild != "" and player.guild == $game_party.actors[0].guild and $guild_position != "Lider"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Jogador da mesma Guild!")
          #$pvp_msg = true
          #actor.damage = "Mesma Guild!"
          return
          end
          end
       
        #player.jump(0,0) if damage != "Miss" and damage != 0
        #Send the demage and aniamtion
        Network::Main.socket.send("<attack_id>#{netid}\n") if damage != "Miss" and damage != 0
        Network::Main.socket.send("<attack_effect>dam=#{damage}; ani=#{a} id=#{Network::Main.id}; map=#{$game_map.map_id}</attack_effect>\n") if damage != "Miss" and damage != 0
        #Show animation on player
        player.animation_id = @range_wepaon[2] if player.damage != "Miss" and player.damage != 0
        #Check if enemy is dead
        player.show_demage(player.damage,false) if damage != "Miss" and damage != 0
        $ABS.netplayer_killed(player) if player.hp <= 0
      end 
    end
    #--------------------------------------------------------------------------
    # * SDK End
    #--------------------------------------------------------------------------
    end


    _________________
    [Resolvido] jogador normal bater em admin Npvo

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


    Pet:
    Duel
    Duel
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    Aldeia Friend


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    [Resolvido] jogador normal bater em admin Empty Re: [Resolvido] jogador normal bater em admin

    Mensagem por Duel Qua Nov 30, 2011 7:55 pm

    Deidara escreveu:Cara seria ruim deixar jogadores bater em vc não? ...
    no jogo kkk
    eu quero que eles me batam porque eu sou gm talvez eles fiquem alegres quando conseguirem me derrotar Fury


    _________________
    Jack:
    Duel
    Duel
    Aldeia Friend
    Aldeia Friend


    Mensagens : 1375
    Créditos : 107

    Ficha do personagem
    Nível: 1
    Experiência:
    [Resolvido] jogador normal bater em admin Left_bar_bleue0/0[Resolvido] jogador normal bater em admin Empty_bar_bleue  (0/0)
    Vida:
    [Resolvido] jogador normal bater em admin Left_bar_bleue30/30[Resolvido] jogador normal bater em admin Empty_bar_bleue  (30/30)

    [Resolvido] jogador normal bater em admin Empty Re: [Resolvido] jogador normal bater em admin

    Mensagem por Duel Qua Nov 30, 2011 7:56 pm

    Nanzin escreveu:Substitua o script: [ABS] PLayervsPLayer

    Screeshot:

    por esse:
    Código:
    #============================================================================
    # *  Mr.Mo's ABS
    #============================================================================
    # Mr.Mo "Muhammet Sivri"
    # Modified by Marlos Gama
    # Version 1
    # 09.16.06
    # Modified² by Nanzin
    #============================================================================
    #--------------------------------------------------------------------------
    # * Begin SDK Enable Test
    #--------------------------------------------------------------------------

    if SDK.state("Mr.Mo's ABS") == true
    class MrMo_ABS
      #--------------------------------------------------------------------------
      # * Configurações
      #--------------------------------------------------------------------------
      VICTORY = '002-Victory02'
      EXP_GAIN = 0
      GOLD_GAIN = 0
      #--------------------------------------------------------------------------
      # * Player Melee Attack
      #--------------------------------------------------------------------------
      def player_melee
        return if $data_weapons[@actor.weapon_id] == nil
        return if attacked_monster?
        return if attacked_player?
      end
      #--------------------------------------------------------------------------
      # * Player Attacked a Monster?
      #--------------------------------------------------------------------------
      def attacked_monster?
        #Get all enemies
        for e in @enemies.values
          #Skip NIL values or dead enemies
          next if e == nil or e.dead?
          #Skip the enemy if its not close by or not facing
          next if !in_direction?($game_player, e.event) or !in_range?($game_player, e.event, 1)
          #Attack the enemy
          e.attack_effect(@actor)
          #Get Animation
          a = $data_weapons[@actor.weapon_id].animation2_id
          #Hit enemy if the attack succeeds
          hit_enemy(e, @actor, a) if e.damage != "Miss" and e.damage != 0
          #Animate the player
          if MELEE_ANIMATION[@actor.weapon_id] == nil
            animate($game_player, $game_player.character_name+"_melee") if @player_ani
          else
            m = MELEE_ANIMATION[@actor.weapon_id]
            animate($game_player, $game_player.character_name+m.to_s) if @player_ani
          end
          #Return if the enemy is dead
          return true if enemy_dead?(e,@actor)
          return true if !e.hate_group.include?(0)
          #Set the new target for the enemy
          e.attacking = $game_player
          #The enemy is now in battle
          e.in_battle = true
          #Setup movement
          setup_movement(e)
          $ABS.guardando_hp
        end
        return false
      end
      #--------------------------------------------------------------------------
      # * Player Attacked a Player?
      #--------------------------------------------------------------------------
      def attacked_player?
        #Get all enemies
        for pl in Network::Main.mapplayers.values
          #Skip NIL values or dead enemies
          next if pl == nil or pl.hp == 0 or pl.map_id != $game_map.map_id
          #Skip the enemy if its not close by or not facing
          next if !in_direction?($game_player, pl) or !in_range?($game_player, pl, 1)
         
