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    Wing MMORPG - Exibindo varivavel na window_character

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    Wing MMORPG - Exibindo varivavel na window_character

    Mensagem por Aldimun em Seg Nov 13, 2017 6:09 pm

    Boa tarde galera,

    Estou com uma duvida no WingMMO.
    Estou tentando exibir valores de determinadas variaveis na janela windows_character, que exibe as informações gerais do personagem.

    A tela é essa:
    Sem_t_tulo

    Queria aumentar ela, na altura, incluindo mais uma divisória, e nesta nova parte, incluir alguns textos e valores de variaveis, por exemplo:
    (um ícone) Nivel de Mineração: (Exibir valor da variavel)

    Alguém consegue me ajudar?

    Abaixo o código da class window_character

    Código:
    class Window_Character < Window_Base
      def initialize
        super(0, 0, (window_width / 2) + 140, window_height + 12)
        self.z = 200
        @positiony = 2  # Posição na tela
        @positionx = 2
        self.y = ((Graphics.height) / 2) - (self.height / 2)
        self.x = ((Graphics.width) / 2) - (self.width / 2)
        @tempvalue = 1
        self.draggable = true
        self.closable = true
        self.title = "Informações gerais"
        #classicon = 131 if StructManager.Player($game_system.MyIndex).Class == "1"
        #classicon = 134 if StructManager.Player($game_system.MyIndex).Class == "2"
        #classicon = 138 if StructManager.Player($game_system.MyIndex).Class == "3"
        #classicon = 132 if StructManager.Player($game_system.MyIndex).Class == "4"
        #self.contents.font.color = $ColorYellow
       
        @bttnfire = Button.new(self, 106, 179, 11, 11, "+", true)
        @bttnearth = Button.new(self, 106, 195, 11, 11, "+", true)
        @bttnwater = Button.new(self, 106, 211, 11, 11, "+", true)
        @bttnwind = Button.new(self, 244, 179, 11, 11, "+", true)
        @bttndark = Button.new(self, 244, 195, 11, 11, "+", true)
        @bttnlight = Button.new(self, 244, 211, 11, 11, "+", true)
        @bttnfirew = Button.new(self, 117, 179, 11, 11, "?", true)
        @bttnearthw = Button.new(self, 117, 195, 11, 11, "?", true)
        @bttnwaterw = Button.new(self, 117, 211, 11, 11, "?", true)
        @bttnwindw = Button.new(self, 255, 179, 11, 11, "?", true)
        @bttndarkw = Button.new(self, 255, 195, 11, 11, "?", true)
        @bttnlightw = Button.new(self, 255, 211, 11, 11, "?", true)
        #----------
        @bttnfire.mouse_click { Network.RequestUsePoints(1) }
        @bttnearth.mouse_click { Network.RequestUsePoints(2) }
        @bttnwater.mouse_click { Network.RequestUsePoints(3) }
        @bttnwind.mouse_click { Network.RequestUsePoints(4) }
        @bttndark.mouse_click { Network.RequestUsePoints(5) }
        @bttnlight.mouse_click { Network.RequestUsePoints(6) }  #self.contents.draw_text(1, -8, 128, 32, "Magias de classe")
        @bttnfirew.mouse_move { CheckMove(1) }
        @bttnearthw.mouse_move { CheckMove(2) }
        @bttnwaterw.mouse_move { CheckMove(3) }
        @bttnwindw.mouse_move { CheckMove(4) }
        @bttndarkw.mouse_move { CheckMove(5) }
        @bttnlightw.mouse_move { CheckMove(6) }
        @bttnfirew.mouse_leave { WindowManager.closeWindow('Subtitle') }
        @bttnearthw.mouse_leave { WindowManager.closeWindow('Subtitle') }
        @bttnwaterw.mouse_leave { WindowManager.closeWindow('Subtitle') }
        @bttnwindw.mouse_leave { WindowManager.closeWindow('Subtitle') }
        @bttndarkw.mouse_leave { WindowManager.closeWindow('Subtitle') }
        @bttnlightw.mouse_leave { WindowManager.closeWindow('Subtitle') }
       
