MSS: Initialize
Code:
class MSS # Monsta's Shoot System
def initialize
#===Optionen===#
@active = false # Ist das Schusssystem von Anfang an aktiv
@undurchlässiges_terrain = [7] # Alle Zahlen von 0-7 können im Array verwendet werden. Einzelne Terrain ID's werden wie im Array gewohnt durch ein Komma getrennt
@option_events_aktivieren = false # Mit dieser Option braucht man nicht immer die Waffe zu wechseln um ein "Push Key" Event zu starten. [x]
@option_allow_weapon_change = true # Gibt an, ob die Waffe gewechselt werden darf
@option_quake_sounds = [true,
RPG::AudioFile.new('double',100,100),
RPG::AudioFile.new('multi',100,100),
RPG::AudioFile.new('ultra',100,100),
RPG::AudioFile.new('monster',100,100)]
@option_automatisches_nachladen = true # Gibt an, ob automatisch nachgeladen werden soll, wenn das Magazin leer ist.
@option_hud_sichtbar = [false,true] # Gibt an, ob der HUD mit HP und Ammo Anzeige Sichtbar sein soll. Der 2. Wert steht für den Nachladebalken
# Die Waffenzusammenstellung die man am Anfang des Spiels hat. Der nil wert ist für Waffe wegstecken.
@waffe = [1,nil,
{'Name' => 'Pistole', 'Munition' => '/', 'Magazin' => 15},
# {'Name' => 'Deagle', 'Munition' => 30, 'Magazin' => 7},
{'Name' => 'Shotgun', 'Munition' => 300, 'Magazin' => 1}
]
@actor = 1 # Heldennummer (für z.B. HP Berechnung)
@actor_graphic = 'player_normal_SICHERUNG' # Heldengrafik, als Figur ohne Waffe
@waffenwechselsound = RPG::AudioFile.new('Waffe_wechsel',100,100)
@leere_waffe_sound = RPG::AudioFile.new('leer',100,100)
@standard_blut = [25,26,27,28]
@spinne_blut = [109,109,109,109]
@robospinne_blut = [33,33,33,33]
@nachladetasten = [0,0,0] # "R" - "Alt" - "Shift"
@key_strafe = 65 # Strafelauf ist auf Taste A. Um Strafen zu deaktivierten nil nehmen
@key_medikit = 0 # Medikit benutzen ist auf Taste S.
@key_granate = 68 # Granate werfen ist auf Taste D.
@key_mine = 0 # Mine legen ist auf Taste Q.
@key_sprinten = 0 # Sprinten auf STRG.
@sprinten_max = 100
@sprinten = @sprinten_max
@heal_power = 50
@granate_power = [12,2] # Schaden, Radius
@mine_power = [19,3] # Schaden, Radius
@items = Hash.new(0) # Speichert zusätzliche Items. zB Medikits
@event_database = 134 # Die Map wo Events wie Granaten gespeichert sind
@movement_8_way = true
@skills = [ ['HP','$game_actors[$MSS.actor].maxhp',100,50], # Name, Wert, Preis, Steigerung
['Sprinten','$MSS.sprinten_max',50,20],
['Granatenschaden','$MSS.granate_power[0]',50,1],
['Minenschaden','$MSS.mine_power[0]',50,1] ]
#===Ini===# (Hier bitte nichts verändern, wenn ihr euch nicht mit RGSS auskennt^^
ini_waffen
ini_gegner
ini_statistik
@waffe_aktuell = @waffe[@waffe[0]]
@events = {'Gegner' => [],'Hindernis' => [], 'ID' => []}
@key = Keys.new
@wait = 0
@schussrate = 0
@hud_boss = nil
@hud_boss_active = nil
end
attr_accessor :option_hud_sichtbar
# VORSICHT!
# Diese Daten werden beim Spielstand mitgespeichert (Da man diese Werte ja auch
# während des Spiels verändern (Pimpen =) ) kann. Also Änderungen wirken sich
# nur auf Neue Spiele aus
def ini_waffen
@waffen_atr = {
'Pistole' => {
'Schaden' => 1,
'Schusssound' => RPG::AudioFile.new('Pistole',100,100),
'Nachladesound' => RPG::AudioFile.new('Pistole Nachladen',100,100),
'Nachladezeit' => 80, # Nachladezeit in Frames. Bei 40 Frames pro Sekunde also hier 2 Sekunden.
'Magazin' => 15,
'Schussrate' => nil, # Bei nicht automatischen Waffen "nil" hinschreiben. Ansonsten die Frame Wartezeit
'Spielergrafik' => 'player_pistole',
'Mündungsfeuer' => [1,2,3,29] # Wenn keine Animation sein soll einfach "nil" (ohne Anführungszeichen) schreiben! Die Zahlen im Array stehen für die Animations ID in dieser Reihenfolge: [Unten, Links, Rechts, Oben]. Die ID "0" steht für keine Animation!
