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Gunner's Gauntlet
Version: 0.6

Introduction

This is like a RTP modified version of the Gunners Gauntlet Minigame.... I'm posting the script just for anybody who would like to use it to finish while I am doing it.. or to see if anybody would like to have it.

Features
  • # Chapter 1
  • # ~Features
  • # ~~Allows the Player to Transport to a different map to play the game.
  • # ~~Allows Player to shoot at enemy Events and destroy them.
  • # ~~Allows Player to Obtain Bullets through events.
  • # ~~Multiplying Score Calculator
  • # ~~Fully Custimizable
Screenshots

Later

Demo

Version 0.2
http://rapidshare.de/files/32533683/Gunner...untlet.exe.html
Version 0.6
~RapidShare
http://rapidshare.de/files/33632043/Gunner...untlet.exe.html
~MegaUpload
http://www.megaupload.com/?d=5OR56Q96
Version 1
Unavailable

All Additional Scripts and Credits in Demo.

~SDK
~module SASUKE
~Gunner's Gauntlet
~HP/SP/EXP Gauge Script v1.00
~HP & SP Bars on Map

Script

Code:
#=============================================================================== 
# ** Gunner's Gauntlet											   By Sasuke89	 
#-------------------------------------------------------------------------------
#  Adds a minigame to your main game. Just press 'A' and you are Automatically 
#  Transports to Map 013
#===============================================================================
#  Chapter 1
#  ~Features
#  ~~Allows the Player to Transport to a different map to play the game.
#  ~~Allows Player to shoot at enemy Events and destroy them.
#  ~~Allows Player to Obtain Bullets through events.
#  ~~Multiplying Score Calculator
#  ~~Fully Custimizable
#
#
#
#
#  Chapter 2
#  ~Custimizing
#  ~~Right now the Custimization can be done at line 54.
#  ~~Carefully Read everything there and edit as Neccesary
#
#
#
#
#  Chapter 3
#  ~Events
#  ~~Enemy Events
#  ~~~Be sure to put the Change HP Event in all Enemy Events.
#  ~~~All be sure to put a switch condition in your Events.
#  ~~~Next put this in a Call Script:
# $multiplier = 0
# $score2 = 0
#  ~~Chest/Bullet Chests Events
#  ~~~If you want to add on to the Bullets that a player has put one of these in
#a call Script:
#	  $normalbullets += #
#	  $doublebullets += #
#	  $deathbullets += #
#	  $volleybullets += #
#  ~~~If you want to subtract from the Bullets that a player has put one of 
#these in a call Script:
#	  $normalbullets -= #
#	  $doublebullets -= #
#	  $deathbullets -= #
#	  $volleybullets -= #
#
#===============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log("Gunner's Gauntlet", "sasuke89", 0.6, "17.9.06")

