Added health-regeneration
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@ -9,21 +9,25 @@ namespace pdHealth
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{
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{
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public class pdHealth : Script
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public class pdHealth : Script
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{
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{
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public pdHealth()
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public pdHealth()
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{
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{
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this.Tick += new EventHandler(this.doHealthTick);
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this.Tick += new EventHandler(this.doHealthTick);
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}
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}
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//SETTINGS
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//SETTINGS
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//Regeneration
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//Armor Regeneration
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int armorRegen = 25; //How far to regenerate the armor. Set to 0 to disable regenaration entirely.
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int armorRegen = 25; //How far to regenerate the armor. Set to 0 to disable armor-regenaration entirely.
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float armorRegenSpeed = 10f; //How much armor to regenerate per second.
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float armorRegenSpeed = 10f; //How much armor to regenerate per second.
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float armorRegenDelay = 5f; //Delay after damage before recharging armor. Set to 0 to disable delay.
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float armorRegenDelay = 5f; //Delay after damage before recharging armor. Set to 0 to disable delay.
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//Health Regeneration
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int healthRegen = 0; //How far to regenerate health. Set to 0 to disable health-regenaration entirely.
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float healthRegenSpeed = 0.2f; //How much health to regenerate per second.
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float healthRegenDelay = 30f; //Delay after damage before recharging health. Set to 0 to disable delay.
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//Max Armor/Health
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//Max Armor/Health
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int overrideHealth = 50; //Set your max health to balance the regenerating armor. Values over 100 don't do anything (unless max health is altered by a trainer). Set to -1 to use default health.
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int overrideArmor = -1; //Set your max armor. Basically the same as above.
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int overrideArmor = -1; //Set your max armor. Basically the same as above.
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int overrideHealth = 50; //Set your max health to balance the regenerating armor. Values over 100 don't do anything (unless max health is altered by a trainer). Set to -1 to use default health.
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//Other armor options
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//Other armor options
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bool allDamageArmor = true; //The armor soaks up all the damage, even fall and explosion-damage.
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bool allDamageArmor = true; //The armor soaks up all the damage, even fall and explosion-damage.
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@ -32,8 +36,10 @@ namespace pdHealth
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//VARIABLES (DO NOT TOUCH)
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//VARIABLES (DO NOT TOUCH)
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int armorVal = -1;
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int armorVal = -1;
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int healthVal = -1;
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int healthVal = -1;
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float timeUntiArmorlRegen = 0.0f;
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float timeUntilArmorRegen = 0.0f;
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float armorDecimalRegen = 0.0f;
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float armorDecimalRegen = 0.0f;
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float timeUntilHealthRegen = 0.0f;
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float healthDecimalRegen = 0.0f;
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private void doHealthTick(object sender, EventArgs e)
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private void doHealthTick(object sender, EventArgs e)
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{
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{
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@ -52,8 +58,10 @@ namespace pdHealth
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if (pl.isAlive == false) {
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if (pl.isAlive == false) {
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armorVal = -1;
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armorVal = -1;
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healthVal = -1;
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healthVal = -1;
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timeUntiArmorlRegen = 0.0f;
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timeUntilArmorRegen = 0.0f;
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armorDecimalRegen = 0.0f;
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armorDecimalRegen = 0.0f;
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timeUntilHealthRegen = 0.0f;
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healthDecimalRegen = 0.0f;
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return;
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return;
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}
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}
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@ -76,22 +84,45 @@ namespace pdHealth
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}
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}
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}
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}
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if (armorRegen > 0) {
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if (armorRegen > 0 || healthRegen > 0) {
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if (pl.Armor < armorVal) { armorDecimalRegen = 0.0f; timeUntiArmorlRegen = armorRegenDelay; }
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if (pl.Armor < armorVal || pl.Health < healthVal) {
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if (pl.Health < healthVal) { armorDecimalRegen = 0.0f; timeUntiArmorlRegen = armorRegenDelay; }
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armorDecimalRegen = 0.0f;
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timeUntilArmorRegen = armorRegenDelay;
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healthDecimalRegen = 0.0f;
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timeUntilHealthRegen = healthRegenDelay;
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}
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if (timeUntiArmorlRegen > 0) {
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if (armorRegen > 0) {
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timeUntiArmorlRegen = timeUntiArmorlRegen - ((1000.0f/GTA.Game.FPS)/1000.0f);
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if (timeUntilArmorRegen > 0) {
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if (timeUntiArmorlRegen < 0) { timeUntiArmorlRegen = 0; }
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timeUntilArmorRegen = timeUntilArmorRegen - ((1000.0f/GTA.Game.FPS)/1000.0f);
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} else {
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if (timeUntilArmorRegen < 0) { timeUntilArmorRegen = 0; }
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if (pl.Armor < armorRegen) {
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} else {
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armorDecimalRegen = armorDecimalRegen + (((1000.0f/GTA.Game.FPS)*armorRegenSpeed)/1000.0f);
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if (pl.Armor < armorRegen) {
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while (armorDecimalRegen >= 1.0f) {
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armorDecimalRegen = armorDecimalRegen + (((1000.0f/GTA.Game.FPS)*armorRegenSpeed)/1000.0f);
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pl.Armor = pl.Armor + 1;
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while (armorDecimalRegen >= 1.0f) {
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armorDecimalRegen = armorDecimalRegen - 1.0f;
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pl.Armor = pl.Armor + 1;
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armorDecimalRegen = armorDecimalRegen - 1.0f;
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}
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if (pl.Armor > armorRegen) { pl.Armor = armorRegen; }
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}
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}
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}
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}
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if (pl.Armor > armorRegen) { pl.Armor = armorRegen; }
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if (healthRegen > 0) {
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if (timeUntilHealthRegen > 0) {
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timeUntilHealthRegen = timeUntilHealthRegen - ((1000.0f/GTA.Game.FPS)/1000.0f);
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if (timeUntilHealthRegen < 0) { timeUntilHealthRegen = 0; }
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} else {
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if (pl.Health < healthRegen) {
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healthDecimalRegen = healthDecimalRegen + (((1000.0f/GTA.Game.FPS)*healthRegenSpeed)/1000.0f);
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while (healthDecimalRegen >= 1.0f) {
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pl.Health = pl.Health + 1;
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healthDecimalRegen = healthDecimalRegen - 1.0f;
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}
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if (pl.Health > healthRegen) { pl.Health = healthRegen; }
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}
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}
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}
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}
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}
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}
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}
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