Updated example mod scripts

This commit is contained in:
NovaRain
2020-10-08 15:34:41 +08:00
parent 66ff811bcd
commit cc5561d3d6
4 changed files with 326 additions and 43 deletions
@@ -1,85 +1,104 @@
procedure start;
procedure GetBoozes;
procedure update_shader;
variable perception;
variable boozes;
variable shader1;
variable shader2;
variable shader3;
variable shader4;
variable drunk_level;
variable next_reduction;
variable begin
perception;
boozes;
shader1;
shader2;
shader3;
shader4;
drunk_level;
next_reduction;
booze_pids;
end
procedure start begin
variable new_pe;
variable new_booze;
variable drunk_count;
if (metarule(22,0)) then return;
variable new_pe, new_booze, drunk_count;
if (metarule(22, 0)) then return; //is_loading_game
if (game_loaded) then begin
if(not graphics_funcs_available) then begin
if (not graphics_funcs_available) then begin
display_msg("ERROR: You must set sfall to use graphics mode 4 or 5 to use this mod");
return;
end else begin
//new_pe:=create_object_sid(125, 0, 0, -1);
// pid list of the items for the mod to apply the effect
booze_pids := [/*124,*/ 125];
fix_array(booze_pids);
//new_pe := create_object_sid(125, 0, 0, -1);
//add_mult_objs_to_inven(dude_obj, new_pe, 10);
perception:=get_pc_extra_stat(1);
boozes:=obj_is_carrying_obj_pid(dude_obj, 125);
set_global_script_repeat(25);
set_global_script_repeat(-1);
shader1:=load_shader("booze1.fx");
shader2:=load_shader("booze2.fx");
shader3:=load_shader("booze3.fx");
shader4:=load_shader("booze4.fx");
drunk_level:=0;
next_reduction:=0;
perception := get_pc_extra_stat(1);
boozes := GetBoozes;
set_global_script_repeat(50);
set_global_script_type(1);
shader1 := load_shader("booze1.fx");
shader2 := load_shader("booze2.fx");
shader3 := load_shader("booze3.fx");
shader4 := load_shader("booze4.fx");
//display_msg("Init: " + perception + ", " + boozes);
end
end else begin
new_pe:=get_pc_extra_stat(1);
new_booze:=obj_is_carrying_obj_pid(dude_obj, 125);
if( (perception != new_pe) or (boozes != new_booze) ) then begin
new_pe := get_pc_extra_stat(1);
new_booze := GetBoozes;
if ((perception != new_pe) orElse (boozes != new_booze)) then begin
//display_msg("var change: " + perception + ", " + boozes + " -> " + new_pe + ", " + new_booze);
if ( (perception > new_pe) and (boozes > new_booze) ) then begin
if ( (perception - new_pe) < (boozes - new_booze) ) then begin
drunk_count:=perception - new_pe;
if ((perception > new_pe) andAlso (boozes > new_booze)) then begin
variable pe_diff := perception - new_pe;
variable booze_diff := boozes - new_booze;
if (pe_diff < booze_diff) then begin
drunk_count := pe_diff;
end else begin
drunk_count:=boozes - new_booze;
drunk_count := booze_diff;
end
drunk_level:=drunk_level + (drunk_count*10);
drunk_level += (drunk_count * 10);
//display_msg("Increasing booze count: " + drunk_level);
call update_shader;
next_reduction:=game_time + game_ticks(6);
next_reduction := game_time + game_ticks(6);
end
perception:=new_pe;
boozes:=new_booze;
perception := new_pe;
boozes := new_booze;
end
if( (next_reduction != 0 ) and (game_time >= next_reduction) ) then begin
drunk_level:=drunk_level - 1;
if(drunk_level == 0) then next_reduction:=0;
else next_reduction:=next_reduction + game_ticks(6);
if ((next_reduction != 0) andAlso (game_time >= next_reduction)) then begin
drunk_level -= 1;