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state("Gunner's Gauntlet") == true
class Game_System
  attr_accessor :gunshot
  attr_accessor :gunnersgauntlet
  attr_accessor :gunnersgauntlet2
  attr_accessor :enemy
  alias SASUKEinit initialize
  def inizialize
	SASUKEinit
	@gunshot = false
	@gunnersgauntlet = false
	@enemy = false
	@gunnersgauntlet2 = false
  end
end
module Cache
	def self.numeric(filename)
	  self.load_bitmap("Graphics/Pictures/", filename)
	end
  end
class Scene_Map
	attr_accessor :enemy2
  alias sasukeinit3 initialize
  def initialize
	sasukeinit3
	@enemy2 = 1
  end
  #=============================================================================
  #  ** Begin all editing here:
  #=============================================================================
  #
  # ** This is Something to get your Attention. You can edit anything Here.
  #
  #=============================================================================
  # **Map Settings
  #=============================================================================
  $mapid = 1		 # **Edit this to change the map in which the User is Transported
  $mapx = 0		   # **Edit this to change the X axis in which the player is Transported
  $mapy = 0		   # **Edit this to change the Y axis in which the player is Transported
  $mapdi = 0		  # **Edit this to change the direction after the player is Transported
  #=============================================================================
  # **Enemy Settings
  #=============================================================================
  $enemyhp = 7		# **Set the first enemy HP Mark.
  $enemyhp2 = 10	  # **Set the 2nd enemy HP Mark.
  #=============================================================================
  # **Bullet and Line Settings
  #=============================================================================
  $normalbullets = 0  # **Sets the amount of Starting Bullets
  $doublebullets = 0  # **Sets the amount of Starting Double Bullets
  $deathbullets = 0   # **Sets the amount of Starting Death Bullets
  $volleybullets = 0  # **Sets the amount of Starting Volley Bullets
  $activated = 0	  # **Sets the line if "0" Nothing Happens, if 1 The Tigers Appear, If 2 the Wyverns Appear
  #=============================================================================
  # **Switch Number Settings
  #=============================================================================
  $switch1 = 34	  # **Sets the Number of your 1st Enemy Event.
  $switch2 = 35	  # **Sets the Number of your 2nd Enemy Event.
  $switch3 = 36	  # **Sets the Number of your 3rd Enemy Event.
  $switch4 = 37	  # **Sets the Number of your 4th Enemy Event.
  #=============================================================================
  # **Score Settings
  #=============================================================================
  $scoretobeat = 0
  $timeswon = 0
  #=============================================================================
  #  ** End all editing here:
  #=============================================================================
  $bullets = 2
  $multiplier = 0
  $score = 0
  $score2 = 0
  $scoreup = 0
  $enemiesdestroyed = 0
  $enemy = false
  $newvar = 0
  def spawn_event
	# Clear player place move call flag
	# Set screen flash color
	if @enemy2 == 1
	  $game_switches[$switch1] = true
	  $game_map.refresh