},
'Deagle' => {
'Schaden' => 4,
'Schusssound' => RPG::AudioFile.new('Deagle',100,100),
'Nachladesound' => RPG::AudioFile.new('Deagle Nachladen',100,100),
'Nachladezeit' => 75,
'Magazin' => 7,
'Schussrate' => nil,
'Spielergrafik' => 'Deagle',
'Mündungsfeuer' => [5,6,7,0]
},
'MP5' => {
'Schaden' => 2,
'Schusssound' => RPG::AudioFile.new('MP5',100,100),
'Nachladesound' => RPG::AudioFile.new('MP5 Nachladen',100,100),
'Nachladezeit' => 90,
'Magazin' => 30,
'Schussrate' => 3,
'Spielergrafik' => 'MP5',
'Mündungsfeuer' => [8,9,10,0]
},
'Colt' => {
'Schaden' => 7,
'Schusssound' => RPG::AudioFile.new('Colt',100,100),
'Nachladesound' => RPG::AudioFile.new('Colt Nachladen',100,100),
'Nachladezeit' => 125,
'Magazin' => 6,
'Schussrate' => nil,
'Spielergrafik' => 'Colt',
'Mündungsfeuer' => [11,12,13,0]
},
'M4' => {
'Schaden' => 4,
'Schusssound' => RPG::AudioFile.new('M4',100,100),
'Nachladesound' => RPG::AudioFile.new('M4 Nachladen',100,100),
'Nachladezeit' => 75,
'Magazin' => 30,
'Schussrate' => 4,
'Spielergrafik' => 'M4',
'Mündungsfeuer' => [14,15,16,0]
},
'Dual' => {
'Schaden' => 1,
'Schusssound' => RPG::AudioFile.new('Pistole',100,100),
'Nachladesound' => RPG::AudioFile.new('Dual Nachladen',100,100),
'Nachladezeit' => 135,
'Magazin' => 30,
'Schussrate' => nil,
'Spielergrafik' => 'Dual',
'Mündungsfeuer' => [40,41,42,43],
'Spezial_Schuss' => 'dual_feuerwechsel'
},
'MG' => {
'Schaden' => 6,
'Schusssound' => RPG::AudioFile.new('MG',100,100),
'Nachladesound' => RPG::AudioFile.new('MG Nachladen',100,100),
'Nachladezeit' => 233,
'Magazin' => 100,
'Schussrate' => 5,
'Spielergrafik' => 'MG',
'Mündungsfeuer' => [17,18,19,0],
'Spezial_Anlegen' => 'schwere_waffe',
'Spezial_Ablegen' => 'schwere_waffe(false)'
},
'Shotgun' => {
'Schaden' => 50,
'Schusssound' => RPG::AudioFile.new('Shotgun',100,100),
'Nachladesound' => RPG::AudioFile.new('Shotgun Nachladen',100,100),
'Nachladezeit' => 65,
'Magazin' => 1,
'Schussrate' => nil,
'Spielergrafik' => 'player_shotgun',
'Mündungsfeuer' => [20,21,22,23]
}
}
end
def ini_gegner
@gegner_atr = {
'Bandit' => {
'Schaden' => 15,
'HP' => 10,
'Trefferanimation' => 4,
'Spezial' => nil, # Dieser String wird beim Treffen des Eventes mit "eval" ausgeführt
'Blut' => @standard_blut, # Ein Array mit den Blutanimationen, ähnlich dem Mündungsfeuer bei den Waffen. Weil ich oft das gleiche Blut benutze, hab ich oben einen Array mit dem Standardblut gemacht
'Kugeldurchlässig' => true
},
'Biene' => {
'Schaden' => 20,
'HP' => 4,
'Trefferanimation' => 4,
'Spezial' => '!A! hitsound("089-Attack01","089-Attack01")',
'Blut' => @spinne_blut,
'Kugeldurchlässig' => false
},
'Robospinne' => {
'Schaden' => 20,
'HP' => 4,
'Trefferanimation' => 4,
'Spezial' => '!A! hitsound("089-Attack01","089-Attack01")',
'Blut' => @robospinne_blut,
'Kugeldurchlässig' => false
},
'Glas' => {
'Schaden' => 0,
'HP' => 1,
'Trefferanimation' => 4,
'Spezial' => nil,
'Blut' => nil,
'Kugeldurchlässig' => true
},
'Schiessender Gegner' => {
'Schaden' => 100,
'HP' => 10,
'Trefferanimation' => 4,
'Spezial' => nil, #"print ('Hey, du sollst mich nicht abschiessen! Ich bin nur ein Beispiel für einen Schiessenden Gegner und das Spezial Attribut ;-)');return",
'Blut' => @standard_blut, #nil,
'Kugeldurchlässig' => true
},
'Goblin' => {
'Schaden' => 1,
'HP' => 9999,
'Trefferanimation' => 4,
'Spezial' => nil,
'Blut' => @standard_blut,
'Kugeldurchlässig' => true
},
'Endgegner' => {
'Schaden' => 100,
'HP' => 300,
'Trefferanimation' => 4,
'Spezial' => nil,
'Blut' => @standard_blut,
'Kugeldurchlässig' => false
},
'Stampfi' => {
'Schaden' => 100,
'HP' => 1500,
'Trefferanimation' => 4,
'Spezial' => nil,
'Blut' => [48,49,50,51],
'Kugeldurchlässig' => false
}
}
end
def ini_statistik
@statistik = {
'Schuesse' => 0,
'Treffer' => 0, # Noch nicht programmiert!
