10-25-2015, 06:15 AM
Lycan Sneak Armor
Version: 1.0
Version: 1.0
Introduction
This script allows you to make armor that can allow the wearer to be 100% undetectable. It keys in to the enemy's See Range and Hear Range systems so armor may allow the actor to be either 'invisible','inaudible' or both.
Script
Code:
#==============================================================================
# ** Lycan Sneak Armor
#------------------------------------------------------------------------------
# version 1.0
# by DerVVulfman
# 10-25-2015
# RGSS / RPGMaker XP
#==============================================================================
#
# INTRODUCTION:
#
# This script allows you to make armor that can allow the wearer to be 100%
# undetectable. It keys in to the enemy's See Range and Hear Range systems
# so armor may allow the actor to be either 'invisible','inaudible' or both.
#
#
#------------------------------------------------------------------------------
#
# INSTALLATION
#
# Place this script below The Lycan ABS and above Main. You have three
# configurables, these being set to the ID of an element in your database.
# It is these elements which you tag your armors to give these benefits.
#
#
#------------------------------------------------------------------------------
#
# USAGE:
#
# There are three configurables described below. It is by tagging your
# armor with these elements you set within your game's database is what
# applies these conditions:
#
# * INVISIBLE_ARMOR Any armor with this tag is 100% invisible to the
# enemies on the map, just as long as the actor(s)
# are not already first discovered.
#
# * MOTIONLESS_CAMO This is an option that forces the actor(s) to
# freeze when an enemy is facing. If you move when
# a map enemy is facing, the invisibility is lost.
#
# * INAUDIBLE_ARMOR Any armor with this tag is 100% inaudible to the
# enemies on the map, just as long as the actor(s)
# are not already first discovered.
#
# >> Once spotted, even re-equipping invisible armor does no good until
# the player leaves the map. Once he does, the enemy detection of
# invisible/inaudible armor is reset.
#
# >> The 'Motionless Camoflauge' armor option depends upon the use of
# View Range Script v3 Eta, an edited version of Near Fantastica's
# work altered by DerVVulfman to allow directed and blocked sight.
#
#==============================================================================
#
# TERMS AND CONDITIONS:
#
# Free for use, even in commercial games.
#
#==============================================================================
module Lycan
INVISIBLE_ARMOR = 20 # Armors tagged with this element are invisible
MOTIONLESS_CAMO = 21 # Invisible armors with this tag are seen if moving
INAUDIBLE_ARMOR = 22 # Armors tagged with this element cannot be heard
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :armor_types # weapon fix
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles the map. It includes scrolling and passable determining
# functions. Refer to "$game_map" for the instance of this class.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :lsneak_tripped # Lycan stealth armor tripped
#--------------------------------------------------------------------------
# * Setup
# map_id : map ID
#--------------------------------------------------------------------------
alias lsneak_setup setup
def setup(map_id)
lsneak_setup(map_id)
@lsneak_tripped = false
end
end
#==============================================================================
# ** Game_ABS
#------------------------------------------------------------------------------
# This class deals with the Action Battle System and controls all Player,
# Enemy and Companion Actions on the map.
#==============================================================================
class Game_ABS
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias lsneak_update_enemy_see_target_central update_enemy_see_target_central
alias lsneak_update_enemy_hear_target_central update_enemy_hear_target_central
#--------------------------------------------------------------------------
# * Frame Update ( for enemy - detect enemies in visible range and engage )
# enemy : enemy object
# target : enemy target map object
# target_id : enemy target's ID
#--------------------------------------------------------------------------
def update_enemy_see_target_central(enemy, target, target_id)
armor = lsneak_armor(target, 0)
armor = nil if $game_map.lsneak_tripped == true
armor = update_enemy_hide_target_moving?(enemy, target, armor)
return nil if armor == true
effective = lsneak_update_enemy_see_target_central(enemy, target, target_id)
$game_map.lsneak_tripped = true if effective == true
return effective
end
#--------------------------------------------------------------------------
# * Frame Update ( for enemy - detect enemies in audible range and engage )
# enemy : enemy object
# target : enemy target map object
# target_id : enemy target's ID
#--------------------------------------------------------------------------
def update_enemy_hear_target_central(enemy, target, target_id, shout=nil)
armor = lsneak_armor(target, 2)
armor = nil if $game_map.lsneak_tripped == true
return nil if armor == true
effective = lsneak_update_enemy_hear_target_central(enemy, target,
target_id, shout)
$game_map.lsneak_tripped = true if effective == true
return effective
end
#--------------------------------------------------------------------------
# * Frame Update ( for enemy - hide enemies at all times or only moving )
# enemy : enemy object
# target : enemy target map object
# armor : initial armor invisible flag
#--------------------------------------------------------------------------
def update_enemy_hide_target_moving?(enemy, target, armor)
move_sneak = lsneak_armor(target, 1)
return armor unless move_sneak == true
if target.moving?
