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Nome do personagem + classe no netplay master Empty Nome do personagem + classe no netplay master

Mensagem por gladistony Sex maio 25, 2012 10:08 am

Esse tutorial serve para fazer com que na tela apareça o nome do seu personagem + a sua classe.
Esse sistema foi pedido pelo Wuudzin Santos, mais postei aqui pq ficou muito grande.

Se vc ainda não edito os scripts [NET] Network e [EXT] Event Text Display que vem original do netplay, faça o tutorial 1 se vc ja edito alguma coisa neles use o tutorial 2

Tutorial 1
Substitua o script [EXT] Event Text Display por esse:
Código:
#==============================================================================
# ** Event Text Display
#==============================================================================
# Created By: Áص¹
# Modified By: SephirothSpawn
# Modified By: Me™
# Modified By: Valentine
# Version 2.1
# 2006-03-04
#==============================================================================
# * Instructions :
#
#  ~ Creating Event With Test Display
#  - Put a Comment on the Page With
#  [Name____]
#  - Place Text to Be Displayed in the Blank
#------------------------------------------------------------------------------
# * Customization :
#
#  ~ NPC Event Colors
#  - Event_Color = Color
#
#  ~ Player Event Color
#  - Player_Color = Color
#
#  ~ Player Text
#  - Player_Text = text_display *
#
#  ~ text_display
#  - 'Name', 'Class', 'Level', 'Hp', 'Sp'
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Event Text Display', 'SephirothSpawn', 2, '2006-03-04')
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Event Text Display') == true
#==============================================================================
# ** Game_Character
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  # * Dispaly Text Color (Event & Player)
  #--------------------------------------------------------------------------
  Event_Color = User_Edit::EVENT_COLOR#Color.new(0, 200, 0)
  ADM_Color = User_Edit::ADM_COLOR#Color.new(250, 250, 0)
  Player_Color = User_Edit::PLAYER_COLOR#Color.new(255, 255, 255)
  #--------------------------------------------------------------------------
  # * Display Choices
  # ~ 'Name', 'Class', 'Level', 'Hp', 'Sp'
  #--------------------------------------------------------------------------
  Player_Text = 'Name'
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :text_display
end
#==============================================================================
# ** Game_Event
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_characterdisplay_gevent_refresh refresh
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Original Refresh Method
    seph_characterdisplay_gevent_refresh
    # Checks to see if display text
    # If the name contains CD, it takes the rest of the name as the text
    unless @list.nil?
      for i in 0...@list.size
        if @list[i].code == 108
          @list[i].parameters[0].dup.gsub!(/Name (.*)/) do
            @text_display = [$1, Event_Color]
          end
        end
      end
    end
    @text_display = nil if @erased
  end
end
#==============================================================================
# ** Game_Player
#==============================================================================
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_characterdisplay_gplayer_refresh refresh
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Original Refresh Method
    seph_characterdisplay_gplayer_refresh
    # Gets First Actor
    name = $game_party.actors[0]
    # Determines Text
    case Player_Text
    when 'Name'
      txt = $game_party.actors[0].name + " -  #{$data_classes[$game_party.actors[0].class_id].name}"
    when 'Class'
      txt = actor.class_name
    when 'Level'
      txt = "Level: #{actor.level}"
    when 'Hp'
      txt = "HP: #{actor.hp} / #{actor.maxhp}"
    when 'Sp'
      txt = "SP: #{actor.sp} / #{actor.maxsp}"
    else
      txt = ''
    end
    # Creates Text Display
    if Network::Main.group == 'admin' and User_Edit::COLOR_ADMIN == true
    @text_display = [txt, ADM_Color]
  else
    @text_display = [txt, Player_Color]
    end
  end
end
#==============================================================================
# ** Sprite_Character
#==============================================================================
class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_characterdisplay_scharacter_update update
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Original update Method
    seph_characterdisplay_scharacter_update
    # Character Display Update Method
    update_display_text
  end
  #--------------------------------------------------------------------------
  # * Create Display Sprite
  #--------------------------------------------------------------------------
  def create_display_sprite(args)
    # Creates Display Bitmap
    bitmap = Bitmap.new(160, 24)
    bitmap.font.size = 15
   