	  $game_map.events[4].moveto(18,7)
	  $game_system.enemy = false
	elsif @enemy2 == 2
	  $game_switches[$switch2] = true
	  $game_map.update
	end
  end
  def deleteeventif
	if $enemyhp <= 0 && $score2 == 0
	  $enemiesdestroyed += 1
	  $game_switches[$switch1] = false
	  $game_map.refresh
	  $game_map.update
	  $multiplier += 1
	  update_score
	  @enemy2 = 1
	  $enemyhp = 7
	  spawn_event
	elsif $enemyhp <= 0 && $score2 == 1
	  $enemiesdestroyed += 1
	  $game_switches[$switch1] = false
	  $game_map.refresh
	  $game_map.update
	  $multiplier += 1
	  update_score
	  @enemy2 = 1
	  $enemyhp = 7
	  spawn_event
	elsif $enemyhp <= 0 && $score2.between?(2,3)
	  $enemiesdestroyed += 1
	  $game_switches[$switch1] = false
	  $game_map.refresh
	  $game_map.update
	  $multiplier += 0
	  update_score
	  @enemy2 = 1
	  $enemyhp = 7
	  spawn_event
	elsif $enemyhp <= 0 && $score2 == 4
	  $enemiesdestroyed += 1
	  $game_switches[$switch1] = false
	  $game_map.refresh
	  $game_map.update
	  $multiplier += 1
	  update_score
	  @enemy2 = 1
	  $enemyhp = 7
	  spawn_event
	elsif $enemyhp <= 0 && $score2.between?(5,8)
	  $enemiesdestroyed += 1
	  $game_switches[$switch1] = false
	  $game_map.refresh
	  $multiplier += 0
	  update_score
	  @enemy2 = 1
	  $enemyhp = 7
	  spawn_event
	elsif $enemyhp <= 0 && $score2 == 9
	  $enemiesdestroyed += 1
	  $game_switches[$switch1] = false
	  $game_map.refresh
	  $multiplier += 1
	  update_score
	  @enemy2 = 1
	  $enemyhp = 7
	  spawn_event
	elsif $enemyhp <= 0 && $score2.between?(10,12)
	  $enemiesdestroyed += 1
	  $game_switches[$switch1] = false
	  $game_map.refresh
	  $multiplier += 0
	  update_score
	  @enemy2 = 1
	  $enemyhp = 7
	  spawn_event
	elsif $enemyhp <= 0 && $score2 == 13
	  $enemiesdestroyed += 1
	  $game_switches[$switch1] = false
	  $game_map.refresh
	  $multiplier += 1
	  update_score
	  @enemy2 = 1
	  $enemyhp = 7
	  spawn_event
	elsif $enemyhp <= 0 && $score2.between?(14,17)
	  $enemiesdestroyed += 1
	  $game_switches[$switch1] = false
	  $game_map.refresh
	  $multiplier += 0
	  update_score
	  @enemy2 = 1
	  $enemyhp = 7
	  spawn_event
	elsif $enemyhp <= 0 && $score2 >= 18
	  $enemiesdestroyed += 1
	  $game_switches[$switch1] = false
	  $game_map.refresh
	  $multiplier += 1
	  update_score
	  @enemy2 = 1
	  $enemyhp = 7
	  spawn_event
	end
	if $enemyhp2 <= 0 && $enemiesdestroyed <= 0
	  $enemiesdestroyed += 1
	  #$game_map.events[6].erase
	  $multiplier += 1
	  update_score
	  @enemy2 = 2
	  $enemyhp2 = 10
	  spawn_event
	elsif $enemyhp2 <= 0 && $enemiesdestroyed >= 0
	  $enemiesdestroyed += 1
	  #$game_map.events[6].erase
	  $multiplier += 0
	  update_score
	  @enemy2 = 2
	  $enemyhp2 = 10
	  spawn_event
	elsif $enemyhp2 <= 0 && $enemiesdestroyed == 4
	  $enemiesdestroyed += 1
	  #$game_map.events[6].erase
	  $multiplier += 1
	  update_score
	  $enemyhp2 = 10
	  spawn_event
	elsif $enemyhp2 <= 0 && $enemiesdestroyed >= 4
	  $enemiesdestroyed += 1
	  #$game_map.events[6].erase
	  $multiplier += 0
	  update_score
	  @enemy2 = 2
	  $enemyhp2 = 10
	  spawn_event
	end
  end
  alias sasukeupdate4 update
  def update
	sasukeupdate4
	if $doublebullets == 0 && $deathbullets == 0 && $volleybullets == 0
	  $bullets = 1
	elsif $deathbullets == 0 && $volleybullets == 0
	  $bullets = 2
	elsif $volleybullets == 0
	  $bullets = 3
	elsif $volleybullets >= 0
	  $bullets = 4
	end
