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Post by Brynjar on May 18, 2016 3:30:32 GMT
Great success! Silver was on the right, and it just needs a little editing. First, you have to download this (courtesy of Silver) www.mediafire.com/download/3bxrnlfo6eq7sw6/E1P.rar, from there I edited Killbook.a, LevelUpV2.a and PaquitoQ02.a, all found in BSM/Other. By the way, I would recommend using Notepad++. So, the first and most important is LevelUpV2, I'll paste below the text and somehow show where I changed/added things. "Operator" is a loose term but it was just a test, you can replace it with whatever you want, the same goes for the skills and attributes. def object LevelUp begin
List Attribute MyFriends List Attribute MyEnemies
Attribute XPCounter = 0 Attribute PARCounter = 0 Attribute LVLCounter = 0 Attribute LVLKillCount = 0
Attribute TmpHP = 0 Attribute TmpEN = 0 Attribute TmpEYE = 0 Attribute TmpHRN = 0 Attribute TmpSTR = 0 Attribute TmpSTM = 0 Attribute TmpDEX = 0 Attribute TmpAGT = 0 Attribute TmpREA = 0 Attribute TmpINT = 0 Attribute TmpSHT = 0 Attribute TmpSNP = 0 Attribute TmpGFT = 0 Attribute TmpHWP = 0 Attribute TmpTHR = 0 Attribute TmpHTH = 0 Attribute TmpCAM = 0 Attribute TmpSAP = 0 Attribute TmpMED = 0 Attribute TmpSTH = 0 //*********************************************************************** // Level UP System Start //***********************************************************************
phrase ExplainStart1()
print("Welcome to Algeira! ^You've been contracted by Mr. Alexey Rezvi to locate Ippolit Bashirov. You are to promptly meet Mr. Rezvi at the hotel in Puerto Viejo to receive details regarding this mission. The guide that Mr. Rezvi hired for you, Paquito, is missing along with your equipment! It would be prudent to check on his whereabouts after Mr. Rezvi's been contacted. ")
askch
print("But first you need to select your class. There are 6 classes, each has different class skills that will cost only 1 point when leveling up, while other skills outside your class will cost 2 or 3 points. Each time you level up you'll get 3 Attribute points and 3 Skill points to spend. These 6 points are in addition to any increases one may gain as part of the default in-game rewards system.")
userch("(Continue with character creation)", ucOK)
if (askch==ucOK) LevelUp.ADD Starter callm LevelUp.ChooseClass() end if end phrase
phrase ChooseClass()
print("First choose your class, then you'll be given a chance to rearrange your Attributes:^^Trooper [Class Skills: Strength, Dexterity, Energy, Shooting, Gunfighting, HeavyWeapons]^^Sniper [Class Skills: Eyesight, Agility, Dexterity, Stamina, Sniping, Camouflage]^^Skirmisher [Class Skills: Strength, Reaction, Stamina, Gunfighting, Throwing, Stealth]^^Sapper [Class Skills: Eyesight, Dexterity, Intellect, Sapper, HeavyWeapon, Mechanic]^^Scout [Class Skills: Eyesight, Hearing, Agility, HandToHand, Camouflage, Stealth]^^Medic [Class Skills: Health, Energy, Stamina, Intellect, Medic, Stealth]^^Operator [Class Skills: Agility, Dexterity, Reaction, Shooting, Camouflage, Stealth]^")
userch("Trooper ", 1) userch("Sniper ", 2) userch("Skirmisher ", 3) userch("Sapper ", 4) userch("Scout ", 5) userch("Medic ", 6) userch("Operator ", 7)
switch (askch) when 1: Player.ADD TrooperC Player.DELETE NoClass LevelUp.LVLCounter++ LevelUp.XPCounter+=5 LevelUp.RearrrangeS() when 2: Player.ADD SniperC Player.DELETE NoClass LevelUp.LVLCounter++ LevelUp.XPCounter+=5 LevelUp.RearrrangeS() when 3: Player.ADD SkirmisherC Player.DELETE NoClass LevelUp.LVLCounter++ LevelUp.XPCounter+=5 LevelUp.RearrrangeS() when 4: Player.ADD SapperC Player.DELETE NoClass LevelUp.LVLCounter++ LevelUp.XPCounter+=10 LevelUp.RearrrangeS() when 5: Player.ADD ScoutC Player.DELETE NoClass LevelUp.LVLCounter++ LevelUp.XPCounter+=5 LevelUp.RearrrangeS() when 6: Player.ADD MedicC Player.DELETE NoClass LevelUp.LVLCounter++ LevelUp.XPCounter+=10 LevelUp.RearrrangeS() when 7: Player.ADD OperatorC Player.DELETE NoClass LevelUp.LVLCounter++ LevelUp.XPCounter+=5 LevelUp.RearrrangeS() end switch end phrase
//***********************************************************************
phrase RearrrangeS() call SetTalkingWithInCode(LevelUp.ININame) LevelUp.PrintGreetings() end phrase
phrase PrintGreetings() if(has LevelUp Starter) callm LevelUp.Rearrrange() end if end phrase
phrase Reboot() if(has LevelUp Starter) call SetTalkingWithInCode(LevelUp.ININame) callm LevelUp.DecreasePAR1() end if end phrase
phrase Reboot1() if(has LevelUp Starter) call SetTalkingWithInCode(LevelUp.ININame) callm LevelUp.IncreasePAR1() end if end phrase
phrase Reboot2() if(has LevelUp Starter) call SetTalkingWithInCode(LevelUp.ININame) callm LevelUp.IncreasePAR2() end if end phrase
phrase Rearrrange()
if(has Player TrooperC) then print("^Player Class: Trooper^^Class Skills: Strength, Dexterity, Energy, Shooting, Gunfighting, HeavyWeapons.") if(has Player SniperC) then print("^Player Class: Sniper^^Class Skills: Eyesight, Agility, Dexterity, Stamina, Sniping, Camouflage.") if(has Player SkirmisherC) then print("^Player Class: Skirmisher^^Class Skills: Strength, Reaction, Stamina, Gunfighting, Throwing, Stealth.") if(has Player SapperC) then print("^Player Class: Skirmisher^^Class Skills: Eyesight, Dexterity, Intellect, Sapper, HeavyWeapon, Mechanic.") if(has Player ScoutC) then print("^Player Class: Scout^^Class Skills: Eyesight, Hearing, Agility, HandToHand, Camouflage, Stealth.") if(has Player MedicC) then print("^Player Class: Medic^^Class Skills: Health, Energy, Stamina, Intellect, Medic, Stealth.") if(has Player OperatorC) then print("^Player Class: Operator^^Class Skills: Agility, Dexterity, Reaction, Shooting, Camouflage, Stealth.")