if (drunk_level == 0) then
next_reduction := 0;
else
next_reduction += game_ticks(6);
call update_shader;
//display_msg("Decreasing booze count: " + drunk_level);
end
end
end
procedure GetBoozes begin
variable pid, count_booze := 0;
foreach (pid in booze_pids) begin
count_booze += obj_is_carrying_obj_pid(dude_obj, pid);
end
return count_booze;
end
procedure update_shader begin
if(drunk_level >= 100) then begin
if (drunk_level >= 100) then begin
deactivate_shader(shader1);
deactivate_shader(shader2);
deactivate_shader(shader3);
activate_shader(shader4);
end else if(drunk_level >= 50) then begin
end else if (drunk_level >= 50) then begin
deactivate_shader(shader1);
deactivate_shader(shader2);
activate_shader(shader3);
deactivate_shader(shader4);
end else if(drunk_level >= 25) then begin
end else if (drunk_level >= 25) then begin
deactivate_shader(shader1);
activate_shader(shader2);
deactivate_shader(shader3);
deactivate_shader(shader4);
end else if(drunk_level > 0) then begin
end else if (drunk_level > 0) then begin
activate_shader(shader1);
deactivate_shader(shader2);
deactivate_shader(shader3);
@@ -0,0 +1,264 @@
procedure start;
variable rainshaderdef;
variable snowshaderdef;
variable sandshaderdef;
variable rainshaderesc;
variable snowshaderesc;
variable sandshaderesc;
variable rainshaderinv;
variable snowshaderinv;
variable sandshaderinv;
variable rainshadermap;
variable snowshadermap;
variable sandshadermap;
variable rainshaderskd;
variable snowshaderskd;
variable sandshaderskd;
variable cshader;
variable active;
procedure update_shader(variable shader) begin
if (shader == cshader) then begin
return;
end
if (cshader == 1) then begin
deactivate_shader(rainshaderdef);
deactivate_shader(rainshaderesc);
deactivate_shader(rainshaderinv);
deactivate_shader(rainshadermap);
deactivate_shader(rainshaderskd);
end else if (cshader == 2) then begin
deactivate_shader(snowshaderdef);
deactivate_shader(snowshaderesc);
deactivate_shader(snowshaderinv);
deactivate_shader(snowshadermap);
deactivate_shader(snowshaderskd);
end else if (cshader == 3) then begin
deactivate_shader(sandshaderdef);
deactivate_shader(sandshaderesc);
deactivate_shader(sandshaderinv);
deactivate_shader(sandshadermap);
deactivate_shader(sandshaderskd);
end
if (shader == 1) then begin
activate_shader(rainshaderdef);
activate_shader(rainshaderesc);
activate_shader(rainshaderinv);
activate_shader(rainshadermap);
activate_shader(rainshaderskd);
end else if (shader == 2) then begin
activate_shader(snowshaderdef);
activate_shader(snowshaderesc);
activate_shader(snowshaderinv);
activate_shader(snowshadermap);
activate_shader(snowshaderskd);
end else if (shader == 3) then begin
activate_shader(sandshaderdef);
activate_shader(sandshaderesc);
activate_shader(sandshaderinv);
activate_shader(sandshadermap);
activate_shader(sandshaderskd);
end
cshader := shader;
if (shader == 0) then begin
force_graphics_refresh(0);
end else begin
force_graphics_refresh(1);
end
end
procedure on_game_load begin
variable tmp;
if (graphics_funcs_available) then begin
display_msg("Weather mod: Shader functions available");
end else return;
rainshaderdef := load_shader("weather\\rain-def.fx");
snowshaderdef := load_shader("weather\\snow-def.fx");
sandshaderdef := load_shader("weather\\sand-def.fx");
rainshaderesc := load_shader("weather\\rain-esc.fx");
