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Erro no [INP] Mouse
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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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Erro no [INP] Mouse
Bom gente tava testando meu projeto e me deparei com esse erro:
Antes de mais nada quero dizer que esse projeto ainda não adicionei scripts apenas fiz algumas pequenas modificações nos scripts do netplay.
Antes de mais nada quero dizer que esse projeto ainda não adicionei scripts apenas fiz algumas pequenas modificações nos scripts do netplay.
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Re: Erro no [INP] Mouse
Que "pequenas modificações você fez?"
_________________
"Não importa o quão forte o cara é, o que importa é encara-lo de frente sem fraquejar"
Laxus ~ Fairy Tail
Laxus- Aldeia Friend
- Mensagens : 1150
Créditos : 78
Re: Erro no [INP] Mouse
Apenas alterei HUD de lugar, adicionei botões, na tela de login, isso nada que poderia provocar qualquer conflito no jogo.Warrior_Maker escreveu:Que "pequenas modificações você fez?"
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Conheça o Ninja World
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Re: Erro no [INP] Mouse
Você adiciono o sistema do Darkmel de novos cursos?
_________________
"Não importa o quão forte o cara é, o que importa é encara-lo de frente sem fraquejar"
Laxus ~ Fairy Tail
Laxus- Aldeia Friend
- Mensagens : 1150
Créditos : 78
Re: Erro no [INP] Mouse
LeonMM escreveu:Poste a linha do erro.
Linha do Erro
- Código:
if $item_w.in_area? or $equip_w.in_area? and $item_w.visible == true
Script Completo
- Código:
#===============================================================================
# ** Mouse Script v1 - Thank you to Cybersam who decoded Windows in order to make
# this work. of the credit, all I did was add a few functions.
# Without this script my entire system would not work. Thank you!
# I would not edit this, because it could easily be messed up. (Astro_Mech says)
#-------------------------------------------------------------------------------
# Author Cybersam
# Modified Valentine
# Version 2.0
# Date 11-04-06
# Edit Astro_mech
#===============================================================================
SDK.log("MouseInput", "Astro_mech", "1.0", " 13-04-06")
#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.state('MouseInput') == true
module Mouse
#--------------------------------------------------------------------------
# * Variable Setup
#--------------------------------------------------------------------------
gsm = Win32API.new('user32', 'GetSystemMetrics', 'i', 'i')
@cursor_pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
module_function
#--------------------------------------------------------------------------
# * Mouse Global Position
#--------------------------------------------------------------------------
def mouse_global_pos
pos = [0, 0].pack('ll')
if @cursor_pos.call(pos) != 0
return pos.unpack('ll')
else
return nil
end
end
#--------------------------------------------------------------------------
# * Mouse Position
#--------------------------------------------------------------------------
def mouse_pos(catch_anywhere = false)
Input.mouse_update# Rataime's edit
width, height = client_size
x, y = screen_to_client(*mouse_global_pos)
if Input.Anykey == false
if catch_anywhere or (x >= 0 and y >= 0 and $Mouse.x < width and $Mouse.y < height)
return x, y
else
return $Mouse.x, $Mouse.y
end
else
return x, y
return $Mouse.x, $Mouse.y
end
end
#--------------------------------------------------------------------------
# * Delete
#--------------------------------------------------------------------------
def del
if @oldcursor == nil
return
else
@SetClassLong.call(handel ,-12, @oldcursor)
@oldcursor = nil
end
end
end
#--------------------------------------------------------------------------
# * Variable Setup
#--------------------------------------------------------------------------
$scr2cli = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i')
$client_rect = Win32API.new('user32', 'GetClientRect', %w(l p), 'i')
$readini = Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l')
$findwindow = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')
#--------------------------------------------------------------------------
# * Screen to Client
#--------------------------------------------------------------------------
def screen_to_client(x, y)
return nil unless x and y
pos = [x, y].pack('ll')
if $scr2cli.call(hwnd, pos) != 0
return pos.unpack('ll')
else
return nil
end
end
#--------------------------------------------------------------------------
# * H Windowed
#--------------------------------------------------------------------------
def hwnd
game_name = "\0" * 256
$readini.call('Game','Title','',game_name,255,".\\Game.ini")
game_name.delete!("\0")
return $findwindow.call('RGSS Player',game_name)
end
#--------------------------------------------------------------------------
# * Client Size
#--------------------------------------------------------------------------
def client_size
rect = [0, 0, 0, 0].pack('l4')
$client_rect.call(hwnd, rect)
right, bottom = rect.unpack('l4')[2..3]