          if pl.hp < 0 or pl.hp == 0
            return
          end
         
          for i in 0..(User_Edit::MAP_NO_PVP.size-1)
            if $game_map.map_id == User_Edit::MAP_NO_PVP[i] and $game_party.actors[0].grupo != "Admin"
            $game_temp.chat_log.push("Você não pode atacar aqui!")
            return
            end
          end
         
         
          if pl.nome == " "
            next
          end 
         
       
          #if !$party.empty?
          #for i in 0..$party.members.size
          #  return if $party.members[i] == nil
          #  if $parte_s == true
          #    if pl.id == $charzinho_id
          #      $game_temp.chat_log.push("Você não pode atacar um membro da party!")
          #      next
          #    end
          #  else
          #  if pl.id == $party.members[i].netid
          #      $game_temp.chat_log.push("Você não pode atacar um membro da party!")
          #      next
          #    end
          #  end
          #end
          #end
         
          if User_Edit::ATTACK_MEMBER != true
          if pl.guild != "" and $game_party.actors[0].guild != "" and pl.guild == $game_party.actors[0].guild and $guild_position != "Lider"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Jogador da mesma Guild!")
          #$pvp_msg = true
          #actor.damage = "Mesma Guild!"
          next
          end
          end
         
          #Attack the player
          damage = pl.attack_effect
          #Get Animation
          a = $data_weapons[@actor.weapon_id].animation2_id
          #Store the player's net id
          netid = pl.netid
          #Send the demage and aniamtion
          Network::Main.socket.send("<attack_id>#{netid}\n") if damage != "Miss" and damage != 0
          Network::Main.socket.send("<attack_effect>dam=#{damage}; ani=#{a} id=#{Network::Main.id}; map=#{$game_map.map_id}</attack_effect>\n") if damage != "Miss" and damage != 0
          pl.show_demage(damage,false) if damage != "Miss" and damage != 0
          #Hit enemy if the attack succeeds
          hit_enemy(pl, @actor, a) if damage != "Miss" and damage != 0
          #Animate the player
          if MELEE_ANIMATION[@actor.weapon_id] == nil
            animate($game_player, $game_player.character_name+"_melee") if @player_ani
          else
            m = MELEE_ANIMATION[@actor.weapon_id]
            animate($game_player, $game_player.character_name+m.to_s) if @player_ani
          end
          netplayer_killed(pl) if pl.hp <= 0
          return true
        end
        return false
      end
      #--------------------------------------------------------------------------
      # * Player Skill Attack
      #--------------------------------------------------------------------------
      def player_skill(id)
        #Get Skill
        skill = $data_skills[id]
        #Return if the skill doesn't exist
        return if skill == nil
        #Return if the actor doesn't have the skill
        return if [email=!@actor.skills.include?(skill.id]!@actor.skills.include?(skill.id[/email])
        #Return if the actor can't use the skill
        return if [email=!@actor.can_use_skill?(skill]!@actor.can_use_skill?(skill[/email])