        #self.contents.draw_text(1, 46, 128, 32, "Magias colecionadas")
        #    @login = Button.new(self, 65, 140, 70, 20, Vocab::LoginButton) { login }
        #  def initialize(win, x, y, i, &b)
        #  def initialize(win, x, y, w, h, i)
      # draw_icon(233, 1, 0)
      # draw_icon(260, 1, 32)
      # draw_icon(165, 1, 64)   
      # draw_icon(274, 1, 96)   
      refresh
      end

      def CheckMove(index)
        WindowManager.showWindow('Subtitle')
       
        if index == 1
          WindowManager.Window('Subtitle').setStatus("Força", "Aumenta o dano de seu ataque básico máximo.")
        elsif index == 2
          WindowManager.Window('Subtitle').setStatus("Resistência", "Aumenta a quantidade de vida, a defesa física, e o dano mínimo.")
        elsif index == 3
          WindowManager.Window('Subtitle').setStatus("Sorte", "Aumenta a chance de causar danos críticos.")     
        elsif index == 4
          WindowManager.Window('Subtitle').setStatus("Agilidade", "Aumenta a chance de se esquivar de ataques básicos.")     
        elsif index == 5
          WindowManager.Window('Subtitle').setStatus("Inteligência", "Aumenta a quantidade de mana, e dano minímo e máximo de magias.")     
        elsif index == 6
          WindowManager.Window('Subtitle').setStatus("Sabedoria", "Aumenta a regeneração de vida e a defesa mágica.")   
        end
       
      end
     
      def refresh
        refresh_widgets
        self.contents.clear
        return if StructManager.Player($game_system.MyIndex).Equipment.nil?
        srcrec = Rect.new(0, 0, 40, 40)
        myclass = Constants::CLASSNAME[StructManager.Player($game_system.MyIndex).Class] 
        data = StructManager.Player($game_system.MyIndex).Equipment.split(",")
        #self.contents.blt(86, 22, Cache.wing_hud("Small_#{myclass}_1_Face"), srcrec);
        self.contents.font.size = 16
        self.contents.font.name = ["Ubuntu Light"]
        self.contents.draw_text(140, -4, 128, 32, "Profissões:")
        self.contents.draw_text(1, -4, 128, 32, "Personagem:")
        self.contents.draw_text(1, 12, 128, 32, StructManager.Player($game_system.MyIndex).Name)
        self.contents.draw_text(1, 36, 128, 32, "Raça:")
        self.contents.draw_text(1, 52, 128, 32, myclass)
        self.contents.draw_text(1, 152, 128, 32, "Atributos:")
        self.contents.font.color = $ColorRed
        self.contents.draw_text(1, 170, 128, 32, "Força:")
        self.contents.font.color = $ColorBrown
        self.contents.draw_text(1, 186, 128, 32, "Resistência:")
        self.contents.font.color = $ColorTurquoise
        self.contents.draw_text(1, 202, 128, 32, "Sorte:")
        self.contents.font.color = $ColorGreen
        self.contents.draw_text(140, 170, 128, 32, "Agilidade:")
        self.contents.font.color = $ColorYellow
        self.contents.draw_text(140, 186, 128, 32, "Inteligência:")
        self.contents.font.color = $ColorPink
        self.contents.draw_text(140, 202, 128, 32, "Sabedoria:")
        self.contents.font.color = $ColorWhite
        self.contents.draw_text(36, 170, 128, 32, StructManager.Player($game_system.MyIndex).Fire)
        self.contents.draw_text(63, 186, 128, 32, StructManager.Player($game_system.MyIndex).Earth)
        self.contents.draw_text(36, 202, 128, 32, StructManager.Player($game_system.MyIndex).Water)
        self.contents.draw_text(200, 170, 128, 32, StructManager.Player($game_system.MyIndex).Wind)
        self.contents.draw_text(205, 186, 128, 32, StructManager.Player($game_system.MyIndex).Dark)
        self.contents.draw_text(200, 202, 128, 32, StructManager.Player($game_system.MyIndex).Light)
        self.contents.draw_text(1, 76, 128, 32, "Vitalidade:")
        self.contents.draw_text(140, 92, 128, 32, "Regen/HP:")
        self.contents.draw_text(140, 108, 128, 32, "Regen/MP:")
        self.contents.draw_text(198, 92, 128, 32, StructManager.PlayerVitalityRegen($game_system.MyIndex))
        self.contents.draw_text(198, 108, 128, 32, StructManager.PlayerSpiritRegen($game_system.MyIndex))
        self.contents.draw_text(1, 92, 128, 32, "Espírito:") 
        self.contents.draw_text(46, 92, 128, 32, StructManager.PlayerMaxSpirit($game_system.MyIndex)) 
        self.contents.draw_text(62, 76, 128, 32, StructManager.PlayerMaxVitality($game_system.MyIndex))
        self.contents.draw_text(1, 124, 128, 32, "Pontos de atributo:") 
        self.contents.draw_text(106, 124, 128, 32, StructManager.Player($game_system.MyIndex).Points) 
        #@iconclass = IconButton.new(self, 122, 42, classicon.to_i, true, 255)
      # draw_character(StructManager.Player($MyIndex.to_i).Sprite, StructManager.Player($MyIndex.to_i).Gender.to_i, 100, 70)
        self.contents.draw_text(1, 108, 128, 32, "Experiência:") 
        self.contents.draw_text(64, 108, 128, 32, "#{StructManager.Player($game_system.MyIndex).Exp}/#{StructManager.ExpToNextLevel(StructManager.Player($game_system.MyIndex).Level)}")
        ###
        #dmg
        weapon = 0
        helmet = 0
        armor = 0
        shield = 0
        if !data[1].nil?
        weapon = data[2].split(';')[0].to_i
        level = data[2].split(';')[1].to_i
        if weapon > 0
        extramdmgweapon = $data_weapons[weapon].params[0] + (($data_weapons[weapon].params[0].to_f / 100.0) * (level * 7)).to_i
        extradmgweapon = $data_weapons[weapon].params[2] + (($data_weapons[weapon].params[2].to_f / 100.0) * (level * 7)).to_i
        extradefweapon = $data_weapons[weapon].params[3] + (($data_weapons[weapon].params[3].to_f / 100.0) * (level * 7)).to_i
        extracritweapon = $data_weapons[weapon].params[7] + (($data_weapons[weapon].params[7].to_f / 100.0) * (level * 7)).to_i
        extraesqweapon = $data_weapons[weapon].params[6] + (($data_weapons[weapon].params[6].to_f / 100.0) * (level * 7)).to_i
        extrammagweapon = $data_weapons[weapon].params[1] + (($data_weapons[weapon].params[1].to_f / 100.0) * (level * 7)).to_i
        extramagweapon = $data_weapons[weapon].params[4] + (($data_weapons[weapon].params[4].to_f / 100.0) * (level * 7)).to_i
        extramdefweapon = $data_weapons[weapon].params[5] + (($data_weapons[weapon].params[5].to_f / 100.0) * (level * 7)).to_i
        end
       