'Gegner' => 0,
'Multikill' => 0,
'Verlorene HP' => 0,
'Zugefuegter Schaden' => 0
}
end
def ini_events # Event erkennung. Bitte nur Ändern wenn ihr euch mit RGSS auskennt^^
@events = {'Gegner' => [],'Hindernis' => [], 'ID' => []}
begin
for ev in $game_map.events.values
case $game_map.map.events[ev.id].name.downcase
when 'gegner'
if ev.list[0].code == 108
komm = $game_map.events[ev.id].list[0].parameters.pop
if @gegner_atr[komm] == nil
print ("Bei dem Gegner mit der ID #{ev.id} wurde eine Monsterklasse angegeben, die nicht existiert.") if $DEBUG
next
end
else return
end
@events['Gegner'].push({'id' => ev.id, 'Klasse' => komm,
'HP' => @gegner_atr[komm]['HP']})
@events['ID'][ev.id] = @events['Gegner'].size - 1
when 'spezial'
if ev.list[0].code == 108
komm = $game_map.events[ev.id].list[0].parameters.pop
else
print ("Bei dem Spezialevent mit der ID #{ev.id} wurde kein Spezialaufruf gefunden.") if $DEBUG
next
end
@events['Gegner'] << {'id' => ev.id, 'Spezial' => komm}
@events['ID'][ev.id] = @events['Gegner'].size - 1
when 'hindernis'
@events['Hindernis'].push(ev.id)
when 'flaches event'
$game_map.events[ev.id].flat = true
end
end
rescue StandardError, SyntaxError
p ev
end
end
end
MSS: Update (Hier wird change_weapon standardmäßig aufgerufen)
Code:
class Scene_Map
alias :mss_map_ini_original :initialize if $MSS.nil?
def initialize
mss_map_ini_original
$MSS.ini_hud
end
alias :mss_map_update_original :update if $MSS.nil?
def update
$MSS.update if $MSS.active
mss_map_update_original
end
end
class Window_Message
alias :mss_dispose_original :dispose if $MSS.nil?
def dispose
mss_dispose_original
$MSS.dispose
end
end
class MSS
def update
return if $game_temp.message_window_showing
$game_player.direction_fix = @key.getkey_id(@key_strafe) unless @key_strafe.nil?
if @wait > 0
@wait -= 1
@hud_laden.refresh unless @hud_laden.nil?
if @wait == 0
$game_system.menu_disabled = false
@hud_laden.dispose unless @hud_laden.nil?
@hud_laden = nil
end
return
end
if @schussrate > 0
@schussrate -= 1
return
end
# Sprinten
if @sprinten_akt == true and @key.getkey_id(@key_sprinten) and @sprinten > 0
@sprinten -= 1
@hud_energie.refresh(@sprinten) if Graphics.frame_count % 2 == 0
return
elsif @sprinten_akt == true
$game_player.move_speed -= 1
@sprinten_akt = false
end
if @key.getkey_id(@key_sprinten) and @sprinten > 20
@sprinten_akt = true
$game_player.move_speed += 1
@hud_energie = MSS_HUD_ENERGIE.new(@sprinten_max) if @sprinten == @sprinten_max
elsif @sprinten < @sprinten_max
if Graphics.frame_count % ($game_player.moving? ? 6 : 3) == 0
@sprinten += 1
@hud_energie.refresh(@sprinten)
end
elsif @sprinten == @sprinten_max and !@hud_energie.nil?
@hud_energie.dispose
@hud_energie = nil
end
# /
use_medikit if @key.getkey_id(@key_medikit)
granate_wefen if @key.getkey_id(@key_granate)
mine_legen if @key.getkey_id(@key_mine)
if @key.getkey_id(69) # E
granate_wefen(4,2)
granate_wefen(4,4)
granate_wefen(4,6)
granate_wefen(4,8)
end
if @waffe_aktuell != nil
if @waffen_atr[@waffe_aktuell['Name']]['Schussrate'].nil?
schuss if Input.trigger?(Input::C)
elsif @key.getkey_id(13) or @key.getkey_id(32)
schuss
@schussrate = @waffen_atr[@waffe_aktuell['Name']]['Schussrate']
end
end
if @option_allow_weapon_change
for taste in 0..@waffe.size - 2
if @key.getkey_id(49+taste) and @waffe[0] != taste+1
change_weapon(taste+1)
end
end
end
for taste in @nachladetasten
nachladen if @key.getkey_id(taste)
end
end
def dispose
if @hud.is_a?(MSS_HUD)
@hud.dispose
@hud = nil
end
if @hud_laden.is_a?(MSS_HUD_LADEN)
@hud_laden.dispose
@hud_laden = nil
end
if @hud_boss.is_a?(MSS_HUD_BOSS)
@hud_boss.dispose
@hud_boss = nil
end
if !@hud_energie.nil?