    #bitmap.width = args[0].size+32
   
    # Draws Text Shadow
    bitmap.font.draw_shadow = false  if bitmap.font.respond_to?(:draw_shadow)
   
    bitmap.font.color = Color.new(0, 0, 0)
    bitmap.draw_text(1, 1, 160, 24, args[0], 1)
    bitmap.font.color = args[1]
    # Draws Text
    bitmap.draw_text(0, 0, 160, 24, args[0], 1)
   
    # Creates Display Text Sprite
    @_text_display = Sprite.new(self.viewport)
    @_text_display.bitmap = bitmap
    #@_text_display.opacity = 180
    @_text_display.ox = 80
    @_text_display.oy = 20
    @_text_display.x = self.x
    @_text_display.y = self.y - self.oy / 2 - 24
    @_text_display.z = 30001
    @_text_display.visible = self.visible #true
  end
 
  def create_display_guild(args)
    # Creates Display Bitmap
    bitmap = Bitmap.new(160, 24)
    bitmap.font.name = "Comic Sans MS"
    bitmap.font.size = 15
    actor = $game_party.actors[0]
    # Draws Text Shadow
   
    if bitmap.font.respond_to?(:draw_shadow)
      bitmap.font.draw_shadow = false
    end
    bitmap.font.color = Color.new(0, 0, 0)
    bitmap.draw_text(6, 1, 160, 24, actor.guild, 1)
   
    #bitmap.fill_rect(actor.guild.size*8+3,5,actor.guild.getw,13, Color.new(40, 40, 40))
    # Changes Font Color
    #bitmap.font.color = Color.new(0,0,0)
    #bitmap.draw_text(-1, 2-1, 160, 20, actor.guild, 1)
    #bitmap.draw_text(+1, 2-1, 160, 20, actor.guild, 1)
    #bitmap.draw_text(-1, 2+1, 160, 20, actor.guild, 1)
    #bitmap.draw_text(+1, 2+1, 160, 20, actor.guild, 1)
   
    bitmap.font.color = args[0]
    # Draws Text
   
    if $flag == "cinco"
    icon = RPG::Cache.icon("Mini-Flag5")
    elsif $flag == "quatro"
    icon = RPG::Cache.icon("Mini-Flag4")
    elsif $flag == "treis"
    icon = RPG::Cache.icon("Mini-Flag3")
    elsif $flag == "dois"
    icon = RPG::Cache.icon("Mini-Flag2")
    elsif $flag == "um"
    icon = RPG::Cache.icon("Mini-Flag1")
    else
    icon = RPG::Cache.icon("Mini-Flag1")
    end
    bitmap.blt(55-actor.guild.size,8,icon,icon.rect)
   
    bitmap.draw_text(5, 0, 160, 24, actor.guild, 1)
    $old_guild = args[0]
    # Creates Display Text Sprite
    @_g_display = Sprite.new(self.viewport)
    @_g_display.bitmap = bitmap
    #@_g_display.opacity = 180
    @_g_display.ox = 80
    @_g_display.oy = 22
    @_g_display.x = self.x
    @_g_display.y = self.y - self.oy / 2 - 24
    @_g_display.z = 30001
    @_g_display.visible = self.visible #true
  end
  #--------------------------------------------------------------------------
  # * Dispose Display Sprite
  #--------------------------------------------------------------------------
  def dispose_display_text
    @_text_display.dispose unless @_text_display.nil?
  end
  #--------------------------------------------------------------------------
  # * Update Display Sprite
  #--------------------------------------------------------------------------
  def update_display_text
    unless @character.text_display.nil?
      create_display_sprite(@character.text_display) if @_text_display.nil?
      @_text_display.x = self.x
      @_text_display.y = self.y - self.oy / 2 - 24
    else
      dispose_display_text unless @_text_display.nil?
    end
   
   
  unless !@character.is_a?(Game_Player)
    if $guild_name != ""
      if @_g_display.nil? and User_Edit::GUILD_NAME == true
        create_display_guild([User_Edit::GUILD_COLOR])#Color.new(0,0,200)])
      end
      if User_Edit::GUILD_NAME == true
      @_g_display.x = self.x
      @_g_display.y = self.y - self.oy / 2 - 35
      end
    end
      #unless @_g_display.nil?
      #@_g_display.dispose
      #end
    end
   
  end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end


Última edição por gladistony em Sex maio 25, 2012 10:22 am, editado 2 vez(es)
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Nome do personagem + classe no netplay master Empty Re: Nome do personagem + classe no netplay master