	#$bullets = 4
	if $game_system.gunnersgauntlet2 == true
	  @gunner2.active = true
	  @gunner2.visible = true
	  @gunner.active = true
	  @gunner.visible = true
	  @gunner3.active = true
	  @gunner3.visible = true
	  if $game_system.enemy == true && $enemyhp >= 0
		@gunner4.active = true
		@gunner4.visible = true
		@gunner4.z = 1999
	  elsif $game_system.enemy == true && $enemyhp2 >= 0
		@gunner5.active = true
		@gunner5.visible = true
		@gunner5.z = 1999
		#@gunner4.active = true
		#@gunner4.visible = true
		#@gunner4.z = 1999
	  end
	end
	#if $volleybullets == 0
	  #$bullets = 3
	#end
  end
  alias sasukemaindraw main_draw
  def main_draw
	$bullets = 1
	$normalbullets = 0
	$doublebullets = 0
	$deathbullets = 0
	$volleybullets = 0
	$multiplier = 0
	$score = 0
	$scoreup = 0
	$enemyhp = 7
	$enemyhp2 = 10
	$enemiesdestroyed = 0
	$enemy = false
	$target = 0
	$activated = 0
	@gunner = Window_Gunner1.new
	@gunner.y = 0
	@gunner.x = 0
	@gunner.back_opacity = 0
	@gunner.active = false
	@gunner.visible = false
	@gunner2 = Window_Gunner2.new
	@gunner2.active = false
	@gunner2.visible = false
	@gunner3 = Window_Gunner3.new
	@gunner2.active = false
	@gunner3.visible = false
	@gunner3.back_opacity = 0
	@gunner4 = Window_Gunner4.new
	@gunner4.active = false
	@gunner4.visible = false
	@gunner4.back_opacity = 0
	@gunner4.z = 1999
	@gunner5 = Window_Gunner5.new
	@gunner5.active = false
	@gunner5.visible = false
	@gunner5.back_opacity = 0
	@gunner5.z = 1999
	sasukemaindraw
  end
  alias sasukemaindispose main_dispose
  def main_dispose
	if $game_system.gunnersgauntlet2 == true
	  @gunner.dispose
	  @gunner2.dispose
	  @gunner3.dispose
	  @gunner4.dispose
	  @gunner5.dispose
	end
	sasukemaindispose
  end
  alias sasukeupdategraphics update_graphics
  def update_graphics
	@gunner.update
	@gunner2.update
	@gunner3.update
	@gunner4.update
	@gunner5.update
	sasukeupdategraphics
  end
  def transfer_player
	# Clear player place move call flag
	$game_temp.player_transferring = false
	# If move destination is different than current map
	if $game_map.map_id != $game_temp.player_new_map_id
	  # Set up a new map
	  $game_map.setup($game_temp.player_new_map_id)
	end
	# Set up player position
	$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
	# Set player direction
	case $game_temp.player_new_direction
	when 2  # down
	  $game_player.turn_down
	when 4  # left
	  $game_player.turn_left
	when 6  # right
	  $game_player.turn_right
	when 8  # up
	  $game_player.turn_up
	end
	# Straighten player position
	$game_player.straighten
	# Update map (run parallel process event)
	$game_map.update
	# Remake sprite set
	@spriteset.dispose
	@spriteset = Spriteset_Map.new
#	@sprite.dispose
#	@sprite = Sprite.new
#	@sprite.bitmap = RPG::Cache.picture("mapname2")
#	@mapnamewindow.dispose
#	@mapnamewindow = Window_MapName.new
#	@mapnamewindow.back_opacity = 0
	if $game_system.gunnersgauntlet2 == true
		@gunner.dispose
		@gunner = Window_Gunner1.new
		@gunner.back_opacity = 0
		@gunner2.dispose
		@gunner2 = Window_Gunner2.new
		@gunner2.back_opacity = 0
		@gunner3.dispose
		@gunner3 = Window_Gunner3.new
		@gunner3.back_opacity = 0
#	   @sprite.dispose
#	   @sprite = Sprite.new
#	   @sprite.bitmap = RPG::Cache.picture("mapname2")
#	   @mapnamewindow.dispose
#	   @mapnamewindow = Window_MapName.new
#	   @mapnamewindow.back_opacity = 0
	else
