Здравейте, може ли да се направи ранк системата да работи със Zombie Escape 1.5 версия.
Ако възможно да се направи при всеки дигнат левел да да определени escape coins.
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Cs-PlovdiV.com - Aim Attack 93.123.16.4:27022 |
aim_aztec Играчи: 0/16 |
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93.123.16.4:27022 | Cs-PlovdiV.com - Aim Attack | aim_aztec | 0/16 |
Преработка на Rank System(OciXCrom) ако е възможно и да не отнеме много време!
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OciXCrom
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Преработка на Rank System(OciXCrom) ако е възможно и да не отнеме много време!
Качи .inc файла на мода.
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Stilex
Извън линия - Потребител
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Преработка на Rank System(OciXCrom) ако е възможно и да не отнеме много време!
Код за потвърждение: Избери целия код
#include <amxmodx>
#include <reapi>
#include <fakemeta>
#include <hamsandwich>
#include <nvault>
#include <sqlx>
#include <amxmisc>
#include <amx_settings_api>
#include <cs_weap_models_api>
#include <zombie_escape_stocks>
#define ZE_VERSION "1.5"
#define AUTHORS "ZE Dev Team"
/*
* For more information about these natives and forwards, just vist our forum:
* Escapers-Zone.net
*/
// Team constants, use them in ze_roundend() forward
enum
{
ZE_TEAM_ZOMBIE = 1,
ZE_TEAM_HUMAN
}
// Items returns used in ze_select_item_pre()
#define ZE_WRONG_ITEM -1
#define ZE_ITEM_AVAILABLE 0
#define ZE_ITEM_UNAVAILABLE 1
#define ZE_ITEM_DONT_SHOW 2
// Max Extra-Items
#define MAX_EXTRA_ITEMS 60
// Forwards
/*
* Description: Called on round end event.
*
* @param WinTeam The win team ZE_TEAM_ZOMBIE or ZE_TEAM_HUMAN.
*
* @return Returns here useless, it will not affect the real end round event.
*
*/
forward ze_roundend(WinTeam);
/*
* Description: Called when user humanized, it called whenever
* ze_set_user_human(id) native used.
* It's called also at every new round when all players humanized.
*
* @param id Client index.
*
* @return Returns here useless, it will not affect the real humanization event.
*
*/
forward ze_user_humanized(id);
/*
* Description: Called before user get infected by player.
*
* @param iVictim Victim index, human who will catch the infection.
* @param iInfector Infector index, zombie who will cause the infection.
* @param iDamage The blocked damage value.
*
* @return To stop the infection event use: return 1
* To let the infection continue use: return 0
*
* @note This forward will not called on the zombie choose by the server,
* only called if player try to infect player.
* You can use pre to block the infection or to let it in specific conditions.
* Basically return > 0 will stop the infection.
*
*/
forward ze_user_infected_pre(iVictim, iInfector, iDamage);
/*
* Description: Called when user infected by player or by the server.
* Called also at the first choose of zombies (in this case server is the infector).
*
* @param iVictim Victim index, human who catch the infection.
* @param iInfector Infector index, zombie or server who caused the infection.
*
* @return Returns here useless, it will not affect the real infection event.
*
* @note If the infector is the server, The iInfector will be 0
* else the iInfector will be the zombie id.
*
*/
forward ze_user_infected(iVictim, iInfector);
/*
* Description: Called when zombies chosen.
*
* @return Returns here useless, it will not affect the real appearing event.
*
*/
forward ze_zombie_appear();
/*
* Description: Called when the chosen zombies released.
*
* @return Returns here useless, it will not affect the real releasing event.
*
*/
forward ze_zombie_release();
/*
* Description: Called every new round if game started.
*
* @return To block zombie escape round return 1, To continue zombie escape mod return 0.
*
* @note This called every new round only if the game started
* which mean players is higher than required player so game already started.
* this native somehow similar to new round event but only called when game started.
* You can use it to block zombie escape mod round, and use your own round like Nemesis round
* make sure to use this after first round, never return 1 in first round.
