EDIT :
Mam jeszcze pytanie jak zmienic ilość poków emp.
Tak wyglada moj custom.inl
/////////////////////////////////////////////////
// ONLY CHANGE IF YOU KNOW WHAT YOURE DOING! //
/////////////////////////////////////////////////
#if defined _pokemod_custom_included
#endinput
#endif
#define _pokemod_custom_included
/////////////////////////////////
enum // //
{ // //
CS, // Do NOT Edit //
DOD, // These //
NS // //
} // //
/////////////////////////////////////////
enum // //
{ // //
SAVE_VAULT, // Do NOT Edit //
SAVE_MYSQL, // These //
SAVE_SQLX, // //
SAVE_NVAULT // //
} // //
/////////////////////////////////////////////////////////////////////////////////////////////
#define MOD CS // Edit this to which game you are going to be using (from the above) //
/////////////////////////////////////////////////////////////////////////////////////////////
#define SAVE SAVE_NVAULT // Edit this to which saving type you want (from the above) //
/////////////////////////////////////////////////////////////////////////////////////////////
//reading in the xp_table.ini will not go above this
#define MAX_LEVELS 99
#define SELLFACTOR 0.5 //how much of the original price is given back for selling items
#define MAX_SPEED 700 //max speed they can be running at
#define FASTSPEED 100 //how much speed is added for things (deafult 100)
#define SLOWSPEED 150 //how much speed is subtracted for things (default 150)
#define MAX_MONEY 16000 //max amount of money someone can have
#define POKEMON_POPULATION 1 //didn't know what to call this, but heres how it works
// 0 - when someone "catches" their pokemon, they lose theirs. when someone gives their pokemon away, they lose it.
// 1 - when someone "catches" their pokemon, they keep theirs. when someone gives their pokemon away, they lose it.
// 2 - when someone "catches" their pokemon, they keep theirs. when someone gives their pokemon away, they keep it.
// For example using POKEMON_POPULATION 1:
// Player A has Gyarados and Player B catches A's Gyarados, there are now 2 Gyarados on the map.
// Player B then gives Player C his Gyarados. There are still only 2 Gyarados on the map.
#define POKEMON_CATCH_XP 0 //should players receive the same ammount of xp as the one they catch
// 1 - when someone catches a level 32 pidgey, they will receive a level 32 pidgey
// 0 - when someone catches a level 32 pidgey, they will receive a level 1 pidgey
#define POKEMON_UNEVOLVE 0 //if a pokemon loses experience to below when it evolved, does it un-evolve
#define BOT_START_LEVEL 5 //what level bots pokemon start at
#define CATCH_SPECIAL 1 //are players able to catch special pokemon from others? 1=yes 0=no
#define ADMIN_SPECIAL 0 //are special pokemon only able to be used by admins? 1=admin only 0=anyone can use
#define CATCH_TELEPORT 0 //teleport back to spawn when you catch a pokemon?
