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[forums.alliedmods.net] [L4D2] RPG w/ Database Support (Save Feature)


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#1 Adminek AMXX.PL

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Napisano 30.03.2012 16:39



A Left 4 Dead 2 Role-Playing Plugin





This plugin requires an active database to connect to, through your databases.cfg file
in your addons/sourcemod/configs/ folder.
Simply add the portion in the databases.cfg included in the project zip file, and change the
configuration to match your database info.



Information about the Plugin


Players earn experience through killing zombies, helping teammates, completing events, etc., which
in turn levels them up.
Survivors have separate leveling for each weapon category:
  • Pistols
  • smg's
  • shotguns
  • assault rifles
  • sniper rifles
  • melee weapons.
On top of this, survivor max damage, total health, movement speed is based on their
Physical level, which earns experience for everything (essentially the cumulation of all other
survivor experiences).

Weapons in their respective categories deal more damage based on their level. The amount of
damage increase is configurable in the config file.

Special Ammo types' effectiveness' are increased based on the weapon they are attached to.
Only one type of special ammo can be attached to each weapon category at a time.


Infected have separate leveling for each infected class:
  • Hunter
  • Smoker
  • Boomer
  • Jockey
  • Charger
  • Spitter
  • Tank
Their Infected level represents the cumulation of all of these experiences. As with the physical level, it
determines total health, maximum movement speed, and damage bonus.
In a similar fashion to survivor weapon levels dealing increased damage, Infected class levels unlock abilities
at 4 different intervals, namely the Tier 2, Tier 3, and Tier 4 levels of the Special Infected, again, fully
configurable in the config file. However, the level of each individual SI further modifies damage bonus, speed
bonus, and health bonus.
Outside of the Tier 2, 3, and 4 states, there are two abilities that are unlocked at set levels;
  • Wall of Fire
  • Spawn Anywhere
Wall of Fire Creates a river of flame culminating around the infected player when they die, essentially
a molotov is dropped on your corpse. This feature can be toggled on/off for each of the 7 SI classes when
the player has it unlocked, through the rpg player customization menu.

Spawn Anywhere Allows the Infected player to spawn, even in areas where survivors can visibly see
them. The tank cannot use this ability.

Furthermore, server owners can customize how special infected look, in relation to model colour for each of
the different tier classes. By default, tier colours are as follows:

Tier 2: Blue
Tier 3: Green
Tier 4: Red

When a special infected unlocks a new Tier level, a new ability exclusive to that class is unlocked.

However, on top of these class-specific abilities, teams can purchase numerous team upgrades that last until
the end of the current round, which also add global and class-specific abilities, as well as modify common
infected behaviour.





Miscellaneous Information


The amount of experience players earn for killing other players or bot players is dependent on the difference
in the level of the attacker and defender, in order to penalize players who are much higher than other players
in level than they would be if they attacked players closer to their level.
This feature can also be tweaked or disabled completely in the settings.

The Special Infected Bots Level Up...
And their data is saved to the database. However, this feature can also be disabled in the settings.

This is the latest release version of the plugin, however, I will continue to update it and post the changelog
below.




Changelog

  • Public Release of Version 2.51

Config File:



Code: // This file was auto-generated by SourceMod (v1.4.0-dev)
// ConVars for plugin "usepoints5.smx"


// How much experience to award players per hit when their target is biled.
// -
// Default: "0.486"
up_bile_hit_xp "0.486"

// How many seconds the bile timer is active for point accruation.
// -
// Default: "10.0"
up_bile_time "10.0"

// What color of blue for blackwhite
// -
// Default: "55"
up_blackwhite_blue "55"

// What color of green for blackwhite
// -
// Default: "55"
up_blackwhite_green "55"

// What color of red for blackwhite
// -
// Default: "255"
up_blackwhite_red "255"

// How much blind ammo to give survivors.
// -
// Default: "50"
up_blind_ammo "50"

// How much to blind players (255 = completely, 0 = none).
// -
// Default: "200"
up_blind_amount "200"