@hud_energie.dispose
@hud_energie = nil
end
end
def ini_hud
@hud = @option_hud_sichtbar[0] ? MSS_HUD.new : MSS_HUD_Dummy.new
boss(true,@hud_boss_active[0],@hud_boss_active[1],true) if @hud_boss_active.is_a?(Array)
@hud_energie = MSS_HUD_ENERGIE.new(@sprinten_max, false) unless @sprinten == @sprinten_max
end
end
MSS: HUD
Code:
class MSS_HUD < Window_Base
def initialize
super(0, 0, 220, 85)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 155
refresh
end
def refresh
self.contents.clear
actor = $game_actors[$MSS.actor]
self.contents.font.color = Color.new (200, 204, 300, 255)
self.contents.draw_text(-1, -7, 180, 32, "HP: #{actor.hp} | #{actor.maxhp}")
if $MSS.waffe_aktuell == nil
muni = '/'
else
muni = "#{$MSS.waffe_aktuell['Magazin']} | #{$MSS.waffe_aktuell['Munition']}"
end
self.contents.draw_text(-1, 25, 180, 32, "Munition: #{muni}")
end
# def dispose
# @items.dispose
# super
# end
end
class MSS_HUD_LADEN < Window_Base
def initialize(max)
@farbe_hintergrund = Color.new(155,155,155,100)
@farbe_balken_innen = Color.new(0,0,255,160)
@farbe_balken_rand = Color.new(20,20,20,200)
super(-17, 70, 160, 50)
self.contents = Bitmap.new(width-32, height-32)
self.opacity = 0
self.contents.clear
self.contents.fill_rect(11, 2, 110, 15, @farbe_hintergrund)
@max = max
refresh
end
def refresh
lo = 100 - $MSS.wait * 100 / @max
self.contents.fill_rect(16, 4, lo, 10, @farbe_balken_innen)
self.contents.fill_rect(15, 4, 1, 11, @farbe_balken_rand)
self.contents.fill_rect(16, 4, lo, 1, @farbe_balken_rand)
self.contents.fill_rect(16, 14, lo, 1, @farbe_balken_rand)
self.contents.fill_rect(16 + lo, 4, 2, 11, @farbe_balken_rand)
end
def dispose
super unless self.disposed?
end
end
class MSS_HUD_ENERGIE < Window_Base
def initialize(max, new=true)
@farbe_hintergrund = Color.new(155,155,155,155)
@farbe_balken_innen = Color.new(0,0,255,255)
@farbe_balken_rand = Color.new(0,0,0,255)
super(470, 105, 160, 50)
self.contents = Bitmap.new(width-32, height-32)
self.opacity = 0
self.contents.clear
@max = max
refresh(max) if new
end
def refresh(value)
lo = value * 100 / @max
self.contents.clear
self.contents.fill_rect(11, 2, 110, 15, @farbe_hintergrund)
self.contents.fill_rect(16, 4, lo, 10, @farbe_balken_innen)
self.contents.fill_rect(15, 4, 1, 11, @farbe_balken_rand)
self.contents.fill_rect(16, 4, lo, 1, @farbe_balken_rand)
self.contents.fill_rect(16, 14, lo, 1, @farbe_balken_rand)
self.contents.fill_rect(16 + lo, 4, 2, 11, @farbe_balken_rand)
end
def dispose
super unless self.disposed?