return right, bottom
end
end
class Game_Temp
attr_accessor :atualizar_mouse
alias mouse_mmo initialize
def initialize
mouse_mmo
@atualizar_mouse = false
end
end
#-------------------------------------------------------------------------------
# End SDK Enabled Check
#-------------------------------------------------------------------------------
#===============================================================================
# ** Mouse Script v1 - Controlls the Mouse's functions, inlcuding drawing.
# + Event Map Interaction by MrMo, Merged by trebor777
#-------------------------------------------------------------------------------
# Author Astro_mech
# Version 1.3
# Date 15-11-06
# Edit Me™, Mr.Mo and trebor777
#===============================================================================
SDK.log("Mouse", "Astro_mech", "1.3", " 13-04-06")
#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.state('Mouse')
cursor = Win32API.new("user32", "ShowCursor", "i", "i" )
cursor.call(0)
class Game_Mouse
MOUSE_ICON = {}
MOUSE_ICON["Default"] = "Arrow2" #The default mouse icon.
#Setting up mouse Icons are easy
MOUSE_ICON["NPC"] = "Arrow-Event2"
MOUSE_ICON["Item"] = "Arrow-Event2"
MOUSE_ICON["Event"] = "Arrow-Event2"
MOUSE_ICON["Enemy"] = "001-Weapon01"
MOUSE_ICON["NETPLAYER"] = "Arrow-Event2"
#--------------------------------------------------------------------------
# * Attributes
#--------------------------------------------------------------------------
attr_accessor :icon
attr_accessor :x
attr_accessor :y
#--------------------------------------------------------------------------
# * Starts up the class, and creates the cursor icon
#--------------------------------------------------------------------------
def initialize
@x = 0
@y = 0
$icon = RPG::Cache.icon(MOUSE_ICON["Default"])
@icon_name = MOUSE_ICON["Default"]
@sprite = Sprite.new
#@sprite.bitmap = $icon
@sprite.opacity = 0
@sprite.z = 999999999
@draw = false
end
#--------------------------------------------------------------------------
# * Reset
#--------------------------------------------------------------------------
def reset
$icon = RPG::Cache.icon(MOUSE_ICON["Default"])
@icon_name = MOUSE_ICON["Default"]
@sprite.dispose if @sprite.bitmap != nil
@sprite = Sprite.new
@sprite.bitmap = $icon
@draw = false
# Updates the co-ordinates of the icon
@x, @y = Mouse.mouse_pos
@sprite.x = @x
@sprite.y = @y
@sprite.z = 999999999
end
#--------------------------------------------------------------------------
# * Reset 2
#--------------------------------------------------------------------------
def reset2
$icon = RPG::Cache.icon($mouse_iconfor)
@icon_name = MOUSE_ICON["Default"]
@sprite.dispose if @sprite.bitmap != nil
@sprite = Sprite.new
@sprite.bitmap = $icon
@draw = false
# Updates the co-ordinates of the icon
@old_x = @x # prevent the F2 bug
@old_y = @y # prevent the F2 bug
@x, @y = Mouse.mouse_pos
@x = @old_x if @x==nil # prevent the F2 bug
@y = @old_y if @y==nil # Prevent the F2 Bug
@sprite.x = @x
@sprite.y = @y
@sprite.z = 999999999
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
# Updates the co-ordinates of the icon
@old_x = @x # prevent the F2 bug
@old_y = @y # prevent the F2 bug
@x, @y = Mouse.mouse_pos
@x = @old_x if @x==nil # prevent the F2 bug
@y = @old_y if @y==nil # Prevent the F2 Bug
@sprite.x = @x
@sprite.y = @y
if $scene.is_a?(Scene_Map)
#Check if the mouse is clicked
if Input.pressed?(Input::Mouse_Left)
mouse_interactive
end
mouse_netinteractive if Input.pressed?(Input::Mouse_Right)
#$game_player.clear_path if Input.trigger(Input::Mouse_Right) or $game_temp.message_window_showing or $game_netplay.chat_active
#Check for mouse over
check_icon_to_icon
end
if $game_temp.atualizar_mouse == true
$game_temp.atualizar_mouse = false
reset2
end
end
#--------------------------------------------------------------------------
# * Change Icon according to the Icon List
#--------------------------------------------------------------------------
def check_icon_to_icon
object = get_allobject
if object[0]
if object[1].is_a?(Game_Event)
list = comment_include(object[1], "Mouse")
return if list == nil
#Check what the list is
for key in MOUSE_ICON.keys
next if !list.include?(key)
next if @icon_name == MOUSE_ICON[key]
return if can_mouse_pos? == false
$icon = RPG::Cache.icon(MOUSE_ICON[key])
@icon_name = MOUSE_ICON[key]
@sprite.bitmap.dispose if @sprite.bitmap != nil or @sprite.bitmap.disposed?