        #Animate
        if SKILL_ANIMATION.has_key?(id)
          l = SKILL_ANIMATION[id]
          animate($game_player, $game_player.character_name+l.to_s) if @player_ani
        else
          animate($game_player, $game_player.character_name+"_cast") if @player_ani
        end
        #Get the skill scope
        case skill.scope
        when 1 #Enemy
          #If the skill is ranged
          if RANGE_SKILLS.has_key?(skill.id)
            #Add to range
            @range.push(Game_Ranged_Skill.new($game_player, @actor, skill))
            @o = RANGE_SKILLS[skill.id]
            @online_chara = @o[2]
            @online_move_speed = @o[1]
            @online_range = @o[0]
            $ranged_sprite = true
            Network::Main.socket.send("<23>self.range_sprite(#{$game_map.map_id},[#{$game_player.direction},#{$game_player.x},#{$game_player.y}],$game_party.actors[0],#{@actor.weapon_id},'#{@online_chara}',#{@online_move_speed},#{@online_range})</23>\n")
            #Take off SP
            @actor.sp -= skill.sp_cost
            return
          end
          #If the skill is not ranged
          enemies = []
          #Get all enemies
          for enemy in @enemies.values
            next if enemy == nil
            if $event_leva != nil
            enemies.push($ABS.enemies[$event_leva.id])
          else
            if $player_leva != nil
              enemies.push($player_leva)
            else
              enemies.push(enemy)
            end
            end
          end
          #Get all players
          for player in Network::Main.mapplayers.values
            next if player == nil
            if $player_leva != nil
            enemies.push($player_leva)
          else
            enemies.push(player)
            end
          end
          #Order them from closest to the farthest
          enemies.sort! {|a,b|
          get_range(a.event,b.event) - get_range(b.event,a.event) }
          return if enemies[0] == nil
          #Attack the closest one
          enemies[0].effect_skill(@actor, skill)
          if enemies[0].is_a?(Game_NetPlayer)
            damage = enemies[0].damage
            pl = enemies[0]
            a = skill.animation2_id
            #Store the player's net id
            netid = pl.netid
           
          for i in 0..(User_Edit::MAP_NO_PVP.size-1)
            if $game_map.map_id == User_Edit::MAP_NO_PVP[i] and $game_party.actors[0].grupo != "Admin"
            $game_temp.chat_log.push("Você não pode atacar aqui!")
            return
            end
          end
          if pl.nome == " "
            return
          end
          if pl.grupo == "Admin"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Você não pode atacar o administrador!")
          #$pvp_msg = true
          #actor.damage = "ADM!"
          return
          end
          if User_Edit::ATTACK_MEMBER != true
          if pl.guild != "" and $game_party.actors[0].guild != "" and pl.guild == $game_party.actors[0].guild and $guild_position != "Lider"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Jogador da mesma Guild!")
          #$pvp_msg = true
          #actor.damage = "Mesma Guild!"
          return
          end
          end
           
