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[NPM v4] Chat Box

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Canjoo
xweetok59
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[NPM v4] Chat Box Empty [NPM v4] Chat Box

Mensagem por xweetok59 Seg Jul 30, 2012 9:08 am

Teclas de setas não funcionam no chat box evento NPC. Como você corrigir isso?

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[NPM v4] Chat Box Empty Re: [NPM v4] Chat Box

Mensagem por Canjoo Seg Jul 30, 2012 11:00 am

xweetok59 escreveu:Teclas de setas não funcionam no chat box evento NPC. Como você corrigir isso?

não entendi sua pergunta explique melhor.

e xweetok não é um nome de neopet?
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[NPM v4] Chat Box Empty Re: [NPM v4] Chat Box

Mensagem por xweetok59 Seg Jul 30, 2012 11:16 am

É exatamente o que eu disse. Você não pode usar as teclas de seta na caixa de texto quando tiver escolhido mostrar escolhas

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[NPM v4] Chat Box Empty Re: [NPM v4] Chat Box

Mensagem por Canjoo Seg Jul 30, 2012 11:50 am

UEE EU ACHO Q É PQ O CARA VAI TA DIGITANDO UM TEXTO

PELO Q ENTENDI.
ELE NÃO VAI ANDAR E AO MESMO TEMPO DIGITAR UM TEXTO
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[NPM v4] Chat Box Empty Re: [NPM v4] Chat Box

Mensagem por heyitily Seg Jul 30, 2012 11:50 am

Mano, não é pra usar as setas no chat...
Veí isso é bug sim aki para concertar
Guilink escreveu:Tem um bug quando você cria um evento e coloca o comando "Mostrar Escolhas", você não consegue escolher as opções com as setinhas do teclado na hora do jogo. Você tem que posicionar com o mouse, e depois apertar Enter. Vou tentar consertar, mais se alguem o fizer antes, melhor.

Edit: Consegui arrumar, quem quiser consertar, substua o script [NEW]Window_Selectable, por este:

Código:
#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
# Modified by Valentine
#==============================================================================

class Window_Selectable < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :index                    # cursor position
  attr_reader  :help_window              # help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x      : window x-coordinate
  #    y      : window y-coordinate
  #    width  : window width
  #    height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
  #--------------------------------------------------------------------------
  # * Set Cursor Position
  #    index : new cursor position
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    # Update Help Text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max
    # Compute rows from number of items and columns
    return (@item_max + @column_max - 1) / @column_max
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 32
    return self.oy / 32
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #    row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 32
    return (self.height - 32) / 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_item_max
    # Multiply row count (page_row_max) times column count (@column_max)
    return page_row_max * @column_max
  end
  #--------------------------------------------------------------------------
  # * Set Help Window
  #    help_window : new help window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 32 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x - 2, y, cursor_width + 10, 32)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If cursor is movable
    if self.active and @item_max > 0 and @index >= 0
      # If pressing down on the directional buttons
      if Input.repeat?(Input::DOWN)
        # If column count is 1 and directional button was pressed down with no
        # repeat, or if cursor position is more to the front than
        # (item count - column count)
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
          @index < @item_max - @column_max
          # Move cursor down
          #$game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      # If the up directional button was pressed
      if Input.repeat?(Input::UP)
        # If column count is 1 and directional button was pressed up with no
        # repeat, or if cursor position is more to the back than column count
        if (@column_max == 1 and Input.trigger?(Input::UP)) or
          @index >= @column_max
          # Move cursor up
          #$game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      # If the right directional button was pressed
      if Input.repeat?(Input::RIGHT)
        # If column count is 2 or more, and cursor position is closer to front
        # than (item count -1)
        if @column_max >= 2 and @index < @item_max - 1
          # Move cursor right
          #$game_system.se_play($data_system.cursor_se)
          @index += 1
        end
      end
      # If the left directional button was pressed
      if Input.repeat?(Input::LEFT)
        # If column count is 2 or more, and cursor position is more back than 0
        if @column_max >= 2 and @index > 0
          # Move cursor left
          #$game_system.se_play($data_system.cursor_se)
          @index -= 1
        end
      end
      # If R button was pressed
      if Input.repeat?(Input::R)
        # If bottom row being displayed is more to front than bottom data row
        if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          # Move cursor 1 page back
          #$game_system.se_play($data_system.cursor_se)
          @index = [@index + self.page_item_max, @item_max - 1].min
          self.top_row += self.page_row_max
        end
      end
      # If L button was pressed
      if Input.repeat?(Input::L)
        # If top row being displayed is more to back than 0
        if self.top_row > 0
          # Move cursor 1 page forward
          #$game_system.se_play($data_system.cursor_se)
          @index = [@index - self.page_item_max, 0].max
          self.top_row -= self.page_row_max
        end
      end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end


