Otóż kombinowałem trochę z diablomodem i przerobiłem go na 200lvl i 100 do skilli lecz teraz będąc magiem można niesamowicie spamować co czynie grę niemożliwą. Dlatego kominowałem dalej z zwiekszeniem opoznienia.
Zmieniłem kod na taki ale nie działa
//USE Button actives USEMAGIC if (get_entity_flags(id) & FL_ONGROUND && (!(button2 & (IN_FORWARD+IN_BACK+IN_MOVELEFT+IN_MOVERIGHT)) || (player_class[id] == Mag && player_b_fireball[id]==0)) && is_user_alive(id) && !bow[id] && (on_knife[id] || (player_class[id] == Mag && player_b_fireball[id])) && player_class[id]!=NONE && player_class[id]!=Nekromanta && invisible_cast[id]==0) { if(casting[id]==1 && halflife_time()>cast_end[id]) { message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id ) write_byte( 0 ) write_byte( 0 ) message_end() casting[id]=0 call_cast(id) } else if(casting[id]==0) { new Float: time_delay = 5.0-(player_intelligence[id]/25.0) if(player_class[id] == Ninja) time_delay*=2.0 else if(player_class[id] == Mag) { time_delay=time_delay = 4.0-(player_intelligence[id]/60.0) if(player_b_fireball[id]>0) time_delay=random_float(0.5,4.0-(player_intelligence[id]/60.0)) } else if(player_class[id] == Zabojca) time_delay*=8.0 else if(player_class[id] == Paladyn) time_delay*=6.4 cast_end[id]=halflife_time()+time_delay new bar_delay = floatround(time_delay,floatround_ceil) casting[id]=1 message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id ) write_byte( bar_delay ) write_byte( 0 ) message_end() } } else { if(casting[id]==1) { message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id ) write_byte( 0 ) write_byte( 0 ) message_end() } casting[id]=0 } if (pev(id,pev_button) & IN_USE && !casting[id]) Use_Spell(id) if(player_class[id]==Ninja && (pev(id,pev_button) & IN_RELOAD)) command_knife(id) else if (pev(id,pev_button) & IN_RELOAD && on_knife[id] && max_knife[id]>0) command_knife(id) ///////////////////// BOW ///////////////////////// if(player_class[id]==Hunter) { new clip,ammo new weapon = get_user_weapon(id,clip,ammo) if(bow[id] == 1) { if((bowdelay[id] + 4.25 - float(player_intelligence[id]/60))< get_gametime() && button2 & IN_ATTACK) { bowdelay[id] = get_gametime() command_arrow(id) } entity_set_int(id, EV_INT_button, (button2 & ~IN_ATTACK) & ~IN_ATTACK2) }
Czy może ktoś sprawdzić? I przekompilować bądź zdziałać cud i uniemożliwić spwamowanie łowcą i magiem?