// How long a player cannot be the target of a blinding effect.
// -
// Default: "60.0"
up_blind_immune "60.0"

// How many seconds players are blind from blind ammo/blinding bile.
// -
// Default: "10.0"
up_blind_time "10.0"

// How much bloat ammo to give survivors.
// -
// Default: "30"
up_bloat_ammo "30"

// How much bloat ammo to apply (1.0 = normal gravity).
// -
// Default: "5.0"
up_bloat_amount "5.0"

// How long a player cannot be the target of bloat ammo.
// -
// Default: "45.0"
up_bloat_immune "45.0"

// How many seconds bloat ammo affects a player.
// -
// Default: "10.0"
up_bloat_time "10.0"

// How much XP To multiply against players earnings (Friday only!)
// -
// Default: "1.0"
up_bonus_xp_fridays "1.0"

// How many points to award boomers per hit on survivors.
// -
// Default: "0.486"
up_boomer_award_points "0.486"

// How many points times survivor multiplier for biling a survivor.
// -
// Default: "1.72"
up_boomer_bile_points "1.72"

// How many points times survivor multiplier for exploding on a survivor.
// -
// Default: "1.14"
up_boomer_blow_points "1.14"

// What to multiply boomer damage against to determine points calculated (since he earns too many)
// -
// Default: "1.3"
up_boomer_damage_nerf "1.3"

// how much xp the first boomer goal is.
// -
// Default: "50"
up_boomer_start_xp "50"

// How fast players move when their legs are broken!
// -
// Default: "0.5"
up_broken_legs_speed "0.5"

// how much to multiply the next category xp goal.
// -
// Default: "1.486"
up_category_increment "1.486"

// the max experience needed per level (restricts regardless of multiplier)
// -
// Default: "5000"
up_category_increment_max "5000"

// What to multiply charger damage against to determine points calculated (since he earns too many)
// -
// Default: "0.7"
up_charger_damage_nerf "0.7"

// The points per vector distance to award chargers.
// -
// Default: "0.013"
up_charger_distance "0.013"

// How much to multiply charge speed for tier 3 chargers.
// -
// Default: "1.5"
up_charger_speed_tier3 "1.5"

// how much xp the first charger goal is.
// -
// Default: "50"
up_charger_start_xp "50"

// How many commons can be active after the upgrade is purchased.
// -
// Default: "90"
up_common_limit_increase "90"

// How many commons can be active before the upgrade is purchased.
// -
// Default: "50"
up_common_limit_start "50"

// How long of an interval that MUST exist between possible deep freeze occurrences.
// -
// Default: "60.0"
up_deep_freeze_cooldown "60.0"

// How much percent chance is added to deep freeze each purchase.
// -
// Default: "3"
up_deep_freeze_increment "3"

// How much percentage chance deep freeze may be at max.
// -
// Default: "15"
up_deep_freeze_max "15"

// How much speed to remove from survivors during deep freeze.
// -
// Default: "0.5"
up_deep_freeze_slow "0.5"

// How long deep freeze lasts.
// -
// Default: "10.0"
up_deep_freeze_time "10.0"

// This health amount is multiplied by the number of survivors the server can hold.
// -
// Default: "1100"
up_default_tank_health "1100"

// How many drug uses results in the player becoming addicted to drugs.
// -
// Default: "5"
up_drug_addiction_count "5"

// How often a drug abuser must take drugs in order to not die from an overdose.
// -
// Default: "180.0"
up_drug_addiction_time "180.0"

// This value is multiplied about the drugcounter for a player to determine bonus damage, when on drugs.
// -
// Default: "3.0"
up_drug_damage_multiplier "3.0"

// What item level the player achieves the drug dealer perk, and can become addicted.
// -
// Default: "1"
up_drug_dealer_level "1"

// How long the effects of the drugs lasts.
// -
// Default: "30.0"
up_drug_effect_time "30.0"

// How much damage the fire tank burn deals to survivors each tick.
// -
// Default: "2"
up_fire_tank_damage "2"

