EDIT :
Mam jeszcze pytanie jak zmienic ilość poków emp.
Tak wyglada moj custom.inl
///////////////////////////////////////////////// // ONLY CHANGE IF YOU KNOW WHAT YOURE DOING! // ///////////////////////////////////////////////// #if defined _pokemod_custom_included #endinput #endif #define _pokemod_custom_included ///////////////////////////////// enum // // { // // CS, // Do NOT Edit // DOD, // These // NS // // } // // ///////////////////////////////////////// enum // // { // // SAVE_VAULT, // Do NOT Edit // SAVE_MYSQL, // These // SAVE_SQLX, // // SAVE_NVAULT // // } // // ///////////////////////////////////////////////////////////////////////////////////////////// #define MOD CS // Edit this to which game you are going to be using (from the above) // ///////////////////////////////////////////////////////////////////////////////////////////// #define SAVE SAVE_NVAULT // Edit this to which saving type you want (from the above) // ///////////////////////////////////////////////////////////////////////////////////////////// //reading in the xp_table.ini will not go above this #define MAX_LEVELS 99 #define SELLFACTOR 0.5 //how much of the original price is given back for selling items #define MAX_SPEED 700 //max speed they can be running at #define FASTSPEED 100 //how much speed is added for things (deafult 100) #define SLOWSPEED 150 //how much speed is subtracted for things (default 150) #define MAX_MONEY 16000 //max amount of money someone can have #define POKEMON_POPULATION 1 //didn't know what to call this, but heres how it works // 0 - when someone "catches" their pokemon, they lose theirs. when someone gives their pokemon away, they lose it. // 1 - when someone "catches" their pokemon, they keep theirs. when someone gives their pokemon away, they lose it. // 2 - when someone "catches" their pokemon, they keep theirs. when someone gives their pokemon away, they keep it. // For example using POKEMON_POPULATION 1: // Player A has Gyarados and Player B catches A's Gyarados, there are now 2 Gyarados on the map. // Player B then gives Player C his Gyarados. There are still only 2 Gyarados on the map. #define POKEMON_CATCH_XP 0 //should players receive the same ammount of xp as the one they catch // 1 - when someone catches a level 32 pidgey, they will receive a level 32 pidgey // 0 - when someone catches a level 32 pidgey, they will receive a level 1 pidgey #define POKEMON_UNEVOLVE 0 //if a pokemon loses experience to below when it evolved, does it un-evolve #define BOT_START_LEVEL 5 //what level bots pokemon start at #define CATCH_SPECIAL 1 //are players able to catch special pokemon from others? 1=yes 0=no #define ADMIN_SPECIAL 0 //are special pokemon only able to be used by admins? 1=admin only 0=anyone can use #define CATCH_TELEPORT 0 //teleport back to spawn when you catch a pokemon? // 0 - never teleport // 1 - teleport only when you pick up a pokeball // 2 - always teleport when you catch something (pick up pokeball or use pokeball to catch someone) #define ALLOW_WILD 1 //allow players to go /wild and /trainer? (1==yes ; 0==no) #define MAX_AMOUNT_TO_BUY 20 //max amount of items a player can buy at one time (default:20) set to 0 to ignore #define MAX_ITEM_AMOUNT 20 //max number of a single item that someone can have #define MAX_ITEM_TOTAL 100 //max number of items that someone can have in total #define SKILL_HP_KILL_ALLOW 50 //if users have more HP than this, no pokeskill will kill them immediately #define AUTO_ITEMS 2 //if some items are used automatically // 0 - no items are used automatically // 1 - only for bots // 2 - items are used automatically for everyone #define DAMAGE_AWAKEN 0 //do players awaken if they are damaged through weapons in-game #define