09-09-2006, 01:00 PM
Gunner's Gauntlet
by sasuke89
Version: 0.6
Introduction
This is like a RTP modified version of the Gunners Gauntlet Minigame.... I'm posting the script just for anybody who would like to use it to finish while I am doing it.. or to see if anybody would like to have it.
Features
Later
Script
Instructions
Download the Demo and install all scripts in the demo into your game.
If you want to make it an event mini-game, just pm me... I'll do something for you.
FAQ
Awaiting questions
Compatibility
SDK must be in your game in order for it to work. Along with
HP/SP/EXP Gauge Script v1.00 of Cogwheels. and this:
Aditionals
Credits and Thanks
=begin
Credits
~KGC
~Sephiroth Spawn
~Trickster
~DerVVulfman
~Slipknot
~Cogwheel
=end
Author's Notes
NOT FINISHED. NEED TO FIX A MULTIPLICATION ERROR and a way to make events disappear when $enemyhp = 0
by sasuke89
Version: 0.6
This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.
No support is given. If you are the owner of the thread, please contact administration.
Introduction
This is like a RTP modified version of the Gunners Gauntlet Minigame.... I'm posting the script just for anybody who would like to use it to finish while I am doing it.. or to see if anybody would like to have it.
Features
- # Chapter 1
- # ~Features
- # ~~Allows the Player to Transport to a different map to play the game.
- # ~~Allows Player to shoot at enemy Events and destroy them.
- # ~~Allows Player to Obtain Bullets through events.
- # ~~Multiplying Score Calculator
- # ~~Fully Custimizable
Later
Script
script
Code:
#===============================================================================
# ** Gunner's Gauntlet By Sasuke89
#-------------------------------------------------------------------------------
# Adds a minigame to your main game. Just press 'A' and you are Automatically
# Transports to Map 013
#===============================================================================
# Chapter 1
# ~Features
# ~~Allows the Player to Transport to a different map to play the game.
# ~~Allows Player to shoot at enemy Events and destroy them.
# ~~Allows Player to Obtain Bullets through events.
# ~~Multiplying Score Calculator
# ~~Fully Custimizable
#
#
#
#
# Chapter 2
# ~Custimizing
# ~~Right now the Custimization can be done at line 54.
# ~~Carefully Read everything there and edit as Neccesary
#
#
#
#
# Chapter 3
# ~Events
# ~~Enemy Events
# ~~~Be sure to put the Change HP Event in all Enemy Events.
# ~~~All be sure to put a switch condition in your Events.
# ~~~Next put this in a Call Script:
# $multiplier = 0
# $score2 = 0
# ~~Chest/Bullet Chests Events
# ~~~If you want to add on to the Bullets that a player has put one of these in
#a call Script:
# $normalbullets += #
# $doublebullets += #
# $deathbullets += #
# $volleybullets += #
# ~~~If you want to subtract from the Bullets that a player has put one of
#these in a call Script:
# $normalbullets -= #
# $doublebullets -= #
# $deathbullets -= #
# $volleybullets -= #
#
#===============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log("Gunner's Gauntlet", "sasuke89", 0.6, "17.9.06")
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state("Gunner's Gauntlet") == true
class Game_System
attr_accessor :gunshot
attr_accessor :gunnersgauntlet
attr_accessor :gunnersgauntlet2
attr_accessor :enemy
alias SASUKEinit initialize
def inizialize
SASUKEinit
@gunshot = false
@gunnersgauntlet = false
@enemy = false
@gunnersgauntlet2 = false
end
end
module Cache
def self.numeric(filename)
self.load_bitmap("Graphics/Pictures/", filename)
end
end
class Scene_Map
attr_accessor :enemy2
alias sasukeinit3 initialize
def initialize
sasukeinit3
@enemy2 = 1
end
#==========================================================================
===
# ** Begin all editing here:
#==========================================================================
===
#
# ** This is Something to get your Attention. You can edit anything Here.
#
#==========================================================================
===
# **Map Settings
#==========================================================================
===
$mapid = 1 # **Edit this to change the map in which the User is Transported
$mapx = 0 # **Edit this to change the X axis in which the player is Transported
$mapy = 0 # **Edit this to change the Y axis in which the player is Transported
$mapdi = 0 # **Edit this to change the direction after the player is Transported
#==========================================================================
===
# **Enemy Settings
#==========================================================================
===
$enemyhp = 7 # **Set the first enemy HP Mark.
