- Joined
- Jan 6, 2014
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Hi is there a way to change this script to take value for blocking time and blocking coldowns from specified game variable?
Is this really hard to change?
Is this really hard to change?
Code:
#-------------------------------------------------------------------------------# * [ACE] SAS IV Block#-------------------------------------------------------------------------------# * By Khas# * Version: 4.2 EN# * Released on: 24/12/2013##-------------------------------------------------------------------------------# * Terms of Use#-------------------------------------------------------------------------------# Check the terms of use at my blog! Visit the FAQ page.## Blog: arcthunder.blogspot.com# Twitter: twitter.com/arcthunder# Youtube: youtube.com/darkkhas##-------------------------------------------------------------------------------# * Configuration#-------------------------------------------------------------------------------module Block_Core # Key used to block (default is R, which means W on your keyboard) Block_Key = Input::Y # Sprite name # If the current character sprite is "Adam", when the hero is blocking # it's sprite will be "Adam_block" Block_Character_Name = "" # Sprite index Block_Character_Index = 0 # Block duration (in frames) Block_Duration = 20 # Block cooldown (in frames) Block_Cooldown = 120 end#-------------------------------------------------------------------------------# * Register#-------------------------------------------------------------------------------if $khas_awesome.nil? $khas_awesome = []endscripts = []$khas_awesome.each { |script| scripts << script[0] }unless scripts.include?("Sapphire Action System") error = Sprite.new error.bitmap = Bitmap.new(544,416) error.bitmap.draw_text(0,208,544,32,"Please install the Sapphire Action System IV",1) continue = Sprite.new continue.bitmap = Bitmap.new(544,416) continue.bitmap.font.color = Color.new(0,255,0) continue.bitmap.font.size = error.bitmap.font.size - 3 continue.bitmap.draw_text(0,384,544,32,"Press ENTER to exit.",1) add = Math::PI/80; max = 2*Math::PI; angle = 0 loop do Graphics.update; Input.update angle += add; angle %= max continue.opacity = 185 + 70* Math.cos(angle) break if Input.trigger?(Input::C) end error.bitmap.dispose; continue.bitmap.dispose error.bitmap = nil; continue.bitmap = nil error.dispose; continue.dispose error = nil; continue = nil exitend$khas_awesome << ["SAS BLOCK",4.2]#-------------------------------------------------------------------------------# * Script#-------------------------------------------------------------------------------class Game_Map def update_action_system if Input.trigger?(Input::X) $game_player.attack elsif Input.trigger?(Block_Core::Block_Key) $game_player.block elsif Input.trigger?(Input::Y) $game_player.cast_skill elsif Input.trigger?(Input::Z) $game_player.next_skill end end endclass Game_Player < Game_Character alias sasblk_moveto moveto alias sasblk_update update alias sasblk_initialize initialize alias sasblk_damage_hero damage_hero alias sasblk_skill_damage_hero skill_damage_hero def initialize sasblk_initialize @blocking = false @block_counter = 0 @block_cooldown = 0 end def update sasblk_update update_block end def block return if @block_cooldown > 0 @block_counter = Block_Core::Block_Duration @block_cooldown = Block_Core::Block_Cooldown @blocking = true @sprite_before_block = @character_name @index_before_block = @character_index @character_name = @character_name + Block_Core::Block_Character_Name @character_index = Block_Core::Block_Character_Index end def update_block if @blocking if @block_counter > 0 @block_counter -= 1 else @blocking = false @character_name = @sprite_before_block @character_index = @index_before_block end end @block_cooldown -= 1 if @block_cooldown > 0 end def reset_block if @blocking @character_name = @sprite_before_block @character_index = @index_before_block end @block_counter = 0 @block_cooldown = 0 @blocking = false end def moveto(x,y) reset_block sasblk_moveto(x,y) end def damage_hero(d) @blocking ? $game_map.show_text(self,"Block!") : sasblk_damage_hero(d) end def skill_damage_hero(d) @blocking ? $game_map.show_text(self,"Block!") : sasblk_skill_damage_hero(d) end end
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