Witam otóż mam problem dałem klasie tarantuli moc 1/4 na zatruwanie i gdy mam tą klasę to nikogo nie zatruwam a za to każdy może mnie zatruć chociaż tej klasy nie ma !
Czyli ja jestem podatny na zatrucia a nie ja kogoś zatruje i tu proszę o pomoc abym ja mógł kogoś zatruwać a nie odwrotnie
Kod od zatrucia
public add_bonus_poison(id) { if (!is_user_connected(id)) return 0 new weapon,bodypart,attacker_id = get_user_attacker(id,weapon,bodypart) if(attacker_id!=0 && attacker_id != id && zatrucie[attacker_id] > 0 && get_user_team(id) != get_user_team(attacker_id)) { if(DemageTake[id] == 0) { DemageTake[id] = 1; new obrazenia obrazenia=5; // tutaj zmieniasz wartość obrażeń zadawanych co 2 sek. new data[3]; AddFlag(id, Flag_Trucizna); data[0] = attacker_id; data[1] = weapon; data[2] = obrazenia; set_task(11.0, "funcReleaseVic", id); set_task(11.0, "funcReleaseVic2", id); set_task(2.0, "funcDemageVic", id+GLUTON, data, 3); } } if (player_class[id] == Tarantula && random_num(1,4)==1) { if(DemageTake[id] == 0) { DemageTake[id] = 1; new obrazenia obrazenia=5; // tutaj zmieniasz wartość obrażeń zadawanych co 2 sek. new data[3]; AddFlag(id, Flag_Trucizna); data[0] = attacker_id; data[1] = weapon; data[2] = obrazenia; set_task(11.0, "funcReleaseVic", id); set_task(11.0, "funcReleaseVic2", id); set_task(2.0, "funcDemageVic", id+GLUTON, data, 3); client_print(id, print_center, "Zostales zatruty!!"); message_begin(MSG_ONE, get_user_msgid("ScreenFade"), {0,0,0}, id); write_short(5<<10); // fade lasts this long duration write_short(3<<5); // fade lasts this long hold time write_short(1<<1); // fade type (in / out) write_byte(0); // red write_byte(250); // green write_byte(0); // blue write_byte(90); // alpha message_end(); } } set_speedchange(id); set_renderchange(id) return 0 }
Tak samo z podpaleniem ma się klasę ale ona nie podpala tylko osoba która tej klasy nie ma
public Damage(id) { if (is_user_connected(id)) { new weapon new bodypart new attacker_id = get_user_attacker(id,weapon,bodypart) if(attacker_id!=0 && attacker_id != id) { new damage = read_data(2) if (is_user_connected(attacker_id)) { if(get_user_team(id) != get_user_team(attacker_id)) { if(damage>175) player_dmg[attacker_id]+=damage/2 else player_dmg[attacker_id]+=damage dmg_exp(attacker_id) add_damage_bonus(id,damage,attacker_id) add_vampire_bonus(id,damage,attacker_id) add_grenade_bonus(id,attacker_id,weapon) add_theif_bonus(id,attacker_id) add_bonus_blind(id,attacker_id,weapon,damage) add_bonus_redirect(id) add_bonus_shake(attacker_id,id) add_bonus_necromancer(attacker_id,id) add_bonus_scoutdamage(attacker_id,id,weapon) add_bonus_darksteel(attacker_id,id,damage) add_bonus_illusion(attacker_id,id,weapon) add_bonus_poison(id) item_take_damage(id,damage) add_bonus_piorun(attacker_id,id) add_bonus_korzen(attacker_id,id) add_bonus_awpdamage(attacker_id,id,weapon) add_bonus_m4masterdamage(attacker_id,id,weapon) add_bonus_akmasterdamage(attacker_id,id,weapon) add_bonus_knifedamage(attacker_id,id) if(player_sword[attacker_id] == 1 && weapon==CSW_KNIFE ) change_health(id,-35,attacker_id,"world") if (HasFlag(attacker_id,Flag_Ignite)) RemoveFlag(attacker_id,Flag_Ignite) if((HasFlag(id,Flag_Illusion) || HasFlag(id,Flag_Teamshield))&& get_user_health(id) - damage > 0) { new weaponname[32]; get_weaponname( weapon, weaponname, 31 ); replace(weaponname, 31, "weapon_", "") UTIL_Kill(attacker_id,id,weaponname) } if (HasFlag(id,Flag_Moneyshield)) change_health(id,damage/2,0,"") if (damage > 0 && player_agility[id] > 0) { new heal = floatround(player_damreduction[id]*damage) if (is_user_alive(id)) change_health(id,heal,0,"") } if (HasFlag(id,Flag_Teamshield_Target)) { new owner = find_owner_by_euser(id,"Effect_Teamshield") new weaponname[32]; get_weaponname( weapon, weaponname, 31 ); replace(weaponname, 31, "weapon_", "") if (is_user_alive(owner)) { change_health(attacker_id,-damage,owner,weaponname) change_health(id,damage/2,0,"") } } if (player_class[id] == Hefasto) { if(random_num(1,4)==1) { Effect_Ignite(id,attacker_id,3) } } if (player_class[ attacker_id ] == Szkielet && is_user_alive(id)&&random_num(1,15)==1) client_cmd(id, "weapon_knife") if(weapon == CSW_GLOCK18 || weapon == CSW_USP || weapon == CSW_P228 || weapon == CSW_DEAGLE || weapon == CSW_ELITE || weapon == CSW_FIVESEVEN) { switch(player_class[attacker_id]) { case Mag: { if(DemageTake[id] == 0) { DemageTake[id] = 1; set_speedchange(id); new data[3]; data[0] = 5; // obrazenia, tutaj zmieniasz wartość obrażeń zadawanych co 2 sek. data[1] = attacker; data[2] = weapon; set_task(11.0, "funcReleaseVic", id); set_task(11.0, "funcReleaseVic2", id); set_task(2.0, "funcDemageVic", id+GLUTON, data, 3, "b"); } } case Zabojca: { set_task(1.5, "funcDemageVic3", id) } case Hunter, Legionista: { new ori[3] trace_bool[attacker_id]=id get_user_origin(id,ori) new parms[5]; for(new i=0;i<3;i++) { parms[i] = ori[i] } parms[3]=attacker_id parms[4]=id set_task(0.5,"charge_hunter",attacker_id,parms,5) } } } } } } } return PLUGIN_CONTINUE; }
Jest to klasa hefasto
Daje ++