        helmet = data[0].split(';')[0].to_i
        level = data[0].split(';')[1].to_i
        if helmet > 0
        extradmghelmet = $data_armors[helmet].params[2] + (($data_armors[helmet].params[2].to_f / 100.0) * (level * 7)).to_i
        extradefhelmet = $data_armors[helmet].params[3] + (($data_armors[helmet].params[3].to_f / 100.0) * (level * 7)).to_i
        extramdmghelmet = $data_armors[helmet].params[0] + (($data_armors[helmet].params[0].to_f / 100.0) * (level * 7)).to_i
        extracrithelmet = $data_armors[helmet].params[7] + (($data_armors[helmet].params[7].to_f / 100.0) * (level * 7)).to_i
        extraesqhelmet = $data_armors[helmet].params[6] + (($data_armors[helmet].params[6].to_f / 100.0) * (level * 7)).to_i
        extrammaghelmet = $data_armors[helmet].params[1] + (($data_armors[helmet].params[1].to_f / 100.0) * (level * 7)).to_i
        extramaghelmet = $data_armors[helmet].params[4] + (($data_armors[helmet].params[4].to_f / 100.0) * (level * 7)).to_i
        extramdefhelmet = $data_armors[helmet].params[5] + (($data_armors[helmet].params[5].to_f / 100.0) * (level * 7)).to_i
        end
       
        armor = data[1].split(';')[0].to_i
        level = data[1].split(';')[1].to_i
        if armor > 0
        extradmgarmor = $data_armors[armor].params[2] + (($data_armors[armor].params[2].to_f / 100.0) * (level * 7)).to_i
        extradefarmor = $data_armors[armor].params[3] + (($data_armors[armor].params[3].to_f / 100.0) * (level * 7)).to_i
        extramdmgarmor = $data_armors[armor].params[0] + (($data_armors[armor].params[0].to_f / 100.0) * (level * 7)).to_i
        extracritarmor = $data_armors[armor].params[7] + (($data_armors[armor].params[7].to_f / 100.0) * (level * 7)).to_i
        extraesqarmor = $data_armors[armor].params[6] + (($data_armors[armor].params[6].to_f / 100.0) * (level * 7)).to_i
        extrammagarmor = $data_armors[armor].params[1] + (($data_armors[armor].params[1].to_f / 100.0) * (level * 7)).to_i
        extramagarmor = $data_armors[armor].params[4] + (($data_armors[armor].params[4].to_f / 100.0) * (level * 7)).to_i
        extramdefarmor = $data_armors[armor].params[5] + (($data_armors[armor].params[5].to_f / 100.0) * (level * 7)).to_i
        end
     