POKEDAMAGE_AWAKEN 0 //do players awaken if they are damaged through pokemon damage #define POKERANK_SYSTEM 1 //use the pokerank system? (1=yes 0=no) #define MAX_RANKS 11 //how many ranks will you have? (note that the top player will be PokeMaster, and the next top 4 will be the Elite Four stock const PokeRanks[MAX_RANKS]={ //Note that if someone levels a pokemon from 1 to 99, they will get 4950 points 0, 325, 2850, 11325, 80200, 180300, 720600, 1500000, 2500000, 5000000, 10000000 } stock const PokeRankNames[MAX_RANKS][]={ "Pokemon Finatic", "Pokemon Trainer", "Advanced Trainer", "Extreme Trainer", "Master Trainer", "Legendary Trainer", "Pokemon Guru", "Advanced Guru", "Extreme Guru", "Master Guru", "Legendary Guru" } #define CHANGE_POKES 10 //whether people can change pokemon when they're alive // 0 - they can always change pokemon // -1 - bots can only change once (this prevents occasional switch spam from bots) // 1 and higher - everyone can only change this many times #define SPAWN_DELAY 0.0 //delay given to pokeskills after being spawned #define CHANGE_DELAY 5.0 //delay given to pokeskills when changing pokemon #define RELEASE_TIME 60.0 //how many seconds pass before a pokemon is released for sure #define RELEASE_MENU 0 //allow people to say /release and get a menu to release? (1==yes 0==no) #define PM_ADMIN_COMMANDS 1 //should admin commands be prefixed with pm_ //1 - pm_ //0 - amx_ - doesn't filter commands in pm_help #define PM_CVAR_PREFIX 1 //should pokemod cvars be prefixed with pm_ //1 - pm_ //0 - amx_ #define CHANGE_GAME_NAME 1 //change the game name from Counter-Strike, Natural Selection, etc. #define GAME_NAME "PokeMod" //what to change the game name to #define ARMOR_RATIO 0.2 // Armor Takes 80% of the damage (0.2 in the SDK) #define ARMOR_BONUS 0.5 // Each Point of Armor is worth 1/x points of health (0.5 in the SDK) #define POKEBALL_SPECIAL 30 //if a special pokemon is going to be in a pokeball on the ground, //this is the chance out of 100 that it will stay a special pokemon. #define POKEBALL_NUMBER 5 //how many pokeballs to spawn at the spawns #define POKEBALL_ANY 1 //how many pokeballs don't have to be bind/unbind or one that evolves #define POKEBALL_RESPAWN 1 //should pokeballs be respawned when someone picks up a pokeball? (1=yes, 0=no) #define CHAT_SPAM 0 //block player messages dealing with pokemod? (1=yes, 0=no) #define RARE_CANDY_MODE 1 // How rare candy items work - // 1 - add a level to the current pokemon (does not save to pokemon) // 2 - give to a pokemon and they level up // 3 - both #define RANDOM_ITEMS 2 // Random items on death // 0 - no random items // 1 - for a random item // 2 - for a random item based on price. items with lower prices are more likely (items with no price have a chance as if it costed the most) #define RANDOM_CHANCE 30 //chance out of 100 that players will drop a random item (set to negative to only allow items that can be bought) #define SKILL_SPAM 0.5 //time that players need to wait inbetween using skills #define SKILL_UNSPAM 0 //when someone releases the pokeskill button, should it "unspam" them (allow to use immediately again) (1==yes;0==no) #define SPEC_MSGS 0 //should tempents (special effects) be sent to spectators? (1==yes;0==no) #define MAX_CATCH_LEVEL 0 //max level a pokemon can be caught at (if set to 50, 51+ can't be caught, set to 0 to disable) #define SAVE_ROUNDS 5 //how many rounds should go by without saving (default 5) [if set to 0, round saving will not occur] #define SAVE_SPAM 60.0 //time that players need to wait inbetween saving, this will prevent saving happening a lot and creating lag
17 marzec 2010 - 17:25:
Pomoże ktoś czy nie ? Bardzo mi na tym zalezy.
Edited by mciek, 16.03.2010 19:45.