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Net Rmxp Online 2.0

Hello everybody,I've a problem with Net rmxp 2.0

I can't get the admin control pannel,I don't know how to do to get it =/

If someone can tell me how ^^

Here's the [ADN] Admin_Control_Pannel script :





Code:
#==============================================================================

# ** Scene_Admin

#==============================================================================

 

#HOW TO INSTALL:

# 1- GO IN [SC2]

# 2- ADD IN DEF UPDATE_rCHAT THIS:

#

#    if Input.trigger?(Input::F9)

#    if Network::Main.group == 'admin'

#      $scene = Scene_Admin.new

#    end

#    end

# TO MAKE THE A.PANNEL AVAIBLE WITH F9

 

class Scene_Admin

  #--------------------------------------------------------------------------

  # * Object Initialization

  #     menu_index : command cursor's initial position

  #--------------------------------------------------------------------------

  def initialize(menu_index = 0)

    @menu_index = menu_index

    @userlist_index = menu_index

  end

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    @sprite = Sprite.new

    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

    

    # Make command window

    s1 = 'Kick'

    s2 = 'Kick All'

    s3 = 'Raise'

    s4 = 'Raise All'

    s5 = 'Sposta Mappa'

    s6 = 'Sposta X'

    s7 = 'Sposta Y'

    s8 = 'Switch On'

    s9 = 'Switch Off'

    s10 = 'Gain Item'

    s11 = 'Gain Wpn'

    s12 = 'Gain Armor'

    s13 = 'Gain Gold'

    @command_window = Window_Command.new(160, [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12,s13])

    @command_window.index = @menu_index

    # Make play time window

    @userlist_window = Userslist_Admin.new

    @userlist_window.x = 160

    @userlist_window.y = 0

    @userlist_window.index = @menu_index

    

    @number_x_window = Admin_Window_Input_Number.new(3)

    @number_x_window.x = 500

    @number_x_window.y = 16

    

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of windows

    @command_window.dispose

    @userlist_window.dispose

    @number_x_window.dispose

    @sprite.dispose

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update windows

    @command_window.update

    @userlist_window.update

    # If command window is active: call update_command

    if @command_window.active

      update_command

      return

    end

    # If status window is active: call update_status

    if @userlist_window.active

      update_status

      return

    end

    

    if @number_x_window.active

      @number_x_window.update

      update_enter

    end

    

  end

  #--------------------------------------------------------------------------

  # * Frame Update (when command window is active)

  #--------------------------------------------------------------------------

  def update_command

    # If B button was pressed

    if Input.trigger?(Input::B)

      # Play cancel SE

      $game_system.se_play($data_system.cancel_se)

      # Switch to map screen

      $scene = Scene_Map.new

      return

    end

    # If C button was pressed

    if Input.trigger?(Input::C)

      # Branch by command window cursor position

      case @command_window.index

      when 0

         @who= @userlist_window.data2[@userlist_window.index]

         Network::Main.socket.send("TOID|#{@who}|<10>self.kick_player('#{@who}')</10>|<->")

              $scene=Scene_Map.new

      when 1

        Network::Main.socket.send("ALL|<10b>kick_all</10>|<->")

             $scene=Scene_Map.new

      when 2

         @who= @userlist_window.data2[@userlist_window.index]

         Network::Main.socket.send("TOID|#{@who}|<10>self.raise_player('#{@who}')</10>|<->")

              $scene=Scene_Map.new

      when 3

        Network::Main.socket.send("TOID|#{@who}|<10>raise_all</10>|<->")

             $scene=Scene_Map.new

      when 4

        @number_x_window.active=true

        @command_window.active=false

      when 5

        @number_x_window.active=true

        @command_window.active=false

      when 6

        @number_x_window.active=true

        @command_window.active=false

      when 7

        @number_x_window.active=true

        @command_window.active=false

      when 8

        @number_x_window.active=true

        @command_window.active=false

      when 9

        @number_x_window.active=true

        @command_window.active=false

      when 10

        @number_x_window.active=true

        @command_window.active=false

      when 11

        @number_x_window.active=true

        @command_window.active=false

      when 12

        @number_x_window.active=true

        @command_window.active=false

      end

      return

    end

    

    if Input.trigger?(Input::R)