$enemyhp2 = 10 # **Set the 2nd enemy HP Mark.
#==========================================================================
===
# **Bullet and Line Settings
#==========================================================================
===
$normalbullets = 0 # **Sets the amount of Starting Bullets
$doublebullets = 0 # **Sets the amount of Starting Double Bullets
$deathbullets = 0 # **Sets the amount of Starting Death Bullets
$volleybullets = 0 # **Sets the amount of Starting Volley Bullets
$activated = 0 # **Sets the line if "0" Nothing Happens, if 1 The Tigers Appear, If 2 the Wyverns Appear
#==========================================================================
===
# **Switch Number Settings
#==========================================================================
===
$switch1 = 34 # **Sets the Number of your 1st Enemy Event.
$switch2 = 35 # **Sets the Number of your 2nd Enemy Event.
$switch3 = 36 # **Sets the Number of your 3rd Enemy Event.
$switch4 = 37 # **Sets the Number of your 4th Enemy Event.
#==========================================================================
===
# **Score Settings
#==========================================================================
===
$scoretobeat = 0
$timeswon = 0
#==========================================================================
===
# ** End all editing here:
#==========================================================================
===
$bullets = 2
$multiplier = 0
$score = 0
$score2 = 0
$scoreup = 0
$enemiesdestroyed = 0
$enemy = false
$newvar = 0
def spawn_event
# Clear player place move call flag
# Set screen flash color
if @enemy2 == 1
$game_switches[$switch1] = true
$game_map.refresh
$game_map.events[4].moveto(18,7)
$game_system.enemy = false
elsif @enemy2 == 2
$game_switches[$switch2] = true
$game_map.update
end
end
def deleteeventif
if $enemyhp <= 0 && $score2 == 0
$enemiesdestroyed += 1
$game_switches[$switch1] = false
$game_map.refresh
$game_map.update
$multiplier += 1
update_score
@enemy2 = 1
$enemyhp = 7
spawn_event
elsif $enemyhp <= 0 && $score2 == 1
$enemiesdestroyed += 1
$game_switches[$switch1] = false
$game_map.refresh
$game_map.update
$multiplier += 1
update_score
@enemy2 = 1
$enemyhp = 7
spawn_event
elsif $enemyhp <= 0 && $score2.between?(2,3)
$enemiesdestroyed += 1
$game_switches[$switch1] = false
$game_map.refresh
$game_map.update
$multiplier += 0
update_score
@enemy2 = 1
$enemyhp = 7
spawn_event
elsif $enemyhp <= 0 && $score2 == 4
$enemiesdestroyed += 1
$game_switches[$switch1] = false
$game_map.refresh
$game_map.update
$multiplier += 1
update_score
@enemy2 = 1
$enemyhp = 7
spawn_event
elsif $enemyhp <= 0 && $score2.between?(5,8)
$enemiesdestroyed += 1
$game_switches[$switch1] = false
$game_map.refresh
$multiplier += 0
update_score
@enemy2 = 1
$enemyhp = 7
spawn_event
elsif $enemyhp <= 0 && $score2 == 9
$enemiesdestroyed += 1
$game_switches[$switch1] = false
$game_map.refresh
$multiplier += 1
update_score
@enemy2 = 1
$enemyhp = 7
spawn_event
elsif $enemyhp <= 0 && $score2.between?(10,12)
$enemiesdestroyed += 1
$game_switches[$switch1] = false
$game_map.refresh
$multiplier += 0
update_score
@enemy2 = 1
$enemyhp = 7
spawn_event
elsif $enemyhp <= 0 && $score2 == 13
$enemiesdestroyed += 1
$game_switches[$switch1] = false
