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


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