print("^^Attribute Points Left: "+str(LevelUp.PARCounter)+"^")
if (LevelUp.PARCounter>=1) then userch("Increase Attributes ", 1) if (LevelUp.PARCounter>=0) then userch("Decrease Attributes ", 2) if (LevelUp.PARCounter>=0) then userch("Check Attribute ", 3) if (LevelUp.PARCounter==0) then userch("(complete character creation)", 4)
switch (askch) when 1: LevelUp.IncreasePAR1() when 2: LevelUp.DecreasePAR1() when 3: LevelUp.CheckPAR() when 4: this.DELETE Starter LevelUp.PARCounter+=5
KillBook.PrintGreetings() end switch end phrase
phrase DecreasePAR1() callm vh.InitValueHandler("BlueSunMod") local MaxPar = callm vh.pt("MaxParameter")
print("^^Attribute Points Left: "+str(LevelUp.PARCounter)+"^")
if (call GetAttribute(Player.LocalID, skEnergy)>30) then userch("Energy [" +str( call GetAttribute(Player.LocalID, skEnergy) )+ "]", 2) if (call GetAttribute(Player.LocalID, skEyeSight)>30) then userch("Eyesight [" +str( call GetAttribute(Player.LocalID, skEyeSight) )+ "]", 3) if (call GetAttribute(Player.LocalID, skHearing)>30) then userch("Hearing [" +str( call GetAttribute(Player.LocalID, skHearing) )+ "]", 4) if (call GetAttribute(Player.LocalID, skStamina)>30) then userch("Stamina [" +str( call GetAttribute(Player.LocalID, skStamina) )+ "]", 6) // if (call GetAttribute(Player.LocalID, skReaction)>30) then userch("Reaction [" +str( call GetAttribute(Player.LocalID, skReaction) )+ "]", 9) if (call GetAttribute(Player.LocalID, skIntellect)>30) then userch("Intelligence [" +str( call GetAttribute(Player.LocalID, skIntellect) )+ "]", 10) userch("Back ", 11)
// userch("Health [" +str( call GetAttribute(Player.LocalID, skHP) )+ "]", 1) // userch("Strength [" +str( call GetAttribute(Player.LocalID, skStrength) )+ "]", 5) // userch("Dexterity [" +str( call GetAttribute(Player.LocalID, skDexterity) )+ "]", 7) // userch("Agility [" +str( call GetAttribute(Player.LocalID, skAgility) )+ "]", 8)
switch (askch) when 2: this.TmpEN = call GetAttributePerm(Player.LocalID, skEnergy) LevelUp.TmpEN-- call SetAttributePerm(Player.LocalID, skEnergy, this.TmpEN) LevelUp.PARCounter++ on event TIMER1+0 callm LevelUp.Reboot() stop chat imm when 3: this.TmpEYE = call GetAttributePerm(Player.LocalID, skEyeSight) LevelUp.TmpEYE-- call SetAttributePerm(Player.LocalID, skEyeSight, this.TmpEYE) LevelUp.PARCounter++ on event TIMER1+0 callm LevelUp.Reboot() stop chat imm when 4: this.TmpHRN = call GetAttributePerm(Player.LocalID, skHearing) LevelUp.TmpHRN-- call SetAttributePerm(Player.LocalID, skHearing, this.TmpHRN) LevelUp.PARCounter++ on event TIMER1+0 callm LevelUp.Reboot() stop chat imm when 6: this.TmpSTM = call GetAttributePerm(Player.LocalID, skStamina) LevelUp.TmpSTM-- call SetAttributePerm(Player.LocalID, skStamina, this.TmpSTM) LevelUp.PARCounter++ on event TIMER1+0 callm LevelUp.Reboot() stop chat imm // when 9: // this.TmpREA = call GetAttributePerm(Player.LocalID, skReaction) // LevelUp.TmpREA-- // call SetAttributePerm(Player.LocalID, skReaction, this.TmpREA) // LevelUp.PARCounter++ // on event TIMER1+0 callm LevelUp.Reboot() // stop chat imm when 10: this.TmpINT = call GetAttributePerm(Player.LocalID, skIntellect) LevelUp.TmpINT-- call SetAttributePerm(Player.LocalID, skIntellect, this.TmpINT) LevelUp.PARCounter++ on event TIMER1+0 callm LevelUp.Reboot() stop chat imm when 11: on event TIMER1+0 callm LevelUp.RearrrangeS() stop chat imm // when 1: // this.TmpHP = call GetAttribute(Player.LocalID, skHP) // LevelUp.TmpHP-- // call SetAttribute(Player.LocalID, skHP, this.TmpHP) // LevelUp.PARCounter++ // on event TIMER1+0 callm LevelUp.RearrrangeS() // stop chat imm // when 5: // this.TmpSTR = call GetAttribute(Player.LocalID, skStrength) // LevelUp.TmpSTR-- // call SetAttribute(Player.LocalID, skStrength, this.TmpSTR) // LevelUp.PARCounter++ // on event TIMER1+0 callm LevelUp.RearrrangeS() // stop chat imm // when 7: // this.TmpDEX = call GetAttribute(Player.LocalID, skDexterity) // LevelUp.TmpDEX-- // call SetAttribute(Player.LocalID, skDexterity, this.TmpDEX) // LevelUp.PARCounter++ // on event TIMER1+0 callm LevelUp.RearrrangeS() // stop chat imm // when 8: // this.TmpAGT = call GetAttribute(Player.LocalID, skAgility) // LevelUp.TmpAGT-- // call SetAttribute(Player.LocalID, skAgility, this.TmpAGT) // LevelUp.PARCounter++ // on event TIMER1+0 callm LevelUp.RearrrangeS() // stop chat imm end switch end phrase
phrase IncreasePAR1() callm vh.InitValueHandler("BlueSunMod") local MaxPar = callm vh.pt("MaxParameter")
print("^^Attribute Points Left: "+str(LevelUp.PARCounter)+"^")
if(LevelUp.PARCounter>=1 AND call GetAttribute(Player.LocalID, skHP)<maxpar) then="" userch("health="" ["="" +str(="" call="" getattribute(player.localid,="" skhp)="" )+="" "]",="" 1)="" if(levelup.parcounter="">=1 AND call GetAttribute(Player.LocalID, skEnergy)<maxpar) then="" userch("energy="" ["="" +str(="" call="" getattribute(player.localid,="" skenergy)="" )+="" "]",="" 2)="" if(levelup.parcounter="">=1 AND call GetAttribute(Player.LocalID, skEyeSight)<maxpar) then="" userch("eyesight="" ["="" +str(="" call="" getattribute(player.localid,="" skeyesight)="" )+="" "]",="" 3)="" if(levelup.parcounter="">=1 AND call GetAttribute(Player.LocalID, skHearing)<maxpar) then="" userch("hearing="" ["="" +str(="" call="" getattribute(player.localid,="" skhearing)="" )+="" "]",="" 4)="" if(levelup.parcounter="">=1 AND call GetAttribute(Player.LocalID, skStrength)<maxpar) then="" userch("strength="" ["="" +str(="" call="" getattribute(player.localid,="" skstrength)="" )+="" "]",="" 5)="" if(levelup.parcounter="">=1 AND call GetAttribute(Player.LocalID, skStamina)<maxpar) then="" userch("stamina="" ["="" +str(="" call="" getattribute(player.localid,="" skstamina)="" )+="" "]",="" 6)="" userch("next="" page="" -=""> ", 12) userch("Back ", 11)