	  #=========================================================================
	  # **Sets most Variables to Zero
	  #=========================================================================
	  $normalbullets = 0  # **Sets the amount of Starting Bullets
	  $doublebullets = 0  # **Sets the amount of Starting Double Bullets
	  $deathbullets = 0   # **Sets the amount of Starting Death Bullets
	  $volleybullets = 0  # **Sets the amount of Starting Volley Bullets
	  $activated = 0	  # **Sets the line if "0" Nothing Happens, if 1 The Tigers Appear, If 2 the Wyverns Appear
	  $scoretobeat = 0
	  $timeswon = 0
	  $bullets = 2
	  $multiplier = 0
	  $score = 0
	  $score2 = 0
	  $scoreup = 0
	  $enemiesdestroyed = 0
	  #=========================================================================
	  # **Sets Some Switches to false
	  #=========================================================================
	  $enemy = false
	  @gunner.visible = false
	  @gunner2.visible = false
	  @gunner3.visible = false
	  @gunner4.visible = false
	  @gunner5.visible = false
	end
	@sprite_bars.dispose
	@sprite_bars = Sprite_Bars.new
	# If processing transition
	if $game_temp.transition_processing
	  # Clear transition processing flag
	  $game_temp.transition_processing = false
	  # Execute transition
	  Graphics.transition(20)
	end
	# Run automatic change for BGM and BGS set on the map
	$game_map.autoplay
	# Frame reset
	Graphics.frame_reset
	# Update input information
	Input.update
  end
  #Calls SDK main_loop class
  alias sasukeupdate main_loop
  def main_loop
	#Calls SDK main_loop class
	sasukeupdate
	#My Edits here
	deleteeventif
	score_multiplier
	#if $game_system.gunnersgauntlet == true
	update_yo
	#end
	gunshot_update
  end
  def score_multiplier
	if $game_system.gunshot = true
	  #When Gunshot is on. Player's  score is multiplied
	  $scoreup = $multiplier
	end
  end
  def update_score
	$score += $scoreup
	$score2 += 1
  end
  def gunshot_update
	#$enemiesdestroyed = 0
	#If Player is in Gunners Gauntlet, enemy = true, and if the player presses S
	if $game_system.gunnersgauntlet2 == true
	  if $game_system.enemy == true
		if Input.trigger?(Input::Y)
		  #if $game_system.gunshot == true
			#if $enemyhp <= 1 && $enemiesdestroyed == 0
			  #$enemyhp = 0
			  #$enemyhp = 8
			#end
		  #end
		  #if $enemyhp == 0
		  #  $game_system.enemy == false
		  #end
		  if $normalbullets >= 1 && $bullets == 1
			$game_system.gunshot = true
			Audio.se_play("Audio/SE/gunshot", 100, 120)
			#subract variables
			$normalbullets -= 1
			if $enemyhp >= 1
			  $enemyhp -= 1
			end
			#add variables
			$game_system.gunshot = false
		  elsif $normalbullets == 0 && $bullets == 1
			Audio.se_play("Audio/SE/004-System04", 100, 120)
		  #elsif $enemyhp == 0
		  #  Audio.se_play("Audio/SE/004-System04", 100, 120)
		  end
		  if $doublebullets >= 1 && $bullets == 2
			$game_system.gunshot = true
			Audio.se_play("Audio/SE/gunshot2", 100, 120)
			#subract variables
			$doublebullets -= 1
			if $enemyhp >= 1
			  $enemyhp -= 1
			end
			#add variables
			$game_system.gunshot = false
		  elsif $doublebullets == 0 && $bullets == 2
			$bullets = 3
			Audio.se_play("Audio/SE/004-System04", 100, 120)
		  #elsif $enemyhp == 0
		  #  Audio.se_play("Audio/SE/004-System04", 100, 120)
		  end
		  if $deathbullets >= 1 && $bullets == 3
			$game_system.gunshot = true
			Audio.se_play("Audio/SE/gunshot4", 100, 120)