            #Send the demage and aniamtion
            Network::Main.socket.send("<attack_id>#{netid}\n") if damage != "Miss" and damage != 0
            Network::Main.socket.send("<attack_effect>dam=#{damage}; ani=#{a} id=#{Network::Main.id}; map=#{$game_map.map_id}</attack_effect>\n") if damage != "Miss" and damage != 0
            pl.show_demage(damage,false) if damage != "Miss" and damage != 0
          end
          #Take off SP
          @actor.sp -= skill.sp_cost
          #Show Animetion on enemy
          hit_enemy(enemies[0], @actor, skill.animation2_id) if enemies[0].damage != "Miss" and enemies[0].damage != 0
          return if enemies[0].is_a?(Game_NetPlayer)
          #Return if enemy is dead
          return if enemy_dead?(enemies[0],@actor)
          return if !enemy.hate_group.include?(0)
          #If its alive, put it in battle
          enemies[0].in_battle = true
          #Make it attack the player
          enemies[0].attacking = $game_player
          #Setup movement
          setup_movement(enemies[0])
          return
        when 2 #All Emenies
          #Play the animation on player
          $game_player.animation_id = skill.animation2_id
          #Take off SP
          @actor.sp -= skill.sp_cost
          #enemies = get_all_range
          #Get all enemies
          for e in @enemies.values
            #Skip NIL values
            next if e == nil
            enemy = e
            #Attack enemy
            e.effect_skill(@actor, skill)
            #Show Animetion on enemy
            hit_enemy(e, @actor, 0) if enemy.damage != "Miss" and enemy.damage != 0
            #Skip this enemy if its dead
            next if enemy_dead?(e,@actor)
            next if !e.hate_group.include?(0)
            #If its alive, put it in battle
            enemy.in_battle = true
            #Make it attack the player
            enemy.attacking = $game_player
            #Setup movement
            setup_movement(e)
          end
          return
        when 3..4, 7 #User
          #Use the skill on the player
          actor = $game_party.actors[0]
          actor.effect_skill(@actor, skill)
          #Take off SP
          @actor.sp -= skill.sp_cost
          #Play animation
          $game_player.animation_id = skill.animation2_id
          return
        end
      end
      #--------------------------------------------------------------------------
      # * Get ALL Range(Element, Range)
      #--------------------------------------------------------------------------
      def get_all_range(element, range)
        objects = []
        for e in @enemies.values
          next if e == nil
          objects.push(e) if in_range?(element, e.event, range)
        end
        for player in Network::Main.mapplayers.values
          next if player == nil
          objects.push(player) if in_range?(element, player, range)
        end
        return objects
      end
      #--------------------------------------------------------------------------
      # * Netplayer Killed
      #--------------------------------------------------------------------------
      def netplayer_killed(player)
        #$game_player.show_demage("#{player.nome} morreu",false)
       
        if player.guild != "" and $game_party.actors[0].guild != "" and player.guild != $game_party.actors[0].guild
          $guild_points += 1
          $guild_created.refresh if $guild_created.visible
        end
       
        return if player.hp == 0
        return if player.hp < 0
       
        Audio.me_play("Audio/ME/" + VICTORY, 80, 100)
       
        actor = $game_party.actors[0]
        actor.damage = "#{player.nome} morreu"
       
        if actor.cant_get_exp? == false
          last_level = actor.level
          exp = player.level * EXP_GAIN
          actor.exp += player.level * EXP_GAIN
          #$game_player.show_demage("Gained #{exp} Exp.",false)
          if actor.level > last_level
            $game_player.show_demage("Level Up!",false)
            actor.hp = actor.maxhp
            actor.sp = actor.maxsp
          end
        end
        return if GOLD_GAIN <= 0
        return if player.gold <= 0
        gold = player.gold*GOLD_GAIN
        $game_party.gain_gold(gold.to_i)
      end
    end

    #============================================================================
    # * Game Ranged Skill
    #============================================================================
    class Game_Ranged_Skill < Range_Base
      #--------------------------------------------------------------------------
      # * Check Event Trigger Touch(x,y)
      #--------------------------------------------------------------------------
      def check_event_trigger_touch(x, y)
        return if @stop
        hit_player if x == $game_player.x and y == $game_player.y
        for event in $game_map.events.values
          if event.x == x and event.y == y
            if event.character_name == ""
              froce_movement
            else
              hit_event(event.id)
            end
          end
        end
        return if @parent.is_a?(Game_Event)
        #Check netplayer hit
        for player in Network::Main.mapplayers.values
          next if player == nil
          next if player.x != x or player.y != y
          hit_netplayer(player)
        end
      end
      #--------------------------------------------------------------------------
      # * Hit NetPlayer
      #--------------------------------------------------------------------------
      def hit_netplayer(player)
        @stop = true
        #Get Actor
        actor = player
        #Get Enemy
        enemy = @actor
        #Attack Actor
        damage = actor.effect_skill(enemy, @skill)
        damage = player.damage
        #Store the player's net id
        netid = player.netid
        a = @skill.animation2_id
       