        shield = data[3].split(';')[0].to_i
        level = data[3].split(';')[1].to_i
        if shield > 0
        extradmgshield = $data_armors[shield].params[2] + (($data_armors[shield].params[2].to_f / 100.0) * (level * 7)).to_i
        extradefshield = $data_armors[shield].params[3] + (($data_armors[shield].params[3].to_f / 100.0) * (level * 7)).to_i
        extramdmgshield = $data_armors[shield].params[0] + (($data_armors[shield].params[0].to_f / 100.0) * (level * 7)).to_i
        extracritshield = $data_armors[shield].params[7] + (($data_armors[shield].params[7].to_f / 100.0) * (level * 7)).to_i
        extraesqshield = $data_armors[shield].params[6] + (($data_armors[shield].params[6].to_f / 100.0) * (level * 7)).to_i
        extrammagshield = $data_armors[shield].params[1] + (($data_armors[shield].params[1].to_f / 100.0) * (level * 7)).to_i
        extramagshield = $data_armors[shield].params[4] + (($data_armors[shield].params[4].to_f / 100.0) * (level * 7)).to_i
        extramdefshield = $data_armors[shield].params[5] + (($data_armors[shield].params[5].to_f / 100.0) * (level * 7)).to_i
        end
        end
     
        ###
        self.contents.draw_text(1, 222, 128, 32, "Ataque Básico:")
       
        extradmgshield = 0 if extradmgshield.nil?
        extradmgarmor = 0 if extradmgarmor.nil?
        extradmgweapon = 0 if extradmgweapon.nil?
        extradmghelmet = 0 if extradmghelmet.nil?
       
        extramdmgshield = 0 if extramdmgshield.nil?
        extramdmgarmor = 0 if extramdmgarmor.nil?
        extramdmgweapon = 0 if extramdmgweapon.nil?
        extramdmghelmet = 0 if extramdmghelmet.nil?
       
        minatq = (StructManager.Player($game_system.MyIndex).Earth.to_f * 0.7) + extramdmgshield + extramdmgarmor + extramdmghelmet + extramdmgweapon
        maxatq = (StructManager.Player($game_system.MyIndex).Fire.to_f * 1.8) +  extradmgshield + extradmgarmor + extradmghelmet + extradmgweapon
        if StructManager.Player($game_system.MyIndex).Class == 6
          for i in 1..16
            if !StructManager.Skill(i).nil?
              if StructManager.Skill(i).num == 39 && StructManager.Skill(i).level > 0
                minatq = (StructManager.Player($game_system.MyIndex).Wind.to_f * 0.7) + extramdmgshield + extramdmgarmor + extramdmghelmet + extramdmgweapon
                maxatq = (StructManager.Player($game_system.MyIndex).Wind.to_f * 1.8) +  extradmgshield + extradmgarmor + extradmghelmet + extradmgweapon
                minatq += (StructManager.Player($game_system.MyIndex).Earth.to_f * 0.7)
                maxatq += (StructManager.Player($game_system.MyIndex).Fire.to_f * 1.8)
              end
            end
          end
        end
        if StructManager.Player($game_system.MyIndex).Class == 5
          for i in 1..16
            if !StructManager.Skill(i).nil?
              if StructManager.Skill(i).num == 35 && StructManager.Skill(i).level > 0
                minatq = (StructManager.Player($game_system.MyIndex).Earth.to_f * 0.7) + extramdmgshield + extramdmgarmor + extramdmghelmet + extramdmgweapon
                maxatq = (StructManager.Player($game_system.MyIndex).Earth.to_f * 1.8) +  extradmgshield + extradmgarmor + extradmghelmet + extradmgweapon
                minatq += (StructManager.Player($game_system.MyIndex).Fire.to_f * 0.7)
                maxatq += (StructManager.Player($game_system.MyIndex).Fire.to_f * 1.8)
              end
            end
          end
        end
        if StructManager.Player($game_system.MyIndex).SORE
          minatq = minatq / 2
          maxatq = maxatq / 2
        end
        self.contents.draw_text(80, 222, 128, 32, "#{minatq.to_i}~#{maxatq.to_i}")
       
        self.contents.draw_text(1, 238, 128, 32, "Resistência Física:")
       
        extradefshield = 0 if extradefshield.nil?
        extradefarmor = 0 if extradefarmor.nil?
        extradefweapon = 0 if extradefweapon.nil?
        extradefhelmet = 0 if extradefhelmet.nil?
       
