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[Encerrado] [Pokemon] Dúvidas? - Pda


lucashgas

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iae to com 1 bug sinistro aki no meu server ;(

 

 

[27/09/2012 21:54:16] [Error - Spell Interface]

[27/09/2012 21:54:16] data/spells/scripts/ps/Raging Blast.lua:onCastSpell

[27/09/2012 21:54:16] Description:

[27/09/2012 21:54:16] (luaGetThingFromPos) Tile not found

 

 

[27/09/2012 21:54:20] [Error - TalkAction Interface]

[27/09/2012 21:54:20] data/talkactions/scripts/move1.lua:onSay

[27/09/2012 21:54:20] Description:

[27/09/2012 21:54:20] (luaGetThingFromPos) Tile not found

 

e tem outros por ex o buble blast do blastoise ;S

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iae to com 1 bug sinistro aki no meu server ;(

 

 

[27/09/2012 21:54:16] [Error - Spell Interface]

[27/09/2012 21:54:16] data/spells/scripts/ps/Raging Blast.lua:onCastSpell

[27/09/2012 21:54:16] Description:

[27/09/2012 21:54:16] (luaGetThingFromPos) Tile not found

 

 

[27/09/2012 21:54:20] [Error - TalkAction Interface]

[27/09/2012 21:54:20] data/talkactions/scripts/move1.lua:onSay

[27/09/2012 21:54:20] Description:

[27/09/2012 21:54:20] (luaGetThingFromPos) Tile not found

 

e tem outros por ex o buble blast do blastoise ;S

Na pasta do slicer tem um recado bem grande dizendo "OBRIGATORIO OLHAR!!" veja isso e coloca em seu mapa que nao tera mais erro.

Editado por Huntre
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@edu

q q essa function deve fazer? '---'

to tentando fazer a barra sumir caso o player deslogue.. mas increvelmente ta osso uahauh

 

opaaa...

connect(g_game, 'onTextMessage', Bot.Brincar2)
function Bot.Brincar2(mode, text)
if not g_game.isOnline() then return end
  if mode == MessageModes.Failure then
  Bot.Brincar()   
  end
end

 

quando mando msg de cancel executa o script o//// gogo cdBarrr

Editado por Slicer
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@Slicer

Se pega o id do .spr, não seria so importar as imagens e fazer igual do pxg ?

Nao precisaria pegar as apagadas, era só da um jeito de colocar aquela contagem de tempo em cima.

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vá em modules\game_healthinfo\Healthinfo.otui apague tudo e bota isso

 

 

 

HealthBar < ProgressBar

id: healthBar

height: 15

background-color: #ff4444

anchors.top: parent.top

anchors.left: parent.left

anchors.right: parent.right

 

HealthLabel < GameLabel

id: healthLabel

color: white

text-align: center

font: verdana-11px-rounded

anchors.fill: healthBar

margin-top: 2

text: 0 / 0

 

SoulLabel < GameLabel

id: soulLabel

text-align: right

color: white

font: verdana-11px-rounded

anchors.bottom: parent.bottom

anchors.right: parent.right

anchors.left: parent.horizontalCenter

margin-top: 5

margin-right: 3

text: Soul:

 

CapLabel < GameLabel

id: capLabel

color: white

font: verdana-11px-rounded

anchors.bottom: parent.bottom

anchors.left: parent.left

anchors.right: parent.horizontalCenter

margin-top: 5

margin-left: 3

text: Cap:

 

ConditionWidget < UIWidget

size: 18 18

 

$!first:

margin-left: 2

 

MiniWindow

icon: healthinfo.png

id: healthInfoWindow

!text: tr('Health Info')

height: 84

@onClose: modules.game_healthinfo.onMiniWindowClose()

&save: true

 

MiniWindowContents

HealthBar

HealthLabel

Panel

id: conditionPanel

layout:

type: horizontalBox

height: 22

margin-top: 4

padding: 2

anchors.top: prev.bottom

anchors.left: parent.left

anchors.right: parent.right

border-width: 1

border-color: #00000077

background-color: #ffffff11

SoulLabel

CapLabel

 

 

 

 

Healthinfo.lua

 

 

 

Icons = {}

Icons[1] = { tooltip = tr('You are poisoned'), path = '/game_healthinfo/icons/poisoned.png', id = 'condition_poisoned' }