switch (askch) when 1: this.TmpHP = call GetAttributePerm(Player.LocalID, skHP) LevelUp.TmpHP++ call SetAttributePerm(Player.LocalID, skHP, this.TmpHP) LevelUp.PARCounter-- on event TIMER1+0 callm LevelUp.Reboot1() stop chat imm when 2: this.TmpEN = call GetAttributePerm(Player.LocalID, skEnergy) LevelUp.TmpEN++ call SetAttributePerm(Player.LocalID, skEnergy, this.TmpEN) LevelUp.PARCounter-- on event TIMER1+0 callm LevelUp.Reboot1() stop chat imm when 3: this.TmpEYE = call GetAttributePerm(Player.LocalID, skEyeSight) LevelUp.TmpEYE++ call SetAttributePerm(Player.LocalID, skEyeSight, this.TmpEYE) LevelUp.PARCounter-- on event TIMER1+0 callm LevelUp.Reboot1() stop chat imm when 4: this.TmpHRN = call GetAttributePerm(Player.LocalID, skHearing) LevelUp.TmpHRN++ call SetAttributePerm(Player.LocalID, skHearing, this.TmpHRN) LevelUp.PARCounter-- on event TIMER1+0 callm LevelUp.Reboot1() stop chat imm when 5: this.TmpSTR = call GetAttributePerm(Player.LocalID, skStrength) LevelUp.TmpSTR++ call SetAttributePerm(Player.LocalID, skStrength, this.TmpSTR) LevelUp.PARCounter-- on event TIMER1+0 callm LevelUp.Reboot1() stop chat imm when 6: this.TmpSTM = call GetAttributePerm(Player.LocalID, skStamina) LevelUp.TmpSTM++ call SetAttributePerm(Player.LocalID, skStamina, this.TmpSTM) LevelUp.PARCounter-- on event TIMER1+0 callm LevelUp.Reboot1() stop chat imm when 11: on event TIMER1+0 callm LevelUp.RearrrangeS() stop chat imm when 12: this.IncreasePAR2() end switch end phrase
phrase IncreasePAR2() callm vh.InitValueHandler("BlueSunMod") local MaxPar = callm vh.pt("MaxParameter")
print("^^Attribute Points Left: "+str(LevelUp.PARCounter)+"^")
if(LevelUp.PARCounter>=1 AND call GetAttribute(Player.LocalID, skDexterity)<maxpar) then="" userch("dexterity="" ["="" +str(="" call="" getattribute(player.localid,="" skdexterity)="" )+="" "]",="" 7)="" if(levelup.parcounter="">=1 AND call GetAttribute(Player.LocalID, skAgility)<maxpar) then="" userch("agility="" ["="" +str(="" call="" getattribute(player.localid,="" skagility)="" )+="" "]",="" 8)="" if(levelup.parcounter="">=1 AND call GetAttribute(Player.LocalID, skReaction)<maxpar) then="" userch("reaction="" ["="" +str(="" call="" getattribute(player.localid,="" skreaction)="" )+="" "]",="" 9)="" if(levelup.parcounter="">=1 AND call GetAttribute(Player.LocalID, skIntellect)<maxpar) then="" userch("intelligence="" ["="" +str(="" call="" getattribute(player.localid,="" skintellect)="" )+="" "]",="" 10)="" userch("previous="" page="" <-="" ",="" 12)="" userch("back="" 11)="" switch="" (askch)="" when="" 7:="" this.tmpdex="call" getattributeperm(player.localid,="" skdexterity)="" levelup.tmpdex++="" setattributeperm(player.localid,="" skdexterity,="" this.tmpdex)="" levelup.parcounter--="" on="" event="" timer1+0="" callm="" levelup.reboot2()="" stop="" chat="" imm="" 8:="" this.tmpagt="call" skagility)="" levelup.tmpagt++="" skagility,="" this.tmpagt)="" 9:="" this.tmprea="call" skreaction)="" levelup.tmprea++="" skreaction,="" this.tmprea)="" 10:="" this.tmpint="call" levelup.tmpint++="" skintellect,="" this.tmpint)="" 11:="" levelup.rearrranges()="" 12:="" this.increasepar1()="" end="" phrase="" checkpar()="" print(="" "health:="" "="" skhp)="" "^"="" )="" "energy:="" skenergy)="" "eyesight:="" skeyesight)="" "hearing:="" skhearing)="" "strength:="" skstrength)="" "stamina:="" skstamina)="" "dexterity:="" "agility:="" "reaction:="" "intellect:="" "^^"="" ucok)="" if="" (askch="=ucOK)" ***********************************************************************="" level="" up="" system="" main="" givepoints()="" vh.initvaluehandler("bluesunmod")="" local="" extrapoints="0" vh.pt("xpextra")="" levelup.lvlcounter++="" levelup.xpcounter+="3" levelup.parcounter+="3" if(extrapoints="">=1) LevelUp.XPCounter+=ExtraPoints LevelUp.PARCounter+=ExtraPoints end if
LevelUp.Say("Sounds\Gui\LevelUp.wav") // LevelUp.Say("Level Up!") end phrase
//***********************************************************************
INITIAL LevelUp.inherit StdSubject LevelUp.RegisterMe("BSM\LevelUp.ini") on event "LUS" LevelUp.GivePoints() always END INITIAL
end
ROOM LevelUpRoom conv Main check (call CombatMode() == No) LevelUp.MainConv() end conv end room
//*********************************************************************** //***********************************************************************
def object LevelSystem begin
List Attribute PARList List Attribute ClassList List Attribute PlayerList String Attribute CurrentSkill = ""
//***********************************************************************\\ // Level Up System v2 //***********************************************************************\\
phrase LevelUpSome() print( "Attribute Points Left: "+str(LevelUp.PARCounter)+"^" ) print( "Skill Points Left: "+str(LevelUp.XPCounter)+"^" )
if (LevelUp.XPCounter>=1 OR LevelUp.PARCounter>=1) then userch("Class Attributes and Skills ", 1) if (LevelUp.PARCounter>=1 OR LevelUp.XPCounter>=1) then userch("Non-Class Attributes and Skills", 2) userch("Check current Attributes and Skills ", 3) userch("Back ", ucOK) switch (askch) when 1: this.ClassIncrease() when 2: this.NonClassIncrease() when 3: this.CheckSome() when ucOK: KillBook.PrintGreetings() end switch end phrase
//***********************************************************************\\
phrase ClassIncrease() local i local tmp local TmpSkillID = 0 local TmpValue = 0 local string ItemName local string ItemName2 local string Class
print( "Attribute Points Left: "+str(LevelUp.PARCounter)+"^" ) print( "Skill Points Left: "+str(LevelUp.XPCounter)+"^" )
for (i = 1, i<=this.ClassList SIZE, i++) ItemName2 = this.ClassList get(i) this.CurrentSkill = ItemName2 TmpSkillID = callm this.GetSkillNum(TmpSkillID) TmpValue = call GetAttribute(Player.LocalID, TmpSkillID) userch("Increase "+str(ItemName2)+" ("+str(TmpValue)+") ", i) end for
