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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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Eu fiz umas modificações no script [INP] Mouse do Netplay Master V3. Mas agora quando entro aparece a mensagem "Não Autenticado 1 de 3" e não entra no jogo de jeito nenhum.
O Netplay estava configurado corretamento, tanto que funcionava normalmente antes. E não é a primeira vez que isso acontece.
Aqui está o script [INP] Mouse alterado que eu usei:
Alguém sabe o que pode ser?
O Netplay estava configurado corretamento, tanto que funcionava normalmente antes. E não é a primeira vez que isso acontece.
Aqui está o script [INP] Mouse alterado que eu usei:
- Spoiler:
- Código:
#===============================================================================
# ** Mouse Script v1 - Thank you to Cybersam who decoded Windows in order to make
# this work. of the credit, all I did was add a few functions.
# Without this script my entire system would not work. Thank you!
# I would not edit this, because it could easily be messed up. (Astro_Mech says)
#-------------------------------------------------------------------------------
# Author Cybersam
# Modified Marlos Gama
# Version 2.0
# Date 11-04-06
# Edit Astro_mech
#===============================================================================
SDK.log("MouseInput", "Astro_mech", "1.0", " 13-04-06")
#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.state('MouseInput') == true
module Mouse
#--------------------------------------------------------------------------
# * Variable Setup
#--------------------------------------------------------------------------
gsm = Win32API.new('user32', 'GetSystemMetrics', 'i', 'i')
@cursor_pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
module_function
#--------------------------------------------------------------------------
# * Mouse Global Position
#--------------------------------------------------------------------------
def mouse_global_pos
pos = [0, 0].pack('ll')
if @cursor_pos.call(pos) != 0
return pos.unpack('ll')
else
return nil
end
end
#--------------------------------------------------------------------------
# * Mouse Position
#--------------------------------------------------------------------------
def mouse_pos(catch_anywhere = false)
Input.mouse_update# Rataime's edit
width, height = client_size
x, y = screen_to_client(*mouse_global_pos)
if Input.Anykey == false
if catch_anywhere or (x >= 0 and y >= 0 and $Mouse.x < width and $Mouse.y < height)
return x, y
else
return $Mouse.x, $Mouse.y
end
else
return x, y
return $Mouse.x, $Mouse.y
end
end
#--------------------------------------------------------------------------
# * Delete
#--------------------------------------------------------------------------
def del
if @oldcursor == nil
return
else
@SetClassLong.call(handel ,-12, @oldcursor)
@oldcursor = nil
end
end
end
#--------------------------------------------------------------------------
# * Variable Setup
#--------------------------------------------------------------------------
$scr2cli = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i')
$client_rect = Win32API.new('user32', 'GetClientRect', %w(l p), 'i')
$readini = Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l')
$findwindow = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')
#--------------------------------------------------------------------------
# * Screen to Client
#--------------------------------------------------------------------------
def screen_to_client(x, y)
return nil unless x and y
pos = [x, y].pack('ll')
if $scr2cli.call(hwnd, pos) != 0
return pos.unpack('ll')
else
return nil
end
end
#--------------------------------------------------------------------------
# * H Windowed
#--------------------------------------------------------------------------
def hwnd
game_name = "\0" * 256
$readini.call('Game','Title','',game_name,255,".\\Game.ini")
game_name.delete!("\0")
return $findwindow.call('RGSS Player',game_name)
end
#--------------------------------------------------------------------------
# * Client Size
#--------------------------------------------------------------------------
def client_size
rect = [0, 0, 0, 0].pack('l4')
$client_rect.call(hwnd, rect)
right, bottom = rect.unpack('l4')[2..3]
return right, bottom
end
end
class Game_Temp
attr_accessor :atualizar_mouse
alias mouse_mmo initialize
def initialize
mouse_mmo
@atualizar_mouse = false
end
end
#-------------------------------------------------------------------------------
# End SDK Enabled Check
#-------------------------------------------------------------------------------
#===============================================================================
# ** Mouse Script v1 - Controlls the Mouse's functions, inlcuding drawing.
# + Event Map Interaction by MrMo, Merged by trebor777
#-------------------------------------------------------------------------------
# Author Astro_mech
# Version 1.3
# Date 15-11-06
# Edit Me, Mr.Mo and trebor777
#===============================================================================
SDK.log("Mouse", "Astro_mech", "1.3", " 13-04-06")
#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.state('Mouse')
cursor = Win32API.new("user32", "ShowCursor", "i", "i" )
cursor.call(0)
class Game_Mouse
MOUSE_ICON = {}
MOUSE_ICON["Default"] = "Arrow" #The default mouse icon.