          for i in 0..(User_Edit::MAP_NO_PVP.size-1)
            if $game_map.map_id == User_Edit::MAP_NO_PVP[i] and $game_party.actors[0].grupo != "Admin"
            $game_temp.chat_log.push("Você não pode atacar aqui!")
            return
            end
          end
          if player.nome == " "
            return
          end
          if player.grupo == "Admin"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Você não pode atacar o administrador!")
          #$pvp_msg = true
          #actor.damage = "ADM!"
          return
          end
          if User_Edit::ATTACK_MEMBER != true
          if player.guild != "" and $game_party.actors[0].guild != "" and player.guild == $game_party.actors[0].guild and $guild_position != "Lider"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Jogador da mesma Guild!")
          #$pvp_msg = true
          #actor.damage = "Mesma Guild!"
          return
          end
          end
        #player.jump(0,0) if damage != "Miss" and damage != 0
        #Send the demage and aniamtion
        Network::Main.socket.send("<attack_id>#{netid}\n") if damage != "Miss" and damage != 0
        Network::Main.socket.send("<attack_effect>dam=#{damage}; ani=#{a} id=#{Network::Main.id}; map=#{$game_map.map_id}</attack_effect>\n") if damage != "Miss" and damage != 0
        #Show animation on player
        player.animation_id = @skill.animation2_id if actor.damage != "Miss" and actor.damage != 0
        #Check if enemy is dead
        player.show_demage(player.damage,false) if damage != "Miss" and damage != 0
        $ABS.netplayer_killed(player) if player.hp <= 0
      end 
    end
    #============================================================================
    # * Game Ranged Weapons
    #============================================================================
    class Game_Ranged_Weapon < Range_Base
      #--------------------------------------------------------------------------
      # * Check Event Trigger Touch(x,y)
      #--------------------------------------------------------------------------
      def check_event_trigger_touch(x, y)
        return if @stop
        hit_player if x == $game_player.x and y == $game_player.y
        for event in $game_map.events.values
          next if event.x != x or event.y != y
          if event.character_name == ""
            froce_movement
          else
            hit_event(event.id)
          end
        end
        return if @parent.is_a?(Game_Event)
        #Check netplayer hit
        for player in Network::Main.mapplayers.values
          next if player == nil
          next if player.x != x or player.y != y
          hit_netplayer(player)
        end
      end
      #--------------------------------------------------------------------------
      # * Hit NetPlayer
      #--------------------------------------------------------------------------
      def hit_netplayer(player)
        @stop = true
        #Get Enemy
        enemy = @actor
        #Attack Actor
        damage = player.attack_effect(enemy)
        #Store the player's net id
        netid = player.netid
        a = @range_wepaon[2]
       
          for i in 0..(User_Edit::MAP_NO_PVP.size-1)
            if $game_map.map_id == User_Edit::MAP_NO_PVP[i] and $game_party.actors[0].grupo != "Admin"
            $game_temp.chat_log.push("Você não pode atacar aqui!")
            return
            end
          end
          if player.nome == " "
            return
          end
          if player.grupo == "Admin"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Você não pode atacar o administrador!")
          #$pvp_msg = true
          #actor.damage = "ADM!"
          return
          end
          if User_Edit::ATTACK_MEMBER != true
          if player.guild != "" and $game_party.actors[0].guild != "" and player.guild == $game_party.actors[0].guild and $guild_position != "Lider"
          actor = $game_party.actors[0]
          $game_temp.chat_log.push("Jogador da mesma Guild!")
          #$pvp_msg = true
          #actor.damage = "Mesma Guild!"
          return
          end
          end
       
        #player.jump(0,0) if damage != "Miss" and damage != 0
        #Send the demage and aniamtion
        Network::Main.socket.send("<attack_id>#{netid}\n") if damage != "Miss" and damage != 0
        Network::Main.socket.send("<attack_effect>dam=#{damage}; ani=#{a} id=#{Network::Main.id}; map=#{$game_map.map_id}</attack_effect>\n") if damage != "Miss" and damage != 0
        #Show animation on player
        player.animation_id = @range_wepaon[2] if player.damage != "Miss" and player.damage != 0
        #Check if enemy is dead
        player.show_demage(player.damage,false) if damage != "Miss" and damage != 0
        $ABS.netplayer_killed(player) if player.hp <= 0
      end 
    end
    #--------------------------------------------------------------------------
    # * SDK End
    #--------------------------------------------------------------------------
    end
    Valeu !!!!!! Very Happy
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    [Resolvido] jogador normal bater em admin Empty Re: [Resolvido] jogador normal bater em admin

    Mensagem por wallace123 Qua Nov 30, 2011 10:28 pm

    cuidado com o double-post


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