*
*/
forward ze_game_started_pre();
/*
* Description: Called every new round if game started.
*
* @return Returns here useless, it will not affect the real new round event.
*
* @note This called every new round only if the game started
* which mean players is higher than required player so game already started.
* this native somehow similar to new round event but only called when game started.
*
*/
forward ze_game_started();
/*
* Description: Called before zombie get fired by fire nade.
*
* @return Return 1 to stop the fire action, zombie will not get fired.
* Return 0 to continue the fire, zombie will be fired.
*
* @note You can use this to stop the fire action at specific conditions.
*
*/
forward ze_fire_pre(id);
/*
* Description: Called before zombie get frozen by frost nade.
*
* @return Return 1 to stop the freeze action, zombie will not get frozen.
* Return 0 to continue the freeze, zombie will be frozen.
*
* @note You can use this to stop the freeze action at specific conditions.
*
*/
forward ze_frost_pre(id);
/*
* Description: Called when zombie get unfrozen.
*
* @return Returns here useless, it will not affect the real unfreeze event.
*
*/
forward ze_frost_unfreeze(id);
/*
* Description: Called when player opens the extra-items menu.
* Or when he choose the item but before he get it.
*
* @param id Client index.
* @param iItemid Index of item he try to buy.
* @param bIgnoreCost true will ignore the cost, false will not ignore cost.
*
* @return ZE_ITEM_AVAILABLE | Shows item in the menu, player can also buy it.
* ZE_ITEM_UNAVAILABLE | Show to player but he can't but it.
* ZE_ITEM_DONT_SHOW | Item not appear to that player.
*
*/
forward ze_select_item_pre(id, iItemid, bIgnoreCost);
/*
* Description: Called after player choose the item,
* called only if ze_select_item_pre() returned ZE_ITEM_AVAILABLE.
*
* @param id Client index.
* @param iItemid Index of item he try to buy.
* @param bIgnoreCost true will ignore the cost, false will not ignore cost.
*
* @return Returns here useless, it will not affect the real buy event.
*
*/
forward ze_select_item_post(id, iItemid, bIgnoreCost);
/*
* Description: Called when player disconnect.
*
* @param id Client index.
*
* @return return 0 | Will continue Mod game rules.
* return 1 | Will block Mod game rules, you can use yours.
*
* @note Useful in plugins like, replacing disconnected zombie/human if he was last zombie/human.
*
*/
forward ze_player_disconnect(id);
// Natives
/*
* Description: Check if user zombie or not.
*
* @param id Client index.
*
* @return true | If user Zombie.
* false | If user Human.
* -1 | If player not connected.
*
*/
native ze_is_user_zombie(id);
/*
* Description: Check if game started or not.
* Game start when minimun required players connected.
*
* @return true | If game started.
* false | If game not started yet.
*
*/
native ze_is_game_started();
/*
* Description: Check if this zombie in pre-release time or not.
* Pre-Release time is said to be freeze time for zombies.
*
* @param id Client index.
*
* @return true | If this zombie in freeze time.
* false | If this zombie not in freeze time.
* -1 | If player not connected or this player is Human.
*
*/
native ze_is_zombie_frozen(id);
/*
* Description: Return current round number (Integer).
* First round is round 1, second is 2 ... etc.
*
* @return Round number | If game started
* -1 | If game not started yet
*
*/
native ze_get_round_number();
/*
* Description: Return alive humans number (Integer).
*
* @return Alive humans number.
*
*/
native ze_get_humans_number();
/*
* Description: Return alive zombies number (Integer).
*
* @return Alive zombies number.
*
*/
native ze_get_zombies_number();
/*
* Description: Set user to zombie team.
*
* @param id Client index.
*
* @return true | If set successfully
* false | If this player not connected
*
* @note This will throw error in case of invalid player.
*
*/
native ze_set_user_zombie(id);
/*
* Description: Set user to human team.
*
* @param id Client index.