#Setting up mouse Icons are easy
MOUSE_ICON["NPC"] = "Arrow3"#"Arrow3"
MOUSE_ICON["Item"] = "Arrow3"
MOUSE_ICON["Event"] = "Arrow3"
MOUSE_ICON["Enemy"] = "001-Weapon01"
MOUSE_ICON["NETPLAYER"] = "Arrow3"
#--------------------------------------------------------------------------
# * Attributes
#--------------------------------------------------------------------------
attr_accessor :icon
attr_accessor :x
attr_accessor :y
#--------------------------------------------------------------------------
# * Starts up the class, and creates the cursor icon
#--------------------------------------------------------------------------
def initialize
@x = 0
@y = 0
$icon = RPG::Cache.icon(MOUSE_ICON["Default"])
@icon_name = MOUSE_ICON["Default"]
@sprite = Sprite.new
#@sprite.bitmap = $icon
@sprite.opacity = 0
@sprite.z = 999999999
@draw = false
end
#--------------------------------------------------------------------------
# * Reset
#--------------------------------------------------------------------------
def reset
$icon = RPG::Cache.icon(MOUSE_ICON["Default"])
@icon_name = MOUSE_ICON["Default"]
@sprite.dispose if @sprite.bitmap != nil
@sprite = Sprite.new
@sprite.bitmap = $icon
@draw = false
# Updates the co-ordinates of the icon
@x, @y = Mouse.mouse_pos
@sprite.x = @x
@sprite.y = @y
@sprite.z = 999999999
end
def reset2
$icon = RPG::Cache.icon($mouse_iconfor)
@icon_name = MOUSE_ICON["Default"]
@sprite.dispose if @sprite.bitmap != nil
@sprite = Sprite.new
@sprite.bitmap = $icon
@draw = false
# Updates the co-ordinates of the icon
@x, @y = Mouse.mouse_pos
@sprite.x = @x
@sprite.y = @y
@sprite.z = 999999999
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
# Updates the co-ordinates of the icon
@old_x = @x # prevent the F2 bug
@old_y = @y # prevent the F2 bug
@x, @y = Mouse.mouse_pos
@x = @old_x if @x==nil # prevent the F2 bug
@y = @old_y if @y==nil # Prevent the F2 Bug
@sprite.x = @x
@sprite.y = @y
if $scene.is_a?(Scene_Map)
#Check if the mouse is clicked
if Input.pressed?(Input::Mouse_Left)
mouse_interactive
end
mouse_netinteractive if Input.pressed?(Input::Mouse_Right)
#$game_player.clear_path if Input.trigger(Input::Mouse_Right) or $game_temp.message_window_showing or $game_netplay.chat_active
#Check for mouse over
check_icon_to_icon
end
if $game_temp.atualizar_mouse == true
$game_temp.atualizar_mouse = false
reset2
end
end
#--------------------------------------------------------------------------
# * Change Icon according to the Icon List
#--------------------------------------------------------------------------
def check_icon_to_icon
object = get_allobject
if object[0]
if object[1].is_a?(Game_Event)
list = comment_include(object[1], "Mouse")
return if list == nil
#Check what the list is
for key in MOUSE_ICON.keys
next if !list.include?(key)
next if @icon_name == MOUSE_ICON[key]
return if $pegando_item == true
return if $pegando_item_loja == true
return if $pegando_item_trade == true
return if $pegando_skill == true
return if $desequipar_arma == true
return if $desequipar_armadura== true
return if $desequipar_escudo == true
return if $desequipar_helmet== true
return if $desequipar_acessorio == true
return if $desequipar_capa == true
return if $desequipar_luva == true
return if $desequipar_bota == true
return if $desequipar_amuleto == true
$icon = RPG::Cache.icon(MOUSE_ICON[key])
@icon_name = MOUSE_ICON[key]
@sprite.bitmap.dispose if @sprite.bitmap != nil or @sprite.bitmap.disposed?
