wtf it works
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641ccd1065
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@ -51,6 +51,7 @@
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{"id":{"name":"song","path":"scripts/song/song.yy",},"order":1,},
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{"id":{"name":"cpp","path":"scripts/cpp/cpp.yy",},"order":1,},
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{"id":{"name":"log","path":"scripts/log/log.yy",},"order":10,},
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{"id":{"name":"c_fulleval","path":"scripts/c_fulleval/c_fulleval.yy",},"order":18,},
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{"id":{"name":"keyboard_check_advanced","path":"scripts/keyboard_check_advanced/keyboard_check_advanced.yy",},"order":8,},
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{"id":{"name":"collision_line_width","path":"scripts/collision_line_width/collision_line_width.yy",},"order":9,},
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{"id":{"name":"draw_rectangle_width","path":"scripts/draw_rectangle_width/draw_rectangle_width.yy",},"order":7,},
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@ -4,9 +4,11 @@ var i;
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c_inheritunit(2+i, 2, un.chara);
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}*/
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var chara = c_inheritunit(8, 5, un.chara);
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c_addweapon(chara, wp.knife, false);
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c_addweapon(chara, wp[$"iron sword"], true);
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c_inheritunit(10, 5, un.kris);
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c_addweapon(chara, wp.knife, true);
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c_addweapon(chara, wp[$"iron sword"]);
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var kris = c_inheritunit(10, 5, un.kris);
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c_addweapon(kris, wp[$"iron sword"], true);
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selectedunit = noone;
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hoveredunit = noone;
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global.gw = 640;
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global.gh = 360;
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@ -1,15 +1,15 @@
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if selectedunit != noone {
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if hoveredunit != noone {
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draw_set_color(c_black);
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draw_rectangle(global.gw, global.gh, global.gw-100, global.gh-(array_length(selectedunit.inventory)-1)*32-16, false);
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draw_rectangle(global.gw, global.gh, global.gw-100, global.gh-(array_length(hoveredunit.inventory)-1)*32-16, false);
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draw_set_color(c_white);
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var i;
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draw_set_halign(fa_right);
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for (i=1; i<array_length(selectedunit.inventory); i++) {
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draw_text(global.gw-10, global.gh-10-i*20, (selectedunit.equippedweapon == i ? "X " : " ") + selectedunit.inventory[i].name);
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for (i=1; i<array_length(hoveredunit.inventory); i++) {
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draw_text(global.gw-10, global.gh-10-i*20, (hoveredunit.equippedweapon == i ? "X " : " ") + hoveredunit.inventory[i].name);
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}
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draw_set_halign(fa_left);
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var dudes = c_getstats(selectedunit);
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var dudes = c_getstats(hoveredunit);
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draw_set_color(c_black);
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draw_rectangle(0, 0, 100, (array_length(dudes)-1)*32+16, false);
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draw_set_color(c_white);
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@ -26,3 +26,18 @@ if select && selectedunit == noone {
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//draw_text(global.gw-10, global.gh-10-i*20;
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}
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}
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var mousex = floor(mouse_x/global.tilesize.x);
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var mousey = floor(mouse_y/global.tilesize.y);
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//log(mousex, mousey);
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hoveredunit = selectedunit;
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if mousex < array_length(global.map) {
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if mousey < array_length(global.map[mousex]) {
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var i;
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for (i=0; i<array_length(global.map[mousex][mousey].contents); i++) {
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if global.map[mousex][mousey].contents[i].object_index == o_unit {
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hoveredunit = (global.map[mousex][mousey].contents[i]);
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}
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}
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}
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}
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@ -0,0 +1,5 @@
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function c_fulleval(target) {
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c_modifierreset(target);
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c_modeval(target, target.inventory[target.equippedweapon]);
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c_modeval(target, c_gettile(target.pos.x, target.pos.y));
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}
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@ -0,0 +1,12 @@
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{
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"isDnD": false,
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"isCompatibility": false,
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"parent": {
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"name": "Scripts",
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"path": "folders/Scripts.yy",
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},
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"resourceVersion": "1.0",
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"name": "c_fulleval",
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"tags": [],
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"resourceType": "GMScript",
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}
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@ -3,4 +3,5 @@ function c_moveunit(targetunit, destination) {
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array_push(destination.contents, targetunit);
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targetunit.pos.x = destination.x;
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targetunit.pos.y = destination.y;
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}
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@ -13,6 +13,7 @@ function c_selectunit(unitobject) {
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}
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}
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ARTICULATOR.selectedunit = unitobject;
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c_fulleval(unitobject);
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return unitobject;
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}
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@ -25,6 +26,7 @@ function c_deselectunit(unitobject) {
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c_decolor_all(c_red);
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c_decolor_all(c_green);
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ARTICULATOR.selectedunit = noone;
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c_fulleval(unitobject);
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return true;
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}
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@ -29,11 +29,7 @@ function c_addweapon(target, weapon_, equip=false) {
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}
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function c_equipweapon(target, weapon_) {
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log(target.data.str.val);
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c_modifierreset(target);
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log(target.data.str.val);
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c_wpeval(target, weapon_);
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log(target.data.str.val);
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c_fulleval(target);
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}
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nu weapon("nothing", "it's literally nothing", WPTYPE.NULL);
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nu weapon("knife", "bleed, bleed", WPTYPE.SWORD, [new statmod(st.str, 20, add), new statmod(st.hit, 100, add)]);
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@ -53,7 +49,7 @@ function c_modifierreset(target) {
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}
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}
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function c_wpeval(target, weapon_) {
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function c_modeval(target, weapon_) {
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var lads = variable_struct_get_names(target.data);
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var dudes = variable_struct_get_names(weapon_.modifiers);
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var i;
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