// How much health a player must be at or below for the fire tank ability to ignore them.
// -
// Default: "10"
up_fire_tank_health_end "10"

// How much health, at minimum, a player must have to be affected by the fire tank ability.
// -
// Default: "20"
up_fire_tank_health_min "20"

// How many seconds the tank fire ticks (1 per second) on a survivor player.
// -
// Default: "10.0"
up_fire_tank_time "10.0"

// The amount of gravity to lower players to when jumping with gravity boots. 1.0 = default, 0.0 = none
// -
// Default: "0.3"
up_gravity_boots_gravity "0.3"

// What category level this weapon/item unlocks at.
// -
// Default: "10"
up_gren_launcher_level "10"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_gren_molotov_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_gren_pipebomb_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_gren_vomitjar_level "1"

// how much xp the first grenade goal is.
// -
// Default: "50"
up_grenade_start_xp "50"

// How many grenades players receive in the equipment locker.
// -
// Default: "5"
up_grenade_supply "5"

// What physical level grenades unlock at.
// -
// Default: "5"
up_grenade_unlock "1"

// How much extra XP to give for headshots.
// -
// Default: "1"
up_headshot_xp "1"

// How many uses of heal ammo to give a player.
// -
// Default: "50"
up_heal_ammo_amount "50"

// How long players must wait before grabbing heal ammo again.
// -
// Default: "300.0"
up_heal_ammo_cooldown "300.0"

// What physical level is required to attach Heal ammo to a weapon.
// -
// Default: "20"
up_heal_ammo_level "15"

// How many meds in a medpack.
// -
// Default: "100"
up_heal_meds "100"

// How many points a player receives for healing. Multipled against the players multiplier if healing a teammate.
// -
// Default: "2.0"
up_heal_points "2.0"

// How many heal substances players receive in the equipment locker.
// -
// Default: "5"
up_heal_supply "5"

// How much xp to give for heals.
// -
// Default: "2"
up_heal_xp "2"

// How much to multiply health experience by.
// -
// Default: "0.04"
up_healhp_multiplier "0.04"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_health_adren_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "5"
up_health_heal_level "5"

// What category level this weapon/item unlocks at.
// -
// Default: "10"
up_health_incap_level "10"

// How many points health items cost increment each purchase.
// -
// Default: "5.0"
up_health_increment "5.0"

// What category level this weapon/item unlocks at.
// -
// Default: "5"
up_health_pack_level "5"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_health_pills_level "1"

// How many points health items cost to purchase, initially.
// -
// Default: "15.0"
up_health_start_cost "15.0"

// What to multiply hunter damage against to determine points calculated (since he earns too many)
// -
// Default: "0.6"
up_hunter_damage_nerf "0.6"

// The points per vector distance to award hunters.
// -
// Default: "0.019"
up_hunter_distance "0.019"

// how much xp the first hunter goal is.
// -
// Default: "50"
up_hunter_start_xp "50"

// How much ice ammo to give survivors.
// -
// Default: "30"
up_ice_ammo "30"

// How much to slow players hit by ice ammo (1.0 = 100pct, 0.0 = 0pct).
// -
// Default: "0.8"
up_ice_amount "0.8"

// How many seconds players cannot be the target of ice ammo.
// -
// Default: "20.0"
up_ice_immune "20.0"

// How many seconds players can be slowed by ice ammo.
// -
// Default: "2.0"
up_ice_time "2.0"

// How long a player is blind after being rammed by a tier 2 charger.
// -
// Default: "3.0"
up_impact_blind_time "3.0"

// Multiplier for charger impact points times survivor multiplier.
// -
// Default: "0.821"
up_impact_points "0.821"

// How many incap protection charges to give players.
// -
// Default: "3"
up_incap_count "3"

// How long survivors must wait after incap protection expires before purchasing it again.
// -
// Default: "20.0"
up_incap_protection_timer "20.0"

// How many points to increase personal upgrades (infected) costs.
// -
// Default: "3.0"
up_increment_personal "3.0"