if(has Player SapperC AND LevelUp.XPCounter>=1) then userch("Increase Mechanic ("+str(Playerz.MechSkill)+") (Cost: 1) ", ucOK) userch("Back. ", ucStopChat)
tmp = askch if(tmp==ucStopChat) this.LevelUpSome() else if(tmp==ucOK) Playerz.MechSkill++ LevelUp.XPCounter-- callm this.ClearLists() else ItemName = this.ClassList Get(tmp) this.CurrentSkill = ItemName TmpSkillID = callm this.GetSkillNum(TmpSkillID) TmpValue = call GetAttribute(Player.LocalID, TmpSkillID) TmpValue=TmpValue+1 call SetAttribute(Player.LocalID, TmpSkillID, TmpValue) if(callm this.GetSkillClass()==Yes) then LevelUp.PARCounter-- if(callm this.GetSkillClass()!=Yes) then LevelUp.XPCounter-- if(UnisRoom.Unis.OldCAMp>=1 AND ItemName=="Camouflage") then UnisRoom.Unis.OldCAMp++
if(LevelUp.PARCounter>=0 OR LevelUp.XPCounter>=0) callm this.ClearLists() else on event TIMER1+0 callm this.Reboot() stop chat imm end if end if end if end phrase //***********************************************************************\\
phrase NonClassIncrease() local i local tmp local Cost local TmpSkillID = 0 local TmpValue = 0 local string ItemName local string ItemName2 local string Class
print( "Attribute Points Left: "+str(LevelUp.PARCounter)+"^" ) print( "Skill Points Left: "+str(LevelUp.XPCounter)+"^" ) for (i = 1, i<=this.PlayerList SIZE, i++) ItemName2 = this.PlayerList get(i) this.CurrentSkill = ItemName2 Cost = callm this.GetSkillCost() TmpSkillID = callm this.GetSkillNum(TmpSkillID) TmpValue = call GetAttribute(Player.LocalID, TmpSkillID) userch("Increase "+str(ItemName2)+" ("+str(TmpValue)+") (Cost: "+str(Cost)+") ", i) end for
if(NOT has Player SapperC AND LevelUp.XPCounter>=2) then userch("Increase Mechanic ("+str(Playerz.MechSkill)+") (Cost: 2) ", ucOK) userch("Back. ", ucStopChat)
tmp = askch if(tmp==ucStopChat) this.LevelUpSome() else if(tmp==ucOK) Playerz.MechSkill++ LevelUp.XPCounter-=2 this.ADD ATT callm this.ClearLists() else ItemName = this.PlayerList Get(tmp) this.CurrentSkill = ItemName TmpSkillID = callm this.GetSkillNum(TmpSkillID) TmpValue = call GetAttribute(Player.LocalID, TmpSkillID) TmpValue=TmpValue+1 call SetAttribute(Player.LocalID, TmpSkillID, TmpValue)
Cost = callm this.GetSkillCost() if(callm this.GetSkillClass()==Yes) then LevelUp.PARCounter-=Cost if(callm this.GetSkillClass()!=Yes) then LevelUp.XPCounter-=Cost if(UnisRoom.Unis.OldCAMp>=1 AND ItemName=="Camouflage") then UnisRoom.Unis.OldCAMp++ this.ADD ATT callm this.ClearLists() end if end if end phrase
//***********************************************************************\\
phrase GetSkillClass() local i local String TmpName for (i=1, i<=this.PARList SIZE, i++) TmpName = this.PARList get(i) if(TmpName==this.CurrentSkill) return Yes end if end for end phrase
//***********************************************************************\\
phrase GetSkillCost() local SkillCost = 0 if(this.CurrentSkill=="HP") then SkillCost = 3 if(this.CurrentSkill=="Energy") then SkillCost = 3 if(this.CurrentSkill=="EyeSight") then SkillCost = 3 if(this.CurrentSkill=="Hearing") then SkillCost = 3 if(this.CurrentSkill=="Strength") then SkillCost = 2 if(this.CurrentSkill=="Stamina") then SkillCost = 2 if(this.CurrentSkill=="Dexterity") then SkillCost = 2 if(this.CurrentSkill=="Agility") then SkillCost = 2 if(this.CurrentSkill=="Reaction") then SkillCost = 2 if(this.CurrentSkill=="Intellect") then SkillCost = 3 if(this.CurrentSkill=="Shooting") then SkillCost = 2 if(this.CurrentSkill=="Sniping") then SkillCost = 3 if(this.CurrentSkill=="Gunfighting") then SkillCost = 2 if(this.CurrentSkill=="HeavyWeapons") then SkillCost = 3 if(this.CurrentSkill=="Throwing") then SkillCost = 2 if(this.CurrentSkill=="HandToHand") then SkillCost = 3 if(this.CurrentSkill=="Camouflage") then SkillCost = 2 if(this.CurrentSkill=="Sapper") then SkillCost = 2 if(this.CurrentSkill=="Medicine") then SkillCost = 3 if(this.CurrentSkill=="Stealth") then SkillCost = 3 return SkillCost end phrase
//***********************************************************************\\
phrase GetSkillNum() local SkillNum = 0 if(this.CurrentSkill=="HP") then SkillNum = 0 if(this.CurrentSkill=="Energy") then SkillNum = 1 if(this.CurrentSkill=="EyeSight") then SkillNum = 2 if(this.CurrentSkill=="Hearing") then SkillNum = 3 if(this.CurrentSkill=="Strength") then SkillNum = 4 if(this.CurrentSkill=="Stamina") then SkillNum = 5 if(this.CurrentSkill=="Dexterity") then SkillNum = 6 if(this.CurrentSkill=="Agility") then SkillNum = 7 if(this.CurrentSkill=="Reaction") then SkillNum = 8 if(this.CurrentSkill=="Intellect") then SkillNum = 9 if(this.CurrentSkill=="Shooting") then SkillNum = 11 if(this.CurrentSkill=="Sniping") then SkillNum = 12 if(this.CurrentSkill=="Gunfighting") then SkillNum = 13 if(this.CurrentSkill=="HeavyWeapons") then SkillNum = 14 if(this.CurrentSkill=="Throwing") then SkillNum = 15 if(this.CurrentSkill=="HandToHand") then SkillNum = 16 if(this.CurrentSkill=="Camouflage") then SkillNum = 17 if(this.CurrentSkill=="Sapper") then SkillNum = 18 if(this.CurrentSkill=="Medicine") then SkillNum = 19 if(this.CurrentSkill=="Stealth") then SkillNum = 20 return SkillNum end phrase
//***********************************************************************\\
phrase ClearLists() callm vh.InitValueHandler("BlueSunMod") local MaxPar = callm vh.pt("MaxParameter") local MaxSki = callm vh.pt("MaxSkill")
