Gość Diegtiariow Opublikowano 8 Października 2023 Zgłoś Udostępnij Opublikowano 8 Października 2023 NAZWA: System stopniowej regeneracji życia [SoC] AUTOR ARTYKUŁU: Fireman3000 DOPEŁNIŁ: Darkscape PODZIĘKOWANIA: Lurk mod, ABC mod ARTYKUŁ WZIĘTY Z: stalker inside OPIS DZIAŁAŃ: Spoiler KROK 1: Spoiler Na początek stworzymy skrypt. Np. health_effects.scripts: ---System jedzenia i stopniowego leczenia z LURK mod--- objectinuse=0 objectused=0 --If/then statements for finding the item. function start(obj) snd = xr_sound.get_safe_sound_object([[$no_sound]]) if (db.actor~=nil) and (obj~=nil) then slotinuse=db.actor:active_slot() slot_div=1 if obj:section() == "medkit" or obj:section() == "medkit_army" or obj:section() == "medkit_scientic" then snd= xr_sound.get_safe_sound_object([[interface\inv_medkit]]) holster_time=time_global()+7000 if (objectinuse==1) then holster_time=holster_time+7000 end soundhub() elseif obj:section() == "antirad" then snd= xr_sound.get_safe_sound_object([[interface\inv_pills]]) holster_time=time_global()+6000 if (objectinuse==1) then holster_time=holster_time+6000 end soundhub() elseif obj:section() == "bandage" then snd= xr_sound.get_safe_sound_object([[interface\inv_bandage]]) holster_time=time_global()+6000 if (objectinuse==1) then holster_time=holster_time+6000 end soundhub() elseif obj:section() == "vodka" then snd= xr_sound.get_safe_sound_object([[interface\inv_vodka]]) holster_time=time_global()+4000 if (objectinuse==1) then holster_time=holster_time+4000 end soundhub() elseif obj:section() == "energy_drink" then snd= xr_sound.get_safe_sound_object([[interface\inv_softdrink]]) holster_time=time_global()+4000 if (objectinuse==1) then holster_time=holster_time+4000 end soundhub() elseif obj:section() == "bread" or obj:section() == "conserva" or obj:section() == "kolbasa" then snd= xr_sound.get_safe_sound_object([[interface\inv_food]]) holster_time=time_global()+7000 if (objectinuse==1) then holster_time=holster_time+7000 end soundhub() end end end --Other stuff executes from here. function soundhub() if db.actor:alive() then snd:play_no_feedback(db.actor, sound_object.s2d, 0, vector(), 1.0) snd = xr_sound.get_safe_sound_object([[$no_sound]]) if (objectinuse==0) then db.actor:hide_weapon() objectinuse=1 if slotinuse == 1 then slot_div = ((holster_time-time_global())/1.5) else slot_div = 0 end end objectused=objectused+1 weapontimer() end end --Holster time. Its set up as additive: A food and a drink taken together will apply instantly, but your gun is holstered for 9 seconds. function weapontimer() if (holster_time~=nil) and (time_global()>(holster_time-slot_div)) and level.present() then objectused=objectused-1 if (objectused==0) then db.actor:restore_weapon() objectinuse=0 holster_time=nil end end end --Message for time remaining and math.Round function. Not used. --[[ function message() news_manager.send_tip(db.actor, tostring(math.Round((holster_time - time_global())/1000)).."s", nil, nil, 1000) end --Math.round function math.Round(num) local floored = math.floor(num) if (num - floored) >= 0.5 then return math.ceil(num) else return floored end end ]]-- Parametr: snd = xr_sound.get_safe_sound_object([[interface\inv_food]]) jest odpowiedzialny za odtwarzany dźwięk. KROK 2: Spoiler Teraz tworzymy skrypt abc_medkit.script: -- Shortened Creds: ABC Mod made this, LURK team just cleaned up the indentions. -- Should the use of the same medkit accumulate over the previous one? multiple_medkit = "yes" -- Nie testowano wariantu no. Ale prawie jest pewne, że będzie wylot -- How many minutes should take to complete the healing process. hp_fullhealth_time = 0.125 -- Ilość podczas której zostanie użyta apteczka --0.25 -- Health update time in MS. 1000 = 1 Second. hupd_time = 50 -- Update czasu. Lepiej nie ruszać -- Time modulation time_mod=0 -- HP Healed. No higher than 1. hp_med_kit = 0.65 -- Parametr odpowiadający za przywrócenia życia jedną apteczką. Dokładniej za prędkość przywrócenia hp_med_army = 0.75 hp_med_sci = 0.80 -- Is Army faster than Normal? army_fast = "yes" -- Is Science faster than Normal? sci_fast = "yes" -- Is Science faster than Army? sci_fast_than_army = "yes" -- Should medkit_scientic anti-radiation process be progressive? sci_antirad = "yes" -- EOF local med_kit, med_band, med_army, med_sci, medused, medid, medname local objdtc = 0 function chk_medlot_object(obj) if db.actor ~= nil then local objdt = time_global() if obj ~= nil and obj ~= "load" then medname = obj:section() if medname == "medkit" or medname == "medkit_army" or medname == "medkit_scientic" then if objdtc == 0 then objdtc = time_global() + 350 end med_used = "yes" med_id = obj:id() end end if med_used == "yes" and objdt > objdtc then objdtc = 0 med_used = "no" if level.object_by_id(med_id) == nil then if medname == "medkit" then med_kit = "yes" end if medname == "medkit_army" then med_army = "yes" end if medname == "medkit_scientic" then med_sci = "yes" end time_mod=0 end end new_medkit() end end local time_mkit, time_army, time_sci, count_mkit, count_army, count_sci function new_medkit() if db.actor ~= nil and level.present() then local cgametimemed = time_global() local hft = (hp_fullhealth_time * 60000) / hupd_time --normal if med_kit == "yes" then if time_mkit == nil then time_mkit = time_global() + hupd_time end if cgametimemed > time_mkit then time_mkit = time_global() + hupd_time local player_hp = db.actor.health if player_hp < 1 then if count_mkit == nil then count_mkit = 0 end if count_mkit < (hft + 1) then db.actor.health = (hp_med_kit/(hft + time_mod)) count_mkit = count_mkit + 1 --abort("TimeMod: "..time_mod) --abort("Health: "..hp_med_kit/(hft + time_mod)) time_mod = math.clamp(time_mod+0.23,0,35) else med_kit = nil time_mkit = nil count_mkit = nil end else med_kit = nil time_mkit = nil count_mkit = nil end end end --army if med_army == "yes" then if time_army == nil then time_army = time_global() + hupd_time end if cgametimemed > time_army then time_army = time_global() + hupd_time local player_hp = db.actor.health if player_hp < 1 then if count_army == nil then count_army = 0 end if count_army < (hft + 1) then local mamf = 0 if army_fast == "yes" then mamf = (hp_med_army/hft) / 4 end db.actor.health = (hp_med_army/hft) + mamf count_army = count_army + 1 time_mod = math.clamp(time_mod+0.23,0,35) else med_kit = nil time_mkit = nil count_mkit = nil end else med_kit = nil time_mkit = nil count_mkit = nil end end end --science if med_sci == "yes" then if time_sci == nil then time_sci = time_global() + hupd_time end if cgametimemed > time_sci then time_sci = time_global() + hupd_time local player_hp = db.actor.health if player_hp < 1 then if count_sci == nil then count_sci = 0 end if count_sci < (hft + 1) then local mamf = 0 local sfta = 4 if sci_fast_than_army == "yes" then sfta = 2 end if sci_fast == "yes" then mamf = (hp_med_army/hft) / sfta end db.actor.health = (hp_med_sci/hft) + mamf if sci_antirad == "yes" then db.actor.radiation = -(hp_med_sci/hft) end count_sci = count_sci + 1 time_mod = math.clamp(time_mod+0.23,0,35) else med_kit = nil time_mkit = nil count_mkit = nil end else med_kit = nil time_mkit = nil count_mkit = nil end end end end end function math.clamp (value,mini,maxi) local clamped = value if clamped < mini then clamped = mini end if clamped > maxi then clamped = maxi end return clamped end KROK 3: Spoiler Leziemy do bind_stalker.script: 1) Po: self.object:set_callback(callback.on_item_drop, nil) piszemy: self.object:set_callback(callback.use_object, nil) W efekcie otrzymujemy to: Spoiler self.object:set_callback(callback.inventory_info, nil) self.object:set_callback(callback.article_info, nil) self.object:set_callback(callback.on_item_take, nil) self.object:set_callback(callback.on_item_drop, nil) self.object:set_callback(callback.use_object, nil) --self.object:set_callback(callback.actor_sleep, nil) self.object:set_callback(callback.task_state, nil) self.object:set_callback(callback.level_border_enter, nil) self.object:set_callback(callback.level_border_exit, nil) self.object:set_callback(callback.take_item_from_box, nil) 2) Po: self.object:set_callback(callback.on_item_drop, self.on_item_drop, self) piszemy: self.object:set_callback(callback.use_object, self.use_object, self) W efekcie otrzymujemy to: Spoiler self.object:set_callback(callback.inventory_info, self.info_callback, self) self.object:set_callback(callback.article_info, self.article_callback, self) self.object:set_callback(callback.on_item_take, self.on_item_take, self) self.object:set_callback(callback.on_item_drop, self.on_item_drop, self) self.object:set_callback(callback.use_object, self.use_object, self) self.object:set_callback(callback.trade_sell_buy_item, self.on_trade, self) -- for game stats --self.object:set_callback(callback.actor_sleep, self.sleep_callback, self) self.object:set_callback(callback.task_state, self.task_callback, self) --self.object:set_callback(callback.map_location_added, self.map_location_added_callback, self) self.object:set_callback(callback.level_border_enter, self.level_border_enter, self) self.object:set_callback(callback.level_border_exit, self.level_border_exit, self) self.object:set_callback(callback.take_item_from_box, self.take_item_from_box, self) 3) Szukamy funkcji: function actor_binder:on_item_drop (obj) i po jej zakończeniu piszemy: ---------------------------------------------------------------------------------------------------------------------- function actor_binder:use_object(obj) heal_regen.start(obj) end ---------------------------------------------------------------------------------------------------------------------- Efekt: ---------------------------------------------------------------------------------------------------------------------- function actor_binder:on_item_drop (obj) level_tasks.proceed(self.object) --game_stats.update_drop_item (obj, self.object) abc_medkit.chk_medlot_object(obj) abc_sleep.uptabc(obj) end ---------------------------------------------------------------------------------------------------------------------- function actor_binder:use_object(obj) heal_regen.start(obj) end ---------------------------------------------------------------------------------------------------------------------- 4) Po: --game_stats.update_drop_item (obj, self.object) piszemy: abc_medkit.chk_medlot_object(obj) 5) Po: function actor_binder:update(delta) piszemy: abc_medkit.chk_medlot_object() heal_regen.weapontimer() Następnie musisz znaleźć dźwięki i dodać je do katalogu \sounds\interface\ KROK 4: Spoiler Następnie przechodzimy do pliku config\misc\items.ltx: Szukamy sekcji apteczek: ([medkit],[medkit_army],[medkit_scientic]) i zmień w nich parametr eat_health na 0.0, w przeciwnym razie aktor zostanie uleczony dwukrotnie (najpierw od razu, zgodnie ze standardem, a potem stopniowo). ŹRÓDŁO: https://ap-pro.ru/forums/topic/1207-soc-sistema-postepennoy-regeneracii-zhizni/ Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Rekomendowane odpowiedzi
Dołącz do dyskusji
Możesz dodać zawartość już teraz a zarejestrować się później. Jeśli posiadasz już konto, zaloguj się aby dodać zawartość za jego pomocą.
Uwaga: Twój wpis zanim będzie widoczny, będzie wymagał zatwierdzenia moderatora.