// How much to increment special infected costs.
// -
// Default: "1.0"
up_increment_special_cost "1.0"

// How much to increment tank infected costs.
// -
// Default: "5.0"
up_increment_tank_cost "5.0"

// How much health to add to infected players health pools per category level of current infected.
// -
// Default: "6"
up_infected_health_per_level "6"

// How much Points to award infected players per point of hurt damage dealt to survivors.
// -
// Default: "0.312"
up_infected_hurt_points "0.312"

// How much XP to award infected players per point of hurt damage dealt to survivors.
// -
// Default: "0.46"
up_infected_hurt_xp "0.46"

// How many points infected personal upgrades start at per player.
// -
// Default: "15.0"
up_infected_pers_upgrades_start "15.0"

// What infected class level that spawn anywhere unlocks for players.
// -
// Default: "20"
up_infected_sa_level "20"

// How much speed increase to give to infected players per physical level.
// -
// Default: "0.02"
up_infected_speed_per_level "0.02"

// how much xp the first infected goal is.
// -
// Default: "200"
up_infected_start_xp "200"

// How much points to award tank players per point of hurt damage dealt to survivors.
// -
// Default: "0.192"
up_infected_tank_hurt_points "0.192"

// How many points to increment infected team upgrades cost per purchase.
// -
// Default: "10.0"
up_infected_team_increment "10.0"

// How many points infected team upgrades initially cost per player.
// -
// Default: "50.0"
up_infected_team_upgrades_start "50.0"

// How many points per damage done by infected pool into the team points.
// -
// Default: "0.07"
up_infected_teampoints "0.07"

// What color of blue for infected tier 2.
// -
// Default: "120"
up_infected_tier2_color_blue "120"

// What color of green for infected tier 2.
// -
// Default: "40"
up_infected_tier2_color_green "40"

// What color of red for infected tier 2.
// -
// Default: "40"
up_infected_tier2_color_red "40"

// What infected class category level tier 2 upgrades are automatically given to players.
// -
// Default: "5"
up_infected_tier2_level "5"

// What color of blue for infected tier 3.
// -
// Default: "40"
up_infected_tier3_color_blue "40"

// What color of green for infected tier 3.
// -
// Default: "120"
up_infected_tier3_color_green "120"

// What color of red for infected tier 3.
// -
// Default: "40"
up_infected_tier3_color_red "40"

// What infected class category level tier 3 upgrades are automatically given to players.
// -
// Default: "9"
up_infected_tier3_level "9"

// What color of blue for infected tier 4.
// -
// Default: "40"
up_infected_tier4_color_blue "40"

// What color of green for infected tier 4.
// -
// Default: "40"
up_infected_tier4_color_green "40"

// What color of red for infected tier 4.
// -
// Default: "120"
up_infected_tier4_color_red "120"

// What infected class category level tier 4 upgrades are automatically given to players.
// -
// Default: "13"
up_infected_tier4_level "13"

// What infected class level that wall of fire unlocks for players.
// -
// Default: "20"
up_infected_wof_level "20"

// how much xp the first item goal is.
// -
// Default: "50"
up_item_start_xp "50"

// What physical level items unlock at.
// -
// Default: "5"
up_item_unlock "1"

// What to multiply jockey damage against to determine points calculated (since spitters earn WAY too many)
// -
// Default: "1.1"
up_jockey_damage_nerf "1.1"

// The points per vector distance to award jockeys.
// -
// Default: "0.031"
up_jockey_distance "0.031"

// How much force is exerted to force a player to jump with the jockey.
// -
// Default: "500.0"
up_jockey_jump_force "500.0"

// How long a jockey must ride a player to berserk them. (tier 2).
// -
// Default: "5"
up_jockey_ride_time "5"

// how much xp the first jockey goal is.
// -
// Default: "50"
up_jockey_start_xp "50"

// What level to stop allowing players to earn experience beyond (can level one level up, but can never receive.
// -
// Default: "20"
up_level_cap "20"