			$deathbullets -= 1
			#subract variables
			if $enemyhp >= 1
			  $enemyhp -= 7
			  #$enemyhp2 -= 10
			end
			#add variables
			$score +=1
			$game_system.gunshot = false
		  elsif $deathbullets == 0 && $bullets == 3
			$bullets == 2
			Audio.se_play("Audio/SE/004-System04", 100, 120)
		  #elsif $enemyhp == 0
		  #  Audio.se_play("Audio/SE/004-System04", 100, 120)
		  end
		  if $volleybullets >= 1 && $bullets == 4
			$game_system.gunshot = true
			Audio.se_play("Audio/SE/gunshot4", 100, 120)
			$volleybullets -= 1
			#subract variables
			if $enemyhp >= 1
			  $enemyhp -= 7
			  #$enemyhp2 -= 10
			end
			#add variables
			$score +=1
			$game_system.gunshot = false
		  elsif $volleybullets == 0 && $bullets == 4
			$bullets == 3
			Audio.se_play("Audio/SE/004-System04", 100, 120)
		  #elsif $enemyhp == 0
		  #  Audio.se_play("Audio/SE/004-System04", 100, 120)
		  end
		end
	  else
		if Input.trigger?(Input::Y)
		  Audio.se_play("Audio/SE/004-System04", 100, 120)
		end
	  end
	  #changes Target
	  if Input.trigger?(Input::L)#Q
		Audio.se_play("Audio/SE/004-System04", 100, 120)
		width = 0
		if $score.is_a?(Numeric)
		  damage = $score
		  $damage.push(Damage.new(damage,'player'))
		end
	  end
	  #Changes Bullets
	  if Input.trigger?(Input::R)#W
		Audio.se_play("Audio/SE/004-System04", 100, 120)
		$target = 1
	  end
	end
	#If Player presses D
	if Input.trigger?(Input::Z)
#	  if $game_character.steps2 >= 5
	  Audio.se_play("Audio/SE/007-System07", 80, 120)
	  $game_system.enemy = true
	  $enemy = true
	  if $enemyhp <= 0
		$enemyhp = 7
		#$game_map.events[4].update
	  end
#	  end
	end
  end
  def eraseactivate
	if $activated == 0
	  $game_map.refresh
	  $game_switches[$switch1] = false
	  $game_switches[$switch2] = false
	  $game_switches[$switch3] = false
	  $game_switches[$switch4] = false
	  $game_map.refresh
	elsif $activated == 1
	  $game_switches[$switch3] = false
	  $game_switches[$switch4] = false
	  $game_switches[$switch1] = true
	  $game_switches[$switch2] = true
	  $game_map.refresh
	elsif $activated == 2
	  $game_switches[$switch1] = false
	  $game_switches[$switch2] = false
	  $game_switches[$switch3] = true
	  $game_switches[$switch4] = true
	  $game_map.refresh
	end
  end
  def update_yo
	if $multiplier >= 7
	  $multiplier = 7
	end
	if $game_system.enemy == true && $enemyhp >= 0
	  @gunner.update
	  @gunner4.update
	  @gunner.update
	  @gunner5.update
	elsif $game_system.enemy == true && $enemyhp2 >= 0
	elsif $game_system.enemy == false
	  @gunner4.active = false
	  @gunner4.visible = false
	  @gunner4.z = 1999
	  @gunner5.active = false
	  @gunner5.visible = false
	  @gunner5.z = 1999
	end
	#If Player presses A
	if $game_system.gunnersgauntlet == true
	  # If event is running, or menu is not forbidden
	  #main_draw
	  $normalbullets = 0
	  $doublebullets = 0
	  $volleybullets = 0
	  $deathbullets = 0
	  #Transfer Player
	  # Set transferring player flag
	  $game_temp.player_transferring = true
	  $game_temp.player_new_map_id = $mapid#@parameters[1]
	  $game_temp.player_new_x = $mapx#@parameters[2]
	  $game_temp.player_new_y = $mapy#@parameters[3]
	  $game_temp.player_new_direction = $mapdi #@parameters[4]
	  #Turns Gunners Gauntlet Off
	  $game_system.gunnersgauntlet = false
	  #Turns Gunners Gauntlet back on.
	  $game_system.gunnersgauntlet2 = true
	  $game_system.menu_disabled = true
