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[Erro] Script [Net]Network
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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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[Erro] Script [Net]Network
Olá galera!
Encontrei um erro aqui no script [Net]Network
Encontrei um erro aqui no script [Net]Network
Pra quem quiser meu Script:def self.retrieve_version
@socket.send("#{User_Edit::VERSION} \n")
end
- Spoiler:
- #===============================================================================
# ** 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} "+LANGUAGE::LEFTPARTY)
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("#{self.name} \n")
end
#--------------------------------------------------------------------------
# * Registers (Attempt to)
#--------------------------------------------------------------------------
def self.send_register(user,pass)
# Register with User as name, and Pass as password
@socket.send("#{pass} \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("#{User_Edit::VERSION} \n")
end
#--------------------------------------------------------------------------
# * Asks for Message of the day
#--------------------------------------------------------------------------
def self.retrieve_mod
@socket.send("'request' \n")
end
#--------------------------------------------------------------------------
# * Asks for Login (and confirmation)
#--------------------------------------------------------------------------
def self.send_login(user,pass)
@socket.send("#{pass} \n")
end
#--------------------------------------------------------------------------
# * Send Errors
#--------------------------------------------------------------------------
def self.send_error(lines)
if lines.is_a?(Array)
for line in lines
@socket.send("#{line} \n")
end
elsif lines.is_a?(String)
@socket.send("#{lines} \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 "#{LANGUAGE::NOTAUTH}, Tentativa #{try} de #{LANGUAGE::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 = '#{$chat_text.to_s}';"
# Send Exp
send += "@now_exp = '#{$game_party.actors[0].now_exp}';"
send += "@next_exp = '#{$game_party.actors[0].next_exp}';"
# Send genero
send += "@sexo = '#{$game_party.actors[0].sexo}';"
# Sends Map ID, X and Y positions
send += "@map_id = #{$game_map.map_id}; @x = #{$game_player.x}; @y = #{$game_player.y};"
# Sends Name
send += "@nome = '#{$game_party.actors[0].name}';" if User_Edit::Bandwith >= 1
# Sends Direction
send += "@direction = #{$game_player.direction};" if User_Edit::Bandwith >= 2
# Sends Move Speed
send += "@move_speed = #{$game_player.move_speed};" if User_Edit::Bandwith >= 3
# Sends Requesting start
send += "@weapon_id = #{$game_party.actors[0].weapon_id};"
send += "@armor1_id = #{$game_party.actors[0].armor1_id};"
send += "@armor2_id = #{$game_party.actors[0].armor2_id};"
send += "@armor3_id = #{$game_party.actors[0].armor3_id};"
send += "@armor4_id = #{$game_party.actors[0].armor4_id};"
send += "@str = #{$game_party.actors[0].str};"
send += "@agi = #{$game_party.actors[0].agi};"
send += "@dex = #{$game_party.actors[0].dex};"
send += "@int = #{$game_party.actors[0].int};"
if !$game_party.actors[0].armor4_id.nil?
if PET::ID[$game_party.actors[0].armor4_id].nil?
send += "@pet = '';"
else
send += "@pet = '#{PET::ID[$game_party.actors[0].armor4_id][0]}';"
end
end
#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};"
if $game_party.actors[0].armor4_id != 0
if PET::ID[$game_party.actors[0].armor4_id].nil?