$game_map.refresh
$multiplier += 1
update_score
@enemy2 = 1
$enemyhp = 7
spawn_event
elsif $enemyhp <= 0 && $score2.between?(14,17)
$enemiesdestroyed += 1
$game_switches[$switch1] = false
$game_map.refresh
$multiplier += 0
update_score
@enemy2 = 1
$enemyhp = 7
spawn_event
elsif $enemyhp <= 0 && $score2 >= 18
$enemiesdestroyed += 1
$game_switches[$switch1] = false
$game_map.refresh
$multiplier += 1
update_score
@enemy2 = 1
$enemyhp = 7
spawn_event
end
if $enemyhp2 <= 0 && $enemiesdestroyed <= 0
$enemiesdestroyed += 1
#$game_map.events[6].erase
$multiplier += 1
update_score
@enemy2 = 2
$enemyhp2 = 10
spawn_event
elsif $enemyhp2 <= 0 && $enemiesdestroyed >= 0
$enemiesdestroyed += 1
#$game_map.events[6].erase
$multiplier += 0
update_score
@enemy2 = 2
$enemyhp2 = 10
spawn_event
elsif $enemyhp2 <= 0 && $enemiesdestroyed == 4
$enemiesdestroyed += 1
#$game_map.events[6].erase
$multiplier += 1
update_score
$enemyhp2 = 10
spawn_event
elsif $enemyhp2 <= 0 && $enemiesdestroyed >= 4
$enemiesdestroyed += 1
#$game_map.events[6].erase
$multiplier += 0
update_score
@enemy2 = 2
$enemyhp2 = 10
spawn_event
end
end
alias sasukeupdate4 update
def update
sasukeupdate4
if $doublebullets == 0 && $deathbullets == 0 && $volleybullets == 0
$bullets = 1
elsif $deathbullets == 0 && $volleybullets == 0
$bullets = 2
elsif $volleybullets == 0
$bullets = 3
elsif $volleybullets >= 0
$bullets = 4
end
#$bullets = 4
if $game_system.gunnersgauntlet2 == true
@gunner2.active = true
@gunner2.visible = true
@gunner.active = true
@gunner.visible = true
@gunner3.active = true
@gunner3.visible = true
if $game_system.enemy == true && $enemyhp >= 0
@gunner4.active = true
@gunner4.visible = true
@gunner4.z = 1999
elsif $game_system.enemy == true && $enemyhp2 >= 0
@gunner5.active = true
@gunner5.visible = true
@gunner5.z = 1999
#@gunner4.active = true
#@gunner4.visible = true
#@gunner4.z = 1999
end
end
#if $volleybullets == 0
#$bullets = 3
#end
end
alias sasukemaindraw main_draw
def main_draw
$bullets = 1
$normalbullets = 0
$doublebullets = 0
$deathbullets = 0
$volleybullets = 0
$multiplier = 0
$score = 0
$scoreup = 0
$enemyhp = 7
$enemyhp2 = 10
$enemiesdestroyed = 0
$enemy = false
$target = 0
$activated = 0
@gunner = Window_Gunner1.new
@gunner.y = 0
@gunner.x = 0
@gunner.back_opacity = 0
@gunner.active = false
@gunner.visible = false
@gunner2 = Window_Gunner2.new
@gunner2.active = false
@gunner2.visible = false
@gunner3 = Window_Gunner3.new
@gunner2.active = false
@gunner3.visible = false
@gunner3.back_opacity = 0
@gunner4 = Window_Gunner4.new
@gunner4.active = false
@gunner4.visible = false
@gunner4.back_opacity = 0
@gunner4.z = 1999
@gunner5 = Window_Gunner5.new
@gunner5.active = false
@gunner5.visible = false
@gunner5.back_opacity = 0
@gunner5.z = 1999
sasukemaindraw
end
alias sasukemaindispose main_dispose
def main_dispose
if $game_system.gunnersgauntlet2 == true
@gunner.dispose
@gunner2.dispose
@gunner3.dispose
@gunner4.dispose
@gunner5.dispose
end
sasukemaindispose
end
alias sasukeupdategraphics update_graphics
def update_graphics
@gunner.update
@gunner2.update
@gunner3.update
@gunner4.update
@gunner5.update
sasukeupdategraphics
end
def transfer_player
# Clear player place move call flag
$game_temp.player_transferring = false