@sprite.bitmap = $icon
end
elsif object[1].is_a?(Game_NetPlayer)
#Check what the list is
if @icon_name != MOUSE_ICON["NETPLAYER"]
$icon = RPG::Cache.icon(MOUSE_ICON["NETPLAYER"])
@icon_name = MOUSE_ICON["NETPLAYER"]
@sprite.bitmap.dispose if @sprite.bitmap != nil or @sprite.bitmap.disposed?
@sprite.bitmap = $icon
end
end
elsif @icon_name != MOUSE_ICON["Default"]
$icon = RPG::Cache.icon(MOUSE_ICON["Default"])
@icon_name = MOUSE_ICON["Default"]
@sprite.bitmap.dispose if @sprite.bitmap != nil or @sprite.bitmap.disposed?
@sprite.bitmap = $icon
end
end
#--------------------------------------------------------------------------
# * Can Mouse Position
#--------------------------------------------------------------------------
def can_mouse_pos?
return false if $pegando_item == true
return false if $pegando_item_loja == true
return false if $pegando_skill == true
return false if $pegando_item_trade == true
return false if $desequipar_arma == true
return false if $desequipar_armadura== true
return false if $desequipar_escudo == true
return false if $desequipar_helmet== true
return false if $desequipar_acessorio == true
return false if $desequipar_capa == true
return false if $desequipar_luva == true
return false if $desequipar_bota == true
return false if $desequipar_amuleto == true
return true
end
#--------------------------------------------------------------------------
# * Interactive System
#--------------------------------------------------------------------------
def mouse_interactive
#Check if there is something on that pos.
object = get_object
if object[0] and object[1].is_a?(Game_Event)
#Get the correct pos
pos = get_pos(object[1])
#return if there is no pos
return if pos == nil
#Move to pos
return if can_mouse_pos? == false
return if $equip_w.in_area? and $equip_w.visible
return if $member_list.in_area? and $member_list.visible
return if $item_w.in_area? and $item_w.visible
return if $painel_adm.in_area? and $painel_adm.visible
return if $teleport.in_area? and $teleport.visible
return if $skill.in_area? and $skill.visible
return if $guild_w.in_area? and $guild_w.visible
return if $guild_created.in_area? and $guild_created.visible
return if $janela_base.in_area?
$game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
#Activate event if facing event and next to event.
#start event
list = comment_include(object[1], "ABS")
if $game_map.events[object[1].id].opacity == 150
return if $fechando_ativar == true
$game_map.events[object[1].id].opacity = 255
$fechando_ativar = true
else
return if $fechando_ativar == true
$game_map.events[object[1].id].opacity = 150
#if $event_opa != $game_map.events[object[1].id] and $event_opa != nil
#$game_map.events[$event_opa].opacity = 255
#end
$player_opa = nil
$player_leva = nil
$event_opa = object[1].id
$event_leva = object[1]
if $ABS.enemies[$event_leva.id] != nil
else
$event_leva = nil
end
$fechando_ativar = true
end
if list != nil
#Network::Main.socket.send("5|@pvp_target = 'NPC'|<->")
# $game_party.actors[0].pvp_target = [$game_map.events[object[1].id],$ABS.enemies[object[1].id]]
return
end
end
#Check if there is something on that pos.