end
end
class MSS_HUD_BOSS < Window_Base
def initialize(id,name)
super(175, 420, 360, 100)
self.contents = Bitmap.new(width-32, height-32)
self.opacity = 0
@farbe_hintergrund = Color.new(155,155,155,155)
@farbe_balken_rand = Color.new(0,0,0,255)
$MSS.hud_boss_active = [id,name]
@name = name
@int = $MSS.id_to_int(id)
refresh
end
def refresh
@lo = $MSS.events['Gegner'][@int]['HP'] * 300 /
$MSS.gegner_atr[$MSS.events['Gegner'][@int]['Klasse']]['HP']
ecolor = Color.new(10, 255, 10, 255) if @lo > 139 # Grün
ecolor = Color.new(250, 250, 10, 255) if @lo < 140 # Gelb
ecolor = Color.new(255, 10, 10, 255) if @lo < 60 # Rot
if @lo == 0
$MSS.boss(false,0,"",true)
return
end
self.contents.clear
self.contents.fill_rect(11, 2, 310, 25, @farbe_hintergrund)
self.contents.fill_rect(16, 4, @lo, 20, ecolor)
self.contents.fill_rect(15, 4, 1, 21, @farbe_balken_rand)
self.contents.fill_rect(16, 4, @lo, 1, @farbe_balken_rand)
self.contents.fill_rect(16, 24, @lo, 1, @farbe_balken_rand)
self.contents.fill_rect(16+@lo, 4, 1, 21, @farbe_balken_rand)
self.contents.draw_text(0, -3, 330, 32,@name,1)
end
end
class MSS_HUD_Dummy
def update ;end
def refresh ;end
def dispose ;end
end
MSS: Code (Hier befindet sich die def change_weapon)
Code:
class MSS
attr_accessor :waffen_atr, :waffe_aktuell, :gegner_atr, :active,
:statistik, :waffe, :events, :actor, :key, :hud, :wait, :ziel,
:hud, :hud_laden, :hud_boss, :hud_boss_active, :option_events_aktivieren,
:option_allow_weapon_change, :option_quake_sounds, :option_automatisches_nachladen,
:items, :actor_graphic, :heal_power, :sprinten_max, :granate_power, :mine_power,
:movement_8_way, :skills
def schuss(taeter=$game_player,ziel='Events',abfrage=false,spezial=true)
@taeter = taeter; @ziel = ziel
@taeter = $game_map.events[@taeter] if @taeter.is_a?(Integer)
@hx = @taeter.x
@hy = @taeter.y
@hd = @taeter.direction
if @ziel == 'Events'
if not @waffe_aktuell['Magazin'] > 0
$game_system.se_play(@leere_waffe_sound)
return
end
spezschuss = @waffen_atr[@waffe_aktuell['Name']]['Spezial_Schuss']
eval(spezschuss) unless spezschuss.nil?
$game_system.se_play(@waffen_atr[@waffe_aktuell['Name']]['Schusssound'])
@statistik['Schuesse'] += 1
@waffe_aktuell['Magazin'] -= 1
@hud.refresh
if @waffen_atr[@waffe_aktuell['Name']]['Mündungsfeuer'] != nil
$game_player.animation_id = @waffen_atr[@waffe_aktuell['Name']]['Mündungsfeuer'][$game_player.direction / 2 - 1]
end
@killed = 0; @int = 0
treffer?
quake_sound
nachladen if @waffe_aktuell['Magazin'] == 0 and @option_automatisches_nachladen
elsif @ziel == 'Player'
treffer?
end
end
def quake_sound
@statistik['Multikill'] = @killed if @killed > @statistik['Multikill']
if @killed > 1 and @option_quake_sounds[0]
if @killed > @option_quake_sounds.size then sound = @option_quake_sounds.size else sound = @killed end
$game_system.se_play(@option_quake_sounds[sound-1])
end
end
def treffer?
case @hd
when 2 # Runter
start = @hy + 1
ende = $game_map.height
counter = 1
vari = 1 # Y
when 4 # Links
start = @hx - 1
ende = -1
counter = -1
vari = 0 # X
when 6 # Rechts
start = @hx + 1
ende = $game_map.width
counter = 1
vari = 0
when 8 # Hoch
start = @hy - 1
ende = -1
counter = -1
vari = 1
end
x, y = @hx, @hy
tile = start
while tile != ende
if vari == 0
x = tile
else
y = tile
end
break if $game_map.passable?(x,y,0) == false and @undurchlässiges_terrain.include?($game_map.terrain_tag(x,y)) == false
@id = $game_map.id_coordinates(x,y)
break if @events['Hindernis'].include?(@id)
if @ziel == 'Player'
if @id == 0
getroffen
return
end
tile += counter
next
end
@int = id_to_int(@id)
if @id > 0 and @int != nil and @events['Gegner'][@int] != nil and
$game_self_switches[[$game_map.map_id, @id, 'A']] == false
getroffen
break if @events['Gegner'][@int]['HP'] != nil and
not @gegner_atr[@events['Gegner'][@int]['Klasse']]['Kugeldurchlässig']
end
tile += counter
end
end
def getroffen
if @ziel == 'Player'
gegner_schlag(@taeter.id)
return
end
spezial = @events['Gegner'][@int]['Spezial']
unless spezial.nil?
eval(spezial)
return
end
spezial = @gegner_atr[@events['Gegner'][@int]['Klasse']]['Spezial']
if !spezial.nil?
aftereval = spezial.include?('!A!')
eval(spezial) unless aftereval
end
schaden = @waffen_atr[@waffe_aktuell['Name']]['Schaden']
make_damage(@id,schaden,blut_animation(@id,@hd))
@store_direction #ssssssssssssssssssssssss
eval(spezial.gsub('!A!','')) if aftereval
@restore_direction #ssssssssssssssssssssssss
end
def nachladen
return if @waffe_aktuell.nil?