// How much XP to rewarded players per level difference for XP awards.
// -
// Default: "1"
up_level_difference_points "1"

// What physical level weapon ammo types are available in a players personal locker.
// -
// Default: "10"
up_locker_ammo_level "5"

// How long players must wait in seconds between m60 grabs.
// -
// Default: "180"
up_m60_cooldown_time "180"

// How many points per damage done the top damage dealer on infected team earns if they break the record.
// -
// Default: "0.129"
up_map_damage_best "0.129"

// What category level this weapon/item unlocks at.
// -
// Default: "15"
up_melee_chainsaw_level "15"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_melee_cricket_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_melee_fireaxe_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_melee_golf_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_melee_guitar_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "10"
up_melee_machete_level "10"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_melee_pan_level "1"

// how much xp the first melee goal is.
// -
// Default: "50"
up_melee_start_xp "50"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_melee_tonfa_level "1"

// What physical level melee weapons unlock at.
// -
// Default: "1"
up_melee_unlock "1"

// How many points, at base, survivors receive for achieving a multiplier goal.
// -
// Default: "1.0"
up_multiplier_award "1.0"

// How much multiplier to add to the survivor each time a multiplier goal is met.
// -
// Default: "0.086"
up_multiplier_increment "0.086"

// How much xp is awarded for the nemesis, at its base award.
// -
// Default: "100"
up_nemesis_award_xp "100"

// How much health to add to all infected classes per physical level.
// -
// Default: "11"
up_physical_health_per_level "11"

// how much to multiply the next physical xp goal.
// -
// Default: "1.622"
up_physical_increment "1.622"

// the max experience needed per level (restricts regardless of multiplier)
// -
// Default: "10000"
up_physical_increment_max "10000"

// how much xp the first physical goal is.
// -
// Default: "100"
up_physical_start_xp "100"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_pistol_deagle_level "1"

// how much xp the first pistol goal is.
// -
// Default: "50"
up_pistol_start_xp "50"

// What physical level the first preset customization option becomes available.
// -
// Default: "1"
up_preset_1_unlock "1"

// What physical level the second preset customization option becomes available.
// -
// Default: "10"
up_preset_2_unlock "10"

// What physical level the second preset customization option becomes available.
// -
// Default: "15"
up_preset_3_unlock "15"

// What category level this weapon/item unlocks at.
// -
// Default: "5"
up_rifle_ak47_level "5"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_rifle_desert_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_rifle_m16_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "10"
up_rifle_m60_level "10"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_rifle_sg552_level "1"

// how much xp the first rifle goal is.
// -
// Default: "50"
up_rifle_start_xp "50"

// What physical level rifles unlock at.
// -
// Default: "10"
up_rifle_unlock "10"

// How much XP to award per point of healing, towards the map total (for the top player.)
// -
// Default: "0.146"
up_round_heals_xp_best "0.146"

// How much XP to award per headshot, towards the map best (for the top player.)
// -
// Default: "2.614"
up_round_hs_xp_best "2.614"

// How much XP to award per kill, towards the map total (for the top player.)
// -
// Default: "0.192"
up_round_kills_xp_best "0.192"

// How many points to give every time a player rescues a player, multiplied by their rescue goal.
// -
// Default: "1.667"
up_round_savior_xp_best "1.667"

// What category level this weapon/item unlocks at.
// -
// Default: "5"
up_sgun_auto_level "5"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_sgun_chrome_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_sgun_pump_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "10"
up_sgun_spas_level "10"

// how much xp the first shotgun goal is.
// -
// Default: "50"
up_shotgun_start_xp "50"

// What physical level shotguns unlock at.
// -
// Default: "1"
up_shotgun_unlock "1"

// How much damage the smoker tier 2 upgrade causes players.
// -
// Default: "5"
up_smoker_burn_damage "5"

// What to multiply smoker damage against to determine points calculated (since spitters earn WAY too many)
// -
// Default: "1.2"
up_smoker_damage_nerf "1.2"

// The points per vector distance to award smokers.
// -
// Default: "0.026"
up_smoker_distance "0.026"