@sprite.bitmap = $icon
end
elsif object[1].is_a?(Game_NetPlayer)
#Check what the list is
if @icon_name != MOUSE_ICON["NETPLAYER"]
$icon = RPG::Cache.icon(MOUSE_ICON["NETPLAYER"])
@icon_name = MOUSE_ICON["NETPLAYER"]
@sprite.bitmap.dispose if @sprite.bitmap != nil or @sprite.bitmap.disposed?
@sprite.bitmap = $icon
end
end
elsif @icon_name != MOUSE_ICON["Default"]
$icon = RPG::Cache.icon(MOUSE_ICON["Default"])
@icon_name = MOUSE_ICON["Default"]
@sprite.bitmap.dispose if @sprite.bitmap != nil or @sprite.bitmap.disposed?
@sprite.bitmap = $icon
end
end
#--------------------------------------------------------------------------
# * Interactive System
#--------------------------------------------------------------------------
def mouse_interactive
#Check if there is something on that pos.
object = get_object
object = get_object
if object[0] and object[1].is_a?(Game_Event)
#Get the correct pos
pos = get_pos(object[1])
#return if there is no pos
return if pos == nil
#Move to pos
return if $pegando_item == true
return if $pegando_item_loja == true
return if $pegando_skill == true
return if $pegando_item_trade == true
return if $desequipar_arma == true
return if $desequipar_armadura== true
return if $desequipar_escudo == true
return if $desequipar_helmet== true
return if $desequipar_acessorio == true
return if $desequipar_capa == true
return if $desequipar_luva == true
return if $desequipar_bota == true
return if $desequipar_amuleto == true
return if $equip_w.in_area? and $equip_w.visible
return if $member_list.in_area? and $member_list.visible
return if $item_w.in_area? and $item_w.visible
return if $painel_adm.in_area? and $painel_adm.visible
return if $teleport.in_area? and $teleport.visible
return if $skill.in_area? and $skill.visible
return if $guild_w.in_area? and $guild_w.visible
return if $guild_created.in_area? and $guild_created.visible
return if $janela_base.in_area?
$game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
#Activate event if facing event and next to event.
#start event
list = comment_include(object[1], "ABS")
if $game_map.events[object[1].id].opacity == 150
return if $fechando_ativar == true
$game_map.events[object[1].id].opacity = 255
$fechando_ativar = true
else
return if $fechando_ativar == true
$game_map.events[object[1].id].opacity = 150
#if $event_opa != $game_map.events[object[1].id] and $event_opa != nil
#$game_map.events[$event_opa].opacity = 255
#end
$player_opa = nil
$player_leva = nil
$event_opa = object[1].id
$event_leva = object[1]
if $ABS.enemies[$event_leva.id] != nil
else
$event_leva = nil
end
$fechando_ativar = true
end
if list != nil
#Network::Main.socket.send("5|@pvp_target = 'NPC'|<->")
# $game_party.actors[0].pvp_target = [$game_map.events[object[1].id],$ABS.enemies[object[1].id]]
return
end
end
#Check if there is something on that pos.
object = get_netobj
if object[0] and object[1].is_a?(Game_NetPlayer)
#Get the correct pos
pos = get_pos(object[1])
#return if there is no pos
return if pos == nil
#Move to pos
$game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
#Activate event if facing event and next to event.
return if !in_range?($game_player, object[1], 20)
return if $fechando_ativar == true
if object[1].opacity == 150
return if $fechando_ativar == true
object[1].opacity = 255
$fechando_ativar = true
else
return if $fechando_ativar == true
object[1].opacity = 150
$event_opa = nil
$event_leva = nil
$player_opa = object[1].id
$player_leva = object[1]
$fechando_ativar = true
end
#start event
# Network::Main.socket.send("5|@pvp_target = '#{object[1].name}'|<->")
# $game_party.actors[0].pvp_target = object[1]
return
else
# $game_party.actors[0].pvp_target = nil
end
if object[0] and object[1].is_a?(Game_Event)
list = comment_include(object[1], "Mouse")
return if list == nil
#Get the correct pos
pos = get_pos(object[1])
#return if there is no pos
return if pos == nil
#if list.include?("Start") and !in_range?($game_player, object[1], 1)
#Move to pos
return $game_player.find_path(pos[0], pos[1]) if list.include?("Cursor") and !in_range?($game_player, object[1], 1)
$game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
#Activate event if facing event and next to event.