if $game_system.lycan_view_range
event = $game_map.events[enemy.event_id]
test = $view_range.vr_in_range?(event, target, enemy.detection[1], true)
return !test
end
end
return armor
end
#--------------------------------------------------------------------------
# * Frame Update ( for enemy - Check armor for sneak element(s) )
# target : enemy target map object
# type : audible or visible level (0/1)
#--------------------------------------------------------------------------
def lsneak_armor(target, type)
return nil if target.is_a?(Game_ABS_Enemy)
tempval = 0 if target.is_a?(Game_Player)
tempval = target.actor_id if target.is_a?(Game_ABS_Companion)
tempactor = $game_party.actors[tempval]
# Branch and return test by Equipment Script
if $game_system.lycan_dvv_multislots
return lsneak_armor_mslots_dvv_test?(tempactor, type)
elsif $game_system.lycan_g7_multislots
return lsneak_armor_mslots_g7_test?(tempactor, type)
else
return lsneak_armor_default_test?(tempactor, type)
end
end
#--------------------------------------------------------------------------
# * Frame Update ( for enemy - Check armor - default equipment system )
# actor : armor wearing actor being tested
# type : audible or visible level (0/1)
#--------------------------------------------------------------------------
def lsneak_armor_default_test?(actor, type)
return true if lsneak_armor_element_test(actor.armor1_id, type) == true
return true if lsneak_armor_element_test(actor.armor2_id, type) == true
return true if lsneak_armor_element_test(actor.armor3_id, type) == true
return true if lsneak_armor_element_test(actor.armor4_id, type) == true
return false
end
#--------------------------------------------------------------------------
# * Frame Update ( for enemy - Check armor - DVV MultiSlots )
# actor : armor wearing actor being tested
# type : audible or visible level (0/1)
#--------------------------------------------------------------------------
def lsneak_armor_mslots_dvv_test?(actor, type)
for i in actor.armor_types
id = actor.armor_id[i]
next if id.nil?
return true if lsneak_armor_element_test(id, type) == true
end
return false
end
#--------------------------------------------------------------------------
# * Frame Update ( for enemy - Check armor - G7 Multi Slot Equipment )
# actor : armor wearing actor being tested
# type : audible or visible level (0/1)
#--------------------------------------------------------------------------
def lsneak_armor_mslots_g7_test?(actor, type)
for id in actor.armor_ids
return true if lsneak_armor_element_test(id, type) == true
end
return false
end
#--------------------------------------------------------------------------
# * Frame Update ( for enemy - Check armor - individual armor piece test )
# armor_id : ID of armor piece tested
# type : audible or visible level (0/1)
#--------------------------------------------------------------------------
def lsneak_armor_element_test(armor_id, type)
test_set = []
test_set = $data_armors[armor_id].guard_element_set if armor_id != 0
return true if test_set.include?(Lycan::INVISIBLE_ARMOR) && type == 0
return true if test_set.include?(Lycan::MOTIONLESS_CAMO) && type == 1
return true if test_set.include?(Lycan::INAUDIBLE_ARMOR) && type == 2
return false
end
end
Instructions
In the script.
Compatibility
Designed solely for the Lycan ABS.
Terms and Conditions
Free for use, even in commercial games.