magazin_max = @waffen_atr[@waffe_aktuell['Name']]['Magazin']
magazin = @waffe_aktuell['Magazin']
munition = @waffe_aktuell['Munition']
noetig = magazin_max - magazin
return if magazin == magazin_max
return if munition == 0
if munition == '/'
magazin = magazin_max
else
if munition + magazin >= magazin_max
munition -= noetig
magazin = magazin_max
else
magazin += munition
munition = 0
end
end
@waffe_aktuell['Magazin'] = magazin
@waffe_aktuell['Munition'] = munition
$game_system.se_play(@waffen_atr[@waffe_aktuell['Name']]['Nachladesound'])
wait_balken(@waffen_atr[@waffe_aktuell['Name']]['Nachladezeit'])
@hud.refresh
end
def gegner_schlag(id)
int = id_to_int(id)
schaden = @gegner_atr[@events['Gegner'][int]['Klasse']]['Schaden']
$game_actors[@actor].hp -= schaden
@statistik['Verlorene HP'] += schaden
$game_player.animation_id =
@gegner_atr[@events['Gegner'][int]['Klasse']]['Trefferanimation']
end
def dead?(id)
return true if @events['Gegner'][id_to_int(id)]['HP'] == 0
return false
end
def all_dead?
ins = 0;@events['Gegner'].each { |g| ins += g['HP'] if !g['HP'].nil?}
return true if ins == 0
return false
end
def kill(id)
id = [id] if id.is_a?(Numeric)
for i in id
@events['Gegner'][id_to_int(i)]['HP'] = 0
change_local_switch(i)
end
end
def kill_all
@events['ID'].each_index {|i|int = id_to_int(i);kill(i) if !int.nil? and !@events['Gegner'][int]['HP'].nil?}
end
def heal(id)
id = [id] if id.is_a?(Numeric)
for i in id
int = id_to_int(i)
@events['Gegner'][int]['HP'] =
@gegner_atr[@events['Gegner'][int]['Klasse']]['HP']
change_local_switch(i,false)
end
end
def heal_all
@events['ID'].each_index {|i|int = id_to_int(i);heal(i) if !int.nil? and !@events['Gegner'][int]['HP'].nil?}
end
def add_ammo(name,ammo)
@waffe[find_weapon_slot(name)]['Munition'] += ammo
end
def add_weapon(name,munition=300,magazin=30,id=0,double=false)
return if !double and find_weapon_slot(name) != @waffe.size
hash = {'Name' => name, 'Munition' => munition, 'Magazin' => magazin}
if id == 0 then @waffe << hash else @waffe[id] = hash ;end
end
def remove_weapon(name)
if name.is_a?(String)
@waffe.delete_at(find_weapon_slot(name))
else
@waffe.delete_at(name)
end
end
def find_weapon_slot(name='')
name.to_s
@waffe.each_with_index do |waffe,index|
next if index < 2
return index if name == waffe['Name']
end
return @waffe.size
end
def boss(show=true,id=1,name='',menu=false)
@hud_boss.dispose if @hud_boss_active.is_a?(Array) and menu == false
if show
@hud_boss = MSS_HUD_BOSS.new(id,name)
@hud_boss_active = [id,name]
else
@hud_boss.dispose
@hud_boss = nil
@hud_boss_active = nil
end
end
def change_weapon(id=2)
unless @waffe_aktuell.nil?
spezab = @waffen_atr[@waffe_aktuell['Name']]['Spezial_Ablegen']
eval(spezab) unless spezab.nil?
end
if @waffe[id].nil?
$game_actors[@actor].set_graphic(@actor_graphic, 0, '', 0)
else
$game_actors[@actor].set_graphic(@waffen_atr[@waffe[id]['Name']]['Spielergrafik'], 0, '', 0)
spezan = @waffen_atr[@waffe[id]['Name']]['Spezial_Anlegen']
eval(spezan) unless spezan.nil?