object = get_netobj
if object[0] and object[1].is_a?(Game_NetPlayer)
#Get the correct pos
pos = get_pos(object[1])
#return if there is no pos
return if pos == nil
#Move to pos
$game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
#Activate event if facing event and next to event.
return if !in_range?($game_player, object[1], 20)
return if $fechando_ativar == true
if object[1].opacity == 150
return if $fechando_ativar == true
object[1].opacity = 255
$fechando_ativar = true
else
return if $fechando_ativar == true
object[1].opacity = 150
$event_opa = nil
$event_leva = nil
$player_opa = object[1].id
$player_leva = object[1]
$fechando_ativar = true
end
#start event
# Network::Main.socket.send("5|@pvp_target = '#{object[1].name}'|<->")
# $game_party.actors[0].pvp_target = object[1]
return
else
# $game_party.actors[0].pvp_target = nil
end
if object[0] and object[1].is_a?(Game_Event)
list = comment_include(object[1], "Mouse")
return if list == nil
#Get the correct pos
pos = get_pos(object[1])
#return if there is no pos
return if pos == nil
#if list.include?("Start") and !in_range?($game_player, object[1], 1)
#Move to pos
return $game_player.find_path(pos[0], pos[1]) if list.include?("Cursor") and !in_range?($game_player, object[1], 1)
$game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
#Activate event if facing event and next to event.
return if !in_direction?($game_player,object[1]) or !in_range?($game_player, object[1], 1)
#start event
object[1].start if list.include?("Cursor")
return
end
#If there is nothing than move
return if !$game_map.passable?(tile_x, tile_y, 0, $game_player)
if $item_w.in_area? or $equip_w.in_area? and $item_w.visible == true
elsif $skill.in_area? and $skill.visible == true
elsif $trade_a == true
if $trade_w.in_area? and $trade_w.visible == true or $trade_w_2.in_area? and $trade_w_2.visible == true
else
if $pegando_item == false and $pegando_item_trade == false and $pegando_item_loja == false
$game_player.find_path(tile_x, tile_y) if User_Edit::PATHFIND_ACTIVE
end
end
elsif $loja == true
if $loja_w.in_area? and $loja_w.visible == true
else
if $pegando_item == false and $pegando_item_trade == false and $pegando_item_loja == false
$game_player.find_path(tile_x, tile_y) if User_Edit::PATHFIND_ACTIVE
end
end
elsif $status.in_area? and $status.visible == true
elsif $member_list.in_area? and $member_list.visible == true
elsif $guild_created.in_area? and $guild_created.visible == true
elsif $msg.in_area? and $msg.visible == true
elsif $janela_base.in_area? and $janela_base.visible == true
elsif $chat.in_area? and $chat.visible == true
elsif $painel_adm.in_area? and $painel_adm.visible == true
elsif $pegando_item_trade == true
elsif $pegando_item_loja == true
elsif $fechando_ativar == true
elsif $pegando_skill == true
elsif $pegando_item == true
elsif $arrastando_poxa == true
elsif $desequipar_arma == true
elsif $desequipar_armadura== true
elsif $desequipar_escudo == true
elsif $desequipar_helmet== true
elsif $desequipar_acessorio == true
elsif $desequipar_capa == true
elsif $desequipar_luva == true
elsif $desequipar_bota == true
elsif $desequipar_amuleto == true
elsif $chat_textinho.in_area? and $chat_textinho.visible == true
elsif $teleport.in_area? and $teleport.visible == true
elsif $guild_w.in_area? and $guild_w.visible == true
elsif $quest_list.in_area? and $quest_list.visible == true
elsif $quest_w.in_area? and $quest_w.visible == true
else
$game_player.find_path(tile_x, tile_y) if User_Edit::PATHFIND_ACTIVE
end
end
def mouse_netinteractive
#Check if there is something on that pos.
object = get_netobj
if object[0] and object[1].is_a?(Game_NetPlayer)
#Get the correct pos
pos = get_pos(object[1])
#return if there is no pos
return if pos == nil
#Move to pos
$game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
#Activate event if facing event and next to event.