# If move destination is different than current map
if $game_map.map_id != $game_temp.player_new_map_id
# Set up a new map
$game_map.setup($game_temp.player_new_map_id)
end
# Set up player position
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# Set player direction
case $game_temp.player_new_direction
when 2 # down
$game_player.turn_down
when 4 # left
$game_player.turn_left
when 6 # right
$game_player.turn_right
when 8 # up
$game_player.turn_up
end
# Straighten player position
$game_player.straighten
# Update map (run parallel process event)
$game_map.update
# Remake sprite set
@spriteset.dispose
@spriteset = Spriteset_Map.new
# @sprite.dispose
# @sprite = Sprite.new
# @sprite.bitmap = RPG::Cache.picture("mapname2")
# @mapnamewindow.dispose
# @mapnamewindow = Window_MapName.new
# @mapnamewindow.back_opacity = 0
if $game_system.gunnersgauntlet2 == true
@gunner.dispose
@gunner = Window_Gunner1.new
@gunner.back_opacity = 0
@gunner2.dispose
@gunner2 = Window_Gunner2.new
@gunner2.back_opacity = 0
@gunner3.dispose
@gunner3 = Window_Gunner3.new
@gunner3.back_opacity = 0
# @sprite.dispose
# @sprite = Sprite.new
# @sprite.bitmap = RPG::Cache.picture("mapname2")
# @mapnamewindow.dispose
# @mapnamewindow = Window_MapName.new
# @mapnamewindow.back_opacity = 0
else
#=========================================================================
# **Sets most Variables to Zero
#=========================================================================
$normalbullets = 0 # **Sets the amount of Starting Bullets
$doublebullets = 0 # **Sets the amount of Starting Double Bullets
$deathbullets = 0 # **Sets the amount of Starting Death Bullets
$volleybullets = 0 # **Sets the amount of Starting Volley Bullets
$activated = 0 # **Sets the line if "0" Nothing Happens, if 1 The Tigers Appear, If 2 the Wyverns Appear
$scoretobeat = 0
$timeswon = 0
$bullets = 2
$multiplier = 0
$score = 0
$score2 = 0
$scoreup = 0
$enemiesdestroyed = 0
#=========================================================================
# **Sets Some Switches to false
#=========================================================================
$enemy = false
@gunner.visible = false
@gunner2.visible = false
@gunner3.visible = false
@gunner4.visible = false
@gunner5.visible = false
end
@sprite_bars.dispose
@sprite_bars = Sprite_Bars.new
# If processing transition
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
Graphics.transition(20)
end
# Run automatic change for BGM and BGS set on the map
$game_map.autoplay
# Frame reset
Graphics.frame_reset
# Update input information
Input.update
end
#Calls SDK main_loop class
alias sasukeupdate main_loop
def main_loop
#Calls SDK main_loop class
sasukeupdate
#My Edits here
deleteeventif
score_multiplier
#if $game_system.gunnersgauntlet == true
update_yo
#end
gunshot_update
end
def score_multiplier
if $game_system.gunshot = true
#When Gunshot is on. Player's score is multiplied
$scoreup = $multiplier
end
end
def update_score
$score += $scoreup
$score2 += 1
end
def gunshot_update
#$enemiesdestroyed = 0
#If Player is in Gunners Gauntlet, enemy = true, and if the player presses S
if $game_system.gunnersgauntlet2 == true
if $game_system.enemy == true
if Input.trigger?(Input::Y)