// 0 - never teleport
// 1 - teleport only when you pick up a pokeball
// 2 - always teleport when you catch something (pick up pokeball or use pokeball to catch someone)
#define ALLOW_WILD 1 //allow players to go /wild and /trainer? (1==yes ; 0==no)
#define MAX_AMOUNT_TO_BUY 20 //max amount of items a player can buy at one time (default:20) set to 0 to ignore
#define MAX_ITEM_AMOUNT 20 //max number of a single item that someone can have
#define MAX_ITEM_TOTAL 100 //max number of items that someone can have in total
#define SKILL_HP_KILL_ALLOW 50 //if users have more HP than this, no pokeskill will kill them immediately
#define AUTO_ITEMS 2 //if some items are used automatically
// 0 - no items are used automatically
// 1 - only for bots
// 2 - items are used automatically for everyone
#define DAMAGE_AWAKEN 0 //do players awaken if they are damaged through weapons in-game
#define POKEDAMAGE_AWAKEN 0 //do players awaken if they are damaged through pokemon damage
#define POKERANK_SYSTEM 1 //use the pokerank system? (1=yes 0=no)
#define MAX_RANKS 11 //how many ranks will you have? (note that the top player will be PokeMaster, and the next top 4 will be the Elite Four
stock const PokeRanks[MAX_RANKS]={ //Note that if someone levels a pokemon from 1 to 99, they will get 4950 points
0,
325,
2850,
11325,
80200,
180300,
720600,
1500000,
2500000,
5000000,
10000000
}
stock const PokeRankNames[MAX_RANKS][]={
"Pokemon Finatic",
"Pokemon Trainer",
"Advanced Trainer",
"Extreme Trainer",
"Master Trainer",
"Legendary Trainer",
"Pokemon Guru",
"Advanced Guru",
"Extreme Guru",
"Master Guru",
"Legendary Guru"
}
#define CHANGE_POKES 10 //whether people can change pokemon when they're alive
// 0 - they can always change pokemon
// -1 - bots can only change once (this prevents occasional switch spam from bots)
// 1 and higher - everyone can only change this many times
#define SPAWN_DELAY 0.0 //delay given to pokeskills after being spawned
#define CHANGE_DELAY 5.0 //delay given to pokeskills when changing pokemon
#define RELEASE_TIME 60.0 //how many seconds pass before a pokemon is released for sure
#define RELEASE_MENU 0 //allow people to say /release and get a menu to release? (1==yes 0==no)
#define PM_ADMIN_COMMANDS 1 //should admin commands be prefixed with pm_
//1 - pm_
//0 - amx_ - doesn't filter commands in pm_help
#define PM_CVAR_PREFIX 1 //should pokemod cvars be prefixed with pm_
//1 - pm_
//0 - amx_
#define CHANGE_GAME_NAME 1 //change the game name from Counter-Strike, Natural Selection, etc.
#define GAME_NAME "PokeMod" //what to change the game name to
#define ARMOR_RATIO 0.2 // Armor Takes 80% of the damage (0.2 in the SDK)
#define ARMOR_BONUS 0.5 // Each Point of Armor is worth 1/x points of health (0.5 in the SDK)
#define POKEBALL_SPECIAL 30 //if a special pokemon is going to be in a pokeball on the ground,
//this is the chance out of 100 that it will stay a special pokemon.
#define POKEBALL_NUMBER 5 //how many pokeballs to spawn at the spawns
#define POKEBALL_ANY 1 //how many pokeballs don't have to be bind/unbind or one that evolves
#define POKEBALL_RESPAWN 1 //should pokeballs be respawned when someone picks up a pokeball? (1=yes, 0=no)
#define CHAT_SPAM 0 //block player messages dealing with pokemod? (1=yes, 0=no)
#define RARE_CANDY_MODE 1 // How rare candy items work -
// 1 - add a level to the current pokemon (does not save to pokemon)
// 2 - give to a pokemon and they level up
// 3 - both
#define RANDOM_ITEMS 2 // Random items on death
// 0 - no random items
// 1 - for a random item
// 2 - for a random item based on price. items with lower prices are more likely (items with no price have a chance as if it costed the most)
#define RANDOM_CHANCE 30 //chance out of 100 that players will drop a random item (set to negative to only allow items that can be bought)
#define SKILL_SPAM 0.5 //time that players need to wait inbetween using skills
#define SKILL_UNSPAM 0 //when someone releases the pokeskill button, should it "unspam" them (allow to use immediately again) (1==yes;0==no)
#define SPEC_MSGS 0 //should tempents (special effects) be sent to spectators? (1==yes;0==no)
#define MAX_CATCH_LEVEL 0 //max level a pokemon can be caught at (if set to 50, 51+ can't be caught, set to 0 to disable)
#define SAVE_ROUNDS 5 //how many rounds should go by without saving (default 5) [if set to 0, round saving will not occur]
#define SAVE_SPAM 60.0 //time that players need to wait inbetween saving, this will prevent saving happening a lot and creating lag
17 marzec 2010 - 17:25:
Pomoże ktoś czy nie ? Bardzo mi na tym zalezy.
Użytkownik mciek edytował ten post 16.03.2010 19:45


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