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Форум » SourceMod >> CS:Source >> CSGO » Обсуждение » RPG (Upgrades)
RPG
котэ Дата: Пятница, 17.01.2014, 17:53:17 | Сообщение # 1
Сообщений: 44
Репутация: -8 [ +/- ]
Здравствуйте,возможно ли перевести возможности ,с thc rpg на этот RPG ! Код ниже.

Код
*
* ============================================================================
*
* [THC RPG] Total HardCore RPG
*
* File: gravity.inc
* Type: Upgrade
* Description: Gives you the ability to jump higher/farther because of a lowered gravity
* Author: ArsiRC
*
* Copyright (c) 2009-2011 ArsiRC
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/

/**
* This module's identifier.
*/
new Module:g_modulegravity;

new g_gravityUpgradeConfigCache[UpgradeConfigs];

/**
* Register this module.
*/
gravity_Register()
{
// Define all the module's data as layed out by enum ModuleData in project.inc.
new moduledata[ModuleData];

moduledata[ModuleData_Disabled] = false;
moduledata[ModuleData_Hidden] = false;
strcopy(moduledata[ModuleData_ShortName], MM_DATA_SHORTNAME, "gravity");
strcopy(moduledata[ModuleData_FullName], MM_DATA_FULLNAME, "Gravity-");
strcopy(moduledata[ModuleData_Description], MM_DATA_DESCRIPTION, "Gives you the ability to jump higher/farther because of a lowered gravity");

new Module:dependencies[MM_DATA_DEPENDENCIES];
dependencies[0] = g_moduleCore;
dependencies[1] = INVALID_MODULE;
moduledata[ModuleData_Dependencies] = dependencies;

new Module:interlocks[MM_DATA_INTERLOCKS];
interlocks[0] = INVALID_MODULE;
moduledata[ModuleData_Interlocks] = interlocks;

moduledata[ModuleData_TeamLock] = 0;
moduledata[ModuleData_MaxLevel] = 10;
moduledata[ModuleData_Cost] = 10;
moduledata[ModuleData_iCost] = 15;

// Send this array of data to the module manager.
g_modulegravity = ModuleMgr_Register(moduledata);

// Now register the events we're going to use.
#if defined EVENT_MANAGER
EventMgr_RegisterEvent(g_modulegravity, "Event_OnEventsRegister", "gravity_OnEventsRegister");
#endif

// Register config file(s) that this module will use.
#if defined CONFIG_MANAGER
ConfigMgr_Register(g_modulegravity, "gravity_OnConfigReload", "configs/thc_rpg/gravity.txt");
#endif
}

/**
* Register all events here.
*/
public gravity_OnEventsRegister()
{
// Register all the events needed for this module.
EventMgr_RegisterEvent(g_modulegravity, "Event_OnMyModuleEnable", "gravity_OnMyModuleEnable");
EventMgr_RegisterEvent(g_modulegravity, "Event_OnMyModuleDisable", "gravity_OnMyModuleDisable");
EventMgr_RegisterEvent(g_modulegravity, "Event_OnMapStart", "gravity_OnMapStart");
#if defined PROJECT_GAME_CSS
EventMgr_RegisterEvent(g_modulegravity, "Event_PlayerSpawn", "gravity_PlayerSpawn");
#endif

// Custom events
EventMgr_RegisterEvent(g_modulegravity, "Event_OnUpgradePurchase", "gravity_OnUpgradePurchase");
EventMgr_RegisterEvent(g_modulegravity, "Event_OnUpgradeSell", "gravity_OnUpgradeSell");
EventMgr_RegisterEvent(g_modulegravity, "Event_OnGameFrame", "gravity_OnGameFrame");
}

/**
* All modules and events have been registered by this point. Event priority can be changed here.
*/
public gravity_OnEventsReady()
{
}

#if defined CONFIG_MANAGER
/**
* Called when a registered config file (by this module) is manually reloaded.
*/
public gravity_OnConfigReload(configindex)
{
#if defined LOG_MANAGER
LogMgr_Print(g_modulegravity, LogType_Normal, "gravityConfigReload", "Reloaded gravity module's config (index %d)", configindex);
#endif

ConfigMgr_CacheKv(g_modulegravity, CM_CONFIGINDEX_FIRST, "gravityModule_ConfigCache");
}