#if $game_system.gunshot == true
#if $enemyhp <= 1 && $enemiesdestroyed == 0
#$enemyhp = 0
#$enemyhp = 8
#end
#end
#if $enemyhp == 0
# $game_system.enemy == false
#end
if $normalbullets >= 1 && $bullets == 1
$game_system.gunshot = true
Audio.se_play("Audio/SE/gunshot", 100, 120)
#subract variables
$normalbullets -= 1
if $enemyhp >= 1
$enemyhp -= 1
end
#add variables
$game_system.gunshot = false
elsif $normalbullets == 0 && $bullets == 1
Audio.se_play("Audio/SE/004-System04", 100, 120)
#elsif $enemyhp == 0
# Audio.se_play("Audio/SE/004-System04", 100, 120)
end
if $doublebullets >= 1 && $bullets == 2
$game_system.gunshot = true
Audio.se_play("Audio/SE/gunshot2", 100, 120)
#subract variables
$doublebullets -= 1
if $enemyhp >= 1
$enemyhp -= 1
end
#add variables
$game_system.gunshot = false
elsif $doublebullets == 0 && $bullets == 2
$bullets = 3
Audio.se_play("Audio/SE/004-System04", 100, 120)
#elsif $enemyhp == 0
# Audio.se_play("Audio/SE/004-System04", 100, 120)
end
if $deathbullets >= 1 && $bullets == 3
$game_system.gunshot = true
Audio.se_play("Audio/SE/gunshot4", 100, 120)
$deathbullets -= 1
#subract variables
if $enemyhp >= 1
$enemyhp -= 7
#$enemyhp2 -= 10
end
#add variables
$score +=1
$game_system.gunshot = false
elsif $deathbullets == 0 && $bullets == 3
$bullets == 2
Audio.se_play("Audio/SE/004-System04", 100, 120)
#elsif $enemyhp == 0
# Audio.se_play("Audio/SE/004-System04", 100, 120)
end
if $volleybullets >= 1 && $bullets == 4
$game_system.gunshot = true
Audio.se_play("Audio/SE/gunshot4", 100, 120)
$volleybullets -= 1
#subract variables
if $enemyhp >= 1
$enemyhp -= 7
#$enemyhp2 -= 10
end
#add variables
$score +=1
$game_system.gunshot = false
elsif $volleybullets == 0 && $bullets == 4
$bullets == 3
Audio.se_play("Audio/SE/004-System04", 100, 120)
#elsif $enemyhp == 0
# Audio.se_play("Audio/SE/004-System04", 100, 120)
end
end
else
if Input.trigger?(Input::Y)
Audio.se_play("Audio/SE/004-System04", 100, 120)
end
end
#changes Target
if Input.trigger?(Input::L)#Q
Audio.se_play("Audio/SE/004-System04", 100, 120)
width = 0
if $score.is_a?(Numeric)
damage = $score
$damage.push(Damage.new(damage,'player'))
end
end
#Changes Bullets
if Input.trigger?(Input::R)#W
Audio.se_play("Audio/SE/004-System04", 100, 120)
$target = 1
end
end
#If Player presses D
if Input.trigger?(Input::Z)
# if $game_character.steps2 >= 5
Audio.se_play("Audio/SE/007-System07", 80, 120)
$game_system.enemy = true
$enemy = true
if $enemyhp <= 0
$enemyhp = 7
#$game_map.events[4].update
end
# end
end
end
def eraseactivate
if $activated == 0
$game_map.refresh
$game_switches[$switch1] = false
$game_switches[$switch2] = false
$game_switches[$switch3] = false
$game_switches[$switch4] = false
$game_map.refresh
elsif $activated == 1
$game_switches[$switch3] = false
$game_switches[$switch4] = false
$game_switches[$switch1] = true
$game_switches[$switch2] = true
$game_map.refresh
elsif $activated == 2
$game_switches[$switch1] = false
$game_switches[$switch2] = false
$game_switches[$switch3] = true
$game_switches[$switch4] = true
$game_map.refresh
end
end
def update_yo
if $multiplier >= 7
$multiplier = 7
end
if $game_system.enemy == true && $enemyhp >= 0
@gunner.update
@gunner4.update
@gunner.update
@gunner5.update
elsif $game_system.enemy == true && $enemyhp2 >= 0