end
$game_system.se_play(@waffenwechselsound)
@waffe[0] = id
@waffe_aktuell = @waffe[@waffe[0]]
@hud.refresh
$game_player.refresh
end
def change_local_switch(id,value=true,switch='A',map=$game_map.map_id)
for i in id.to_a
$game_self_switches[[map, i, switch]] = value
end
$game_map.need_refresh = true
end
def option_hud_sichtbar(hud=true,balken=true)
@option_hud_sichtbar = [hud,balken]
@hud.dispose
if hud
@hud = MSS_HUD.new
else
@hud = MSS_HUD_Dummy.new
end
end
def make_saveable
dispose
@key = nil
end
def make_playable
@key = Keys.new
end
def make_damage(id,schaden,ani=0)
return if $game_self_switches[[$game_map.map_id, id, 'A']]
int = id_to_int(id)
@events['Gegner'][int]['HP'] -= schaden
@statistik['Zugefuegter Schaden'] += schaden
$game_map.events[id].animation_id = ani
if @events['Gegner'][int]['HP'] <= 0
@statistik['Zugefuegter Schaden'] += @events['Gegner'][int]['HP']
@events['Gegner'][int]['HP'] = 0
change_local_switch(id)
@statistik['Gegner'] += 1
@killed += 1
end
@hud_boss.refresh if @hud_boss_active.is_a?(Array) and @hud_boss_active[0] == id
end
def wait_balken(wait)
return if @wait > 0
@wait = wait
$game_system.menu_disabled = true
@hud_laden = @option_hud_sichtbar[1] ? MSS_HUD_LADEN.new(wait) : MSS_HUD_Dummy.new
end
def items_add(wert, key)
$MSS.items[key] += wert
@hud.refresh
end
def direction(x1,y1,x2,y2)
x, y = x2 - x1, y2 - y1
return -1 if x == 0 and y == 0
if x.abs > y.abs
return x > 0 ? 4 : 6
else
return y > 0 ? 8 : 2
end
end
def blut_animation(id,d)
blut = @gegner_atr[@events['Gegner'][id_to_int(id)]['Klasse']]['Blut']
return blut.nil? ? 0 : blut[d / 2 - 1]
end
def id_to_int(id)
return @events['ID'][id]
end
def garbage_collector
$game_map.events.each{|e|$game_map.events.delete(e[1].id) if $game_self_switches[[$game_map.map_id, e[1].id, 'A']]}
end
def debug
File.open('MSS.txt','w') {|f|f.write($MSS.inspect)}
end
end
class Game_Map
attr_reader :map
alias :mss_original_setup :setup if $MSS.nil?
def setup(map_id)
mss_original_setup(map_id)
$MSS.ini_events
end
def id_coordinates(x=0,y=0)
@events.each {|e|return e[1].id if e[1].x == x and e[1].y == y}
return 0 if $game_player.x == x and $game_player.y == y
return -1
end
def id_coordinates_mine(x=0,y=0,id=0)
@events.each {|e|return e[1].id if e[1].x == x and e[1].y == y and e[1].id != id}
return -1
end
def id_coordinates_array(x=0,y=0)
array = []
@events.each {|e|array << e[1].id if e[1].x == x and e[1].y == y}
array << 0 if $game_player.x == x and $game_player.y == y
return array
end
def id_rect(rect)
ev = []
@events.each {|e|ev << e[1].id if rect.inside?(e[1])}
return ev
end
end
class Game_Character
attr_accessor :flat
alias :mss_original_initialize :initialize if $MSS.nil?
alias :mss_original_screen_z :screen_z if $MSS.nil?
def initialize
@flat = false
mss_original_initialize
end
def screen_z(height = 0)
return 0 if @flat
mss_original_screen_z(height)
end
end
class Keys
def initialize
@GetAsyncKeyState = Win32API.new('user32', 'GetAsyncKeyState', 'l','l')
@keybd_event = Win32API.new('user32', 'keybd_event', %w(l l l l), '')
end
def getkey
for i in 0..255
if @GetAsyncKeyState.call(i) != 0
return i
end
end
return 0
end
def getkey_id(id)
if @GetAsyncKeyState.call(id) != 0
return true
end
return false
end
def setkey_id_down(id)
@keybd_event.call(id,0,0,0)
end
def setkey_id_up(id)
@keybd_event.call(id,0,2,0)
end
end
class Game_Player < Game_Character
def update
last_moving = moving?
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
#==========EDIT===========#
if $MSS.movement_8_way
case Input.dir8
when 1
move_lower_left
when 2
move_down
when 3
move_lower_right
when 4
move_left
when 6
move_right
when 7
move_upper_left
when 8
move_up
when 9
move_upper_right
end
else
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
end
#==========EDIT===========#
end
last_real_x = @real_x
last_real_y = @real_y
super
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
$game_map.scroll_down(@real_y - last_real_y)
end
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
$game_map.scroll_left(last_real_x - @real_x)
end
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
$game_map.scroll_right(@real_x - last_real_x)
end
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
$game_map.scroll_up(last_real_y - @real_y)
end
unless moving?
if last_moving
result = check_event_trigger_here([1,2])
if result == false
unless $DEBUG and Input.press?(Input::CTRL)
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
#==========EDIT===========#
if $MSS.active == false or $MSS.waffe_aktuell == nil or $MSS.option_events_aktivieren
if Input.trigger?(Input::C)
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
#==========EDIT===========#
end
end
end
class Game_System
attr_accessor :mss_save
end
class Game_Character
attr_accessor :direction_fix
end
class Rect
def each
for xx in x..x + width
for yy in y..y + height
yield xx, yy
end
end
end
def inside?(ox,oy=0)
ox, oy = ox.x, ox.y unless ox.is_a?(Integer)
return (ox.between?(x, x + width)) && (oy.between?(y, y + height))
end
end
class Game_SelfSwitches
def delete(key)
@data.delete(key)
end
end
class Game_Battler
alias :mss_hpchange_original :hp= if $MSS.nil?