        defense = (StructManager.Player($game_system.MyIndex).Earth.to_f * 0.05) + extradefshield + extradefarmor + extradefhelmet + extradefweapon
        if StructManager.Player($game_system.MyIndex).SORE
          defense = defense / 2
        end
        self.contents.draw_text(95, 238, 128, 32, "#{defense.to_i}%")
       
        self.contents.draw_text(140, 222, 128, 32, "Esquiva:")
       
        extraesqshield = 0 if extraesqshield.nil?
        extraesqarmor = 0 if extraesqarmor.nil?
        extraesqweapon = 0 if extraesqweapon.nil?
        extraesqhelmet = 0 if extraesqhelmet.nil?
       
        dodge = (StructManager.Player($game_system.MyIndex).Wind.to_f * 0.3) + extraesqshield + extraesqarmor + extraesqhelmet + extraesqweapon
        if StructManager.Player($game_system.MyIndex).SORE
          dodge = dodge / 2
        end
        self.contents.draw_text(186, 222, 128, 32, "#{dodge.round(1)}")
       
        self.contents.draw_text(140, 238, 128, 32, "Ataque Mágico:")
       
        extrammagshield = 0 if extrammagshield.nil?
        extrammagarmor = 0 if extrammagarmor.nil?
        extrammagweapon = 0 if extrammagweapon.nil?
        extrammaghelmet = 0 if extrammaghelmet.nil?
       
        extramagshield = 0 if extramagshield.nil?
        extramagarmor = 0 if extramagarmor.nil?
        extramagweapon = 0 if extramagweapon.nil?
        extramaghelmet = 0 if extramaghelmet.nil?
       
        mindark = StructManager.Player($game_system.MyIndex).Dark.to_f * 0.1 + extrammagshield + extrammagarmor + extrammaghelmet + extrammagweapon
        maxdark = StructManager.Player($game_system.MyIndex).Dark.to_f * 1.5 + extramagshield + extramagarmor + extramaghelmet + extramagweapon
        if StructManager.Player($game_system.MyIndex).Class == 6
          for i in 1..16
            if !StructManager.Skill(i).nil?
              if StructManager.Skill(i).num == 39 && StructManager.Skill(i).level > 0
                mindark = StructManager.Player($game_system.MyIndex).Wind.to_f * 0.1 + extrammagshield + extrammagarmor + extrammaghelmet + extrammagweapon
                maxdark = StructManager.Player($game_system.MyIndex).Wind.to_f * 1.5 + extramagshield + extramagarmor + extramaghelmet + extramagweapon       
              end
            end
          end
        end
       
        if StructManager.Player($game_system.MyIndex).Class == 5
          for i in 1..16
            if !StructManager.Skill(i).nil?
              if StructManager.Skill(i).num == 35 && StructManager.Skill(i).level > 0
                mindark = StructManager.Player($game_system.MyIndex).Earth.to_f * 0.1 + extrammagshield + extrammagarmor + extrammaghelmet + extrammagweapon
                maxdark = StructManager.Player($game_system.MyIndex).Earth.to_f * 1.5 + extramagshield + extramagarmor + extramaghelmet + extramagweapon 
              end
            end
          end
        end
       
        if StructManager.Player($game_system.MyIndex).Class == 1
          for i in 1..16
            if !StructManager.Skill(i).nil?
              if StructManager.Skill(i).num == 46 && StructManager.Skill(i).level > 0
                mindark += (mindark / 100) * 10
                maxdark += (maxdark / 100) * 10
              end
            end
          end
        end
       
        if StructManager.Player($game_system.MyIndex).SORE
          mindark = mindark / 2
          maxdark = maxdark / 2
        end
        self.contents.draw_text(222, 238, 128, 32, "#{mindark.to_i}~#{maxdark.to_i}")
       
        self.contents.draw_text(1, 254, 128, 32, "Crítico:")
       
        extracritshield = 0 if extracritshield.nil?
        extracritarmor = 0 if extracritarmor.nil?
        extracritweapon = 0 if extracritweapon.nil?
        extracrithelmet = 0 if extracrithelmet.nil?
       