elsif $game_system.enemy == false
@gunner4.active = false
@gunner4.visible = false
@gunner4.z = 1999
@gunner5.active = false
@gunner5.visible = false
@gunner5.z = 1999
end
#If Player presses A
if $game_system.gunnersgauntlet == true
# If event is running, or menu is not forbidden
#main_draw
$normalbullets = 0
$doublebullets = 0
$volleybullets = 0
$deathbullets = 0
#Transfer Player
# Set transferring player flag
$game_temp.player_transferring = true
$game_temp.player_new_map_id = $mapid#@parameters[1]
$game_temp.player_new_x = $mapx#@parameters[2]
$game_temp.player_new_y = $mapy#@parameters[3]
$game_temp.player_new_direction = $mapdi #@parameters[4]
#Turns Gunners Gauntlet Off
$game_system.gunnersgauntlet = false
#Turns Gunners Gauntlet back on.
$game_system.gunnersgauntlet2 = true
$game_system.menu_disabled = true
#return true
end
if Input.trigger?(Input::X)
# If event is running, or menu is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
#Turns Gunners Gauntlet On.
$game_system.gunnersgauntlet = true
end
#main_draw
$normalbullets = 0
$doublebullets = 0
$volleybullets = 0
$deathbullets = 0
#Transfer Player
# Set transferring player flag
$game_temp.player_transferring = true
$game_temp.player_new_map_id = $mapid#@parameters[1]
$game_temp.player_new_x = $mapx#@parameters[2]
$game_temp.player_new_y = $mapy#@parameters[3]
$game_temp.player_new_direction = $mapdi #@parameters[4]
#Turns Gunners Gauntlet Off
$game_system.gunnersgauntlet = false
#Turns Gunners Gauntlet back on.
$game_system.gunnersgauntlet2 = true
$game_system.menu_disabled = true
#return true
end
end
end
class Window_Gunner1 < Window_Base
def initialize
super(0,0,640,480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface#"Tahoma"
self.contents.font.size = 22
self.opacity = 0
end
def update
if $game_system.enemy == true && $enemyhp >= 0
self.contents = RPG::Cache.picture("gunner2")
end
if $game_system.enemy == true && $enemyhp2 >= 0
self.contents = RPG::Cache.picture("gunner3")
else
self.contents = RPG::Cache.picture("gunner")
end
end
end
module SASUKE
MAX_MULT = 7
end
class Window_Gunner2 < Window_Base
def main
end
def initialize
super(0,0,640,480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial Black"
self.contents.font.size = 20
self.opacity = 0
end
def update
self.contents.clear
draw_actor_multiplier(0, 400)
end
def draw_actor_multiplier(x, y, width = 600)
rate = $multiplier.to_f / SASUKE::MAX_MULT
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
mu = (width + plus_width) * $multiplier.to_f * rate_width / 100 /
SASUKE::MAX_MULT
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, mu, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 600, 33, "Multiplier")
end
end
class Window_Gunner3 < Window_Base
def main
#$score = 1
initialize2
end
def initialize
super(360,280,270,270)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial Black"
self.contents.font.size = 18
self.opacity = 0
#update
end
def update
self.contents.clear
self.contents.draw_text(0, 0, 600, 33, "Score: " + $score.to_s)
self.contents.draw_text(0, 0, 600, 66, "Normal Bullets: " + $normalbullets.to_s)
#$doublebullets = 0
#$deathbullets = 0
#$volleybullets = 0
if $doublebullets >= 1
