SoC. Система постепенной регенерации жизни из Lurk mod и ABC — S.T.A.L.K.E.R. Inside Wiki

SoC. Система постепенной регенерации жизни из Lurk mod и ABC

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Для начала создадим скрипт. Например health_effect.script:

 
---Система еды и постепенного лечения из Лурк мода---
 
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
]]--
 

Стоит, кстати, учесть параметр

 
snd = xr_sound.get_safe_sound_object([[interface\inv_food]])
 

Отвечает за воспроизводимый звук. Так что если его нет, поймаете вылет. Теперь создаёте скрипт 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" --Не пробовал ставить no. Но почти уверен что будет вылет
 
-- How many minutes should take to complete the healing process.
hp_fullhealth_time = 0.125 --Кол-во в течении которого будет юзаться аптечка
 
--0.25
 
-- Health update time in MS. 1000 = 1 Second.
hupd_time = 50 --Апдейт времени.Лучше не трогать
 
-- Time modulation
time_mod=0
 
-- HP Healed. No higher than 1.
hp_med_kit = 0.65 --Параметр отвечающий за восстановление жизней одной аптечкой.Точнее за скорость восстановления
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
 

Теперь самое сложное. Лезем в bind_stalker.script. После

 
self.object:set_callback(callback.on_item_drop, nil)
 

Пишем

 
self.object:set_callback(callback.use_object, nil)
 

В итоге получается вот так:

 
	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)
 

После

 
self.object:set_callback(callback.on_item_drop, self.on_item_drop, self)
 

Пишем

 
self.object:set_callback(callback.use_object, self.use_object, self)
 

В итоге:

 
	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)
 

Ищем функцию:

 
function actor_binder:on_item_drop (obj)
 

и после ее завершения пишем:

 
----------------------------------------------------------------------------------------------------------------------
function actor_binder:use_object(obj)
heal_regen.start(obj)
end
----------------------------------------------------------------------------------------------------------------------
 

В итоге:

 
----------------------------------------------------------------------------------------------------------------------
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
----------------------------------------------------------------------------------------------------------------------
 

После

 
--game_stats.update_drop_item (obj, self.object)
 

Пишем

 
abc_medkit.chk_medlot_object(obj)
 

После

 
function actor_binder:update(delta)
 

Пишем

 
abc_medkit.chk_medlot_object()
heal_regen.weapontimer()
 

Затем надо найти звуки и прописать их в директории \sounds\interface\

Далее идем в файл config\misc\items.ltx, ищем секции аптечек ([medkit],[medkit_army],[medkit_scientic]) и меняем в них параметр eat_health на 0.0, иначе актер будет лечится дважды (сначала сразу, по стандартному, а потом уже постепенно)

Автор статьи: Fireman3000, дополнил Darkscape, а так же спасибо Lurk моду и ABC.

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