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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Guest Message by DevFuse
pokemon/defines.inl
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//////////////////////////////////////////////////// // DO NOT CHANGE ANYTHING IN HERE! // // Things for customizing your server // // have been moved to the // // custom.inl and skill_defines.inl // //////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // ____ _____ _ _ _____ ____ ____ ____ ____ ____ / // // ( _ ( _ ) ( ( )( _ )(_ _) ( ___)( _ (_ _)(_ _) )( // // )(_) ))(_)( ) ( )(_)( )( )__) )(_) )_)(_ )( / // // (____/(_____) (_)_)(_____) (__) (____)(____/(____) (__) () // // // /////////////////////////////////////////////////////////////////////// #if defined _pokemod_defines_included #endinput #endif #define _pokemod_defines_included stock const PLUGNAME[] = "PokeMod" stock const PREFIX[] = "[PokeMod]" #define AUTHOR "Emp`" stock const POKETEAM[] = "Emp`" stock const VERSION[] = "1.2.3 RC" //MODELS enum{ MDL_ROCK, MDL_SKULL, MDL_POWDER, MDL_HAIR, MDL_ROCKET, MDL_FUNGUS, MDL_POKEBALL, MDL_SURF, MDL_OAK, MDL_BONE, MAX_MDL } enum{ MDL_T_HAIR, MDL_T_OAK, MAX_T_MDL } stock const MODELS[MAX_MDL][] = { "models/big_rock.mdl", "models/bleachbones.mdl", "models/teleporter_blue_sprites.mdl", "models/hair.mdl", "models/rpgrocket.mdl", "models/fungus.mdl", //Custom Pokemon Models "models/pokemon/w_pokeball.mdl", "models/pokemon/wave.mdl", "models/pokemon/oak.mdl", "models/pokemon/bone.mdl" } stock const MODELS_T[MAX_T_MDL][] = { "models/hairt.mdl", "models/pokemon/oakT.mdl" } //SOUNDS enum{ SND_HIT, SND_TU_PING, SND_TU_FIRE, SND_BODYDROP, SND_SUCK, SND_BURN, SND_FLAME, SND_AG_DIE, SND_SPARK, SND_BELL, SND_WADE, SND_SWIM, SND_JUMPLAND, SND_PAIN, SND_STEP, SND_BIGGUN, SND_DENY, SND_POKECENTER, SND_EXM2, SND_CURE, SND_CAST, SND_SING, MAX_SND } stock const SOUNDS[MAX_SND][] = { "hornet/ag_hornethit1.wav", "turret/tu_ping.wav", "turret/tu_fire1.wav", "common/bodydrop1.wav", "ambience/particle_suck1.wav", "ambience/burning1.wav", "ambience/flameburst1.wav", "agrunt/ag_die3.wav", "buttons/spark6.wav", "buttons/bell1.wav", "player/pl_wade3.wav", "player/pl_swim3.wav", "player/pl_jumpland2.wav", "player/pl_pain7.wav", "player/pl_step4.wav", "ambience/biggun3.wav", "common/wpn_denyselect.wav", //Custom Pokemon Sounds "pokemon/pokecenter.wav", "pokemon/a_exm2.wav", "pokemon/cure.wav", "pokemon/cast.wav", "pokemon/jigglypuff.wav" } //SPRITES enum{ SPR_ROPE, SPR_BUBBLE, SPR_SHOCKWAVE, SPR_STEAM1, SPR_EXPLODE1, SPR_XFIRE, SPR_BALLSMOKE, SPR_ZBEAM6, SPR_EEXPLO, SPR_FIRE, SPR_LGTNING, SPR_MUZZLEFLASH1, SPR_BIGSPIT, SPR_XPLODE, SPR_ARBOK, SPR_TRAIL, SPR_GAS, SPR_SNOW, MAX_SPR } stock const