// how much xp the first smoker goal is.
// -
// Default: "50"
up_smoker_start_xp "50"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_sniper_awp_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "5"
up_sniper_hunting_level "5"

// What category level this weapon/item unlocks at.
// -
// Default: "10"
up_sniper_military_level "10"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_sniper_scout_level "1"

// how much xp the first sniper goal is.
// -
// Default: "50"
up_sniper_start_xp "50"

// What physical level snipers unlock at.
// -
// Default: "1"
up_sniper_unlock "1"

// How many seconds at minimum the spawn timer can be.
// -
// Default: "0"
up_spawn_timer_min "0"

// How long infected must initially wait to respawn.
// -
// Default: "15"
up_spawn_timer_start "15"

// How many seconds to remove from spawn timers each purcahse.
// -
// Default: "5"
up_spawn_timer_sub "5"

// How much base XP to give for special infected kills.
// -
// Default: "2"
up_special_kill_xp "2"

// What to multiply spitter damage against to determine points calculated (since spitters earn WAY too many)
// -
// Default: "0.7"
up_spitter_damage_nerf "0.7"

// How much additional damage spitter juice deals for tier 3 spitters.
// -
// Default: "1"
up_spitter_damage_tier3 "1"

// How long a spitter is both immune and invisible (tier 3).
// -
// Default: "3.0"
up_spitter_invis_time "3.0"

// how much xp the first spitter goal is.
// -
// Default: "50"
up_spitter_start_xp "50"

// How much to start special infected costs.
// -
// Default: "3.0"
up_start_special_cost "3.0"

// How much to start tank infected costs.
// -
// Default: "50.0"
up_start_tank_cost "50.0"

// How long players are immune to sticky spit.
// -
// Default: "20.0"
up_sticky_spit_immune "20.0"

// How much sticky spit slows players. (1.0 = normal speed, 0.0 = no speed)
// -
// Default: "0.4"
up_sticky_spit_speed "0.4"

// How long sticky spit slows down survivors.
// -
// Default: "3.0"
up_sticky_spit_time "3.0"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_boomer_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_boomer_xp_cost "10"

// How much XP costs when bought in bulk (1.0 = normal. 0.9 = 90% (save 10%)).
// -
// Default: "0.95"
up_store_bulk_xp_discount_price "0.95"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_charger_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_charger_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_grenade_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_grenade_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_hunter_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_hunter_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_infected_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_infected_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_item_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_item_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_jockey_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_jockey_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_melee_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "5"
up_store_melee_xp_cost "5"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_physical_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_physical_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_pistol_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "5"
up_store_pistol_xp_cost "5"

// How much buying a preset customization option costs in the sky store.
// -
// Default: "15"
up_store_preset_cost "15"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_rifle_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_rifle_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_shotgun_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_shotgun_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_smoker_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_smoker_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_sniper_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_sniper_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_spitter_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_spitter_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_tank_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "10"
up_store_tank_xp_cost "10"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "50"
up_store_uzi_xp "50"

// How much XP a player is given for purchasing this item in the sky store.
// -
// Default: "5"
up_store_uzi_xp_cost "5"

// How much bonus XP to give players who have purchased the XP multiplier.
// -
// Default: "1.5"
up_store_xp_buy_multiplier "1.5"

// How many minutes to give the multiplier.
// -
// Default: "30.0"
up_store_xp_buy_multiplier_amount "30.0"

// How much the XP Multiplier costs in sky points.
// -
// Default: "30"
up_store_xp_buy_multiplier_cost "30"

// How much XP a player must have in a category to qualify for free upgrade if within range.
// -
// Default: "1000"
up_store_xp_excess "1000"

// How much XP a player must have (or less) to qualify for free upgrade.
// -
// Default: "10"
up_store_xp_free_range "10"

// How many points personal abilities cost increment each purchase.
// -
// Default: "5.0"
up_survability_increment "5.0"

// How many points personal ability items cost to purchase, initially.
// -
// Default: "30.0"
up_survability_start_cost "30.0"