        @command_window.active=false

        @userlist_window.active=true

    end

    

  end

  #--------------------------------------------------------------------------

  # * Frame Update (when status window is active)

  #--------------------------------------------------------------------------

  def update_status

    if Input.trigger?(Input::C)

        @command_window.active=true

      @userlist_window.active=false

        end

    end

    

   def update_enter

    if Input.trigger?(Input::C)

    case @command_window.index

    when 4  

    @who= @userlist_window.data2[@userlist_window.index]

    @data= @number_x_window.number

    Network::Main.socket.send("TOID|#{@who}|<10>self.map_player('#{@who}',#{@data})</10>|<->")

    

    when 5  

    @who= @userlist_window.data2[@userlist_window.index]

    @data= @number_x_window.number

    Network::Main.socket.send("TOID|#{@who}|<10>self.x_player('#{@who}',#{@data})</10>|<->")

    

    when 6

    @who= @userlist_window.data2[@userlist_window.index]

    @data= @number_x_window.number

    Network::Main.socket.send("TOID|#{@who}|<10>self.y_player('#{@who}',#{@data})</10>|<->")

 

    when 7

    @who= @userlist_window.data2[@userlist_window.index]

    @data= @number_x_window.number

    Network::Main.socket.send("SW|#{@data}|true|<->")

 

    when 8

    @who= @userlist_window.data2[@userlist_window.index]

    @data= @number_x_window.number

    Network::Main.socket.send("SW|#{@data}|false|<->")

    

    when 9

    @who= @userlist_window.data2[@userlist_window.index]

    @data= @number_x_window.number

    Network::Main.socket.send("TOID|#{@who}|<10>self.gain_item('#{@who}',#{@data})</10>|<->")

 

    when 10

    @who= @userlist_window.data2[@userlist_window.index]

    @data= @number_x_window.number

    Network::Main.socket.send("TOID|#{@who}|<10>self.gain_weapon('#{@who}',#{@data})</10>|<->")

    

    when 11

    @who= @userlist_window.data2[@userlist_window.index]

    @data= @number_x_window.number

    Network::Main.socket.send("TOID|#{@who}|<10>self.gain_armor('#{@who}',#{@data})</10>|<->")

    

    when 12

    @who= @userlist_window.data2[@userlist_window.index]

    @data= @number_x_window.number

    Network::Main.socket.send("TOID|#{@who}|<10>self.gain_gold('#{@who}',#{@data})</10>|<->")

    

    end

    $scene=Scene_Map.new

    end

    

  end

end
 
# #HOW TO INSTALL:
# # 1- GO IN [SC2]
# # 2- ADD IN DEF UPDATE_rCHAT THIS:
# #
# # if Input.trigger?(Input::F9)
# # if Network::Main.group == 'admin'
# # $scene = Scene_Admin.new
# # end
# # end
# # TO MAKE THE A.PANNEL AVAIBLE WITH F9

That might be a clue, try that.
 
Ok thx :) but where's is [SC2] pls ? =/

#==============================================================================
# ** Scene_Admin
#==============================================================================

#HOW TO INSTALL:
# 1- GO IN [SC2]
# 2- ADD IN DEF UPDATE_rCHAT THIS:
#
# if Input.trigger?(Input::F9)
# if Network::Main.group == 'admin'
# $scene = Scene_Admin.new
# end
# end
# TO MAKE THE A.PANNEL AVAIBLE WITH F9

class Scene_Admin
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
@userlist_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)

# Make command window
s1 = 'Kick'
s2 = 'Kick All'
s3 = 'Raise'
s4 = 'Raise All'
s5 = 'Sposta Mappa'
s6 = 'Sposta X'
s7 = 'Sposta Y'
s8 = 'Switch On'
s9 = 'Switch Off'
s10 = 'Gain Item'
s11 = 'Gain Wpn'
s12 = 'Gain Armor'
s13 = 'Gain Gold'
@command_window = Window_Command.new(160, [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12,s13])
@command_window.index = @menu_index
# Make play time window
@userlist_window = Userslist_Admin.new
@userlist_window.x = 160
@userlist_window.y = 0
@userlist_window.index = @menu_index