#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
#  This window class contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable2 < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :index                    # cursor position
  attr_reader  :help_window              # help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x      : window x-coordinate
  #    y      : window y-coordinate
  #    width  : window width
  #    height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
  #--------------------------------------------------------------------------
  # * Set Cursor Position
  #    index : new cursor position
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    # Update Help Text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max
    # Compute rows from number of items and columns
    return (@item_max + @column_max - 1) / @column_max
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 32
    return self.oy / 32
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #    row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 32
    return (self.height - 32) / 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_item_max
    # Multiply row count (page_row_max) times column count (@column_max)
    return page_row_max * @column_max
  end
  #--------------------------------------------------------------------------
  # * Set Help Window
  #    help_window : new help window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 20 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 20)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If cursor is movable
    if self.active and @item_max > 0 and @index >= 0
      idx = ($Mouse.y - self.y - self.margin) / 20
      if idx < @item_max and idx >= 0 and in_area?
        @index = idx
      end
      # If pressing down on the directional buttons
      #if Input.repeat?(Input::DOWN)
        # If column count is 1 and directional button was pressed down with no
        # repeat, or if cursor position is more to the front than
        # (item count - column count)
        #if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
          #@index < @item_max - @column_max
          # Move cursor down
          #$game_system.se_play($data_system.cursor_se)
          #@index = (@index + @column_max) % @item_max
        #end
      #end
      # If the up directional button was pressed
      #if Input.repeat?(Input::UP)
        # If column count is 1 and directional button was pressed up with no
        # repeat, or if cursor position is more to the back than column count
        #if (@column_max == 1 and Input.trigger?(Input::UP)) or
          #@index >= @column_max
          # Move cursor up
          #$game_system.se_play($data_system.cursor_se)
          #@index = (@index - @column_max + @item_max) % @item_max
        #end
      #end
      # If the right directional button was pressed
      #if Input.repeat?(Input::RIGHT)
        # If column count is 2 or more, and cursor position is closer to front
        # than (item count -1)
        #if @column_max >= 2 and @index < @item_max - 1
          # Move cursor right
          #$game_system.se_play($data_system.cursor_se)
          #@index += 1
        #end
      #end
      # If the left directional button was pressed
      #if Input.repeat?(Input::LEFT)
        # If column count is 2 or more, and cursor position is more back than 0
        #if @column_max >= 2 and @index > 0
          # Move cursor left
          #$game_system.se_play($data_system.cursor_se)
          #@index -= 1
        #end
      #end
      # If R button was pressed
      #if Input.repeat?(Input::R)
        # If bottom row being displayed is more to front than bottom data row
        #if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          # Move cursor 1 page back
          #$game_system.se_play($data_system.cursor_se)
          #@index = [@index + self.page_item_max, @item_max - 1].min
          #self.top_row += self.page_row_max
        #end
      #end
      # If L button was pressed
      #if Input.repeat?(Input::L)
        # If top row being displayed is more to back than 0
        #if self.top_row > 0
          # Move cursor 1 page forward
          #$game_system.se_play($data_system.cursor_se)
          #@index = [@index - self.page_item_max, 0].max
          #self.top_row -= self.page_row_max
        #end
      #end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end

