Znajdź
new player_c_fireball[33] = 1
dodaj pod
new player_c_fireballs[33] = 1 // czas do firebala
znajdź w "public reset_item_skills(id)"
player_c_fireball[id] = 0
dodaj pod
player_c_fireballs[id] = 0
w "public iteminfo(id)" dodaj
if(player_c_fireball[id] > 0)
{
num_to_str(player_c_fireballs[id],TempSkill,10)
add(itemEffect,199,"Mozesz wyczarowac ognista kule raz na ")
add(itemEffect,199,TempSkill)
add(itemEffect,199," sek. Zabije ona ludzi w zasiegu ")
num_to_str(player_c_fireball[id],TempSkill,10)
add(itemEffect,199,TempSkill)
add(itemEffect,199,". Im wiecej masz inteligencji tym wieksze zadasz obrazenia.<br>")
}
no i item wtedy dodajemy tak
case X:
{
player_item_name[id] = "Fireball timer"
player_item_id[id] = rannum
player_c_fireball[id] = random_num(80,160)
player_c_fireballs[id] = random_num(6,9)
show_hudmessage(id, "Znalazles przedmiot: %s :: Mozesz wyczarowac firebolla co %i sek. ktory uszkadza wszystko w promieniu %i", player_item_name[id], player_c_fireballs[id], player_c_fireball[id])
}
oczywiście X to wartość (cyfra) ostatniego itemu.no i teraz kod firebala będzie taki
public item_fireballl(id) {
if(halflife_time()-firetimer[id] <= player_c_fireballs[id]) {
hudmsg(id, 2.0, "Ognistej kuli mozesz uzywac co %i sekund!", player_c_fireballs[id]);
return PLUGIN_HANDLED;
}
firetimer[id] = floatround(halflife_time());
new Float:vOrigin[3]
new fEntity
entity_get_vector(id,EV_VEC_origin, vOrigin)
fEntity = create_entity("info_target")
entity_set_model(fEntity, "models/rpgrocket.mdl")
entity_set_origin(fEntity, vOrigin)
entity_set_int(fEntity,EV_INT_effects,64)
entity_set_string(fEntity,EV_SZ_classname,"fireball")
entity_set_int(fEntity, EV_INT_solid, SOLID_BBOX)
entity_set_int(fEntity,EV_INT_movetype,5)
entity_set_edict(fEntity,EV_ENT_owner,id)
//Send forward
new Float:fl_iNewVelocity[3]
VelocityByAim(id, 500, fl_iNewVelocity)
entity_set_vector(fEntity, EV_VEC_velocity, fl_iNewVelocity)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(22)
write_short(fEntity)
write_short(sprite_beam)
write_byte(45)
write_byte(4)
write_byte(255)
write_byte(0)
write_byte(0)
write_byte(25)
message_end()
return PLUGIN_HANDLED
}
skoro item, to dobrze by było także w "public upgrade_item(id)" dodać
if(player_c_fireballs[id]>0) player_c_fireballs[id] -= random_num(0,1)