Icons[2] = { tooltip = tr('You are burning'), path = '/game_healthinfo/icons/burning.png', id = 'condition_burning' }

Icons[4] = { tooltip = tr('You are electrified'), path = '/game_healthinfo/icons/electrified.png', id = 'condition_electrified' }

Icons[8] = { tooltip = tr('You are drunk'), path = '/game_healthinfo/icons/drunk.png', id = 'condition_drunk' }

Icons[16] = { tooltip = tr('You are protected by a magic shield'), path = '/game_healthinfo/icons/magic_shield.png', id = 'condition_magic_shield' }

Icons[32] = { tooltip = tr('You are paralysed'), path = '/game_healthinfo/icons/slowed.png', id = 'condition_slowed' }

Icons[64] = { tooltip = tr('You are hasted'), path = '/game_healthinfo/icons/haste.png', id = 'condition_haste' }

Icons[128] = { tooltip = tr('You may not logout during a fight'), path = '/game_healthinfo/icons/logout_block.png', id = 'condition_logout_block' }

Icons[256] = { tooltip = tr('You are drowing'), path = '/game_healthinfo/icons/drowning.png', id = 'condition_drowning' }

Icons[512] = { tooltip = tr('You are freezing'), path = '/game_healthinfo/icons/freezing.png', id = 'condition_freezing' }

Icons[1024] = { tooltip = tr('You are dazzled'), path = '/game_healthinfo/icons/dazzled.png', id = 'condition_dazzled' }

Icons[2048] = { tooltip = tr('You are cursed'), path = '/game_healthinfo/icons/cursed.png', id = 'condition_cursed' }

Icons[4096] = { tooltip = tr('You are strengthened'), path = '/game_healthinfo/icons/strengthened.png', id = 'condition_strengthened' }

Icons[8192] = { tooltip = tr('You may not logout or enter a protection zone'), path = '/game_healthinfo/icons/protection_zone_block.png', id = 'condition_protection_zone_block' }

Icons[16384] = { tooltip = tr('You are within a protection zone'), path = '/game_healthinfo/icons/protection_zone.png', id = 'condition_protection_zone' }

Icons[32768] = { tooltip = tr('You are bleeding'), path = '/game_healthinfo/icons/bleeding.png', id = 'condition_bleeding' }

Icons[65536] = { tooltip = tr('You are hungry'), path = '/game_healthinfo/icons/hungry.png', id = 'condition_hungry' }

 

healthInfoWindow = nil

healthBar = nil

soulBar = nil

healthLabel = nil

soulLabel = nil

capLabel = nil

 

function init()

connect(LocalPlayer, { onHealthChange = onHealthChange,

onStatesChange = onStatesChange,

onSoulChange = onSoulChange,

onFreeCapacityChange = onFreeCapacityChange })

 

connect(g_game, { onGameEnd = offline })

 

healthInfoButton = TopMenu.addRightGameToggleButton('healthInfoButton', tr('Health Information'), 'healthinfo.png', toggle)

healthInfoButton:setOn(true)

 

healthInfoWindow = g_ui.loadUI('healthinfo.otui', modules.game_interface.getRightPanel())

healthInfoWindow:disableResize()

healthBar = healthInfoWindow:recursiveGetChildById('healthBar')

healthLabel = healthInfoWindow:recursiveGetChildById('healthLabel')

soulBar = healthInfoWindow:recursiveGetChildById('soulBar')

soulLabel = healthInfoWindow:recursiveGetChildById('soulLabel')

capLabel = healthInfoWindow:recursiveGetChildById('capLabel')

 

if g_game.isOnline() then

local localPlayer = g_game.getLocalPlayer()

onHealthChange(localPlayer, localPlayer:getHealth(), localPlayer:getMaxHealth())

onStatesChange(localPlayer, localPlayer:getStates(), 0)

onSoulChange(localPlayer, localPlayer:getSoul())

onFreeCapacityChange(localPlayer, localPlayer:getFreeCapacity())

end

 

healthInfoWindow:setup()

end

 

function terminate()

disconnect(LocalPlayer, { onHealthChange = onHealthChange,

onStatesChange = onStatesChange,

onSoulChange = onSoulChange,

onFreeCapacityChange = onFreeCapacityChange })

 

disconnect(g_game, { onGameEnd = offline })

