95 lines
2.8 KiB
C#
95 lines
2.8 KiB
C#
using System;
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using System.Windows.Forms;
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using GTA;
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namespace pdHealth
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{
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public class pdHealth : Script
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{
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public pdHealth()
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{
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this.Tick += new EventHandler(this.doHealthTick);
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}
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//Settings:
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int tickTime = 100; //Tick-Rate in ms.
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//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 armorRegenSpeed = 1; //How much armor to regenerate per tick.
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int armorRegenDelay = 5000; //Delay after damage before recharging armor. Set to 0 to disable delay.
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//Max Armor/Health
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int overrideHealth = 50; //Set your max health to balance the regenerating armor. Set to -1 to disable.
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int overrideArmor = -1; //Set your max armor. Basically the same as above.
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//Other armor options
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bool allDamageArmor = true; //The armor soaks up all the health, even fall and explosion-damage.
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float armorDefense = 1.0F; //How much damage should the armor soak up while active? Set to 1.0 (default) to make it soak up all damage, set to 0.5 to make it soak up half damage, etc.
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//Vars (do not touch):
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int armorVal = -1;
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int healthVal = -1;
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int timeUntilRegen = 0;
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private void doHealthTick(object sender, EventArgs e)
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{
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Ped pl = Player.Character;
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if (overrideHealth != -1) {
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//if (pl.Health > overrideHealth) { Player.MaxHealth = overrideHealth; pl.Health = overrideHealth; }
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if (pl.Health > overrideHealth) { pl.Health = overrideHealth; }
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}
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if (overrideArmor != -1) {
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//if (pl.Armor > overrideArmor) { Player.MaxArmor = overrideArmor; pl.Armor = overrideArmor; }
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if (pl.Armor > overrideArmor) { pl.Armor = overrideArmor; }
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}
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if (pl.isAlive == false) {
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armorVal = -1;
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healthVal = -1;
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timeUntilRegen = 0;
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return;
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}
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if (allDamageArmor == true) {
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if (pl.Health < healthVal) {
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int damageTaken = healthVal - pl.Health;
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if (damageTaken < pl.Armor) {
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pl.Health = pl.Health + damageTaken;
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pl.Armor = pl.Armor - damageTaken;
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} else {
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pl.Health = pl.Health + pl.Armor;
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pl.Armor = 0;
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}
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}
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}
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if (pl.Armor < armorVal) {
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if (armorDefense < 1.0F) {
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pl.Health = (int)Math.Round(pl.Health - ((armorVal - pl.Armor)*1.0f-armorDefense));
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}
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}
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if (pl.Armor < armorVal) { timeUntilRegen = armorRegenDelay; }
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if (pl.Health < healthVal) { timeUntilRegen = armorRegenDelay; }
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if (timeUntilRegen > 0) {
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timeUntilRegen = timeUntilRegen - tickTime;
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if (timeUntilRegen < 0) { timeUntilRegen = 0; }
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} else {
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if (pl.Armor < armorRegen) {
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pl.Armor = pl.Armor + armorRegenSpeed;
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if (pl.Armor > armorRegen) { pl.Armor = armorRegen; }
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}
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}
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armorVal = pl.Armor;
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healthVal = pl.Health;
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Game.DisplayText("Health:\n " +pl.Health.ToString(), 1000);
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Wait(tickTime);
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}
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}
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} |