def hp=(hp)
mss_hpchange_original(hp)
return unless self.is_a?(Game_Actor)
$MSS.hud.refresh
$game_temp.gameover = true if @hp == 0
end
end
class Scene_Save < Scene_File
alias :mss_write_save_data_original :write_save_data if $MSS.nil?
def write_save_data(file)
$MSS.make_saveable
$game_system.mss_save = $MSS
mss_write_save_data_original(file)
$MSS.make_playable
end
end
class Scene_Load < Scene_File
alias :mss_read_save_data_original :read_save_data if $MSS.nil?
def read_save_data(file)
mss_read_save_data_original(file)
$MSS = $game_system.mss_save
$MSS.make_playable
end
end
class Scene_Title
alias :mss_title_ini_original :initialize if $MSS.nil?
def initialize
$MSS = MSS.new
mss_title_ini_original
end
end
MSS: Spezial
Code:
# Hier kann man die Methoden reinschreiben, die bei einem beschossenem
# Spezialevent aufgerufen werden sollen. Dies dient ausschließlich der Übersicht.
# Die hier vorgegebenen Codes sind nur Beispiele und können verändert oder gelöscht
# werden, dürfen aber natürlich auch einfach benutzt werden :D
class MSS
def licht_ausschießen
change_local_switch(@id)
Audio.se_play('Audio/SE/glassbreak', 85, 100)
c = $game_screen.tone
$game_screen.start_tone_change(Tone.new(c.red-10,c.green-10,c.blue-10,c.gray),0)
end
def hitsound(sound,kill=nil)
if dead?(@id)
$game_system.se_play(RPG::AudioFile.new(kill,100,100)) unless kill.nil?
else
$game_system.se_play(RPG::AudioFile.new(sound,100,100))
end
end
def explosives_fass
change_local_switch(@id)
$game_map.events[@id].animation_id = 29
explosion(@id,2)
end
def explosion(id,rad,damage=9)
@killed = 0
ev = $game_map.events[id]
rect = Rect.new(ev.x - rad, ev.y - rad, rad * 2 + 1,rad * 2) # Explosionsradius - Rechteck
$game_map.id_rect(rect).each do |e|
next if e == id
case $game_map.map.events[e].name.downcase
when 'gegner'
make_damage(e,damage,blut_animation(e,direction($game_map.map.events[e].x,$game_map.map.events[e].y,ev.x,ev.y))) # id, schaden, animation
when 'spezial'
end
end
quake_sound
end
def create_rect(rad)
return
end
def schwere_waffe(status=true)
$game_player.move_speed = status ? $game_player.move_speed - 1 : $game_player.move_speed + 1
end
def dual_feuerwechsel
f = @waffen_atr[@waffe_aktuell['Name']]['Mündungsfeuer']
f = f[0] == 40 ? [44,45,46,47] : [40,41,42,43]
@waffen_atr[@waffe_aktuell['Name']]['Mündungsfeuer'] = f
end
def granate_wefen(wurfweite=8,d=$game_player.direction)
if $MSS.items['Granate'] < 1
$game_system.se_play($data_system.buzzer_se)
@wait = 10
return
end
$MSS.items['Granate'] -= 1
$game_system.se_play(RPG::AudioFile.new('016-Jump02',70,100))
id = $game_map.add_event(134,1,$game_player.x,$game_player.y)
$game_map.need_refresh = true
$scene.spriteset.refresh
x,y = granate_entfernung(wurfweite,d)
$game_map.events[id].jump(x,y)
wait_balken(40)
@hud.refresh
end
def granate_entfernung(wurfweite,d)
vari = [2,8].include?(d) ? 1 : 0
counter = [2,6].include?(d) ? 1 : -1
x,y = $game_player.x, $game_player.y
while $game_map.passable?(x,y,0)
if vari == 0 then x += counter else y += counter end
wurfweite -= 1
break if wurfweite == 0
end
x = vari == 0 ? x - ($game_player.x + counter) : 0
y = vari == 1 ? y - ($game_player.y + counter) : 0
return x, y
end
def use_medikit
if $MSS.items['Medikit'] < 1 or $game_actors[@actor].hp == $game_actors[@actor].maxhp
$game_system.se_play($data_system.buzzer_se)
@wait = 10
return
end
$game_actors[@actor].hp += @heal_power
$game_player.animation_id = 31
$MSS.items['Medikit'] -= 1
@hud.refresh
wait_balken(20)
end
def mine_legen
return if $game_map.id_coordinates_mine($game_player.x,$game_player.y) > 0
if $MSS.items['Mine'] < 1
$game_system.se_play($data_system.buzzer_se)
@wait = 10
return
end
$MSS.items['Mine'] -= 1
$game_system.se_play(RPG::AudioFile.new('005-System05',70,100))
id = $game_map.add_event(@event_database,6,$game_player.x,$game_player.y)
$game_map.need_refresh = true
$scene.spriteset.refresh
wait_balken(20)
@hud.refresh
end
end