Witamy w Nieoficjalnym polskim support'cie AMX Mod X
Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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pokemod.inc
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#include "../pokemon/custom.inl" #include "../pokemon/defines.inl" #if defined _pokemod_included #endinput #endif #define _pokemod_included #pragma reqlib "pokemod" //is pokemod on? native PokeMod(); //returns pokename with the name assigned to poke native Poke_PokeToName(poke, pokename[]); //returns the numerical value of the pokemon specified native Poke_NameToPoke(pokename[]); //returns itemname with the name assigned to item native Poke_ItemToName(item, itemname[]); //returns the numerical value of the item specified native Poke_NameToItem(itemname[]); //returns the bit information about a pokemon, relates to the PI_* defines in defines.inl native Poke_PokeInfo(poke); //returns the bit information about an item, relates to the II_* defines in defines.inl native Poke_ItemInfo(item); //returns what pokemon the player has in Slot num native Poke_PlayerPokemon(id, num); //returns how much xp the player has in Slot num native Poke_PlayerXP(id, num); //returns level for the pokemon in Slot num native Poke_PlayerLevel(id, num); //returns how many of an item the player has native Poke_PlayerItem(id, item); //returns status of a players status native Poke_PlayerStatus(id, status); //returns amount of a players stat native Poke_PlayerStat(id, stat); //returns how many levels a player has leveled pokemon native Poke_PlayerRank(id); //changes id's pokemon in slot num to new_poke native Poke_Set_PlayerPokemon(id, num, new_poke); //changes id's xp in slot num to new_xp native Poke_Set_PlayerXP(id, num, new_xp); //changes how many of item id has native Poke_Set_PlayerItem(id, item, num); //changes status of a player native Poke_Set_PlayerStatus(id, PM_STATUS:status, Float:num=0.0, inflictor); //changes stat of a player native Poke_Set_PlayerStat(id, stat, amount); //changes rank of a player native Poke_Set_PlayerRank(id, amount); //attacker damages victim for damage using Attack. Returns actual damage done. Setting a status gives the attack a chance based on damage to apply the status to the victim (status_mult changes the chance) native Poke_Damage(victim, attacker, damage, Attack[], POKE_TYPE:attack_type=MAX_TYPES, POKE_TYPE:victim_type=MAX_TYPES, PM_STATUS:status=MAX_STATUS, status_mult=1); //attacker damages players near origin. Returns total damage done to all players. native Poke_AoE_Damage(attacker, Float:origin[3], radius, maxdamage, Attack[], AOE_FLAGS:aoe_flags=AOE_NORMAL, POKE_TYPE:attack_type=MAX_TYPES, POKE_TYPE:victim_type=MAX_TYPES, PM_STATUS:status=MAX_STATUS, status_mult=1); //attacker damages players near the line from start to end. Returns total damage done to all players. native Poke_Line_Damage(attacker, Float:start[3], Float:end[3], radius, maxdamage, Attack[], POKE_TYPE:attack_type=MAX_TYPES, POKE_TYPE:victim_type=MAX_TYPES, PM_STATUS:status=MAX_STATUS, status_mult=1); //gives a player a pokemon, returns 0 on failure native Poke_Give_Poke(id, poke, level=1); //gives a players pokemon experience, set num to -1 to give to active pokemon, returns 0 on failure native Poke_Give_XP(id, num, experience); //gives a player an item native Poke_Give_Item(id, item, how_many=1); //make an oak at Origin, with angles Angles, with health hp, for team's team, with these properties native Poke_MakeThisOak(Float:Origin[3],Float:Angles[3], health, team, properties[]); //how much money someone has according to pokemod native Poke_Money(id); //what someone's max hp is according to pokemod native Poke_MaxHP(id); //what someone's max armor is according to pokemod native Poke_MaxArmor(id); //what someone's delay to use their skill is native Poke_Delay(id); //sets a players max hp, set to a negative number if you don't want PokeMod to override it native Poke_Set_MaxHP(id, new_value); //sets a players max armor, set to a negative number if you don't want PokeMod to override it native Poke_Set_MaxArmor(id, new_value); //sets a players money //set do_forward to 0 to not send payment to other plugins native Poke_Set_Money(id, new_value, do_forward=1); //sets a players delay to use a skill native Poke_Set_Delay(id, Float:new_seconds); //resets someones speed native Poke_Reset_Speed(id); //heal a player native Poke_Heal(id, amount); //pay a player //set do_forward to 0 to not send payment to other plugins native Poke_Pay(id, amount, do_forward=1); //repair a player's armor native Poke_Repair(id, amount); //returns what price something is at // set is_item to 0 to get the price of a pokemon native Poke_Item_Price(item, is_item=1); #define Poke_Price(%1) Poke_Item_Price(%1, 0); //checks if player can buy items where they currently are native Poke_Buy_Check(id); //returns the xp needed for level //if level is 0, max level is returned native Poke_LevelXP(level); //Try to unstuck a player, set kill to true to kill if you can't find a free spot native Poke_Unstuck(id, bool:kill=false); //fills event information returns a target that triggered the event native Poke_EventInfo(id, &damage=-1, &weapon=-1); //when someone is payed money forward poke_pay(id, amount); //when someone tries to buy items, return PLUGIN_HANDLED to stop the process forward poke_buy(id, item, amount); //when someone tries to buy pokemon, return PLUGIN_HANDLED to stop the process forward poke_buypoke(id, poke); //when someone activates an item //return PLUGIN_HANDLED to stop other item effects forward poke_item_use(player, item); //only use Register_PokeItem in poke_register_item native Register_PokeItem(itemname[], cost, flags[], category[], description[]); forward poke_register_item();
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