#==============================================================================
# ** Window_Selectable3
#------------------------------------------------------------------------------
#  This window class contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable3 < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :index                    # cursor position
  attr_reader  :help_window              # help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x      : window x-coordinate
  #    y      : window y-coordinate
  #    width  : window width
  #    height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
  #--------------------------------------------------------------------------
  # * Set Cursor Position
  #    index : new cursor position
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    # Update Help Text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max
    # Compute rows from number of items and columns
    return (@item_max + @column_max - 1) / @column_max
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 32
    return self.oy / 32
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #    row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 32
    return (self.height - 32) / 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_item_max
    # Multiply row count (page_row_max) times column count (@column_max)
    return page_row_max * @column_max
  end
  #--------------------------------------------------------------------------
  # * Set Help Window
  #    help_window : new help window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32 - 2)
    y = @index / @column_max * 32 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x - 6, y, cursor_width + 23, 32)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If cursor is movable
    if self.active and @item_max > 0 and @index >= 0
      # If pressing down on the directional buttons
      if Input.repeat?(Input::DOWN)
        # If column count is 1 and directional button was pressed down with no
        # repeat, or if cursor position is more to the front than
        # (item count - column count)
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or @index < @item_max - @column_max
          # Move cursor down
          #$game_system.se_play($data_system.cursor_se)
          #@index = (@index + @column_max) % @item_max
        end
      end
      # If the up directional button was pressed
      if Input.repeat?(Input::UP)
        # If column count is 1 and directional button was pressed up with no
        # repeat, or if cursor position is more to the back than column count
        if (@column_max == 1 and Input.trigger?(Input::UP)) or @index >= @column_max
          # Move cursor up
          #$game_system.se_play($data_system.cursor_se)
          #@index = (@index - @column_max + @item_max) % @item_max
        end
      end
      # If the right directional button was pressed
      if Input.repeat?(Input::RIGHT)
        # If column count is 2 or more, and cursor position is closer to front
        # than (item count -1)
        if @column_max >= 2 and @index < @item_max - 1
          # Move cursor right
          #$game_system.se_play($data_system.cursor_se)
          #@index += 1
        end
      end
      # If the left directional button was pressed
      if Input.repeat?(Input::LEFT)
        # If column count is 2 or more, and cursor position is more back than 0
        if @column_max >= 2 and @index > 0
          # Move cursor left
          #$game_system.se_play($data_system.cursor_se)
          #@index -= 1
        end
      end
      # If R button was pressed
      if Input.repeat?(Input::R)
        # If bottom row being displayed is more to front than bottom data row
        if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          # Move cursor 1 page back
          $game_system.se_play($data_system.cursor_se)
          @index = [@index + self.page_item_max, @item_max - 1].min
          self.top_row += self.page_row_max
        end
      end
      # If L button was pressed
      if Input.repeat?(Input::L)
        # If top row being displayed is more to back than 0
        if self.top_row > 0
          # Move cursor 1 page forward
          $game_system.se_play($data_system.cursor_se)
          @index = [@index - self.page_item_max, 0].max
          self.top_row -= self.page_row_max
        end
      end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end

[NPM v4] Chat Box 364988687

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[NPM v4] Chat Box SICBb4n
heyitily
heyitily
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Experiente

Mensagens : 421
Créditos : 12

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[NPM v4] Chat Box Empty Re: [NPM v4] Chat Box

Mensagem por MalucaoBeleza Seg Jul 30, 2012 1:06 pm

Italoess escreveu:Mano, não é pra usar as setas no chat...
Veí isso é bug sim aki para concertar
Guilink escreveu:Tem um bug quando você cria um evento e coloca o comando "Mostrar Escolhas", você não consegue escolher as opções com as setinhas do teclado na hora do jogo. Você tem que posicionar com o mouse, e depois apertar Enter. Vou tentar consertar, mais se alguem o fizer antes, melhor.

Edit: Consegui arrumar, quem quiser consertar, substua o script [NEW]Window_Selectable, por este:

Código:
#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
# Modified by Valentine
#==============================================================================

class Window_Selectable < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :index                    # cursor position
  attr_reader  :help_window              # help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x      : window x-coordinate
  #    y      : window y-coordinate
  #    width  : window width
  #    height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
  #--------------------------------------------------------------------------
  # * Set Cursor Position
  #    index : new cursor position
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    # Update Help Text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max
    # Compute rows from number of items and columns
    return (@item_max + @column_max - 1) / @column_max
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 32
    return self.oy / 32
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #    row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 32
    return (self.height - 32) / 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_item_max
    # Multiply row count (page_row_max) times column count (@column_max)
    return page_row_max * @column_max
  end
  #--------------------------------------------------------------------------
  # * Set Help Window
  #    help_window : new help window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 32 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x - 2, y, cursor_width + 10, 32)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If cursor is movable
    if self.active and @item_max > 0 and @index >= 0
      # If pressing down on the directional buttons
      if Input.repeat?(Input::DOWN)
        # If column count is 1 and directional button was pressed down with no
        # repeat, or if cursor position is more to the front than
        # (item count - column count)
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
          @index < @item_max - @column_max
          # Move cursor down
          #$game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      # If the up directional button was pressed
      if Input.repeat?(Input::UP)
        # If column count is 1 and directional button was pressed up with no
        # repeat, or if cursor position is more to the back than column count
        if (@column_max == 1 and Input.trigger?(Input::UP)) or
          @index >= @column_max
          # Move cursor up
          #$game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      # If the right directional button was pressed
      if Input.repeat?(Input::RIGHT)
        # If column count is 2 or more, and cursor position is closer to front
        # than (item count -1)
        if @column_max >= 2 and @index < @item_max - 1
          # Move cursor right
          #$game_system.se_play($data_system.cursor_se)
          @index += 1
        end
      end
      # If the left directional button was pressed
      if Input.repeat?(Input::LEFT)
        # If column count is 2 or more, and cursor position is more back than 0
        if @column_max >= 2 and @index > 0
          # Move cursor left
          #$game_system.se_play($data_system.cursor_se)
          @index -= 1
        end
      end
      # If R button was pressed
      if Input.repeat?(Input::R)
        # If bottom row being displayed is more to front than bottom data row
        if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          # Move cursor 1 page back
          #$game_system.se_play($data_system.cursor_se)
          @index = [@index + self.page_item_max, @item_max - 1].min
          self.top_row += self.page_row_max
        end
      end
      # If L button was pressed
      if Input.repeat?(Input::L)
        # If top row being displayed is more to back than 0
        if self.top_row > 0
          # Move cursor 1 page forward
          #$game_system.se_play($data_system.cursor_se)
          @index = [@index - self.page_item_max, 0].max
          self.top_row -= self.page_row_max
        end
      end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end