	#return true
  end
	if Input.trigger?(Input::X)
	  # If event is running, or menu is not forbidden
	  unless $game_system.map_interpreter.running? or
			 $game_system.menu_disabled
			 #Turns Gunners Gauntlet On.
		$game_system.gunnersgauntlet = true
	  end
	  #main_draw
	  $normalbullets = 0
	  $doublebullets = 0
	  $volleybullets = 0
	  $deathbullets = 0
	  #Transfer Player
	  # Set transferring player flag
	  $game_temp.player_transferring = true
	  $game_temp.player_new_map_id = $mapid#@parameters[1]
	  $game_temp.player_new_x = $mapx#@parameters[2]
	  $game_temp.player_new_y = $mapy#@parameters[3]
	  $game_temp.player_new_direction = $mapdi #@parameters[4]
	  #Turns Gunners Gauntlet Off
	  $game_system.gunnersgauntlet = false
	  #Turns Gunners Gauntlet back on.
	  $game_system.gunnersgauntlet2 = true
	  $game_system.menu_disabled = true
	#return true
  end
end
end
class Window_Gunner1 < Window_Base
  def initialize
	super(0,0,640,480)
	self.contents = Bitmap.new(width - 32, height - 32)
	self.contents.font.name = $fontface#"Tahoma"
	self.contents.font.size = 22
	self.opacity = 0
  end
  def update
	if $game_system.enemy == true && $enemyhp >= 0
	  self.contents = RPG::Cache.picture("gunner2")
	end
	if $game_system.enemy == true && $enemyhp2 >= 0
	  self.contents = RPG::Cache.picture("gunner3")
	else
	  self.contents = RPG::Cache.picture("gunner")
	end
  end
end
module SASUKE
  MAX_MULT = 7
end
class Window_Gunner2 < Window_Base
  def main
  end
  def initialize
	super(0,0,640,480)
	self.contents = Bitmap.new(width - 32, height - 32)
	self.contents.font.name = "Arial Black"
	self.contents.font.size = 20
	self.opacity = 0
  end
  def update
	self.contents.clear
	draw_actor_multiplier(0, 400)
  end
  def draw_actor_multiplier(x, y, width = 600)
	rate = $multiplier.to_f / SASUKE::MAX_MULT
	plus_x = 0
	rate_x = 0
	plus_y = 25
	plus_width = 0
	rate_width = 100
	height = 10
	align1 = 1
	align2 = 2
	align3 = 0
	grade1 = 1
	grade2 = 0
	color1 = Color.new(0, 0, 0, 192)
	color2 = Color.new(255, 255, 192, 192)
	color3 = Color.new(0, 0, 0, 192)
	color4 = Color.new(64, 0, 0, 192)
	color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
	color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
	mu = (width + plus_width) * $multiplier.to_f * rate_width / 100 /
	  SASUKE::MAX_MULT
	gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
	width, plus_width + width * rate_width / 100,
	height, mu, align1, align2, align3,
	color1, color2, color3, color4, color5, color6, grade1, grade2)
	self.contents.font.color = normal_color
	self.contents.draw_text(x, y, 600, 33, "Multiplier")
  end
end
class Window_Gunner3 < Window_Base
  def main
	#$score = 1
	initialize2
  end
  def initialize
	super(360,280,270,270)
	self.contents = Bitmap.new(width - 32, height - 32)
	self.contents.font.name = "Arial Black"
	self.contents.font.size = 18
	self.opacity = 0
	#update
  end
  def update
	self.contents.clear
	self.contents.draw_text(0, 0, 600, 33, "Score:	  " + $score.to_s)
	self.contents.draw_text(0, 0, 600, 66, "Normal Bullets:  " + $normalbullets.to_s)
	#$doublebullets = 0
	#$deathbullets = 0
	#$volleybullets = 0
	if $doublebullets >= 1
	  self.contents.draw_text(0, 0, 600, 99, "Double Bullets:  " + $doublebullets.to_s)
	end
	if $deathbullets >= 1
	  self.contents.draw_text(0, 0, 600, 132, "Death Bullets:  " + $deathbullets.to_s)
	end