snowshaderesc := load_shader("weather\\snow-esc.fx");
sandshaderesc := load_shader("weather\\sand-esc.fx");
rainshaderinv := load_shader("weather\\rain-inv.fx");
snowshaderinv := load_shader("weather\\snow-inv.fx");
sandshaderinv := load_shader("weather\\sand-inv.fx");
rainshadermap := load_shader("weather\\rain-map.fx");
snowshadermap := load_shader("weather\\snow-map.fx");
sandshadermap := load_shader("weather\\sand-map.fx");
rainshaderskd := load_shader("weather\\rain-skd.fx");
snowshaderskd := load_shader("weather\\snow-skd.fx");
sandshaderskd := load_shader("weather\\sand-skd.fx");
if (rainshaderdef == -1 or snowshaderdef == -1 or sandshaderdef == -1) then begin
display_msg("Weather mod error: Could not load default shaders");
return;
end
if (rainshaderesc == -1 or snowshaderesc == -1 or sandshaderesc == -1) then begin
display_msg("Weather mod error: Could not load escape shaders");
return;
end
if (rainshaderinv == -1 or snowshaderinv == -1 or sandshaderinv == -1) then begin
display_msg("Weather mod error: Could not load inventory shaders");
return;
end
if (rainshadermap == -1 or snowshadermap == -1 or sandshadermap == -1) then begin
display_msg("Weather mod error: Could not load automap shaders");
return;
end
if (rainshaderskd == -1 or snowshaderskd == -1 or sandshaderskd == -1) then begin
display_msg("Weather mod error: Could not load skilldex shaders");
return;
end
tmp := get_shader_texture(rainshaderdef, 2);
set_shader_texture(rainshaderesc, "tex2", tmp);
set_shader_texture(rainshaderinv, "tex2", tmp);
set_shader_texture(rainshadermap, "tex2", tmp);
set_shader_texture(rainshaderskd, "tex2", tmp);
tmp := get_shader_texture(snowshaderdef, 2);
set_shader_texture(snowshaderesc, "tex2", tmp);
set_shader_texture(snowshaderinv, "tex2", tmp);
set_shader_texture(snowshadermap, "tex2", tmp);
set_shader_texture(snowshaderskd, "tex2", tmp);
tmp := get_shader_texture(sandshaderdef, 2);
set_shader_texture(sandshaderesc, "tex2", tmp);
set_shader_texture(sandshaderinv, "tex2", tmp);
set_shader_texture(sandshadermap, "tex2", tmp);
set_shader_texture(sandshaderskd, "tex2", tmp);
tmp := get_shader_texture(rainshaderdef, 1);
set_shader_texture(snowshaderdef, "tex1", tmp);
set_shader_texture(sandshaderdef, "tex1", tmp);
tmp := get_shader_texture(rainshaderesc, 1);
set_shader_texture(snowshaderesc, "tex1", tmp);
set_shader_texture(sandshaderesc, "tex1", tmp);
tmp := get_shader_texture(rainshaderinv, 1);
set_shader_texture(snowshaderinv, "tex1", tmp);
set_shader_texture(sandshaderinv, "tex1", tmp);
tmp := get_shader_texture(rainshadermap, 1);
set_shader_texture(snowshadermap, "tex1", tmp);
set_shader_texture(sandshadermap, "tex1", tmp);
tmp := get_shader_texture(rainshaderskd, 1);
set_shader_texture(snowshaderskd, "tex1", tmp);
set_shader_texture(sandshaderskd, "tex1", tmp);
set_shader_mode(rainshaderdef, 30653); // 0x77bd
set_shader_mode(snowshaderdef, 30653);
set_shader_mode(sandshaderdef, 30653);
set_shader_mode(rainshaderesc, 30645); // 0x77b5
set_shader_mode(snowshaderesc, 30645);
set_shader_mode(sandshaderesc, 30645);
set_shader_mode(rainshaderinv, 26557); // 0x67bd
set_shader_mode(snowshaderinv, 26557);
set_shader_mode(sandshaderinv, 26557);
set_shader_mode(rainshadermap, 22461); // 0x57bd
set_shader_mode(snowshadermap, 22461);
set_shader_mode(sandshadermap, 22461);