this.PlayerList CLEAR if(call GetAttribute(Player.LocalID, skHP)<maxpar and="" levelup.parcounter="">=3) then this.PlayerList Add Next "HP" if(call GetAttribute(Player.LocalID, skEnergy)<maxpar and="" levelup.parcounter="">=3) then this.PlayerList Add Next "Energy" if(call GetAttribute(Player.LocalID, skEyeSight)<maxpar and="" levelup.parcounter="">=3) then this.PlayerList Add Next "EyeSight" if(call GetAttribute(Player.LocalID, skHearing)<maxpar and="" levelup.parcounter="">=3) then this.PlayerList Add Next "Hearing" if(call GetAttribute(Player.LocalID, skStrength)<maxpar and="" levelup.parcounter="">=2) then this.PlayerList Add Next "Strength" if(call GetAttribute(Player.LocalID, skStamina)<maxpar and="" levelup.parcounter="">=2) then this.PlayerList Add Next "Stamina" if(call GetAttribute(Player.LocalID, skDexterity)<maxpar and="" levelup.parcounter="">=2) then this.PlayerList Add Next "Dexterity" if(call GetAttribute(Player.LocalID, skAgility)<maxpar and="" levelup.parcounter="">=2) then this.PlayerList Add Next "Agility" if(call GetAttribute(Player.LocalID, skReaction)<maxpar and="" levelup.parcounter="">=2) then this.PlayerList Add Next "Reaction" if(call GetAttribute(Player.LocalID, skIntellect)<maxpar and="" levelup.parcounter="">=3) then this.PlayerList Add Next "Intellect" if(call GetAttribute(Player.LocalID, skShooting)<maxski and="" levelup.xpcounter="">=2) then this.PlayerList Add Next "Shooting" if(call GetAttribute(Player.LocalID, skSniping)<maxski and="" levelup.xpcounter="">=3) then this.PlayerList Add Next "Sniping" if(call GetAttribute(Player.LocalID, skGunfighting)<maxski and="" levelup.xpcounter="">=2) then this.PlayerList Add Next "Gunfighting" if(call GetAttribute(Player.LocalID, skHeavyWeapons)<maxski and="" levelup.xpcounter="">=3) then this.PlayerList Add Next "HeavyWeapons" if(call GetAttribute(Player.LocalID, skThrowing)<maxski and="" levelup.xpcounter="">=2) then this.PlayerList Add Next "Throwing" if(call GetAttribute(Player.LocalID, skHandToHand)<maxski and="" levelup.xpcounter="">=3) then this.PlayerList Add Next "HandToHand" if(call GetAttribute(Player.LocalID, skCamouflage)<maxski and="" levelup.xpcounter="">=2) then this.PlayerList Add Next "Camouflage" if(call GetAttribute(Player.LocalID, skSapper)<maxski and="" levelup.xpcounter="">=2) then this.PlayerList Add Next "Sapper" if(call GetAttribute(Player.LocalID, skMedicine)<maxski and="" levelup.xpcounter="">=3) then this.PlayerList Add Next "Medicine" if(call GetAttribute(Player.LocalID, skStealth)<maxski and="" levelup.xpcounter="">=3) then this.PlayerList Add Next "Stealth"
this.ClassList CLEAR if(has Player TrooperC) if(call GetAttribute(Player.LocalID, skHP)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Strength" if(call GetAttribute(Player.LocalID, skDexterity)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Dexterity" if(call GetAttribute(Player.LocalID, skEnergy)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Energy" if(call GetAttribute(Player.LocalID, skShooting)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Shooting" if(call GetAttribute(Player.LocalID, skGunfighting)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Gunfighting" if(call GetAttribute(Player.LocalID, skHeavyWeapons)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "HeavyWeapons" end if if(has Player SniperC) if(call GetAttribute(Player.LocalID, skEyeSight)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "EyeSight" if(call GetAttribute(Player.LocalID, skDexterity)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Dexterity" if(call GetAttribute(Player.LocalID, skAgility)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Agility" if(call GetAttribute(Player.LocalID, skStamina)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Stamina" if(call GetAttribute(Player.LocalID, skSniping)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Sniping" if(call GetAttribute(Player.LocalID, skCamouflage)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Camouflage" end if if(has Player SkirmisherC) if(call GetAttribute(Player.LocalID, skHP)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Strength" if(call GetAttribute(Player.LocalID, skStamina)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Stamina" if(call GetAttribute(Player.LocalID, skReaction)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Reaction" if(call GetAttribute(Player.LocalID, skGunfighting)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Gunfighting" if(call GetAttribute(Player.LocalID, skThrowing)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Throwing" if(call GetAttribute(Player.LocalID, skStealth)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Stealth" end if if(has Player SapperC) if(call GetAttribute(Player.LocalID, skEyeSight)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "EyeSight" if(call GetAttribute(Player.LocalID, skDexterity)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Dexterity" if(call GetAttribute(Player.LocalID, skIntellect)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Intellect" if(call GetAttribute(Player.LocalID, skHeavyWeapons)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "HeavyWeapons" if(call GetAttribute(Player.LocalID, skSapper)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Sapper" //if(LevelUp.PARCounter>=1) then this.ClassList Add Next "Mechanic" end if if(has Player ScoutC) if(call GetAttribute(Player.LocalID, skEyeSight)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "EyeSight" if(call GetAttribute(Player.LocalID, skHearing)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Hearing" if(call GetAttribute(Player.LocalID, skAgility)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Agility" if(call GetAttribute(Player.LocalID, skHandToHand)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "HandToHand" if(call GetAttribute(Player.LocalID, skCamouflage)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Camouflage" if(call GetAttribute(Player.LocalID, skStealth)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Stealth" end