	if $volleybullets >= 1
	  self.contents.draw_text(0, 0, 600, 165, "Volley Bullets:  " + $volleybullets.to_s)
	end
	if $game_system.enemy == true# == true
	  if $enemyhp >= 0
		self.contents.draw_text(0, 0, 600, 198, "ENEMY APPROACHING!!  ")
	  end
	end
	self.contents.draw_text(0, 0, 600, 241, "Enemies Destroyed:  " + $enemiesdestroyed.to_s)
  end
end
class Window_Gunner4 < Window_Base
  def main
	#$score = 1
	$enemyhp = 7
  end
  def initialize
	super(360,210,270,400)
	self.contents = Bitmap.new(width - 32, height - 32)
	self.contents.font.name = "Arial Black"
	self.contents.font.size = 18
	self.opacity = 0
	#update
  end
  def update
	self.contents.clear
	if $game_system.enemy == true# == true
	  self.contents.draw_text(0, 0, 600, 33, "Enemy HP: " + $enemyhp.to_s)
	end
  end
end
class Window_Gunner5 < Window_Base
  def main
	#$score = 1
	$enemyhp2 = 10
  end
  def initialize
	super(360,210,270,400)
	self.contents = Bitmap.new(width - 32, height - 32)
	self.contents.font.name = "Arial Black"
	self.contents.font.size = 18
	self.opacity = 0
	#update
  end
  def update
	self.contents.clear
	if $game_system.enemy == true# == true
	  self.contents.draw_text(0, 0, 600, 33, "Enemy HP: " + $enemyhp2.to_s)
	end
  end
end
class Interpreter
  def eraseactivate
	if $activated == 0
	  $game_switches[$switch1] = false
	  $game_switches[$switch2] = false
	  $game_switches[$switch3] = false
	  $game_switches[$switch4] = false
	  $game_map.refresh
	elsif $activated == 1
	  $game_switches[$switch3] = false
	  $game_switches[$switch4] = false
	  $game_map.refresh
	  $game_switches[$switch1] = true
	  $game_switches[$switch2] = true
	  $game_map.refresh
	elsif $activated == 2
	  $game_switches[$switch1] = false
	  $game_switches[$switch2] = false
	  $game_map.refresh
	  $game_switches[$switch3] = true
	  $game_switches[$switch4] = true
	  $game_map.refresh
	end
  end
  def new_update
	create_new_event(10, 10, "name")
	#page Commands
	set_event_graphic("174-Chest01", 0)
	set_event_direction_fix(true)
	set_event_trigger(0)
	#Event Commands
	#set_event_command_show_message("This chest Gives you bullets but what kind?")
	$newvar = rand(4)
	if $newvar == 0
	  $normalbullets +=10
	elsif $newvar == 1
	  $normalbullets +=5
	elsif $newvar == 2
	  $doublebullets +=5
	elsif $newvar == 3
	  $deathbullets +=2
	elsif $newvar == 4
	  $volleybullets +=1
	end
	finish_event
  end
end
end
class Interpreter
  def newclassyo
	$newvar = 1
  end
end

Instructions

Download the Demo and install all scripts in the demo into your game.
If you want to make it an event mini-game, just pm me... I'll do something for you.

FAQ

Awaiting questions

Compatibility

SDK must be in your game in order for it to work. Along with
HP/SP/EXP Gauge Script v1.00 of Cogwheels. and this:

Code:
#Lol... I made my own module... hehe... I just edited the name of KGC but it still works right
#*sigh* The Contents of this module is KGC's
module SASUKE
 $game_special_elements = {}
 $imported = {}
 $data_states = load_data("Data/States.rxdata")
 $data_system = load_data("Data/System.rxdata")
 end

Aditionals

Credits and Thanks

=begin
Credits
~KGC
~Sephiroth Spawn
~Trickster
~DerVVulfman
~Slipknot
~Cogwheel



=end

Author's Notes

NOT FINISHED. NEED TO FIND A WAY FOR THE PLAYER TO KILL two enemies at once.

Thank you for viewing

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