Keyblader
17.02.2014, 17:19
Öhm also der Gegner verliert garkeinen Schaden also passiert rein garnichts.
Zombie, Bedingungen ob er trifft, ob die Kugel trifft und Schaden macht (Funkzioniert nicht), Tot
Start conditions:
<None>
Sprite: zombie #0
Facing direction: Down
Animation frame: Center
Transparent: No
Trigger condition: Push key
Event level: Same level as hero
Forbid event overlap: No
Animation type: Non-continuous
Movement type: Toward hero
Movement frequency: 4
Movement speed: 5
- SCRIPT -
<>
-- PAGE 2 --
Start conditions:
Variable [8] >= 0
Sprite: zombie #0
Facing direction: Down
Animation frame: Center
Transparent: No
Trigger condition: Touched by hero
Event level: Same level as hero
Forbid event overlap: No
Animation type: Non-continuous
Movement type: Toward hero
Movement frequency: 4
Movement speed: 5
- SCRIPT -
<> Show Battle Animation: #1, Hero, Wait
<> Play Sound Effect: punch1, Volume 100%, Speed 100%, Pan Center
<> Play Sound Effect: punch1, Volume 100%, Speed 100%, Pan Center
<> Play Sound Effect: punch1, Volume 100%, Speed 100%, Pan Center
<> Play Sound Effect: punch1, Volume 100%, Speed 100%, Pan Center
<> Flash Event: Hero, (R31, G0, B0, S31), 0,5 sec., Wait
<> Change Variable: [7] += 1
<> Fork Condition: If Variable [7] == 1 then ...
<> Erase Picture: #1
<> Show Picture: #2, Energieleiste 09, (160, 120), Mgn 100%, Tsp 0%/0%
<> Wait: 0,0 sec.
<>
: Else ...
<> Fork Condition: If Variable [7] == 2 then ...
<> Erase Picture: #2
<> Show Picture: #3, Energieleiste 18, (160, 120), Mgn 100%, Tsp 0%/0%
<> Wait: 0,0 sec.
<>
: Else ...
<> Fork Condition: If Variable [7] == 3 then ...
<> Erase Picture: #3
<> Show Picture: #4, Energieleiste 27, (160, 120), Mgn 100%, Tsp 0%/0%
<> Wait: 0,0 sec.
<>
: Else ...
<> Fork Condition: If Variable [7] == 4 then ...
<> Erase Picture: #4
<> Show Picture: #5, Energieleiste 36, (160, 120), Mgn 100%, Tsp 0%/0%
<> Wait: 0,0 sec.
<>
: Else ...
<> Fork Condition: If Variable [7] == 5 then ...
<> Erase Picture: #5
<> Show Picture: #6, Energieleiste 45, (160, 120), Mgn 100%, Tsp 0%/0%
<> Wait: 0,0 sec.
<>
: Else ...
<> Fork Condition: If Variable [7] == 6 then ...
<> Erase Picture: #6
<> Show Picture: #7, Energieleiste 50, (160, 120), Mgn 100%, Tsp 0%/0%
<> Wait: 0,0 sec.
<> Game Over
<>
: Else ...
<>
: End of fork
<>
: End of fork
<>
: End of fork
<>
: End of fork
<>
: End of fork
<>
: End of fork
<>
-- PAGE 3 --
Start conditions:
Variable [8] >= 1
Sprite: zombie #0
Facing direction: Down
Animation frame: Center
Transparent: No
Trigger condition: Auto start
Event level: Same level as hero
Forbid event overlap: No
Animation type: Non-continuous
Movement type: Toward hero
Movement frequency: 4
Movement speed: 5
- SCRIPT -
<> Fork Condition: If Variable [1] == V[10] then ...
<> Fork Condition: If Variable [2] == V[11] then ...
<> Play Sound Effect: Gun04, Volume 100%, Speed 100%, Pan Center
<> Show Battle Animation: #136, This event, Wait
<> Flash Event: Event #12, (R31, G0, B0, S31), 0,5 sec., Wait
<> Change Variable: [18] = ATK of hero #1
<> Change Variable: [18] /= 50
<> Change Variable: [18] += 30
<> Wait: 0,0 sec.
<> Change Variable: [16] -= V[18]
<> Move Event: Event #0, Frq 8, Pattern: Inc spd, Inc spd, Lock fc, Begin jp, Fc away f. hero, Mv frwd, Fc toward hero, End jp, Unlock fc, Dec spd, Dec spd
<>
: Else ...
<>
: End of fork
<>
: Else ...
<>
: End of fork
<> Fork Condition: If Variable [16] <= 0 then ...
<> Change Switch: [1] = ON
<>
: End of fork
<>
-- PAGE 4 --
Start conditions:
Switch [1] == ON
Sprite: <Tileset> #0
Facing direction: Down
Animation frame: Center
Transparent: No
Trigger condition: Push key
Event level: Below hero
Forbid event overlap: No
Animation type: Non-continuous
Movement type: Toward hero
Movement frequency: 4
Movement speed: 5
Ganze abfragen richtungengen und Kugel geschosse
Start conditions:
<None>
Sprite: <Tileset> #0
Facing direction: Down
Animation frame: Center
Transparent: No
Trigger condition: Parallel process
Event level: Below hero
Forbid event overlap: No
Animation type: Non-continuous
Movement type: Stationary
Movement frequency: 3
Movement speed: 3
- SCRIPT -
<> Fork Condition: If Switch [5] == ON then ...