/**
* Read config values
*/
public KvCache:gravityModule_ConfigCache(Handle:kv, sectionindex, const String:sectionname[])
{
// Read Upgrade config
if(StrEqual(sectionname, "gravity", false))
{
g_gravityUpgradeConfigCache[UpgradeConfig_Disable] = KvGetNum(kv, "disable");
g_gravityUpgradeConfigCache[UpgradeConfig_TeamLock] = KvGetNum(kv, "teamlock");
g_gravityUpgradeConfigCache[UpgradeConfig_MaxLevel] = KvGetNum(kv, "maxlevel");
g_gravityUpgradeConfigCache[UpgradeConfig_Cost] = KvGetNum(kv, "cost");
g_gravityUpgradeConfigCache[UpgradeConfig_iCost] = KvGetNum(kv, "icost");
g_gravityUpgradeConfigCache[UpgradeConfig_Percent] = KvGetFloat(kv, "percent");

if(g_gravityUpgradeConfigCache[UpgradeConfig_Disable]==1)
ModuleMgr_Disable(g_modulegravity);

ModuleMgr_WriteCell(g_modulegravity, ModuleData_TeamLock, g_gravityUpgradeConfigCache[UpgradeConfig_TeamLock]);
ModuleMgr_WriteCell(g_modulegravity, ModuleData_MaxLevel, g_gravityUpgradeConfigCache[UpgradeConfig_MaxLevel]);
ModuleMgr_WriteCell(g_modulegravity, ModuleData_Cost, g_gravityUpgradeConfigCache[UpgradeConfig_Cost]);
ModuleMgr_WriteCell(g_modulegravity, ModuleData_iCost, g_gravityUpgradeConfigCache[UpgradeConfig_iCost]);
}
else
ModuleMgr_Disable(g_modulegravity);
}
#endif

/**
* The module that hooked this event callback has been enabled.
*
* @param refusalmsg The string that is printed if Plugin_Handled is returned and it is non-empty.
* @param maxlen The max length of the string.
*
* @return Return Plugin_Handled to stop enable, and Plugin_Continue to allow it.
*/
public Action:gravity_OnMyModuleEnable(String:refusalmsg[], maxlen)
{
new client;
new Handle:vecPlayer;

new size=GetArraySize(g_hVecPlayers);
for(new x=0;x<size;x++)
{
vecPlayer=GetArrayCell(g_hVecPlayers,x);
client=GetArrayCell(vecPlayer,VECTOR_PLAYERS_CLIENT);
if(IsValidPlayer(client))
gravity_Action(client, GetPlayerUpgradeLevel(client,g_modulegravity));
}

return Plugin_Continue;
}

/**
* The module that hooked this event callback has been disabled.
*
* @param refusalmsg The string that is printed if Plugin_Handled is returned and it is non-empty.
* @param maxlen The max length of the string.
*
* @return Return Plugin_Handled to stop disable, and Plugin_Continue to allow it.
*/
public Action:gravity_OnMyModuleDisable(String:refusalmsg[], maxlen)
{
new client;
new Handle:vecPlayer;

new size=GetArraySize(g_hVecPlayers);
for(new x=0;x<size;x++)
{
vecPlayer=GetArrayCell(g_hVecPlayers,x);
client=GetArrayCell(vecPlayer,VECTOR_PLAYERS_CLIENT);
if(IsValidPlayer(client))
SetEntityGravity(client, 1.0);
}

return Plugin_Continue;
}

/**
* The map has started.
*/
public gravity_OnMapStart()
{
#if defined CONFIG_MANAGER
ConfigMgr_CacheKv(g_modulegravity, CM_CONFIGINDEX_FIRST, "gravityModule_ConfigCache");
#endif
}

/**
* Client has spawned.
*
* @param client The client index.
*
*/
public gravity_PlayerSpawn(client)
{
if(IsValidPlayer(client))
gravity_Action(client, GetPlayerUpgradeLevel(client,g_modulegravity));
}

/**
* Client has purchased an Upgrade
*/
public gravity_OnUpgradePurchase(client, level)
{
if(IsValidPlayer(client))
gravity_Action(client, level);
}