return if !in_range?($game_player, object[1], 20)
#start event
$scene.active_netcommand(@x,@y,object[1].netid)
return
end
# $game_player.find_path(tile_x, tile_y)
end
#--------------------------------------------------------------------------
# * Get Pos
#--------------------------------------------------------------------------
def get_pos(object)
return [tile_x-1,tile_y] if $game_map.passable?(tile_x-1, tile_y, 0, object)
return [tile_x,tile_y-1] if $game_map.passable?(tile_x, tile_y-1, 0, object)
return [tile_x+1,tile_y] if $game_map.passable?(tile_x+1, tile_y, 0, object)
return [tile_x,tile_y+1] if $game_map.passable?(tile_x, tile_y+1, 0, object)
return nil
end
#--------------------------------------------------------------------------
# * Get Object
#--------------------------------------------------------------------------
def get_object
for event in $game_map.events.values
return [true,event] if event.x == tile_x and event.y == tile_y
end
return [false,nil]
end
def get_netobj
for player in Network::Main.mapplayers.values
return [true,player] if player.x == tile_x and player.y == tile_y
end
return [false,nil]
end
def get_allobject
for player in Network::Main.mapplayers.values
return [true,player] if player.x == tile_x and player.y == tile_y
end
for event in $game_map.events.values
return [true,event] if event.x == tile_x and event.y == tile_y
end
return [false,nil]
end
#--------------------------------------------------------------------------
# * Get Comments
#--------------------------------------------------------------------------
def comment_include(*args)
list = *args[0].list
trigger = *args[1]
return nil if list == nil
return nil unless list.is_a?(Array)
for item in list
next if item.code != 108
par = item.parameters[0].split(' ')
return item.parameters[0] if par[0] == trigger
end
return nil
end
#--------------------------------------------------------------------------
# * In Range?(Element, Object, Range) - Near Fantastica
#--------------------------------------------------------------------------
def in_range?(element, object, range)
x = (element.x - object.x) * (element.x - object.x)
y = (element.y - object.y) * (element.y - object.y)
r = x + y
return true if r <= (range * range)
return false
end
#--------------------------------------------------------------------------
# * In Direction?(Element, Object) - Near Fantastica
#--------------------------------------------------------------------------
def in_direction?(element, object)
return true if element.direction == 2 and object.y >= element.y and object.x == element.x
return true if element.direction == 4 and object.x <= element.x and object.y == element.y
return true if element.direction == 6 and object.x >= element.x and object.y == element.y
return true if element.direction == 8 and object.y <= element.y and object.x == element.x
return false
end
#--------------------------------------------------------------------------
# * Returns the current x-coordinate of the tile the mouse is over on the map
#--------------------------------------------------------------------------
def tile_x
return ((($game_map.display_x.to_f/4.0).floor + @x.to_f)/32.0).floor
end
#--------------------------------------------------------------------------
# * Returns the current y-coordinate of the tile the mouse is over on the map
#--------------------------------------------------------------------------
def tile_y
return ((($game_map.display_y.to_f/4.0).floor + @y.to_f)/32.0).floor
end
#--------------------------------------------------------------------------
# * Makes the mouse sprite disappear
#--------------------------------------------------------------------------
def invisible
@sprite.opacity = 0
#Win32API.new('user32', 'ShowCursor', 'l', 'l').call(1)
end
#--------------------------------------------------------------------------
# * Makes the mouse sprite visible
#--------------------------------------------------------------------------
def visible
@sprite.opacity = 255
#Win32API.new('user32', 'ShowCursor', 'l', 'l').call(0)
end
#--------------------------------------------------------------------------
# * Disposes the sprite
#--------------------------------------------------------------------------
def dispose
@sprite.dispose
end
end
end
#-------------------------------------------------------------------------------
# End SDK Enabled Check
#-------------------------------------------------------------------------------
Agora não estou conseguindo nem mesmo entrar no jogo, o servidor dá o seguinte erro:
@Warrior_Maker
Não, não adicionei nenhum script.
_________________
Conheça o Ninja World
...
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