#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
#  This window class contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable2 < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :index                    # cursor position
  attr_reader  :help_window              # help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x      : window x-coordinate
  #    y      : window y-coordinate
  #    width  : window width
  #    height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
  #--------------------------------------------------------------------------
  # * Set Cursor Position
  #    index : new cursor position
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    # Update Help Text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max
    # Compute rows from number of items and columns
    return (@item_max + @column_max - 1) / @column_max
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 32
    return self.oy / 32
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #    row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 32
    return (self.height - 32) / 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_item_max
    # Multiply row count (page_row_max) times column count (@column_max)
    return page_row_max * @column_max
  end
  #--------------------------------------------------------------------------
  # * Set Help Window
  #    help_window : new help window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 20 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 20)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If cursor is movable
    if self.active and @item_max > 0 and @index >= 0
      idx = ($Mouse.y - self.y - self.margin) / 20
      if idx < @item_max and idx >= 0 and in_area?
        @index = idx
      end
      # If pressing down on the directional buttons
      #if Input.repeat?(Input::DOWN)
        # If column count is 1 and directional button was pressed down with no
        # repeat, or if cursor position is more to the front than
        # (item count - column count)
        #if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
          #@index < @item_max - @column_max
          # Move cursor down
          #$game_system.se_play($data_system.cursor_se)
          #@index = (@index + @column_max) % @item_max
        #end
      #end
      # If the up directional button was pressed
      #if Input.repeat?(Input::UP)
        # If column count is 1 and directional button was pressed up with no
        # repeat, or if cursor position is more to the back than column count
        #if (@column_max == 1 and Input.trigger?(Input::UP)) or
          #@index >= @column_max
          # Move cursor up
          #$game_system.se_play($data_system.cursor_se)
          #@index = (@index - @column_max + @item_max) % @item_max
        #end
      #end
      # If the right directional button was pressed
      #if Input.repeat?(Input::RIGHT)
        # If column count is 2 or more, and cursor position is closer to front
        # than (item count -1)
        #if @column_max >= 2 and @index < @item_max - 1
          # Move cursor right
          #$game_system.se_play($data_system.cursor_se)
          #@index += 1
        #end
      #end
      # If the left directional button was pressed
      #if Input.repeat?(Input::LEFT)
        # If column count is 2 or more, and cursor position is more back than 0
        #if @column_max >= 2 and @index > 0
          # Move cursor left
          #$game_system.se_play($data_system.cursor_se)
          #@index -= 1
        #end
      #end
      # If R button was pressed
      #if Input.repeat?(Input::R)
        # If bottom row being displayed is more to front than bottom data row
        #if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          # Move cursor 1 page back
          #$game_system.se_play($data_system.cursor_se)
          #@index = [@index + self.page_item_max, @item_max - 1].min
          #self.top_row += self.page_row_max
        #end
      #end
      # If L button was pressed
      #if Input.repeat?(Input::L)
        # If top row being displayed is more to back than 0
        #if self.top_row > 0
          # Move cursor 1 page forward
          #$game_system.se_play($data_system.cursor_se)
          #@index = [@index - self.page_item_max, 0].max
          #self.top_row -= self.page_row_max
        #end
      #end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end