 

healthInfoWindow:destroy()

healthInfoButton:destroy()

healthInfoWindow = nil

healthInfoButton = nil

 

healthBar = nil

soulBar = nil

 

healthLabel = nil

soulLabel = nil

capLabel = nil

 

HealthInfo = nil

end

 

function toggle()

if healthInfoButton:isOn() then

healthInfoWindow:close()

healthInfoButton:setOn(false)

else

healthInfoWindow:open()

healthInfoButton:setOn(true)

end

end

 

function hideLabels()

capLabel:hide()

soulLabel:hide()

local removeHeight = capLabel:getHeight() + capLabel:getMarginTop() + capLabel:getMarginBottom()

healthInfoWindow:setHeight(healthInfoWindow:getHeight() - removeHeight)

end

 

function onMiniWindowClose()

healthInfoButton:setOn(false)

end

 

function offline()

healthInfoWindow:recursiveGetChildById('conditionPanel'):destroyChildren()

end

 

-- hooked events

function onHealthChange(localPlayer, health, maxHealth)

healthLabel:setText(health .. ' / ' .. maxHealth)

healthBar:setPercent(health / maxHealth * 100)

end

 

function onSoulChange(localPlayer, soul)

soulLabel:setText(tr('Soul') .. ': ' .. soul)

end

 

function onFreeCapacityChange(player, freeCapacity)

capLabel:setText(tr('Cap') .. ': ' .. freeCapacity)

end

 

 

function onStatesChange(localPlayer, now, old)

if now == old then return end

 

local bitsChanged = bit32.bxor(now, old)

for i = 1, 32 do

local pow = math.pow(2, i-1)

if pow > bitsChanged then break end

local bitChanged = bit32.band(bitsChanged, pow)

if bitChanged ~= 0 then

toggleIcon(bitChanged)

end

end

end

 

function toggleIcon(bitChanged)

local content = healthInfoWindow:recursiveGetChildById('conditionPanel')

 

local icon = content:getChildById(Icons[bitChanged].id)

if icon then

icon:destroy()

else

icon = g_ui.createWidget('ConditionWidget', content)

icon:setId(Icons[bitChanged].id)

icon:setImageSource(Icons[bitChanged].path)

icon:setTooltip(Icons[bitChanged].tooltip)

end

end

 

 

 

 

Assim fara com que a barra de mana suma.

 

==//==//==//==//==//==//==//==//==//==//==//==//==//==//==

 

Agora para que apareçe quantos pokemons o player ta carregando na barra de skill :

 

vá em modules\game_skills abre skills.otui e procure por


SkillButton
  id: mana

e deixe a linha assim


SkillButton
  id: mana
  height: 15
  SkillNameLabel
	!text: tr('Pokemons')
  SkillValueLabel

Editado por eduardobean
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vá em modules\game_healthinfo\Healthinfo.otui apague tudo e bota isso

 

 

 

HealthBar < ProgressBar

id: healthBar

height: 15

background-color: #ff4444

anchors.top: parent.top

anchors.left: parent.left

anchors.right: parent.right

 

HealthLabel < GameLabel

id: healthLabel

color: white

text-align: center

font: verdana-11px-rounded

anchors.fill: healthBar

margin-top: 2

text: 0 / 0

 

SoulLabel < GameLabel

id: soulLabel

text-align: right

color: white

font: verdana-11px-rounded

anchors.bottom: parent.bottom

anchors.right: parent.right

anchors.left: parent.horizontalCenter

margin-top: 5

margin-right: 3

text: Soul:

 

CapLabel < GameLabel

id: capLabel

color: white

font: verdana-11px-rounded

anchors.bottom: parent.bottom

anchors.left: parent.left

anchors.right: parent.horizontalCenter

margin-top: 5

margin-left: 3

text: Cap:

 

ConditionWidget < UIWidget

size: 18 18

 

$!first:

margin-left: 2

 

MiniWindow

icon: healthinfo.png

id: healthInfoWindow

!text: tr('Health Info')

height: 84

@onClose: modules.game_healthinfo.onMiniWindowClose()

&save: true

 

MiniWindowContents

HealthBar

HealthLabel

Panel

id: conditionPanel

layout:

type: horizontalBox

height: 22

margin-top: 4

padding: 2

anchors.top: prev.bottom

anchors.left: parent.left

anchors.right: parent.right

border-width: 1

border-color: #00000077

background-color: #ffffff11

SoulLabel

CapLabel

 