send += "@pet = '';"
else
send += "@pet = '#{PET::ID[$game_party.actors[0].armor4_id][0]}';"
end
end
send += "@agi = #{$game_party.actors[0].agi};"
send += "@dex = #{$game_party.actors[0].dex};"
send += "@int = #{$game_party.actors[0].int};"
#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
#No jogo
if $scene.is_a?(Scene_Map)
autosave
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} "+LANGUAGE::LEFTPARTY)
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} "+LANGUAGE::LEFTPARTY)
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 LANGUAGE::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("#{id} \n")
@socket.send("#{self.id} \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 LANGUAGE::ADMKICKALL
self.close_socket
$scene = nil
return true
# Kick Command
elsif $1.to_s == "kicked"
p LANGUAGE::ADMKICK
self.close_socket
$scene = nil
return true
end
return false
end
return false
end
#--------------------------------------------------------------------------
# * Update all Not-Ingame Protocol Parts -> 0, login, reges
#--------------------------------------------------------------------------
def self.update_outgame(line)
case line
# Server Authenfication
when /<0 (.*)>(.*) n=(.*)<\/0>/
a = self.authenficate($1,$2)
@servername = $3.to_s
return true if a
# Registration Conformation
when /(.*)<\/reges>/
@user_test = false
return true
# Login, With User Test
when /(.*)<\/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 = LANGUAGE::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 = LANGUAGE::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 = LANGUAGE::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 = LANGUAGE::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>/
$game_temp.msg = LANGUAGE::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>/
$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>/
@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>/
if $scene.is_a?(Scene_Map)
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 = []
end
return true
end
return false
end
#--------------------------------------------------------------------------
# * Update Walking
#--------------------------------------------------------------------------
def self.update_walking(line)
case line
# Player information Processing
when /(.*)<\/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 /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>/
$game_party.actors[0].refresh_states($1)
# Attacked!
when /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
$scene = Scene_Gameover.new
end
return true
# Killed
when /(.*)<\/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>/
$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} "+LANGUAGE::PARTYINVITE,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,LANGUAGE::TRADEACCEPT) {Network::Main.pchat($trade_lider_id,"[COM] [TRADE_ACEITAR_TROCA]")}
@trade_w_2_button_2 = Button2.new($trade_w_2,120-3,85,LANGUAGE::TRADELEAVE) {trocando_sair(1); $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
$convite.set_text(LANGUAGE::TRADE_CONFIRM,0, -3)
#$convite.refresh
elsif text[1] == "[TRADE_SAIR_TROCA]"
trocando_sair(2)
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 = LANGUAGE::GUILDRANK
$guild_lider_name = ""
$guild_points = 0
$game_temp.chat_log.push(LANGUAGE::GUILDEXPELLED)
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
$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} "+LANGUAGE::GUILDINVITE+" #{$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
#-------------------------------------------------------------------------------
heyitily- Experiente
- Mensagens : 421
Créditos : 12
Re: [Erro] Script [Net]Network
esta usando a scene login do soreto né?
e o servidor esta off tbm né?
e o servidor esta off tbm né?
MalucaoBeleza- Desenvolvedor
- Medalhas :
Mensagens : 723
Créditos : 58
Re: [Erro] Script [Net]Network
a Scene do Soreto n tem nada haver... o serve tava off...(~eu jumento)
_________________
heyitily- Experiente
- Mensagens : 421
Créditos : 12
Re: [Erro] Script [Net]Network
tem sim deixa eu procurar os codes..
EDIT:
sua scene login esta pedindo a versão com o servidor off
por isso da erro..
para resolver procure por
EDIT:
sua scene login esta pedindo a versão com o servidor off
por isso da erro..
para resolver procure por
- Código:
Graphics.transition
- Código:
Network::Main.retrieve_version
- Código:
if $servidor_off == true
else
Network::Main.retrieve_version
end
MalucaoBeleza- Desenvolvedor
- Medalhas :
Mensagens : 723
Créditos : 58
Re: [Erro] Script [Net]Network
Troque isso:
- Código:
if $servidor_off == true
else
Network::Main.retrieve_version
end
- Código:
Network::Main.retrieve_version if not $servidor_off
Última edição por Soreto em Sáb Jul 21, 2012 9:38 pm, editado 1 vez(es)
_________________
Re: [Erro] Script [Net]Network
- Código:
Network::Main.retrieve_version if $servidor_off
tentei tbm
- Código:
Network::Main.retrieve_version if $servidor_off == true
MalucaoBeleza- Desenvolvedor
- Medalhas :
Mensagens : 723
Créditos : 58
Re: [Erro] Script [Net]Network
Perdão, eu modifiquei errado, já atualizei o meu post.
- Código:
Network::Main.retrieve_version if not $servidor_off
_________________
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