self.contents.draw_text(0, 0, 600, 99, "Double Bullets: " + $doublebullets.to_s)
end
if $deathbullets >= 1
self.contents.draw_text(0, 0, 600, 132, "Death Bullets: " + $deathbullets.to_s)
end
if $volleybullets >= 1
self.contents.draw_text(0, 0, 600, 165, "Volley Bullets: " + $volleybullets.to_s)
end
if $game_system.enemy == true# == true
if $enemyhp >= 0
self.contents.draw_text(0, 0, 600, 198, "ENEMY APPROACHING!! ")
end
end
self.contents.draw_text(0, 0, 600, 241, "Enemies Destroyed: " + $enemiesdestroyed.to_s)
end
end
class Window_Gunner4 < Window_Base
def main
#$score = 1
$enemyhp = 7
end
def initialize
super(360,210,270,400)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial Black"
self.contents.font.size = 18
self.opacity = 0
#update
end
def update
self.contents.clear
if $game_system.enemy == true# == true
self.contents.draw_text(0, 0, 600, 33, "Enemy HP: " + $enemyhp.to_s)
end
end
end
class Window_Gunner5 < Window_Base
def main
#$score = 1
$enemyhp2 = 10
end
def initialize
super(360,210,270,400)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial Black"
self.contents.font.size = 18
self.opacity = 0
#update
end
def update
self.contents.clear
if $game_system.enemy == true# == true
self.contents.draw_text(0, 0, 600, 33, "Enemy HP: " + $enemyhp2.to_s)
end
end
end
class Interpreter
def eraseactivate
if $activated == 0
$game_switches[$switch1] = false
$game_switches[$switch2] = false
$game_switches[$switch3] = false
$game_switches[$switch4] = false
$game_map.refresh
elsif $activated == 1
$game_switches[$switch3] = false
$game_switches[$switch4] = false
$game_map.refresh
$game_switches[$switch1] = true
$game_switches[$switch2] = true
$game_map.refresh
elsif $activated == 2
$game_switches[$switch1] = false
$game_switches[$switch2] = false
$game_map.refresh
$game_switches[$switch3] = true
$game_switches[$switch4] = true
$game_map.refresh
end
end
def new_update
create_new_event(10, 10, "name")
#page Commands
set_event_graphic("174-Chest01", 0)
set_event_direction_fix(true)
set_event_trigger(0)
#Event Commands
#set_event_command_show_message("This chest Gives you bullets but what kind?")
$newvar = rand(4)
if $newvar == 0
$normalbullets +=10
elsif $newvar == 1
$normalbullets +=5
elsif $newvar == 2
$doublebullets +=5
elsif $newvar == 3
$deathbullets +=2
elsif $newvar == 4
$volleybullets +=1
end
finish_event
end
end
end
class Interpreter
def newclassyo
$newvar = 1
end
end
Instructions
Download the Demo and install all scripts in the demo into your game.
If you want to make it an event mini-game, just pm me... I'll do something for you.
FAQ
Awaiting questions
Compatibility
SDK must be in your game in order for it to work. Along with
HP/SP/EXP Gauge Script v1.00 of Cogwheels. and this:
Code:
#Lol... I made my own module... hehe... I just edited the name of KGC but it still works right
#*sigh* The Contents of this module is KGC's
module SASUKE
$game_special_elements = {}
$imported = {}
$data_states = load_data("Data/States.rxdata")
$data_system = load_data("Data/System.rxdata")
end
Aditionals
Credits and Thanks
=begin
Credits
~KGC
~Sephiroth Spawn
~Trickster
~DerVVulfman
~Slipknot
~Cogwheel
=end
Author's Notes
NOT FINISHED. NEED TO FIX A MULTIPLICATION ERROR and a way to make events disappear when $enemyhp = 0