@number_x_window = Admin_Window_Input_Number.new(3)
@number_x_window.x = 500
@number_x_window.y = 16

Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@userlist_window.dispose
@number_x_window.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@userlist_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @userlist_window.active
update_status
return
end

if @number_x_window.active
@number_x_window.update
update_enter
end

end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0
@who= @userlist_window.data2[@userlist_window.index]
Network::Main.socket.send("TOID|#{@who}|<10>self.kick_player('#{@who}')</10>|<->")
$scene=Scene_Map.new
when 1
Network::Main.socket.send("ALL|<10b>kick_all</10>|<->")
$scene=Scene_Map.new
when 2
@who= @userlist_window.data2[@userlist_window.index]
Network::Main.socket.send("TOID|#{@who}|<10>self.raise_player('#{@who}')</10>|<->")
$scene=Scene_Map.new
when 3
Network::Main.socket.send("TOID|#{@who}|<10>raise_all</10>|<->")
$scene=Scene_Map.new
when 4
@number_x_window.active=true
@command_window.active=false
when 5
@number_x_window.active=true
@command_window.active=false
when 6
@number_x_window.active=true
@command_window.active=false
when 7
@number_x_window.active=true
@command_window.active=false
when 8
@number_x_window.active=true
@command_window.active=false
when 9
@number_x_window.active=true
@command_window.active=false
when 10
@number_x_window.active=true
@command_window.active=false
when 11
@number_x_window.active=true
@command_window.active=false
when 12
@number_x_window.active=true
@command_window.active=false
end
return
end

if Input.trigger?(Input::R)
@command_window.active=false
@userlist_window.active=true
end

end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::C)
@command_window.active=true
@userlist_window.active=false
end
end

def update_enter
if Input.trigger?(Input::C)
case @command_window.index
when 4
@who= @userlist_window.data2[@userlist_window.index]
@data= @number_x_window.number
Network::Main.socket.send("TOID|#{@who}|<10>self.map_player('#{@who}',#{@data})</10>|<->")

when 5
@who= @userlist_window.data2[@userlist_window.index]
@data= @number_x_window.number
Network::Main.socket.send("TOID|#{@who}|<10>self.x_player('#{@who}',#{@data})</10>|<->")

when 6
@who= @userlist_window.data2[@userlist_window.index]
@data= @number_x_window.number
Network::Main.socket.send("TOID|#{@who}|<10>self.y_player('#{@who}',#{@data})</10>|<->")

when 7
@who= @userlist_window.data2[@userlist_window.index]
@data= @number_x_window.number
Network::Main.socket.send("SW|#{@data}|true|<->")

when 8
@who= @userlist_window.data2[@userlist_window.index]
@data= @number_x_window.number
Network::Main.socket.send("SW|#{@data}|false|<->")

when 9
@who= @userlist_window.data2[@userlist_window.index]
@data= @number_x_window.number
Network::Main.socket.send("TOID|#{@who}|<10>self.gain_item('#{@who}',#{@data})</10>|<->")

when 10
@who= @userlist_window.data2[@userlist_window.index]
@data= @number_x_window.number
Network::Main.socket.send("TOID|#{@who}|<10>self.gain_weapon('#{@who}',#{@data})</10>|<->")

when 11
@who= @userlist_window.data2[@userlist_window.index]
@data= @number_x_window.number
Network::Main.socket.send("TOID|#{@who}|<10>self.gain_armor('#{@who}',#{@data})</10>|<->")

when 12
@who= @userlist_window.data2[@userlist_window.index]
@data= @number_x_window.number
Network::Main.socket.send("TOID|#{@who}|<10>self.gain_gold('#{@who}',#{@data})</10>|<->")

end
$scene=Scene_Map.new
end

end
end
 

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