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