Mensagem por gladistony Sex maio 25, 2012 10:11 am

Depois substitua o script [NET] Network por esse:
Código:

#===============================================================================
# ** Network - Manages network data.
#-------------------------------------------------------------------------------
# Author    Me™ and Mr.Mo
# Modified  Valentine
# Version  2.0
# Date      11-04-06
#===============================================================================
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 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
    segundo = $game_party.actors[0].name + "  -  #{$data_classes[$game_party.actors[0].class_id].name}"
    send += "@nome = '#{segundo}';" if User_Edit::Bandwith >= 1
    # Sends Direction
    send += "@direction = #{$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
  #--------------------------------------------------------------------------
  # * 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 = '#{$game_party.item_number(Item_Ouro::Item_Id.to_i).to_s}';"
    send += "@str = #{$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
  #--------------------------------------------------------------------------
  # * 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
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Nome do personagem + classe no netplay master Empty Re: Nome do personagem + classe no netplay master

Mensagem por gladistony Sex maio 25, 2012 10:12 am

Continuação do [NET] Network, cole logo abaixo do outro
Código:

  #--------------------------------------------------------------------------
  # * 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
#-------------------------------------------------------------------------------

Agora as configuração acabaram, so lembrando que se vc fez o tutorial 1, não precisa fazer o tutorial 2.


Última edição por gladistony em Sex maio 25, 2012 10:24 am, editado 1 vez(es)
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Nome do personagem + classe no netplay master Empty Re: Nome do personagem + classe no netplay master

Mensagem por gladistony Sex maio 25, 2012 10:13 am

Tutorial 2
1° Vamos configura para mostra o nome na sua tela
>Va no script [EXT] Event Text Display
>Procure por:
Código:
when 'Name'
txt = $game_party.actors[0].name
> Coloque depois do $game_party.actors[0].name isso:
+ " - #{$data_classes[$game_party.actors[0].class_id].name}"
No final ficara assim:
Código:
when 'Name'
txt = $game_party.actors[0].name + " -  #{$data_classes[$game_party.actors[0].class_id].name}"
2° Agora vamos fazer para mostra o nome na janela dos outros jogadores
>Va no script [NET] Network
>Procure por # Sends Name
[esta na linha 364]
>Pouco abaixo esta assim send += "@nome = '#
>Apague essa parte e deixe so
# Sends Name
# Sends Direction
>Depois cole isso abaixo do # Sends Name
Código:
    segundo = $game_party.actors[0].name + "  -  #{$data_classes[$game_party.actors[0].class_id].name}"
    send += "@nome = '#{segundo}';" if User_Edit::Bandwith >= 1

Depois dessas duas mudanças esta pronto.

No final ficara assim:
Nome do personagem + classe no netplay master Resutadp

Off: Moderadores, desculpa pelos 4 post seguidos, mais não deu para por tudo em um post so.
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Nome do personagem + classe no netplay master Empty Re: Nome do personagem + classe no netplay master

Mensagem por Daniel Carvalho Sex maio 25, 2012 11:46 am

Gostei Very Happy
Vo tentar diminuir o tamanho da letra da classe, e colocar com uma cor
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Mensagem por Valentine Sex maio 25, 2012 12:04 pm

@gladistony
Não precisa postar todo o network, você poderia ter mostrado apenas o que foi mudado.
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Mensagem por Canjoo Sex maio 25, 2012 1:28 pm

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Mensagem por Monns Sex maio 25, 2012 6:13 pm

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