<> Change Variable: [5] = 1
<> Key Input Processing: Var. [6], Wait until key pressed, Keys: Decision
<> Fork Condition: If Variable [6] == 5 then ...
<> Change Variable: [8] = 1
<> Change Switch: [4] = ON
<> Set Event Location: Event #16 -> (V[3], V[4])
<> Fork Condition: If Switch [4] == ON then ...
<> Fork Condition: If Hero is facing up then ...
<> Play Sound Effect: Pistolle, Volume 100%, Speed 100%, Pan Center
<> Change Items: Remove 1 piece of item #84
<> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Phas. mode on, Inc spd, Inc spd, Inc spd, Inc spd, Inc spd, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up, Mv up
<> Wait Until Moved
<> Play Sound Effect: Gun04, Volume 100%, Speed 100%, Pan Center
<> Change Variable: [8] = 0
<> Change Switch: [4] = OFF
<> Change Items: Remove 1 piece of item #84
<>
: Else ...
<> Fork Condition: If Hero is facing right then ...
<> Play Sound Effect: Pistolle, Volume 100%, Speed 100%, Pan Center
<> Move Event: Hero, Frq 8, Pattern: <none>
<> Change Switch: [4] = ON
<> Set Event Location: Event #16 -> (V[3], V[4])
<> Change Items: Remove 1 piece of item #84
<> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Phas. mode on, Inc spd, Inc spd, Inc spd, Inc spd, Inc spd, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right, Mv right
<> Wait Until Moved
<> Play Sound Effect: Gun04, Volume 100%, Speed 100%, Pan Center
<> Change Variable: [8] = 0
<> Change Switch: [4] = OFF
<>
: Else ...
<> Fork Condition: If Hero is facing down then ...
<> Play Sound Effect: Pistolle, Volume 100%, Speed 100%, Pan Center
<> Change Switch: [4] = ON
<> Set Event Location: Event #16 -> (V[3], V[4])
<> Change Items: Remove 1 piece of item #84
<> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Phas. mode on, Inc spd, Inc spd, Inc spd, Inc spd, Inc spd, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down, Mv down
<> Wait Until Moved
<> Play Sound Effect: Gun04, Volume 100%, Speed 100%, Pan Center
<> Change Variable: [8] = 0
<> Change Switch: [4] = OFF
<>
: Else ...
<> Fork Condition: If Hero is facing left then ...
<> Play Sound Effect: Pistolle, Volume 100%, Speed 100%, Pan Center
<> Change Switch: [4] = ON
<> Set Event Location: Event #16 -> (V[3], V[4])
<> Change Items: Remove 1 piece of item #84
<> Move Event: Event #0, Frq 8, Ignore impossible moves, Pattern: Phas. mode on, Inc spd, Inc spd, Inc spd, Inc spd, Inc spd, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left, Mv left
<> Wait Until Moved
<> Wait: 0,0 sec.
<> Play Sound Effect: Gun04, Volume 100%, Speed 100%, Pan Center
<> Change Variable: [8] = 0
<> Change Switch: [4] = OFF
<>
: Else ...
<>
: End of fork
<>
: End of fork
<>
: End of fork
<>
: End of fork
<>
: Else ...
<>
: End of fork
<>
: Else ...
<>
: End of fork
<> Change Variable: [8] = 0
<> Wait: 0,0 sec.
<>
: Else ...
<>
: End of fork
<>
Gucken ob Patronen da sind
Start conditions:
<None>
Sprite: <Tileset> #0
Facing direction: Down
Animation frame: Center
Transparent: No
Trigger condition: Parallel process
Event level: Below hero
Forbid event overlap: No
Animation type: Non-continuous
Movement type: Stationary
Movement frequency: 3
Movement speed: 3
- SCRIPT -
<>
-- PAGE 2 --
Start conditions:
Variable [5] >= 1
Sprite: <Tileset> #0
Facing direction: Down
Animation frame: Center
Transparent: No
Trigger condition: Parallel process
Event level: Below hero
Forbid event overlap: No
Animation type: Non-continuous
Movement type: Stationary
Movement frequency: 3
Movement speed: 3
- SCRIPT -
<> Fork Condition: If Variable [5] == 1 then ...
<> Fork Condition: If Item #84 not owning then ...
<> Change Switch: [4] = OFF
<> Change Switch: [5] = OFF
<> Key Input Processing: Var. [6], Wait until key pressed, Keys: Decision
<> Wait: 0,0 sec.
<> Fork Condition: If Variable [6] == 5 then ...
<> Play Sound Effect: Gun04, Volume 100%, Speed 100%, Pan Center
<> Call Event: Common Event #1
<> Wait: 0,0 sec.
<>
: Else ...
<>
: End of fork
<>
: Else ...
<>
: End of fork
<>
: Else ...
<>
: End of fork
<>
Kugel anzeige
Start conditions:
<None>
Sprite: <Tileset> #0
Facing direction: Down
Animation frame: Center
Transparent: No
Trigger condition: Push key
Event level: Same level as hero
Forbid event overlap: No
Animation type: Non-continuous
Movement type: Stationary
Movement frequency: 3
Movement speed: 3
- SCRIPT -
<>
-- PAGE 2 --
Start conditions:
Switch [4] == ON
Sprite: Patronen #0
Facing direction: Down
Animation frame: Center
Transparent: No
Trigger condition: Parallel process
Event level: Above hero
Forbid event overlap: No
Animation type: Non-continuous
Movement type: Stationary
Movement frequency: 3
Movement speed: 3
- SCRIPT -
<>
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