*
* @return true | If set successfully
* false | If this player not connected
*
* @note This will throw error in case of invalid player.
*
*/
native ze_set_user_human(id);
/*
* Description: Increase human speed with this factor.
* This factor added to his current speed depend on which weapon he carries.
*
* @param id Client index.
* @param iFactor The factor to be added to current speed.
*
* @return true | If set successfully
* false | If this player not connected
*
* @note This native will add speed to current speed.
* For example, ze_set_human_speed_factor(id, 0) will not set player speed to zero
* it won't increase his speed so he will have normal weapon speed.
* Example, if player carry knife and ze_set_human_speed_factor(id, 20) his speed will be
* increased by 20 so his total speed will be 270 (default knife speed: 250)
* You may use negative factors to decrease this speed.
* Using this native will set the players speed for the whole map.
* Speeds reset if this player disconnect, or reset using reset native.
* This is limited by sv_maxspeed cvar.
* This will throw error in case of invalid player.
*
*/
native ze_set_human_speed_factor(id, iFactor);
/*
* Description: Reset human speed to default value used in ze_human_speed_factor cvar.
*
* @param id Client index.
*
* @return true | If reset successfully
* false | If this player not connected
*
* @note This will remove the custom speed factor set by
* ze_set_human_speed_factor(id, iFactor) native.
* And will use the default factor in ze_human_speed_factor cvar.
* This will throw error in case of invalid player.
*
*/
native ze_reset_human_speed(id);
/*
* Description: Set this zombie speed to custom value.
*
* @param id Client index.
* @param iSpeed Speed to set this zombie to.
*
* @return true | If set successfully
* false | If this player not connected
*
* @note This native will set custom speed for this zombie
* and will not use value defined in ze_zombie_speed cvar
* This is limited by sv_maxspeed cvar.
* This will throw error in case of invalid player.
*
*/
native ze_set_zombie_speed(id, iSpeed);
/*
* Description: Reset zombie speed to default value used in ze_zombie_speed cvar.
*
* @param id Client index.
*
* @return true | If reset successfully
* false | If this player not connected
*
* @note This will throw error in case of invalid player.
*
*/
native ze_reset_zombie_speed(id);
/*
* Description: Get user knockback.
*
* @param id Client index.
*
* @return Knockback value | if client valid
* -1 | If player not connected
*
* @note This will throw error in case of invalid player.
* This function return integer value.
*
*/
native ze_get_user_knockback(id)
/*
* Description: Set user knockback.
*
* @param id Client index.
* @param flKnockback Knockback value as float.
*
* @return true | If set successfully
* false | If this player not connected
*
*/
native ze_set_user_knockback(id, Float:flKnockback)
/*
* Description: Reset user knockback to use value from CVAR.
*
* @param id Client index.
*
* @return true | If reset successfully
* false | If this player not connected
*
*/
native ze_reset_user_knockback(id)
/*
* Description: Set user gravity.
*
* @param id Client index.
* @param iGravity Gravity value.
*
* @return true | If set successfully
* false | If this player not connected
*
*/
native ze_set_user_gravity(id, iGravity)
/*
* Description: Reset user gravity to use value from CVAR.
*
* @param id Client index.
*
* @return true | If reset successfully
* false | If this player not connected
*
*/
native ze_reset_user_gravity(id)
/*
* Description: Get player escape coins.
*
* @param id Client index.
*
* @return Player coins | If this player in server
* false | If this player not connected
*
* @note This will throw error in case of invalid player.
*
*/
native ze_get_escape_coins(id);
/*
* Description: Set player escape coins.
*
* @param id Client index.
* @param iAmount Client index.
*
* @return true | If set successfully
* false | If this player not connected
*
* @note This will throw error in case of invalid player.
*
*/
native ze_set_escape_coins(id, iAmount);
/*
* Description: Get escape leader index.
*
* @return Escape leader id
*
* @note Make sure to use it when game already started.
* If rank mode which is used the native will return rank 1 player.