return if !in_direction?($game_player,object[1]) or !in_range?($game_player, object[1], 1)
#start event
object[1].start if list.include?("Cursor")
return
end
#If there is nothing than move
return if !$game_map.passable?(tile_x, tile_y, 0, $game_player)
if $item_w.in_area? or $equip_w.in_area? and $item_w.visible == true
elsif $skill.in_area? and $skill.visible == true
elsif $trade_a == true
if $trade_w.in_area? and $trade_w.visible == true or $trade_w_2.in_area? and $trade_w_2.visible == true
else #$trade_w_2.in_area? and $trade_w_2.visible == true
if $pegando_item == false and $pegando_item_trade == false and $pegando_item_loja == false
$game_player.find_path(tile_x, tile_y) if User_Edit::PATHFIND_ACTIVE
end
end
elsif $loja == true
if $loja_w.in_area? and $loja_w.visible == true
else
if $pegando_item == false and $pegando_item_trade == false and $pegando_item_loja == false
$game_player.find_path(tile_x, tile_y) if User_Edit::PATHFIND_ACTIVE
end
end
elsif $status.in_area? and $status.visible == true
elsif $member_list.in_area? and $member_list.visible == true
elsif $guild_created.in_area? and $guild_created.visible == true
elsif $msg.in_area? and $msg.visible == true
#elsif $loja_w.in_area? and $loja_w.visible == true
#elsif $trade_w.in_area? and $trade_w.visible == true
#elsif $trade_w_2.in_area? and $trade_w_2.visible == true
elsif $janela_base.in_area? and $janela_base.visible == true
elsif $chat.in_area? and $chat.visible == true
elsif $painel_adm.in_area? and $painel_adm.visible == true
elsif $pegando_item_trade == true
elsif $pegando_item_loja == true
elsif $fechando_ativar == true
elsif $pegando_skill == true
elsif $pegando_item == true
elsif $arrastando_poxa == true
elsif $desequipar_arma == true
elsif $desequipar_armadura== true
elsif $desequipar_escudo == true
elsif $desequipar_helmet== true
elsif $desequipar_acessorio == true
elsif $desequipar_capa == true
elsif $desequipar_luva == true
elsif $desequipar_bota == true
elsif $desequipar_amuleto == true
elsif $chat_textinho.in_area? and $chat_textinho.visible == true
elsif $teleport.in_area? and $teleport.visible == true
elsif $guild_w.in_area? and $guild_w.visible == true
elsif $quest_list.in_area? and $quest_list.visible == true
elsif $quest_w.in_area? and $quest_w.visible == true
else
$game_player.find_path(tile_x, tile_y) if User_Edit::PATHFIND_ACTIVE
end
end
def mouse_netinteractive
#Check if there is something on that pos.
object = get_netobj
if object[0] and object[1].is_a?(Game_NetPlayer)
#Get the correct pos
pos = get_pos(object[1])
#return if there is no pos
return if pos == nil
#Move to pos
$game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
#Activate event if facing event and next to event.
