skill z electric.inl
public Thunders(id, skill, prop) { new Float:f_aimvec[3]; poke_sound(id, CHAN_VOICE, SND_BIGGUN); get_user_origin(id, origin[id]); get_user_origin(id, aim[id], 3); if(-50>aim[id][0]-origin[id][0]>50) //only change it if they are at least that far away aim[id][0] += ( ( aim[id][0] - origin[id][0] > 0 ) ? -50 : 50 ); if(-50>aim[id][1]-origin[id][1]>50) //only change it if they are at least that far away aim[id][1] += ( ( aim[id][1] - origin[id][1] > 0 ) ? -50 : 50 ); if(-50>aim[id][2]-origin[id][2]>50) //only change it if they are at least that far away aim[id][2] += ( ( aim[id][2] - origin[id][2] > 0 ) ? -50 : 50 ); else aim[id][2] += 40; IVecFVec(aim[id], f_aimvec); new level = SkillLevel(id, skill) + 20; new ent = fm_create_entity("info_target"); set_pev( ent, pev_classname, "pokemod_ent"); fm_entity_set_model(ent, MODELS[MDL_ROCK]); fm_entity_set_origin(ent, f_aimvec); set_pev( ent, pev_rendermode, 5); set_pev( ent, pev_renderamt, 0.0); set_pev( ent, pev_owner, id); MakeLine_Ent(0,id,ent,SPRITE_INDEX[SPR_LGTNING],1,1,5,level*2,10,0,0,0,0,0) new parm[4]; parm[0] = ent; parm[1] = skill; parm[2] = level; parm[3] = 1+(level/THUNDERS); set_task(0.5,"check_thunders", _, parm, 4 ) return SKILL_USED } public check_thunders(parm[]) { new ent = parm[0]; new skill = parm[1]; new level = parm[2]; parm[3]--; if( !parm[3] && pev_valid(ent) ) fm_remove_entity(ent); if( !pev_valid(ent) ) return; new id = pev(ent, pev_owner); new temporigin[3], shockorigin[3], Float:f_shockorigin[3]; pev(ent, pev_origin, f_shockorigin); FVecIVec( f_shockorigin, shockorigin ); for( new i=0 ; i<5; i++){ temporigin[0] = shockorigin[0] + random_num(-1*level, level) temporigin[1] = shockorigin[1] + random_num(-1*level, level) temporigin[2] = shockorigin[2] + random_num(-1*level, level) MakeLine(0,shockorigin,temporigin,SPRITE_INDEX[SPR_LGTNING],1,1,10,level,level,0,0,0,0,0) } poke_sound(id, CHAN_VOICE, SND_SPARK); skillAoEdamage(id, f_shockorigin, level, 10+level, skill, AOE_NORMAL, _, STATUS_ASLEEP , -1); set_task(0.5, "check_thunders", 0, parm, 4); }
blędów podczas complikacji nie bylo wiec powinno dzialac ale nie dziala