 

 

 

Healthinfo.lua

 

 

 

Icons = {}

Icons[1] = { tooltip = tr('You are poisoned'), path = '/game_healthinfo/icons/poisoned.png', id = 'condition_poisoned' }

Icons[2] = { tooltip = tr('You are burning'), path = '/game_healthinfo/icons/burning.png', id = 'condition_burning' }

Icons[4] = { tooltip = tr('You are electrified'), path = '/game_healthinfo/icons/electrified.png', id = 'condition_electrified' }

Icons[8] = { tooltip = tr('You are drunk'), path = '/game_healthinfo/icons/drunk.png', id = 'condition_drunk' }

Icons[16] = { tooltip = tr('You are protected by a magic shield'), path = '/game_healthinfo/icons/magic_shield.png', id = 'condition_magic_shield' }

Icons[32] = { tooltip = tr('You are paralysed'), path = '/game_healthinfo/icons/slowed.png', id = 'condition_slowed' }

Icons[64] = { tooltip = tr('You are hasted'), path = '/game_healthinfo/icons/haste.png', id = 'condition_haste' }

Icons[128] = { tooltip = tr('You may not logout during a fight'), path = '/game_healthinfo/icons/logout_block.png', id = 'condition_logout_block' }

Icons[256] = { tooltip = tr('You are drowing'), path = '/game_healthinfo/icons/drowning.png', id = 'condition_drowning' }

Icons[512] = { tooltip = tr('You are freezing'), path = '/game_healthinfo/icons/freezing.png', id = 'condition_freezing' }

Icons[1024] = { tooltip = tr('You are dazzled'), path = '/game_healthinfo/icons/dazzled.png', id = 'condition_dazzled' }

Icons[2048] = { tooltip = tr('You are cursed'), path = '/game_healthinfo/icons/cursed.png', id = 'condition_cursed' }

Icons[4096] = { tooltip = tr('You are strengthened'), path = '/game_healthinfo/icons/strengthened.png', id = 'condition_strengthened' }

Icons[8192] = { tooltip = tr('You may not logout or enter a protection zone'), path = '/game_healthinfo/icons/protection_zone_block.png', id = 'condition_protection_zone_block' }

Icons[16384] = { tooltip = tr('You are within a protection zone'), path = '/game_healthinfo/icons/protection_zone.png', id = 'condition_protection_zone' }

Icons[32768] = { tooltip = tr('You are bleeding'), path = '/game_healthinfo/icons/bleeding.png', id = 'condition_bleeding' }

Icons[65536] = { tooltip = tr('You are hungry'), path = '/game_healthinfo/icons/hungry.png', id = 'condition_hungry' }

 

healthInfoWindow = nil

healthBar = nil

soulBar = nil

healthLabel = nil

soulLabel = nil

capLabel = nil

 

function init()

connect(LocalPlayer, { onHealthChange = onHealthChange,

onStatesChange = onStatesChange,

onSoulChange = onSoulChange,

onFreeCapacityChange = onFreeCapacityChange })

 

connect(g_game, { onGameEnd = offline })

 

healthInfoButton = TopMenu.addRightGameToggleButton('healthInfoButton', tr('Health Information'), 'healthinfo.png', toggle)

healthInfoButton:setOn(true)

 

healthInfoWindow = g_ui.loadUI('healthinfo.otui', modules.game_interface.getRightPanel())

healthInfoWindow:disableResize()

healthBar = healthInfoWindow:recursiveGetChildById('healthBar')

healthLabel = healthInfoWindow:recursiveGetChildById('healthLabel')

soulBar = healthInfoWindow:recursiveGetChildById('soulBar')

soulLabel = healthInfoWindow:recursiveGetChildById('soulLabel')

capLabel = healthInfoWindow:recursiveGetChildById('capLabel')

 

if g_game.isOnline() then

local localPlayer = g_game.getLocalPlayer()

onHealthChange(localPlayer, localPlayer:getHealth(), localPlayer:getMaxHealth())

onStatesChange(localPlayer, localPlayer:getStates(), 0)

onSoulChange(localPlayer, localPlayer:getSoul())

onFreeCapacityChange(localPlayer, localPlayer:getFreeCapacity())

end

 

healthInfoWindow:setup()

end

 

function terminate()

disconnect(LocalPlayer, { onHealthChange = onHealthChange,

onStatesChange = onStatesChange,

onSoulChange = onSoulChange,

onFreeCapacityChange = onFreeCapacityChange })