if if(has Player MedicC) if(call GetAttribute(Player.LocalID, skHP)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "HP" if(call GetAttribute(Player.LocalID, skEnergy)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Energy" if(call GetAttribute(Player.LocalID, skStamina)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Stamina" if(call GetAttribute(Player.LocalID, skIntellect)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Intellect" if(call GetAttribute(Player.LocalID, skMedicine)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Medicine" if(call GetAttribute(Player.LocalID, skStealth)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Stealth" end if if(has Player OperatorC) if(call GetAttribute(Player.LocalID, skAgility)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Agility" if(call GetAttribute(Player.LocalID, skDexterity)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Dexterity" if(call GetAttribute(Player.LocalID, skReaction)<maxpar and="" levelup.parcounter="">=1) then this.ClassList Add Next "Reaction" if(call GetAttribute(Player.LocalID, skShooting)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Shooting" if(call GetAttribute(Player.LocalID, skCamouflage)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Camouflage" if(call GetAttribute(Player.LocalID, skStealth)<maxski and="" levelup.xpcounter="">=1) then this.ClassList Add Next "Stealth" if(NOT HAS this ListMade) this.PARList CLEAR this.PARList Add Next "HP" this.PARList Add Next "Energy" this.PARList Add Next "EyeSight" this.PARList Add Next "Hearing" this.PARList Add Next "Strength" this.PARList Add Next "Stamina" this.PARList Add Next "Energy" this.PARList Add Next "Dexterity" this.PARList Add Next "Agility" this.PARList Add Next "Reaction" this.PARList Add Next "Intellect"
this.ADD ListMade end if
local i local j local String tmp1// = "" local String tmp2// = ""
for(i=1, i<=this.ClassList SIZE, i++) tmp1=this.ClassList get(i) for(j=1, j<=this.PlayerList SIZE, j++) tmp2=this.PlayerList get(j) if(tmp2==tmp1) then this.PlayerList delete At(j) end for end for if(HAS this ATT) on event TIMER1+0 callm this.RebootA() this.DELETE ATT stop chat imm else if(HAS this FromKB) on event TIMER1+0 callm this.RebootB() this.DELETE FromKB stop chat imm else on event TIMER1+0 callm this.Reboot() stop chat imm end if end if end phrase
//***********************************************************************\\
phrase CheckSome()
print("Your current Attributes and Skills:^") print( "^Experience: " +str( call GetAttribute(Player.LocalID, skExperience) )+ "^^" )
print( "HP: " +str( call GetAttribute(Player.LocalID, skHP) )+ "^" ) print( "Energy: " +str( call GetAttribute(Player.LocalID, skEnergy) )+ "^" ) print( "Eyesight: " +str( call GetAttribute(Player.LocalID, skEyeSight) )+ "^" ) print( "Hearing: " +str( call GetAttribute(Player.LocalID, skHearing) )+ "^" ) print( "Strength: " +str( call GetAttribute(Player.LocalID, skStrength) )+ "^" ) print( "Stamina: " +str( call GetAttribute(Player.LocalID, skStamina) )+ "^" ) print( "Dexterity: " +str( call GetAttribute(Player.LocalID, skDexterity) )+ "^" ) print( "Agility: " +str( call GetAttribute(Player.LocalID, skAgility) )+ "^" ) print( "Reaction: " +str( call GetAttribute(Player.LocalID, skReaction) )+ "^" ) print( "Intellect: " +str( call GetAttribute(Player.LocalID, skIntellect) )+ "^^" )
print( "Shooting: " +str( call GetAttribute(Player.LocalID, skShooting) )+ "^" ) print( "Sniping: " +str( call GetAttribute(Player.LocalID, skSniping) )+ "^" ) print( "Gunfighting: " +str( call GetAttribute(Player.LocalID, skGunfighting) )+ "^" ) print( "Heavy Weapons: " +str( call GetAttribute(Player.LocalID, skHeavyWeapons) )+ "^" ) print( "Throwing: " +str( call GetAttribute(Player.LocalID, skThrowing) )+ "^" ) print( "Hand-To-Hand: " +str( call GetAttribute(Player.LocalID, skHandToHand) )+ "^" ) print( "Camouflage: " +str( call GetAttribute(Player.LocalID, skCamouflage) )+ "^" ) print( "Sapper: " +str( call GetAttribute(Player.LocalID, skSapper) )+ "^" ) print( "Medicine: " +str( call GetAttribute(Player.LocalID, skMedicine) )+ "^" ) print( "Stealth: " +str( call GetAttribute(Player.LocalID, skStealth) )+ "^" ) print( "Mechanic: " +str(Playerz.MechSkill)+"^^" )
userch("Back ", ucOK)
if (askch==ucOK) KillBook.PrintGreetings() end if end phrase
//***********************************************************************\\
phrase LookUp() call SetTalkingWithInCode(LevelUp.ININame) this.ADD FromKB LevelSystem.ClearLists() end phrase
phrase Reboot() call SetTalkingWithInCode(LevelUp.ININame) callm LevelSystem.ClassIncrease() end phrase phrase RebootA() call SetTalkingWithInCode(LevelUp.ININame) callm LevelSystem.NonClassIncrease() end phrase
phrase RebootB() call SetTalkingWithInCode(LevelUp.ININame) callm LevelSystem.LevelUpSome() end phrase //***********************************************************************\\ INITIAL //on event "USE Item" callm LevelSystem.LookUp() ALWAYS END INITIAL end //***********************************************************************\\
//***********************************************************************\\ /* phrase MakeList() if(NOT HAS this ListMade) this.PARList Add Next "HP" this.PARList Add Next "Energy" this.PARList Add Next "EyeSight" this.PARList Add Next "Hearing" this.PARList Add Next "Strength" this.PARList Add Next "Stamina" this.PARList Add Next "Energy" this.PARList Add Next "Dexterity" this.PARList Add Next "Agility" this.PARList Add Next "Reaction" this.PARList Add Next "Intellect"
