HeLL4eWeR
Dersin asıl sahibi Arch3r'dır.
Konuda şu: Health boxes and weapon boxes
Bu ders ile Sağlık ve Silah paketleri hazırlamayı öğreneceğiz. Haydi başlayalım.
module_scene_props'u açın ve şunu aratın:
Devamına şunu ekleyin:
Dosyanın en altınada şunu yapıştırın:
Bunun gibi kodları kullanarakta paketler hazırlayabilirsiniz.
module_scripts'i açın ve şunu aratın:
Paketi burada nereye koyacağınızı belirleyin.
Örneğin şunun
altına bunu yapıştırın:
module_strings'i açın.
Örneğin şunu gibi birşeyi satır olarak en alta ekleyin:
Altınada bunu ekleyin:
Onunda altın bunu:
Bazı görüntüler:
Eksik gördüğünüz yeri lütfen bildirin. Ya da orjinal konuya bir göz atın.
Konuda şu: Health boxes and weapon boxes
Bu ders ile Sağlık ve Silah paketleri hazırlamayı öğreneceğiz. Haydi başlayalım.
module_scene_props'u açın ve şunu aratın:
Code:
check_ladder_animation_finish_trigger = (ti_on_scene_prop_animation_finished,
[
(store_trigger_param_1, ":instance_id"),
(prop_instance_enable_physics, ":instance_id", 1),
])
Devamına şunu ekleyin:
Code:
check_weapon_box5 = (ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
(store_trigger_param_2, ":instance_id"),
(multiplayer_is_server),
(assign, ":cost", 2000), #gold required for healing
(agent_get_player_id,":player_no",":agent_id"),
(try_begin),
(player_is_active, ":player_no"),
(player_get_gold, ":player_gold", ":player_no"),
(gt, ":player_gold", ":cost"),
# (store_random_in_range, ":weapon", "itm_reveran_dagger", "itm_reveran_horse"), #tBfC weapons
(agent_set_hit_points,":agent_id",100,0), #refill health
(prop_instance_get_position, pos1, ":instance_id"),
(position_move_z,pos1,-5),
(set_spawn_position, pos1),
# (spawn_item, ":weapon"),
(val_sub, ":player_gold", ":cost"),
(player_set_gold, ":player_no", ":player_gold", multi_max_gold_that_can_be_stored),
(try_end),
])
Dosyanın en altınada şunu yapıştırın:
Code:
("tbfc_box5",spr_use_time(1),"box_a","bo_box_a", [
check_weapon_box5
]),
Bunun gibi kodları kullanarakta paketler hazırlayabilirsiniz.
Code:
check_weapon_box1 = (ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
(store_trigger_param_2, ":instance_id"),
(multiplayer_is_server),
(assign, ":cost", 600), #gold required for spawning a weapon
(agent_get_player_id,":player_no",":agent_id"),
(try_begin),
(player_is_active, ":player_no"),
(player_get_gold, ":player_gold", ":player_no"),
(gt, ":player_gold", ":cost"),
(store_random_in_range, ":weapon", "itm_wooden_stick", "itm_wooden_shield"), #random weapon
(item_get_type, ":weapon_type", ":weapon"),
(this_or_next|eq, ":weapon_type", itp_type_one_handed_wpn),
(this_or_next|eq, ":weapon_type", itp_type_two_handed_wpn),
(this_or_next|eq, ":weapon_type", itp_type_polearm),
(this_or_next|eq, ":weapon_type", itp_type_bow),
(this_or_next|eq, ":weapon_type", itp_type_crossbow),
(eq, ":weapon_type", itp_type_thrown),
(prop_instance_get_position, pos1, ":instance_id"),
(position_move_z,pos1,-5),
(set_spawn_position, pos1),
(spawn_item, ":weapon"),
(val_sub, ":player_gold", ":cost"), #subtracting the cost from player money
(player_set_gold, ":player_no", ":player_gold", multi_max_gold_that_can_be_stored),
(try_end),
])
check_weapon_box2 = (ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
(store_trigger_param_2, ":instance_id"),
(multiplayer_is_server),
(assign, ":cost", 800), #gold required for spawning a weapon
(agent_get_player_id,":player_no",":agent_id"),
(try_begin),
(player_is_active, ":player_no"),
(player_get_gold, ":player_gold", ":player_no"),
(gt, ":player_gold", ":cost"),
(store_random_in_range, ":weapon", "itm_club", "itm_pickaxe"), #hammer
# (item_get_type, ":weapon_type", ":weapon"),
# (eq, ":weapon_type", itp_type_polearm),
(prop_instance_get_position, pos1, ":instance_id"),
(position_move_z,pos1,-5),
(set_spawn_position, pos1),
(spawn_item, ":weapon"),
(val_sub, ":player_gold", ":cost"),
(player_set_gold, ":player_no", ":player_gold", multi_max_gold_that_can_be_stored),
(try_end),
])
check_weapon_box3 = (ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
(store_trigger_param_2, ":instance_id"),
(multiplayer_is_server),
(assign, ":cost", 300), #gold required for spawning a weapon
(agent_get_player_id,":player_no",":agent_id"),
(try_begin),
(player_is_active, ":player_no"),
(player_get_gold, ":player_gold", ":player_no"),
(gt, ":player_gold", ":cost"),
(store_random_in_range, ":random", 1, 50), #wooden stick or superweapon
(try_begin),
(lt, ":random", 48),
(assign, ":weapon", "itm_wooden_stick"),
(else_try),
(assign, ":weapon", "itm_claymore_of_whoop"),
(try_end),
(prop_instance_get_position, pos1, ":instance_id"),
(position_move_z,pos1,-5),
(set_spawn_position, pos1),
(spawn_item, ":weapon"),
(val_sub, ":player_gold", ":cost"),