 

disconnect(g_game, { onGameEnd = offline })

 

healthInfoWindow:destroy()

healthInfoButton:destroy()

healthInfoWindow = nil

healthInfoButton = nil

 

healthBar = nil

soulBar = nil

 

healthLabel = nil

soulLabel = nil

capLabel = nil

 

HealthInfo = nil

end

 

function toggle()

if healthInfoButton:isOn() then

healthInfoWindow:close()

healthInfoButton:setOn(false)

else

healthInfoWindow:open()

healthInfoButton:setOn(true)

end

end

 

function hideLabels()

capLabel:hide()

soulLabel:hide()

local removeHeight = capLabel:getHeight() + capLabel:getMarginTop() + capLabel:getMarginBottom()

healthInfoWindow:setHeight(healthInfoWindow:getHeight() - removeHeight)

end

 

function onMiniWindowClose()

healthInfoButton:setOn(false)

end

 

function offline()

healthInfoWindow:recursiveGetChildById('conditionPanel'):destroyChildren()

end

 

-- hooked events

function onHealthChange(localPlayer, health, maxHealth)

healthLabel:setText(health .. ' / ' .. maxHealth)

healthBar:setPercent(health / maxHealth * 100)

end

 

function onSoulChange(localPlayer, soul)

soulLabel:setText(tr('Soul') .. ': ' .. soul)

end

 

function onFreeCapacityChange(player, freeCapacity)

capLabel:setText(tr('Cap') .. ': ' .. freeCapacity)

end

 

 

function onStatesChange(localPlayer, now, old)

if now == old then return end

 

local bitsChanged = bit32.bxor(now, old)

for i = 1, 32 do

local pow = math.pow(2, i-1)

if pow > bitsChanged then break end

local bitChanged = bit32.band(bitsChanged, pow)

if bitChanged ~= 0 then

toggleIcon(bitChanged)

end

end

end

 

function toggleIcon(bitChanged)

local content = healthInfoWindow:recursiveGetChildById('conditionPanel')

 

local icon = content:getChildById(Icons[bitChanged].id)

if icon then

icon:destroy()

else

icon = g_ui.createWidget('ConditionWidget', content)

icon:setId(Icons[bitChanged].id)

icon:setImageSource(Icons[bitChanged].path)

icon:setTooltip(Icons[bitChanged].tooltip)

end

end

 

 

 

 

Assim fara com que a barra de mana suma.

 

==//==//==//==//==//==//==//==//==//==//==//==//==//==//==

 

Agora para que apareçe quantos pokemons o player ta carregando na barra de skill :

 

vá em modules\game_skills abre skills.otui e procure por


SkillButton
  id: mana

e deixe a linha assim


SkillButton
  id: mana
  height: 15
  SkillNameLabel
	!text: tr('Pokemons')
  SkillValueLabel

 

Infelizmente não funcionou não sumiu todas os menus....

eu quero apenas ao inves de cada pokemon que voce colocar na bag aumentar a barra azul , quero colocar no lugar dela aquela barra com imagem de pokeball

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@off

aiai consegui fazer aparecer os Cds na barra.. soh q ela n fica 'decresendo' os cds... ;x achu q o addEvent n funciona ali uahhau

 

pra quem quiser da uma olhada como ta ficando, e talvez arrumar o addEvent... '--' lembrando q nos tamos fazendo isso mais pra zuar q qlqr coisa, ja q os chares GODs n logam... n da pra usar esse client ainda hehe fuizz o/

 

-lembrando q tem q por na pasta mods/ -

cdBar_v1.0.rar

Editado por Slicer
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Slice, o problema é que do jeito que ta, só atualiza quando dar use, e esse que é o grande problema, como fazer para ficar contando sem parar.