this.TwoList Add Next "Strength" this.TwoList Add Next "Stamina" this.TwoList Add Next "Dexterity" this.TwoList Add Next "Agility" this.TwoList Add Next "Reaction" this.TwoList Add Next "Shooting" this.TwoList Add Next "Gunfighting" this.TwoList Add Next "Throwing" this.TwoList Add Next "Camouflage" this.TwoList Add Next "Sapper" //this.TwoList Add Next "Mechanic"
Not Needed this.ThreeList Add Next "HP" this.ThreeList Add Next "Energy" this.ThreeList Add Next "EyeSight" this.ThreeList Add Next "Hearing" this.ThreeList Add Next "Intellect" this.ThreeList Add Next "Sniping" this.ThreeList Add Next "HeavyWeapons" this.ThreeList Add Next "Medicine" this.ThreeList Add Next "Stealth" this.ThreeList Add Next "HandToHand"
this.PlayerList Add Next "HP" this.PlayerList Add Next "Energy" this.PlayerList Add Next "EyeSight" this.PlayerList Add Next "Hearing" this.PlayerList Add Next "Strength" this.PlayerList Add Next "Stamina" this.PlayerList Add Next "Dexterity" this.PlayerList Add Next "Agility" this.PlayerList Add Next "Reaction" this.PlayerList Add Next "Intellect" this.PlayerList Add Next "Shooting" this.PlayerList Add Next "Sniping" this.PlayerList Add Next "Gunfighting" this.PlayerList Add Next "HeavyWeapons" this.PlayerList Add Next "Throwing" this.PlayerList Add Next "HandToHand" this.PlayerList Add Next "Camouflage" this.PlayerList Add Next "Sapper" this.PlayerList Add Next "Medicine" this.PlayerList Add Next "Stealth" //this.PlayerList Add Next "Mechanic"
if(has Player TrooperC) this.ClassList Add Next "Strength" this.ClassList Add Next "Dexterity" this.ClassList Add Next "Energy" this.ClassList Add Next "Shooting" this.ClassList Add Next "Gunfighting" this.ClassList Add Next "HeavyWeapons" end if if(has Player SniperC) this.ClassList Add Next "EyeSight" this.ClassList Add Next "Dexterity" this.ClassList Add Next "Agility" this.ClassList Add Next "Stamina" this.ClassList Add Next "Sniping" this.ClassList Add Next "Camouflage" end if if(has Player SkirmisherC) this.ClassList Add Next "Strength" this.ClassList Add Next "Stamina" this.ClassList Add Next "Reaction" this.ClassList Add Next "Gunfighting" this.ClassList Add Next "Throwing" this.ClassList Add Next "Stealth" end if if(has Player SapperC) this.ClassList Add Next "EyeSight" this.ClassList Add Next "Dexterity" this.ClassList Add Next "Intellect" this.ClassList Add Next "HeavyWeapons" this.ClassList Add Next "Sapper" //this.ClassList Add Next "Mechanic" end if if(has Player ScoutC) this.ClassList Add Next "EyeSight" this.ClassList Add Next "Hearing" this.ClassList Add Next "Agility" this.ClassList Add Next "HandToHand" this.ClassList Add Next "Camouflage" this.ClassList Add Next "Stealth" end if if(has Player MedicC) this.ClassList Add Next "HP" this.ClassList Add Next "Energy" this.ClassList Add Next "Stamina" this.ClassList Add Next "Intellect" this.ClassList Add Next "Medicine" this.ClassList Add Next "Stealth" end if if(has Player OperatorC) this.ClassList Add Next "Agility" this.ClassList Add Next "Dexterity" this.ClassList Add Next "Reaction" this.ClassList Add Next "Shooting" this.ClassList Add Next "Camouflage" this.ClassList Add Next "Stealth" end if
local i local j local String tmp1 = "" local String tmp2 = ""
for (i = 1, i<=this.PlayerList SIZE, i++) tmp1 = this.PlayerList get(i) for (j = 1, j<=this.ClassList SIZE, j++) tmp2 = this.ClassList get(j) if(tmp1==tmp2) then this.PlayerList delete At(i) end for end for
this.ADD ListMade end if
this.Talking() end phrase */ </maxski></maxski></maxski></maxpar></maxpar></maxpar></maxski></maxski></maxpar></maxpar></maxpar></maxpar></maxski></maxski></maxski></maxpar></maxpar></maxpar></maxski></maxski></maxpar></maxpar></maxpar></maxski></maxski></maxski></maxpar></maxpar></maxpar></maxski></maxski></maxpar></maxpar></maxpar></maxpar></maxski></maxski></maxski></maxpar></maxpar></maxpar></maxski></maxski></maxski></maxski></maxski></maxski></maxski></maxski></maxski></maxski></maxpar></maxpar></maxpar></maxpar></maxpar></maxpar></maxpar></maxpar></maxpar></maxpar></maxpar)></maxpar)></maxpar)></maxpar)></maxpar)></maxpar)></maxpar)></maxpar)></maxpar)></maxpar)> Now, you go to to KillBook.a, and add a line with the new class def object KillBook begin
List Attribute MyFriends List Attribute MyEnemies Attribute KillCounter = 0 Attribute BSMCGL = 0
phrase PrintGreetings() local level = 0 local tmp = 0 local string CarName callm vh.InitValueHandler("BlueSunMod")
tmp = (19+LevelUp.LVLCounter) if(tmp>=50) then tmp = 50 level = (tmp-LevelUp.LVLKillCount)+1
print("Current Game Level: "+str(CurrentGameLevel)+"^Player Class Level: "+str(LevelUp.LVLCounter)+"^") print("Personal Kills: "+str(Playerz.PKC)+"^Team Kills: "+str(KillBook.KillCounter)+"^") print("Kills to next level: "+str(level)+"^") if(LevelUp.PARCounter>0) then print("Attribute Points: "+str(LevelUp.PARCounter)+"^") if(LevelUp.XPCounter>0) then print("Skill Points: "+str(LevelUp.XPCounter)+"^") // print("^Professionalism: "+str(Player.Professionalship)+"^") if(has Player TrooperC) then print("Player Class: Trooper^Class Skills: Strength, Dexterity, Energy, Shooting, Gunfighting, HeavyWeapons.") if(has Player SniperC) then print("Player Class: Sniper^Class Skills: Eyesight, Agility, Dexterity, Stamina, Sniping, Camouflage.") if(has Player SkirmisherC) then print("Player Class: Skirmisher^Class Skills: Strength, Reaction, Stamina, Gunfighting, Throwing, Stealth.") if(has Player SapperC) then print("Player Class: Sapper^Class Skills: Eyesight, Dexterity, Intellect, Sapper, HeavyWeapon, Mechanic.") if(has Player ScoutC) then print("Player Class: Scout^Class Skills: Eyesight, Hearing, Agility, HandToHand, Camouflage, Stealth.") if(has Player MedicC) then print("Player Class: Medic^Class Skills: Health, Energy, Stamina, Intellect, Medic, Stealth.") if(has Player OperatorC) then print("Player Class: Trooper^Class Skills: Agility, Dexterity, Reaction, Shooting, Camouflage, Stealth.")