#==============================================================================
# ** Window_Selectable3
#------------------------------------------------------------------------------
#  This window class contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable3 < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :index                    # cursor position
  attr_reader  :help_window              # help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x      : window x-coordinate
  #    y      : window y-coordinate
  #    width  : window width
  #    height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
  #--------------------------------------------------------------------------
  # * Set Cursor Position
  #    index : new cursor position
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    # Update Help Text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max
    # Compute rows from number of items and columns
    return (@item_max + @column_max - 1) / @column_max
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 32
    return self.oy / 32
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #    row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 32
    return (self.height - 32) / 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_item_max
    # Multiply row count (page_row_max) times column count (@column_max)
    return page_row_max * @column_max
  end
  #--------------------------------------------------------------------------
  # * Set Help Window
  #    help_window : new help window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32 - 2)
    y = @index / @column_max * 32 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x - 6, y, cursor_width + 23, 32)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If cursor is movable
    if self.active and @item_max > 0 and @index >= 0
      # If pressing down on the directional buttons
      if Input.repeat?(Input::DOWN)
        # If column count is 1 and directional button was pressed down with no
        # repeat, or if cursor position is more to the front than
        # (item count - column count)
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or @index < @item_max - @column_max
          # Move cursor down
          #$game_system.se_play($data_system.cursor_se)
          #@index = (@index + @column_max) % @item_max
        end
      end
      # If the up directional button was pressed
      if Input.repeat?(Input::UP)
        # If column count is 1 and directional button was pressed up with no
        # repeat, or if cursor position is more to the back than column count
        if (@column_max == 1 and Input.trigger?(Input::UP)) or @index >= @column_max
          # Move cursor up
          #$game_system.se_play($data_system.cursor_se)
          #@index = (@index - @column_max + @item_max) % @item_max
        end
      end
      # If the right directional button was pressed
      if Input.repeat?(Input::RIGHT)
        # If column count is 2 or more, and cursor position is closer to front
        # than (item count -1)
        if @column_max >= 2 and @index < @item_max - 1
          # Move cursor right
          #$game_system.se_play($data_system.cursor_se)
          #@index += 1
        end
      end
      # If the left directional button was pressed
      if Input.repeat?(Input::LEFT)
        # If column count is 2 or more, and cursor position is more back than 0
        if @column_max >= 2 and @index > 0
          # Move cursor left
          #$game_system.se_play($data_system.cursor_se)
          #@index -= 1
        end
      end
      # If R button was pressed
      if Input.repeat?(Input::R)
        # If bottom row being displayed is more to front than bottom data row
        if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          # Move cursor 1 page back
          $game_system.se_play($data_system.cursor_se)
          @index = [@index + self.page_item_max, @item_max - 1].min
          self.top_row += self.page_row_max
        end
      end
      # If L button was pressed
      if Input.repeat?(Input::L)
        # If top row being displayed is more to back than 0
        if self.top_row > 0
          # Move cursor 1 page forward
          $game_system.se_play($data_system.cursor_se)
          @index = [@index - self.page_item_max, 0].max
          self.top_row -= self.page_row_max
        end
      end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end

[NPM v4] Chat Box 364988687

não é bug coisa nenhuma foi feito assim
foi programado assim
sendo assim não é bug
MalucaoBeleza
MalucaoBeleza
Desenvolvedor
Desenvolvedor

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[NPM v4] Chat Box Empty Re: [NPM v4] Chat Box

Mensagem por xweetok59 Seg Jul 30, 2012 1:07 pm

Quando eu uso que eu recebo

Script: '[WIN] Quest List' Line 11: Argument Error occured

Wrong number of arguments(5 for 4)

xweetok59
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[NPM v4] Chat Box Empty Re: [NPM v4] Chat Box

Mensagem por heyitily Seg Jul 30, 2012 1:20 pm

não tem nada Haver com o Script.... Eu acho
Malucão Beleza é vdd, malz....

_________________
[NPM v4] Chat Box SICBb4n
heyitily
heyitily
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[NPM v4] Chat Box Empty Re: [NPM v4] Chat Box

Mensagem por BrenoFodon Seg Jul 30, 2012 2:09 pm

xweetok59 escreveu:Quando eu uso que eu recebo

Script: '[WIN] Quest List' Line 11: Argument Error occured

Wrong number of arguments(5 for 4)

da erro mesmo =)
BrenoFodon
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[NPM v4] Chat Box Empty Re: [NPM v4] Chat Box

Mensagem por heyitily Seg Jul 30, 2012 3:04 pm

o Netplay Master v4 Atualizado dia 24 não tá bugado...

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[NPM v4] Chat Box SICBb4n
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[NPM v4] Chat Box Empty Re: [NPM v4] Chat Box

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