 

Tava pensando que podia-mos tentar ao invés de mudar o botão, mudar um label

 


MainWindow
 id: optionsWindow
 text: Skills
 size: 110 110

 Button
   id: Button
   !text: tr('M1')
   anchors.top: text.top
   anchors.right: text.right
   width: 32
   margin-top: 5
   @onClick: g_game.talk('m1')
 Label
   id: Label
   width: 100
   text:
   anchors.left: Button.left
   anchors.top: text.bottom
   margin-left: 35
   margin-top: 17
 Button
   id: Button2
   !text: tr('M2')
   anchors.top: Button.bottom
   width: 32
   margin-top: 5
   @onClick: g_game.talk('m2')
 Label
   id: Label2
   width: 100
   text:
   anchors.left: Button2.left
   anchors.top: Label.bottom
   margin-left: 35
   margin-top: 17

 @onEnter: Point.hide()
 @onEscape: Point.hide()

Editado por eduardobean
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@Slicer

548406_276595669119478_995064910_n.jpg

Tudo explicado.

 

Edit: Extra, GANGNAM STYLE!

 

10237_231092003683275_2020770811_n.jpg

 

 

 

 

 

 

 

 

 

 

 

 

EDIT²:

 

Agora serio.

 

KPDO USANDO OT CLIENT, AGORA NÓS TEM QUE USAR E MELHOR QUE O DELES!

 

Editado por ZerefShirou
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#Povo

A versão do Slicer aqui na vertical tava meio "bugada" então eu arrumei e ficou assim:

 

slicer%2520bar.png

 

OBS: Eu arrastei ela sem querer pra ali e ela grudou, otimo :) (Só faltava mostrar o CD agora)

 

Segue o script editado: (bot.outi)

 

MiniWindow

id: optionsWindow

text: Moves

size: 150 390

 

Button

id: Button1

!text: tr('M1')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 25

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m1')

 

Button

id: Button2

!text: tr('M2')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 55

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m2')

 

Button

id: Button3

!text: tr('M3')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 85

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m3')

 

Button

id: Button4

!text: tr('M4')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 115

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m4')

 

Button

id: Button5

!text: tr('M5')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 145

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m5')

 

Button

id: Button6

!text: tr('M6')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 175

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m6')

 

Button

id: Button7

!text: tr('M7')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 205

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m7')

 

Button

id: Button8

!text: tr('M8')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 235

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m8')

 

Button

id: Button9

!text: tr('M9')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 265

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m9')

 

Button

id: Button10

!text: tr('M10')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 295

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m10')

 

Button

id: Button11

!text: tr('M11')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 325

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m11')

 

Button

id: Button12

!text: tr('M12')

anchors.fill: parent

anchors.bottom: text.bottom

margin-top: 355

margin-left: 5

margin-right: 25

height: 25

@onClick: g_game.talk('m12')

 

@onEnter: Bot.hide()

@onEscape: Bot.hide()

 

Cuidado para não bugar com os espaços, se bugar, segue download

 

Download Jájá edito

 

@pedrowarlock

Deve ser como eu disse acima que você deve querer

 

Edit:

 

@eduardoPaes

 

O Paes, você que parece entender do client, da Ctrl+T e ve se tu consegue consertar os erros do "console"

(VOU CHAMAR DE ERROS DO CONSOLE PQ É IGUAL!, MOSTRA LINHA E ETC!)

 

 

EDIT2:

 

Acho que ela grudou porque coloquei o tamanho da lateral que pelo que eu vi em uns "scripts" do client, a lateral parece ser "x = 150", foi o que coloquei (não intencional) e grudou, acho que não gruda com menos, acho que essa versão grudavel é a melhor escolha pra esse client

 

 

EDIT3:

 

http://www.youtube.com/watch?v=L96XIxnNoFU&feature=player_embedded#

!

 

Japão, um lugar epico.

 

EDIT4:

dorgas-sexta.gif

 

Japão, oh japão hausuhasa

Editado por ZerefShirou
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lol zeref fiquei quase 30min ontem tentando deixa essa barra q nem tu coloco ali e n ia --' eu mudava as paradas e o botao grudava na parte de cima da janela e n saia de la uahuah vlw ae.. agora eh tenta fazer o cd diminuir... alias outra coisa q tem q fazer eh quando o player desloga a barra sumir... fiquei mó tempo ontem tentando fazer isso e nd kkk '--'

 

@zeref

aki bugo tudo botando esse teu .otui.. ;x n mudase nd no .lua? ;x

 

@off

MainWindow
 id: optionsWindow
 text: Moves
 size: 480 80
 focusable: false

fika dika ;p

Editado por Slicer
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