Drugi, pióra działają tylko i wyłącznie mi, tylko i wyłącznie na niumarłym...
oto kod maski..
// Mask of Death if ( ITEM_Has( iAttacker, ITEM_MASK ) > ITEM_NONE && p_data_b[iAttacker][PB_ISCONNECTED]) { new iHealth = get_user_health( iAttacker ); new iBonusHealth = floatround( float( iDamage ) * get_pcvar_float( CVAR_wc3_mask ) ); new iVampiricBonus = p_data_b[iAttacker][PB_HEXED] ? 0 : SM_GetSkillLevel( iAttacker, SKILL_VAMPIRICAURA ); // Then the user already gets a bonus, lets lower the total amount the user is going to get if ( iVampiricBonus > 0 ) { iBonusHealth /= iVampiricBonus; } // User needs to be set to max health if ( iHealth + iBonusHealth > get_user_maxhealth( iAttacker ) ) { set_user_health( iAttacker, get_user_maxhealth( iAttacker ) ); } // Give them bonus else { set_user_health( iAttacker, iHealth + iBonusHealth ); } SHARED_Glow( iAttacker, 0, iBonusHealth, 0, 0 ); Create_ScreenFade( iAttacker, (1<<10), (1<<10), (1<<12), 0, 255, 0, g_GlowLevel[iAttacker][1] ); }
może ktoś coś wymyśli? a może komuś to normalnie działa i mógłby zuploadować ten pliczek items.inl ? dziękuję za pomoc
EDIT: Dla porównania ze starszej wersji, wiele starszej kod maski działający :
// Mask of Death else if ( p_data[attacker][P_ITEM] == ITEM_MASK && !Verify_Skill(attacker, RACE_UNDEAD, SKILL1) && !p_data_b[attacker][PB_HEXED] ){ new iHealth = get_user_actualhealth(attacker) tempdamage = floatround(float(damage) * fCvar[FT_MASK_OF_DEATH]) if ( iHealth + tempdamage > get_user_maxhealth(attacker) ){ new iTotalHealth = get_user_health(attacker) if( iTotalHealth > 1500 && p_data_b[attacker][PB_GODMODE] ) // God Mode set_user_health(attacker, 2148) else if( iTotalHealth > 500 && p_data_b[attacker][PB_EVADENEXTSHOT] ) // Evasion set_user_health(attacker, (100 + SKILL_EVASION_ADJ)) else set_user_health(attacker, get_user_maxhealth(attacker)) } else set_user_health(attacker, get_user_health(attacker) + tempdamage) if (iglow[attacker][1] < 1){ new parm[2] parm[0] = attacker set_task(0.01,"glow_change",TASK_GLOW+attacker,parm,2) } iglow[attacker][1] += tempdamage iglow[attacker][0] = 0 iglow[attacker][2] = 0 iglow[attacker][3] = 0 if (iglow[attacker][1]>MAXGLOW) iglow[attacker][1]=MAXGLOW Create_ScreenFade(attacker, (1<<10), (1<<10), (1<<12), 0, 255, 0, iglow[attacker][1]) }