// How much each ability starts with (100 for pct)
// -
// Default: "200"
up_survivor_ability_ammo "200"

// The maximum percent an ability use can negate a players value.
// -
// Default: "17"
up_survivor_ability_loss_max "17"

// The minimum percent an ability use can negate a players value.
// -
// Default: "4"
up_survivor_ability_loss_min "4"

// How many points / damage survivor players earn.
// -
// Default: "0.12"
up_survivor_assist "0.12"

// Multiplied against the total accumulation of survivor assist points.
// -
// Default: "0.11"
up_survivor_assistmp "0.11"

// How many xp points for the best survivor damage if it breaks the server record.
// -
// Default: "0.006"
up_survivor_best_damage "0.006"

// How many kills survivors must achieve for the first common infected goal.
// -
// Default: "50"
up_survivor_common_start "50"

// The points an infected earns for ensnaring a survivor.
// -
// Default: "1.116"
up_survivor_ensnare_value "1.116"

// How many kills survivors must achieve for the first headshot goal.
// -
// Default: "30"
up_survivor_headshot_start "30"

// How many kills survivors must achieve for the first melee goal.
// -
// Default: "30"
up_survivor_melee_start "30"

// How much to multiply the current multiplier goal to reach the new goal.
// -
// Default: "1.6"
up_survivor_multiplier_inc "1.6"

// The max survivor multiplier bonus.
// -
// Default: "3.0"
up_survivor_multiplier_max "3.0"

// How many kills survivors must achieve for the first pistol goal.
// -
// Default: "30"
up_survivor_pistol_start "30"

// The respawn timer for dead survivors in the queue.
// -
// Default: "30.0"
up_survivor_respawn_queue "30.0"

// How many kills survivors must achieve for the first rifle goal.
// -
// Default: "30"
up_survivor_rifle_start "30"

// Multiplied against the helping survivors multiplier.
// -
// Default: "1.109"
up_survivor_save_points "1.109"

// How many kills survivors must achieve for the first shotgun goal.
// -
// Default: "30"
up_survivor_shotgun_start "30"

// How many kills survivors must achieve for the first smg goal.
// -
// Default: "30"
up_survivor_smg_start "30"

// How many kills survivors must achieve for the first sniper goal.
// -
// Default: "30"
up_survivor_sniper_start "30"

// How many kills survivors must achieve for the first special infected goal.
// -
// Default: "30"
up_survivor_special_start "30"

// How many points / damage survivor players earn against tanks.
// -
// Default: "0.04"
up_survivor_tank_assist "0.04"

// How many points per damage done by survivors pool into the team points.
// -
// Default: "0.09"
up_survivor_teampoints "0.09"

// How many seconds infected players must wait after the last living tank dies, before buying a new one.
// -
// Default: "180.0"
up_tank_cooldown "180.0"

// How much health to add to tank players health pools per category level of current infected.
// -
// Default: "172"
up_tank_health_per_level "172"

// How many tanks to increment the limit each purchase.
// -
// Default: "1"
up_tank_limit_increment "1"

// How many tanks at maximum can be allowed.
// -
// Default: "2"
up_tank_limit_max "2"

// How many tanks can be alive at one time, initially.
// -
// Default: "1"
up_tank_limit_start "1"

// how much xp the first tank goal is.
// -
// Default: "200"
up_tank_start_xp "200"

// How many kills survivors must achieve for the first goal.
// -
// Default: "30"
up_team_common_start "30"

// How many kills survivors must achieve for the first goal.
// -
// Default: "30"
up_team_special_start "30"

// How many temporary heal substances players receive in the equipment locker.
// -
// Default: "10"
up_tempheal_supply "10"

// How many points tier 2 weapons cost increment each purchase.
// -
// Default: "0.0"
up_tier2_increment "0.0"

// How many points tier 2 weapons cost to purchase, initially.
// -
// Default: "20.0"
up_tier2_start_cost "20.0"