return if !in_range?($game_player, object[1], 20)
#start event
$scene.active_netcommand(@x,@y,object[1].netid)
return
end
# $game_player.find_path(tile_x, tile_y)
end
#--------------------------------------------------------------------------
# * Get Pos
#--------------------------------------------------------------------------
def get_pos(object)
return [tile_x-1,tile_y] if $game_map.passable?(tile_x-1, tile_y, 0, object)
return [tile_x,tile_y-1] if $game_map.passable?(tile_x, tile_y-1, 0, object)
return [tile_x+1,tile_y] if $game_map.passable?(tile_x+1, tile_y, 0, object)
return [tile_x,tile_y+1] if $game_map.passable?(tile_x, tile_y+1, 0, object)
return nil
end
#--------------------------------------------------------------------------
# * Get Object
#--------------------------------------------------------------------------
def get_object
for event in $game_map.events.values
return [true,event] if event.x == tile_x and event.y == tile_y
end
return [false,nil]
end
def get_netobj
for player in Network::Main.mapplayers.values
return [true,player] if player.x == tile_x and player.y == tile_y
end
return [false,nil]
end
def get_allobject
for player in Network::Main.mapplayers.values
return [true,player] if player.x == tile_x and player.y == tile_y
end
for event in $game_map.events.values
return [true,event] if event.x == tile_x and event.y == tile_y
end
return [false,nil]
end
#--------------------------------------------------------------------------
# * Get Comments
#--------------------------------------------------------------------------
def comment_include(*args)
list = *args[0].list
trigger = *args[1]
return nil if list == nil
return nil unless list.is_a?(Array)
for item in list
next if item.code != 108
par = item.parameters[0].split(' ')
return item.parameters[0] if par[0] == trigger
end
return nil
end
#--------------------------------------------------------------------------
# * In Range?(Element, Object, Range) - Near Fantastica
#--------------------------------------------------------------------------
def in_range?(element, object, range)
x = (element.x - object.x) * (element.x - object.x)
y = (element.y - object.y) * (element.y - object.y)
r = x + y
return true if r <= (range * range)
return false
end
#--------------------------------------------------------------------------
# * In Direction?(Element, Object) - Near Fantastica
#--------------------------------------------------------------------------
def in_direction?(element, object)
return true if element.direction == 2 and object.y >= element.y and object.x == element.x
return true if element.direction == 4 and object.x <= element.x and object.y == element.y
return true if element.direction == 6 and object.x >= element.x and object.y == element.y
return true if element.direction == 8 and object.y <= element.y and object.x == element.x
return false
end
#--------------------------------------------------------------------------
# * Returns the current x-coordinate of the tile the mouse is over on the map
#--------------------------------------------------------------------------
def tile_x
return ((($game_map.display_x.to_f/4.0).floor + @x.to_f)/32.0).floor
end
#--------------------------------------------------------------------------
# * Returns the current y-coordinate of the tile the mouse is over on the map
#--------------------------------------------------------------------------
def tile_y
return ((($game_map.display_y.to_f/4.0).floor + @y.to_f)/32.0).floor
end
#--------------------------------------------------------------------------
# * Makes the mouse sprite disappear
#--------------------------------------------------------------------------
def invisible
@sprite.opacity = 0
#Win32API.new('user32', 'ShowCursor', 'l', 'l').call(1)
end
#--------------------------------------------------------------------------
# * Makes the mouse sprite visible
#--------------------------------------------------------------------------
def visible
@sprite.opacity = 255
#Win32API.new('user32', 'ShowCursor', 'l', 'l').call(0)
end
#--------------------------------------------------------------------------
# * Disposes the sprite
#--------------------------------------------------------------------------
def dispose
@sprite.dispose
end
end
end
#-------------------------------------------------------------------------------
# End SDK Enabled Check
#-------------------------------------------------------------------------------
class Game_Player < Game_Character
def mouse_turn
mx = (Mouse.pos[0] + $game_map.display_x / 4) / 32
my = (Mouse.pos[1] + $game_map.display_y / 4) / 32
rx = @x * 32
ry = @y * 32
while rx > 640
rx -= 640
end
while ry > 480
ry -= 480
end
dx = mx * 32 - rx
dy = my * 32 - ry
unless moving?
if dx.abs > dy.abs
if mx * 32 > rx
turn_right
else
turn_left
end
else
if my * 32 > ry
turn_down
else
turn_up
end
end
move
end
def update
@old_x = @x # prevent the F2 bug
@old_y = @y # prevent the F2 bug
@x, @y = Mouse.mouse_pos
@x = @old_x if @x==nil # prevent the F2 bug
@y = @old_y if @y==nil # Prevent the F2 Bug
mx = (Mouse.pos[0] + $game_map.display_x / 4) / 32
my = (Mouse.pos[1] + $game_map.display_y / 4) / 32
rx = @x * 32
ry = @y * 32
end
end
end
#------------------------
# Herói seguir o mouse
#========================
#------------------------
# Por: Mendesx
#========================
class Mouse_Coordinates
attr_reader :x
attr_reader :y
def initialize
$mouse_x = get_pos('x')
$mouse_y = get_pos('y')
end
def update
$mouse_x = get_pos('x')
$mouse_y = get_pos('y')
end
#==============================Thx to: Cadafalso===================
def get_pos(coord_type)
lpPoint = " " * 8 # store two LONGs
$getCursorPos.Call(lpPoint)
x,y = lpPoint.unpack("LL") # get the actual values
if coord_type == 'x'
return x
elsif coord_type == 'y'
return y
end
end
#==================================================================
end
#------------------------
# Herói seguir o mouse
#========================
#------------------------
# Por: Mendesx
#========================
$getCursorPos = Win32API.new("user32", "GetCursorPos", ['P'], 'V')
class Scene_Map
attr_reader :x
attr_reader :y
alias mouse_in initialize
def initialize
mouse_in
# Coordenadas do mouse
$mouse_x = get_pos('x')
$mouse_y = get_pos('y')
end
def get_pos(coord_type)
lpPoint = " " * 8 # store two LONGs
$getCursorPos.Call(lpPoint)
x,y = lpPoint.unpack("LL") # get the actual values
if coord_type == 'x'
return x
elsif coord_type == 'y'