(player_set_gold, ":player_no", ":player_gold", multi_max_gold_that_can_be_stored),
(try_end),
])
check_weapon_box4 = (ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
(store_trigger_param_2, ":instance_id"),
(multiplayer_is_server),
(assign, ":cost", 500), #gold required for spawning a weapon
(agent_get_player_id,":player_no",":agent_id"),
(try_begin),
(player_is_active, ":player_no"),
(player_get_gold, ":player_gold", ":player_no"),
(gt, ":player_gold", ":cost"),
(store_random_in_range, ":weapon", "itm_wooden_shield", "itm_darts"), #shields
(agent_refill_ammo,":agent_id"), #resupply
(prop_instance_get_position, pos1, ":instance_id"),
(position_move_z,pos1,-5),
(set_spawn_position, pos1),
(spawn_item, ":weapon"),
(val_sub, ":player_gold", ":cost"),
(player_set_gold, ":player_no", ":player_gold", multi_max_gold_that_can_be_stored),
(try_end),
])
check_weapon_box5 = (ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
(store_trigger_param_2, ":instance_id"),
(multiplayer_is_server),
(assign, ":cost", 2000), #gold required for healing
(agent_get_player_id,":player_no",":agent_id"),
(try_begin),
(player_is_active, ":player_no"),
(player_get_gold, ":player_gold", ":player_no"),
(gt, ":player_gold", ":cost"),
# (store_random_in_range, ":weapon", "itm_reveran_dagger", "itm_reveran_horse"), #tBfC weapons
(agent_set_hit_points,":agent_id",100,0), #refill health
(prop_instance_get_position, pos1, ":instance_id"),
(position_move_z,pos1,-5),
(set_spawn_position, pos1),
# (spawn_item, ":weapon"),
(val_sub, ":player_gold", ":cost"),
(player_set_gold, ":player_no", ":player_gold", multi_max_gold_that_can_be_stored),
(try_end),
])
check_weapon_box6 = (ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
(store_trigger_param_2, ":instance_id"),
(multiplayer_is_server),
(assign, ":cost", 600), #gold required for spawning a weapon
(agent_get_player_id,":player_no",":agent_id"),
(try_begin),
(player_is_active, ":player_no"),
(player_get_gold, ":player_gold", ":player_no"),
(gt, ":player_gold", ":cost"),
(prop_instance_get_position, pos1, ":instance_id"),
(position_move_z,pos1,-5),
(set_spawn_position, pos1),
(spawn_item, "itm_sword_medieval_d_long"), #long sword
(val_sub, ":player_gold", ":cost"),
(player_set_gold, ":player_no", ":player_gold", multi_max_gold_that_can_be_stored),
(try_end),
])
##tBfC##
module_scripts'i açın ve şunu aratın:
Code:
script_game_get_use_string
Paketi burada nereye koyacağınızı belirleyin.
Code:
(try_begin),
(this_or_next|eq, ":scene_prop_id", "spr_winch_b"),
(eq, ":scene_prop_id", "spr_winch"),
(assign, ":effected_object", "spr_portcullis"),
(else_try),
(this_or_next|eq, ":scene_prop_id", "spr_door_destructible"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_b"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_e_sally_door_a"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_f_sally_door_a"),
(this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_left"),
(this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_right"),
(this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_left"),
(this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_right"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_a"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_6m"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_8m"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_10m"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_12m"),
(eq, ":scene_prop_id", "spr_siege_ladder_move_14m"),
(assign, ":effected_object", ":scene_prop_id"),
(try_end),
Örneğin şunun
Code:
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_12m"),
altına bunu yapıştırın:
Code:
(this_or_next|eq, ":scene_prop_id", "spr_tbfc_box5"),
module_strings'i açın.
Örneğin şunu gibi birşeyi satır olarak en alta ekleyin:
Code:
("yourstring", "Abuse the box"),
Altınada bunu ekleyin:
Code:
(else_try), #opening/closing door
(this_or_next|eq, ":effected_object", "spr_door_destructible"),
(this_or_next|eq, ":effected_object", "spr_castle_f_door_b"),
(this_or_next|eq, ":effected_object", "spr_castle_e_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_castle_f_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_left"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_right"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_left"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_right"),
(eq, ":effected_object", "spr_castle_f_door_a"),
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_open_door"),
(else_try),
(str_store_string, s0, "str_close_door"),
(try_end),
Onunda altın bunu:
Code:
(else_try), #using box
(eq, ":effected_object", "spr_tbfc_box5"),
(str_store_string, s0, "str_yourstring"),
Bazı görüntüler:
Eksik gördüğünüz yeri lütfen bildirin. Ya da orjinal konuya bir göz atın.