SPRITES[MAX_SPR][] = { "sprites/rope.spr", "sprites/bubble.spr", "sprites/shockwave.spr", "sprites/steam1.spr", "sprites/explode1.spr", "sprites/xfire.spr", "sprites/ballsmoke.spr", "sprites/zbeam6.spr", "sprites/eexplo.spr", "sprites/fire.spr", "sprites/lgtning.spr", "sprites/muzzleflash1.spr", "sprites/cnt1.spr", //Custom Pokemon Sprites "sprites/pokemon/zerogxplode2.spr", "sprites/pokemon/arbok.spr", "sprites/pokemon/psybeam.spr", "sprites/pokemon/splash.spr", "sprites/pokemon/snow.spr" } stock SPRITE_INDEX[MAX_SPR]; #define MAX_PLAYERS 32 //max players there can be #define MAX_SKILLS 4 //max skills that a pokemon can have #define TOTAL_SKILLS 200 //max skills that pokemod can handle #define MAX_ACTIVE_POKES 6 //max pokes that someone can have in their party #define MAX_PC_POKES 12 //max pokes that someone can have in PC #define MAX_POKES MAX_ACTIVE_POKES+MAX_PC_POKES //max pokes that someone can have total #define MAX_ITYPE 11 //how many different item types there are #define MAX_OAKS 20 //maximum number of oaks #define MAX_OAKPROP 3 //how many different properties there are for oaks #define MAX_EVOLVES 5 //max times something has the chance to evolve #define MAX_POKE_ENTS 200 #define NAME_LENGTH 32 #define DESC_LENGTH 51 stock const EMPTY[] = "" stock const SPACE[] = " " stock const UNDERSCORE[] = "_" stock const DASH[] = "-" stock const COLON[] = ":" stock const AT[] = "@" stock const STAR[] = "*" stock const QUOTE[] = """ stock const NEWLINE[] = "n" stock const LEFT_BRACKET[] = "[" stock const RIGHT_BRACKET[] = "]" stock const LEFT_CBRACKET[] = "{" stock const RIGHT_CBRACKET[] = "}" //Players Settings enum { SET_HUD_Y = 0, SET_HUD_PARTY, MAX_SETS } #define P_FLAG_A (1<<0) /* flag "a" */ #define P_FLAG_B (1<<1) /* flag "b" */ #define P_FLAG_C (1<<2) /* flag "c" */ #define P_FLAG_D (1<<3) /* flag "d" */ #define P_FLAG_E (1<<4) /* flag "e" */ #define P_FLAG_F (1<<5) /* flag "f" */ #define P_FLAG_G (1<<6) /* flag "g" */ #define P_FLAG_H (1<<7) /* flag "h" */ #define P_FLAG_I (1<<8) /* flag "i" */ #define P_FLAG_J (1<<9) /* flag "j" */ #define P_FLAG_K (1<<10) /* flag "k" */ #define P_FLAG_L (1<<11) /* flag "l" */ #define P_FLAG_M (1<<12) /* flag "m" */ #define P_FLAG_N (1<<13) /* flag "n" */ #define P_FLAG_O (1<<14) /* flag "o" */ #define P_FLAG_P (1<<15) /* flag "p" */ #define P_FLAG_Q (1<<16) /* flag "q" */ #define P_FLAG_R (1<<17) /* flag "r" */ #define P_FLAG_S (1<<18) /* flag "s" */ #define P_FLAG_T (1<<19) /* flag "t" */ #define P_FLAG_U (1<<20) /* flag "u" */ #define P_FLAG_V (1<<21) /* flag "v" */ #define P_FLAG_W (1<<22) /* flag "w" */ #define P_FLAG_X (1<<23) /* flag "x" */ #define P_FLAG_Y (1<<24) /* flag "y" */ #define P_FLAG_Z (1<<25) /* flag "z" */ enum POKE_TYPE { TYPE_NONE = 0, TYPE_NORMAL = P_FLAG_A, TYPE_FIRE = P_FLAG_B, TYPE_WATER = P_FLAG_C, TYPE_ELECTRIC = P_FLAG_D, TYPE_GRASS = P_FLAG_E, TYPE_ICE = P_FLAG_F, TYPE_FIGHTING = P_FLAG_G, TYPE_POISON = P_FLAG_H, TYPE_GROUND = P_FLAG_I, TYPE_FLYING = P_FLAG_J, TYPE_PSYCHIC = P_FLAG_K, TYPE_BUG = P_FLAG_L, TYPE_ROCK = P_FLAG_M, TYPE_GHOST = P_FLAG_N, TYPE_DRAGON = P_FLAG_O, TYPE_DARK = P_FLAG_P, TYPE_STEEL = P_FLAG_Q, // TYPE_ = P_FLAG_R, // For the next type MAX_TYPES = P_FLAG_R-1 } //lets define some tasks (so we can remove the tasks if we need to) #define POKESKILL_TASK 24567 #define FREEZE_TASK 26567 #define BUYTIME_TASK 27567 #define REMOVE_TASK 28567 #define BLIZZARD_TASK 29567 #define SOLID_TASK 30567 #define RELEASE_TASK 31567 #define RELEASE2_TASK 32567 #define OAKCHECK_TASK 33567 #define SPAWN_TASK 34567 //lets define some statuses for g_Status[id][STATUS] enum PM_STATUS { STATUS_BURN = 0, STATUS_FROZEN, STATUS_PARALYZE, STATUS_ASLEEP, STATUS_OAK_STOP, STATUS_SLOW, STATUS_POISON, STATUS_BIKE, STATUS_CONFUSE, MAX_STATUS } //for player stats enum { STAT_MAXHP, STAT_MAXAP, STAT_ATTACK, STAT_DEFENSE, STAT_SPEED, STAT_SPECIAL, MAX_STAT } //for pokemon stats enum { PSTAT_MAXHP, PSTAT_ATTACK, PSTAT_DEFENSE, PSTAT_SPEED, PSTAT_SPECIAL, PSTAT_HAPPINESS, MAX_PSTAT } //for menu handler enum { AC_NONE=0, //no menu AC_START, //start menu AC_MAIN, //main menu AC_MART, //pokemart menu AC_GO, //go menu AC_RELEASE, //release pokemon menu AC_PC_GIVE, //giving pc a poke AC_PC_TAKE, //taking poke from pc AC_ITEM, //item use menu AC_HELP, //help menu AC_SKILL, //skill menu AC_GIVE_ITEM, //give pokemon item menu AC_SAFARI, //safari menu AC_PC //pc menu } //for screenflashes #define SECONDS_TO_SCREENFADE_UNITS(%1) floatround(float((1<<12)) * (%1)) stock POKENAMES[TOTAL_POKES+1][NAME_LENGTH]; //These are for unstucking people #define UNSTUCK_START_DISTANCE 32 // The first search distance for finding a free location in the map #define UNSTUCK_MAX_ATTEMPTS 128 // How many times to search in an area for a free space //These are numbers for within pokemod and should never be changed #define TRADE_EVOLVE -999 #define AUTO_KILL 99999 #define FIND_POKECENTER -100 #define WAIT_TIME -100.0 //if someone is waiting for a pokeskill, their BindUsed == this #define POKEDEX_OFFSET 10 #define MART_CAT_OFFSET 1000 //offset for pokemart categories #define MART_SELL_OFFSET 2000 //offset for pokemart selling #define MART_POKE_OFFSET MAX_ITEMS //offset for pokemart pokemon #define POKE_MENU_EXIT -333 //exit buttons for pokemenus #define POKE_HP_OFFSET 1000 enum CHECK_POKES { CHECK_PC = -1, CHECK_ACTIVE = 0, CHECK_ALL = 1 } enum BOT_SAYS { BOT_BOUGHT_ITEM = 0, BOT_SELECT_POKE } #if SAVE==SAVE_SQLX enum { SQLX_LOADXP=1, SQLX_LOADRANK } #endif #if MOD==CS stock const spawnEntString[2][] = {"info_player_start","info_player_deathmatch"} #endif #if MOD==DOD stock const spawnEntString[2][] = {"info_player_axis","info_player_allies"} #endif //For NS we just use the stock provided (ns_get_spawn) //Poke Infos #define PI_BASE (1<<0) /* flag "a" */ #define PI_EVOLVE (1<<1) /* flag "b" */ #define PI_NOFIND (1<<2) /* flag "c" */ #define PI_START (1<<3) /* flag "d" */ #define PI_GLOBAL (1<<6) /* flag "g" */ #define PI_HEAVY (1<<7) /* flag "h" */ #define PI_SPECIAL (1<<24) /* flag "y" */ #define PI_DISABLE (1<<25) /* flag "z" */ #if defined _pokemod_plugin_included #define BasePoke(%1) (PokeInfo[%1] & PI_BASE) #define EvoPoke(%1) (PokeInfo[%1] & PI_EVOLVE) #define GlobalPoke(%1) (PokeInfo[%1] & PI_GLOBAL) #define HeavyPoke(%1) (PokeInfo[%1] & PI_HEAVY) #define SpecialPoke(%1) (PokeInfo[%1] & PI_SPECIAL) #endif //Item Infos #define II_HEAL (1<<0) /* flag "a" */ #define II_CATCH (1<<1) /* flag "b" */ #define II_REMEDY (1<<2) /* flag "c" */ #define II_BURN (1<<3) /* flag "d" */ #define II_FROZEN (1<<4) /* flag "e" */ #define II_PARALYZE (1<<5) /* flag "f" */ #define II_ASLEEP (1<<6) /* flag "g" */ #define II_SLOW (1<<7) /* flag "h" */ #define II_POISON (1<<8) /* flag "i" */ #define II_ESCAPE (1<<9) /* flag "j" */ #define II_GIVE (1<<10) /* flag "k" */ #define II_PDAMAGE (1<<11) /* flag "l" */ #define II_DAMAGE (1<<12) /* flag "m" */ #define II_ARMOR (1<<13) /* flag "n" */ #define II_SPEED (1<<14) /* flag "o" */ #define II_MAXHP (1<<15) /* flag "p" */ #define II_SPECIAL (1<<16) /* flag "q" */ #define II_FOSSIL (1<<17) /* flag "r" */ #define II_LEVEL (1<<18) /* flag "s" */ #define II_BIKEV (1<<19) /* flag "t" */ #define II_BIKE (1<<20) /* flag "u" */ #define II_SCOPE (1<<21) /* flag "v" */ #define II_NODROP (1<<23) /* flag "x" */ #define II_MAX (1<<24) /* flag "y" */ #define II_DISABLE (1<<25) /* flag "z" */ //Skill Infos #define SI_ATTACK P_FLAG_A /* flag "a" */ // When someone attacks someone else #define SI_BIND P_FLAG_B /* flag "b" */ // When someone presses a bind key to activate #define SI_TOUCH P_FLAG_C /* flag "c" */ // When someone touches someone else #define SI_DAMAGED P_FLAG_D /* flag "d" */ // When someone is damaged #define SI_LOOP P_FLAG_E /* flag "e" */ // Called every second #define SI_SPAWN P_FLAG_F /* flag "f" */ // Called during spawn #define SI_DEAD P_FLAG_G /* flag "g" */ // When someone dies #define SI_CALL P_FLAG_H /* flag "h" */ // Call no matter what #define SI_IGNORE P_FLAG_I /* flag "i" */ // Ignore delay times #define SI_PATTACK P_FLAG_J /* flag "j" */ // When someone attacks someone else with a pokemon skill #define SI_PDAMAGED P_FLAG_K /* flag "k" */ // When someone is damaged with a pokemon skill #define SI_LOOK P_FLAG_L /* flag "l" */ // When someone looks at someone else #define SI_SPEED P_FLAG_M /* flag "m" */ // When someone changes speed #define SI_RELEASE P_FLAG_R /* flag "r" */ // When someone releases a bind key #define SI_STATUS P_FLAG_S /* flag "s" */ // When someone changes status #define SI_ADMIN P_FLAG_Y /* flag "y" */ // Only by admins #define SI_DISABLE P_FLAG_Z /* flag "z" */ //defines for different files enum PokeFiles { F_PokeDir, F_VaultFile, F_Skill, F_ModConfig, F_Pokemon, F_Items, F_Safari, F_PokeMaps, F_XPs, F_Type, F_MAX } //--Thing im using so i dont have to use get_user_health