return y
end
end
alias mouse_update update
def update
# Se quiser que o char ande na velocidade normal,
# apagues as linhas 61, 62, 63, e 64.
@wait_frames = 0
for i in 0..@wait_frames.to_i
Graphics.update
end
# Coordenadas do mouse
$mouse_x = get_pos('x')
$mouse_y = get_pos('y')
#---------------------------
#===========================
@turn = $game_player
if $mouse_x == 1023
@turn.turn_right
elsif $mouse_x == 1022
@turn.turn_right
elsif $mouse_x == 1021
@turn.turn_right
elsif $mouse_x == 1020
@turn.turn_right
elsif $mouse_x == 1019
@turn.turn_right
elsif $mouse_x == 1018
@turn.turn_right
elsif $mouse_x == 1017
@turn.turn_right
elsif $mouse_x == 1016
@turn.turn_right
elsif $mouse_x == 1015
@turn.turn_right
elsif $mouse_x == 1014
@turn.turn_right
elsif $mouse_x == 1013
@turn.turn_right
elsif $mouse_x == 10
@turn.turn_left
elsif $mouse_x == 9
@turn.turn_left
elsif $mouse_x == 8
@turn.turn_left
elsif $mouse_x == 7
@turn.turn_left
elsif $mouse_x == 6
@turn.turn_left
elsif $mouse_x == 5
@turn.turn_left
elsif $mouse_x == 4
@turn.turn_left
elsif $mouse_x == 3
@turn.turn_left
elsif $mouse_x == 2
@turn.turn_left
elsif $mouse_x == 1
@turn.turn_left
elsif $mouse_x == 0
@turn.turn_left
end
if $mouse_y == 767
@turn.turn_down
elsif $mouse_y == 766
@turn.turn_down
elsif $mouse_y == 765
@turn.turn_down
elsif $mouse_y == 764
@turn.turn_down
elsif $mouse_y == 763
@turn.turn_down
elsif $mouse_y == 762
@turn.turn_down
elsif $mouse_y == 761
@turn.turn_down
elsif $mouse_y == 760
@turn.turn_down
elsif $mouse_y == 759
@turn.turn_down
elsif $mouse_y == 758
@turn.turn_down
elsif $mouse_y == 757
@turn.turn_down
elsif $mouse_y == 756
@turn.turn_down
elsif $mouse_y == 10
@turn.turn_up
elsif $mouse_y == 9
@turn.turn_up
elsif $mouse_y == 8
@turn.turn_up
elsif $mouse_y == 7
@turn.turn_up
elsif $mouse_y == 6
@turn.turn_up
elsif $mouse_y == 5
@turn.turn_up
elsif $mouse_y == 4
@turn.turn_up
elsif $mouse_y == 3
@turn.turn_up
elsif $mouse_y == 2
@turn.turn_up
elsif $mouse_y == 1
@turn.turn_up
elsif $mouse_y == 0
@turn.turn_up
end
mouse_update
end
end
Alguém sabe o que pode ser?
marcosx- Novato
- Mensagens : 10
Créditos : 0
Re: Não autenticado
Retire suas modificações cara, Simples. Se você modificou e deu problema não modifique a não ser que tenha conhecimentos para isso.
Re: Não autenticado
O pior cara é que teve uma vez em que eu não modifiquei nada. Tava funcionando um dia e no outro não funcionava mais. Isso que me intriga.
marcosx- Novato
- Mensagens : 10
Créditos : 0
Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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