set_shader_mode(rainshaderskd, 14269); // 0x37bd
set_shader_mode(snowshaderskd, 14269);
set_shader_mode(sandshaderskd, 14269);
set_shader_mode(rainshaderesc, 2147483656); // 0x80000008
set_shader_mode(snowshaderesc, 2147483656);
set_shader_mode(sandshaderesc, 2147483656);
set_shader_mode(rainshaderinv, 2147487744); // 0x80001000
set_shader_mode(snowshaderinv, 2147487744);
set_shader_mode(sandshaderinv, 2147487744);
set_shader_mode(rainshadermap, 2147491840); // 0x80002000
set_shader_mode(snowshadermap, 2147491840);
set_shader_mode(sandshadermap, 2147491840);
set_shader_mode(rainshaderskd, 2147500032); // 0x80004000
set_shader_mode(snowshaderskd, 2147500032);
set_shader_mode(sandshaderskd, 2147500032);
//set_global_script_repeat(50);
end
procedure update_region begin
variable tmp;
variable rain := 50;
variable snow := 25;
variable sand := 25;
snow += rain;
sand += snow;
tmp := random(1,100);
if (tmp <= rain) then begin
display_msg("It's raining");
active := 1;
end else if (tmp <= snow) then begin
display_msg("It's snowing");
active := 2;
end else if (tmp <= sand) then begin
display_msg("It's sandstorming");
active := 3;
end else begin
display_msg("No weather");
active := 0;
end
//call update_shader(active);
end
procedure update_weather begin
variable tmp = random(10, 90) / 100.0;
call update_shader(active);
if (active == 1) then begin
set_shader_float(rainshaderdef, "speed", 500 - (tmp * 300));
set_shader_float(rainshaderdef, "multi", 1.5 + tmp * 6.5);
set_shader_float(rainshaderesc, "speed", 500 - (tmp * 300));
set_shader_float(rainshaderesc, "multi", 1.5 + tmp * 6.5);
set_shader_float(rainshaderinv, "speed", 500 - (tmp * 300));
set_shader_float(rainshaderinv, "multi", 1.5 + tmp * 6.5);
set_shader_float(rainshadermap, "speed", 500 - (tmp * 300));
set_shader_float(rainshadermap, "multi", 1.5 + tmp * 6.5);
set_shader_float(rainshaderskd, "speed", 500 - (tmp * 300));
set_shader_float(rainshaderskd, "multi", 1.5 + tmp * 6.5);
end else if (active == 2) then begin
set_shader_float(snowshaderdef, "speed", 800 - (tmp * 200));
set_shader_float(snowshaderdef, "multi", 0.5 + tmp * 0.5);
set_shader_float(snowshaderesc, "speed", 800 - (tmp * 200));
set_shader_float(snowshaderesc, "multi", 0.5 + tmp * 0.5);
set_shader_float(snowshaderinv, "speed", 800 - (tmp * 200));
set_shader_float(snowshaderinv, "multi", 0.5 + tmp * 0.5);
set_shader_float(snowshadermap, "speed", 800 - (tmp * 200));
set_shader_float(snowshadermap, "multi", 0.5 + tmp * 0.5);
set_shader_float(snowshaderskd, "speed", 800 - (tmp * 200));
set_shader_float(snowshaderskd, "multi", 0.5 + tmp * 0.5);
end else begin
set_shader_float(sandshaderdef, "speed", 400 - (tmp * 200));
set_shader_float(sandshaderdef, "multi", tmp);
set_shader_float(sandshaderesc, "speed", 400 - (tmp * 200));
set_shader_float(sandshaderesc, "multi", tmp);
set_shader_float(sandshaderinv, "speed", 400 - (tmp * 200));
set_shader_float(sandshaderinv, "multi", tmp);
set_shader_float(sandshadermap, "speed", 400 - (tmp * 200));
set_shader_float(sandshadermap, "multi", tmp);
set_shader_float(sandshaderskd, "speed", 400 - (tmp * 200));
set_shader_float(sandshaderskd, "multi", tmp);
end
//display_msg("Shader active: "+tmp);
end
procedure start begin
variable tmp;
if (game_loaded) then begin
call on_game_load;
call update_region;
call update_weather;
end
end