each time--// #define Health(%1) get_user_health(%1) enum AOE_FLAGS { AOE_NORMAL = 0, //normal radial aoe attack AOE_IGNORE = P_FLAG_A, //ignore attacker AOE_MAXDAM = P_FLAG_B, //if within radius, do max damage AOE_ATEAM = P_FLAG_C, //only deal with the attackers teammates AOE_VTEAM = P_FLAG_D //deal with enemies of the attacker only } enum { SQL_NONE, SQL_MYSQL, SQL_SQLITE } enum { SQLITE_SYNC_OFF, SQLITE_SYNC_NORMAL, SQLITE_SYNC_FULL } enum { pm_pokemod, pm_admin, pm_save, pm_xpsavedays, pm_safari_mode, pm_debug, pm_debug_key #if ALLOW_WILD==1 ,pm_wild, pm_wild_level #endif ,pm_maxhp, pm_maxarmor, pm_botsays, pm_pokecenter, pm_oak, pm_oakhp, pm_pokeballs, pm_buytime, pm_itemtime, pm_pokemart_open ,pm_burntime, pm_burndamage, pm_waterheal, pm_poisontime, pm_poisondamage, pm_sleeptime #if SAVE==SAVE_SQLX || SAVE==SAVE_MYSQL ,pm_mysql_host, pm_mysql_user, pm_mysql_pass, pm_mysql_db #endif #if SAVE==SAVE_MYSQL ,pm_mysql_persistent #endif ,MAX_CVARS } stock pcvars[MAX_CVARS]; stock const cvars[MAX_CVARS][] = { "pokemod","admin","save","xpsavedays","safari_mode","debug","debug_key" #if ALLOW_WILD==1 ,"wild","wild_level" #endif ,"maxhp","maxarmor","botsays","pokecenter","oak","oakhp","pokeballs","buytime","itemtime","pokemart_open" ,"burntime","burndamage","waterheal","poisondamage","poisontime","sleeptime" #if SAVE==SAVE_SQLX || SAVE==SAVE_MYSQL ,"mysql_host", "mysql_user", "mysql_pass", "mysql_db" #endif #if SAVE==SAVE_MYSQL ,"mysql_persistent" #endif } stock const cvar_default[MAX_CVARS][] = { "1","m","1","30","0","0","" #if ALLOW_WILD==1 ,"0","33" #endif ,"255","255","1","200","ab","100","1","0.0","30.0","1" ,"10","5","3","5","10","3" #if SAVE==SAVE_SQLX || SAVE==SAVE_MYSQL ,"localhost", "root", "", "pokemod" #endif #if SAVE==SAVE_MYSQL ,"1" #endif } enum { PD_ATTACKER, PD_DAMAGE, PD_WEAPON, MAX_PD } enum { SP_CHANCE, SP_RADIUS, SP_DAMAGE, SP_VEC, SP_TIME, SP_AMOUNT, SP_MAXAMOUNT, SP_USES, SP_PP, SP_WEAPON, MAX_SP } enum { AS_DUPLICATE = -2, AS_NOROOM, AS_NOGOOD, AS_OK } #if !defined SECONDS_IN_DAY #define SECONDS_IN_DAY 86400 #endif stock const sound_directory[] = "sound/"; #define poke_sound(%1,%2,%3) emit_sound(%1,%2,SOUNDS[%3],1.0,ATTN_NORM,0,PITCH_NORM) #define sound_deny(%1) client_cmd(%1,"spk %s",SOUNDS[SND_DENY]) /* stock sounddeny(id) client_cmd(id,"spk %s", SOUNDS[SND_DENY]);*/ #define sound_cast(%1) poke_sound(%1,CHAN_VOICE,SND_CAST) /* stock soundcast(id) emit_sound(id, CHAN_VOICE, SOUNDS[SND_CAST], 1.0, ATTN_NORM, 0, PITCH_NORM);*/ #define sound_cure(%1) poke_sound(%1,CHAN_VOICE,SND_CURE) /* stock soundcure(id) emit_sound(id, CHAN_VOICE, SOUNDS[SND_CURE], 1.0, ATTN_NORM, 0, PITCH_NORM);*/ #define sound_hit(%1) poke_sound(%1,CHAN_VOICE,SND_HIT) /* stock soundhit(id) emit_sound(id, CHAN_AUTO, SOUNDS[SND_HIT], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);*/
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