        critical = (StructManager.Player($game_system.MyIndex).Water.to_f * 0.2) + extracritshield + extracritarmor + extracrithelmet + extracritweapon
        if StructManager.Player($game_system.MyIndex).Class == 4
          for i in 1..16
            if !StructManager.Skill(i).nil?
              if StructManager.Skill(i).num == 48 && StructManager.Skill(i).level > 0
                critical += StructManager.Skill(i).level * 1.5
              end
            end
          end
        end
       
        if StructManager.Player($game_system.MyIndex).SORE
          critical = critical / 2
        end
        self.contents.draw_text(41, 254, 128, 32, "#{critical.round(1)}")
       
        self.contents.draw_text(140, 254, 128, 32, "Resistência Mágica:")
       
        extramdefshield = 0 if extramdefshield.nil?
        extramdefarmor = 0 if extramdefarmor.nil?
        extramdefweapon = 0 if extramdefweapon.nil?
        extramdefhelmet = 0 if extramdefhelmet.nil?
       
        defm = (StructManager.Player($game_system.MyIndex).Light.to_f * 0.05) + extramdefshield + extramdefarmor + extramdefhelmet + extramdefweapon
        if StructManager.Player($game_system.MyIndex).SORE
          defm = defm / 2
        end
        self.contents.draw_text(242, 254, 128, 32, "#{defm.to_i}%")
        if StructManager.Player($game_system.MyIndex).Points.to_i >= 1
          return if @bttnfire.nil?
          @bttnfire.set_visibility(true) if !@bttnfire.visibility?
          @bttnearth.set_visibility(true) if !@bttnearth.visibility?
          @bttnwater.set_visibility(true) if !@bttnwater.visibility?
          @bttnwind.set_visibility(true) if !@bttnwind.visibility?
          @bttndark.set_visibility(true) if !@bttndark.visibility?
          @bttnlight.set_visibility(true) if !@bttnlight.visibility?
          @bttnfirew.set_visibility(true) if !@bttnfirew.visibility?
          @bttnearthw.set_visibility(true) if !@bttnearthw.visibility?
          @bttnwaterw.set_visibility(true) if !@bttnwaterw.visibility?
          @bttnwindw.set_visibility(true) if !@bttnwindw.visibility?
          @bttndarkw.set_visibility(true) if !@bttndarkw.visibility?
          @bttnlightw.set_visibility(true) if !@bttnlightw.visibility?
        else
          @bttnfire.set_visibility(false) if @bttnfire.visibility?
          @bttnearth.set_visibility(false) if @bttnearth.visibility?
          @bttnwater.set_visibility(false) if @bttnwater.visibility?
          @bttnwind.set_visibility(false) if @bttnwind.visibility?
          @bttndark.set_visibility(false) if @bttndark.visibility?
          @bttnlight.set_visibility(false) if @bttnlight.visibility?
          @bttnfirew.set_visibility(false) if @bttnfirew.visibility?
          @bttnearthw.set_visibility(false) if @bttnearthw.visibility?
          @bttnwaterw.set_visibility(false) if @bttnwaterw.visibility?
          @bttnwindw.set_visibility(false) if @bttnwindw.visibility?
          @bttndarkw.set_visibility(false) if @bttndarkw.visibility?
          @bttnlightw.set_visibility(false) if @bttnlightw.visibility?   
        end
      end
      #--------------------------------------------------------------------------
      # * Aquisição da largura da janela
      #--------------------------------------------------------------------------
      def window_width
        Graphics.width / 2
      end
      #--------------------------------------------------------------------------
      # * Aquisição da altura da janela
      #--------------------------------------------------------------------------
      def window_height
        fitting_height(11)
      end
      def hide(trink = false)
        WindowManager.closeWindow('Job') if !trink
        WindowManager.closeWindow('Subtitle') if WindowManager.Window('Subtitle').visible
        super
      end

      end


    avatar
    Kakashi~
    Moderador Local
    Moderador Local

    Mensagens : 937
    Créditos : 104

    Re: Wing MMORPG - Exibindo varivavel na window_character

    Mensagem por Kakashi~ em Qua Nov 15, 2017 12:07 pm

    Cara creio que tu tenha que editar essa linha aqui:

    super(0, 0, (window_width / 2) + 140, window_height + 12)


      Data/hora atual: Qua Nov 22, 2017 9:10 pm