if(call HasCar()!="") CarName = call HasCar() print("^Car: "+str(CarName)+"") end if
if(has Headphones HeadphonesOn AND callm Player.HasItem("Headphones")==Yes) then print("^Headphones turned on") if(NOT has Headphones HeadphonesOn AND callm Player.HasItem("Headphones")==Yes) then print("^Headphones turned off")
print("^^"+str(callm this.GetMercsContract())+"^")
if(has Player NoClass AND callm vh.pt("ClassSystem")==1) then userch("Choose your class ", 1) if(LevelUp.PARCounter>=1 OR LevelUp.XPCounter>=1 AND NOT has Player NoClass AND ABCSystem.ABCactive==0 AND callm vh.pt("ClassSystem")==1) then userch("Spend Points ", 2) userch("Check Attributes and Skills ", 3) if(this.BSMCGL>0) then userch("Advance CGL ", 6) if(Player.MyTeam SIZE>0) then userch("Check Mercs", 5) if(callm vh.pt("KillBookShop")==1 AND call CombatMode()==No) then userch("I lost my dignity! (shop)", 7) userch("(Close screen)", 4)
switch (askch) when 1: LevelUp.ExplainStart1() when 2: LevelSystem.ADD FromKB LevelSystem.LookUp() when 3: LevelSystem.CheckSome() when 4: stop chat imm when 5: LevelMerc.LookUp() when 6: this.NextCGL() when 7: call CallSpecShop(IllShop.ShopName) stop chat imm end switch end phrase
phrase NextCGL() local tmp = 0 tmp = this.BSMCGL
print("Your current game level (CGL) :"+str(CurrentGameLevel)+"^Do you want to advance to CGL "+str(CurrentGameLevel+1)+"?") if(tmp>1) then print("^Or do you want to advance to CGL "+str(CurrentGameLevel+tmp)+"?")
userch("Advance to CGL "+str(CurrentGameLevel+1)+"", 1) if(tmp>1) then userch("Advance to CGL "+str(CurrentGameLevel+tmp)+"", 2) userch("Back <- ", ucOK)
switch (askch) when 1: StratAI.SetCurrentGameLevel(CurrentGameLevel+1) this.BSMCGL-- StratAI.InitGLChangeCountArray() this.PrintGreetings() when 2: StratAI.SetCurrentGameLevel(CurrentGameLevel+tmp) this.BSMCGL = 0 StratAI.InitGLChangeCountArray() this.PrintGreetings() when ucOK: this.PrintGreetings() end switch end phrase
phrase GetMercsContract() local i local ref TmpRef local string Contracts = "Team members:^"
for(i=1, i<=Player.MyTeam SIZE, i++) TmpRef = Player.MyTeam get(i) Contracts += " - " +str(TmpRef.Name)+ " - Contract: "+str(TmpRef.ContractHoursLeft)+" hours left - Kills: "+str(TmpRef.PKC)+ " - Points: "+str(TmpRef.MLUS)+ "^" end for return Contracts end phrase
phrase BadassCGL()
print("Do you want to advance to the next game level? ") userch("Yes (Advance to CGL "+str(CurrentGameLevel+1)+") ", ucExit) userch("No (Stay on CGL "+str(CurrentGameLevel)+") ", ucStopChat)
if(askch==ucStopChat) KillBook.BSMCGL++ StratAI.KillsOnThisGameLevel=0 callm KillBook.PrintGreetings() else StratAI.SetCurrentGameLevel(CurrentGameLevel+1) StratAI.InitGLChangeCountArray() callm KillBook.PrintGreetings() end if
end phrase
phrase CheckBook() if (EventParmStr == "KillBook") local i local ref TmpRef
for(i=1, i<= Player.MyTeam SIZE, i++) TmpRef = Player.MyTeam get(i) if(TmpRef.PKL>=20) TmpRef.PKL-=20 TmpRef.MLUS+=3 end if end for
if(has this JUMP) KillBook.DELETE JUMP callm KillBook.BadassCGL() else callm KillBook.PrintGreetings() end if end if end phrase
INITIAL KillBook.inherit StdSubject KillBook.RegisterMe("BSM\KillBook.ini") on event "USE Item" callm KillBook.CheckBook() ALWAYS END INITIAL
end
ROOM KillBookRoom conv Main check (call CombatMode() == No) KillBook.MainConv() end conv end room
Finally, there is PaquitoQ02.a, this one is more a secondary thing, it will affect the type of equipment you get when you recover Paquito's lost lugagge. What I did was, in the section "Dialogs for Paco", copy the "template" for the scout, paste it after the medic and change the "has Player ScoutC" for OperatorC. After all this, if everything has been correctly typed, execute a.bat; then copy BlueSun.cht, BlueSun.gen, BlueSun.pht, BlueSun.rep and BlueSun.rht, go wherever the game is installed, and pastem them in Quests/RAS. Overwrite, and enjoy! Tomorrow after college I'll add some screenshots, for now I have to sleep. Edit: As promised!
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