/**
* Client has sold an Upgrade
*/
public gravity_OnUpgradeSell(client, level)
{
if(IsValidPlayer(client))
gravity_Action(client, level);
}

/**
* Called before every server frame.
* Note that you should avoid doing expensive computations here,
* and you should declare large local arrays using 'decl' instead of 'new'
*/
public gravity_OnGameFrame()
{
if(!ModuleMgr_IsDisabled(g_modulegravity))
for(new client=1;client<=MaxClients;client++)
if(IsValidPlayer(client))
gravity_Action(client, GetPlayerUpgradeLevel(client,g_modulegravity));
}

public gravity_Action(client, level)
{
if(GetClientTeam(client)!=g_gravityUpgradeConfigCache[UpgradeConfig_TeamLock])
if(level>0)
{
new Float:gravity=1.0-(level*g_gravityUpgradeConfigCache[UpgradeConfig_Percent]);
if(gravity<0.0)
gravity=0.0;
SetEntityGravity(client, gravity);
}

_______________________________________________________________________________________________

CSS RPG взял к примеру fnade!

Код
#pragma semicolon 1
#include <sourcemod>
#include <sdktools>

/* Ignite duration increase for every level */
#define FNADE_INC 2
#define FNADE_DMG_MIN 5

new Handle:g_hFNadeConfig;

Item_FNade_PreInit()
{
g_hFNadeConfig = RegisterItemType("FireGrenade", "fnade", 10, true, 5, 15, 10, FNade_Buy, FNade_Sell);
}

public bool:FNade_Buy(client)
{
return true;
}

public bool:FNade_Sell(client)
{
return true;
}

FNade_PlayerDamage(attacker, victim, dmg_health, dmg_armor)
{
if(!GetConVarBool(g_hCVEnable) || !GetArrayCell(g_hFNadeConfig, ITEM_ENABLE))
return;

// Enough damage?
if((dmg_health+dmg_armor) < FNADE_DMG_MIN)
return;

new iLevel = GetPlayerItemLevel(attacker, GetArrayCell(g_hFNadeConfig, ITEM_INDEX));

if(iLevel <= 0)
return;

IF_BOT_NENABLED(attacker)
return;

if(GetClientTeam(attacker) == GetClientTeam(victim))
return;

new Float:fDuration = float(iLevel*FNADE_INC);
IgniteEntity(victim, fDuration);
}


Сообщение отредактировал котэ - Пятница, 17.01.2014, 21:51:18
 
MongoL666 Дата: Пятница, 17.01.2014, 18:36:26 | Сообщение # 2
Сообщений: 92
Репутация: -9 [ +/- ]
котэ, А не судьба все это запихать в тег "code" ???
 
котэ Дата: Пятница, 17.01.2014, 20:54:41 | Сообщение # 3
Сообщений: 44
Репутация: -8 [ +/- ]
Цитата MongoL666 ()
котэ, А не судьба все это запихать в тег "code" ???

А По точнее!
 
MongoL666 Дата: Пятница, 17.01.2014, 21:47:04 | Сообщение # 4
Сообщений: 92
Репутация: -9 [ +/- ]
котэ, Когда тему создаешь то повыше на вкладках есть теги, для того что бы удобно было копировать твой код и ли читать его тебе надо внести все сообщение с кодом в теги code /code
 
котэ Дата: Пятница, 17.01.2014, 21:48:20 | Сообщение # 5
Сообщений: 44
Репутация: -8 [ +/- ]
Понятно.
 
«SeReGa»☆ Дата: Суббота, 18.01.2014, 00:51:54 | Сообщение # 6
Сообщений: 395
Репутация: 37 [ +/- ]
Думаю нужно продвигатся дальше (переходить на thc_rpg).
 
котэ Дата: Суббота, 18.01.2014, 12:57:25 | Сообщение # 7
Сообщений: 44
Репутация: -8 [ +/- ]
Цитата «SeReGa»☆ ()
Думаю нужно продвигатся дальше (переходить на thc_rpg).


THC RPG для меня не очень ,а CSS:RPG 100XL FOR SOURCEMOD самое то,если переписать пару UGRADES ,то будет лучше чем thc rpg!
 
Форум » SourceMod >> CS:Source >> CSGO » Обсуждение » RPG (Upgrades)
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