// How long infected must wait between buying more uncommon purchases.
// -
// Default: "30.0"
up_uncommon_cooldown "30.0"

// How many uncommon infected to spawn if uncommon drops are used.
// -
// Default: "20"
up_uncommon_drop_amount "20"

// How many points to increment uncommon infected purchases.
// -
// Default: "3.0"
up_uncommon_increment "3.0"

// How long players must wait between uncommon panic event purchases.
// -
// Default: "300.0"
up_uncommon_panic_timer "300.0"

// How many uncommon infected to queue if uncommon queues are used.
// -
// Default: "40"
up_uncommon_queue_amount "40"

// How many points it costs to initially purchase uncommon attacks.
// -
// Default: "15.0"
up_uncommon_start_amount "15.0"

// How much to multiply the next goal by. (After UnlockXPCap level (40 default))
// -
// Default: "1.04"
up_unlock_xp_increment "1.04"

// What level the XP Cap is unlocked.
// -
// Default: "40"
up_unlock_xp_level "40"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_uzi_mac10_level "1"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_uzi_mp5_level "1"

// how much xp the first uzi goal is.
// -
// Default: "50"
up_uzi_start_xp "50"

// What category level this weapon/item unlocks at.
// -
// Default: "1"
up_uzi_tmp_level "1"

// What physical level uzi's unlock at.
// -
// Default: "1"
up_uzi_unlock "1"

// Multiplies against the VIP's physical level to determine experience worth.
// -
// Default: "16"
up_vip_award "16"

// What color of blue for the vip.
// -
// Default: "50"
up_vip_color_blue "50"

// What color of green for the vip.
// -
// Default: "255"
up_vip_color_green "255"

// What color of red for the vip.
// -
// Default: "255"
up_vip_color_red "255"

// The minimum level required for a survivor player to become the VIP.
// -
// Default: "1"
up_vip_minimum_level "1"

// How much extra damage per weapon level to increase weapon potency.
// -
// Default: "1"
up_weapon_bonus_damage "1"

// How many points weapon upgrades cost increment each purchase.
// -
// Default: "3.0"
up_weapon_upgrade_increment "3.0"

// How much weapon upgrades cost initially.
// -
// Default: "5.0"
up_weapon_upgrade_start_cost "5.0"

// Force used to whip a survivor around with the smoker's tongue (Max).
// -
// Default: "500.0"
up_whip_force_max "500.0"

// Force used to whip a survivor around with the smoker's tongue (Min).
// -
// Default: "300.0"
up_whip_force_min "300.0"

// The most positive force to swing a survivor to the left or right.
// -
// Default: "300.0"
up_whip_max1 "300.0"

// The most positive force to swing a survivor to the left or right.
// -
// Default: "500.0"
up_whip_max2 "500.0"

// The most negative force to swing a survivor to the left or right.
// -
// Default: "-500.0"
up_whip_min1 "-500.0"

// The most negative force to swing a survivor to the left or right.
// -
// Default: "-300.0"
up_whip_min2 "-300.0"

// The Maximum amount of pull-forward force on a survivor.
// -
// Default: "300.0"
up_whip_pull_max1 "300.0"

// The Maximum amount of pull-forward force on a survivor.
// -
// Default: "500.0"
up_whip_pull_max2 "500.0"

// The Minimum amount of pull-forward force on a survivor.
// -
// Default: "-500.0"
up_whip_pull_min1 "-500.0"

// The Minimum amount of pull-forward force on a survivor.
// -
// Default: "-300.0"
up_whip_pull_min2 "-300.0"

// How much XP per damage to give survivor players at round end.
// -
// Default: "0.019"
up_xp_round_damage_survivor "0.019"

// How much XP per damage to give survivors for a tank fight.
// -
// Default: "0.006"
up_xp_tank_damage_survivor "0.006"

Plugin Dependencies:

  • Left 4 Loading



If you find a bug, please post it in the comments section below, thanks!



Attached Files Dołączona grafika sky_rpg5.zip (978.2 KB) Dołączona grafika Left4Loading.zip (582.6 KB)

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