*
*/
native ze_get_escape_leader_id();
/*
* Description: Stop/Resume setting rendering from ze_effects_messages.sma plugin.
*
* @param id Client index.
* @param bSet True or false, True will stop the rendering that comes from ze_effects_messages.sma
* false will continue setting rendering from ze_effects_messages.sma
*
* @return true | If set successfully
* false | If this player not connected
*
* @note This native will not throw error if player not connected. It will just return false.
* You before you set rendering for any player in any plugin you should first make: ze_stop_mod_rendering(id, true)
* This will ensure that no rendering is setting from ze_effects_messages.sma plugin.
* When you remove rendering, you should use: ze_stop_mod_rendering(id, false)
*
*/
native ze_stop_mod_rendering(id, bool:bSet);
/*
* Description: Used to set/stop fire on zombie.
*
* @param id Client index.
* @param bSet Boolean value, true will set fire on zombie.
* false will stop fire on zombie.
*
* @return true | If successfully set/stop fire on zombie.
* false | If returned 1 in ze_fire_pre() forward.
* Mean if fire action stopped by the pre forward.
* -1 | If this zombie not alive.
*
* @note If zombie fired right now, you can use this to stop the fire
* imediatly by using: ze_set_fire_grenade(id, false)
* Same you can fire him at anytime.
* Always check if user alive or not when using this native.
* This will throw error in case of invalid player.
*
*/
native ze_set_fire_grenade(id, bSet);
/*
* Description: Tells you if this zombie burning now or not.
*
* @param id Client index.
*
* @return true | If this zombie burning now.
* false | If this zombie not burning.
* -1 | If this zombie not alive.
*
*/
native ze_zombie_in_fire(id);
/*
* Description: Used to set/stop freeze on zombie.
*
* @param id Client index.
* @param bSet Boolean value, true will freeze zombie. false will unfreeze zombie.
*
* @return true | If successfully freeze/unfreeze zombie.
* false | If returned 1 in ze_frost_pre() forward.
* Mean if freeze action stopped by the pre forward.
* Or if player already frozen
* -1 | If this zombie not alive.
*
* @note If zombie frozen right now, you can use this to unfreeze him
* imediatly by using: ze_set_frost_grenade(id, false)
* Same you can freeze him at anytime.
* Always check if user alive or not when using this native.
* This will throw error in case of invalid player.
*
*/
native ze_set_frost_grenade(id, bSet);
/*
* Description: Tells you if this zombie frozen now or not.
*
* @param id Client index.
*
* @return true | If this zombie frozen now.
* false | If this zombie unfrozen.
* -1 | If this zombie not alive.
*
*/
native ze_zombie_in_forst(id);
/*
* Description: Register extra-item in the items-menu.
*
* @param szItemName[] Item name.
* @param iCost Item cost.
* @param iLimit Item limit.
*
* @return Item id in the menu, if successfully registered.
* ZE_WRONG_ITEM | If item name was empty or item already registered.
*
* @note ZE_WRONG_ITEM is defined as -1
* Limit must be >= 0, 0 means unlimited.
* Use this native in plugin_init() forward.
*
*/
native ze_register_item(const szItemName[], iCost, iLimit);
/*
* Description: Open items menu for specific player.
*
* @param id Client index.
*
* @return true | If successfully opened to the player.
* false | If this player not connected.
*
*/
native ze_show_items_menu(id);
/*
* Description: Force player to buy specific extra-item.
*
* @param id Client index.
* @param iItemid Item id, returned by ze_register_item() or ze_get_item_id().
* @param bIgnoreCost true will ignore the cost, false will not ignore cost.
*
* @return true | If successfully bought item.
* false | If this player not connected or itemid is invalid.
*
*/
native ze_force_buy_item(id, iItemid, bIgnoreCost);
/*
* Description: Get item id by it's name.
*
* @param szItemName[] Item name that used in ze_register_item().
*
* @return Item index | If item name is valid.
* ZE_WRONG_ITEM | If this item name invalid.
*
* @note ZE_WRONG_ITEM is defined as -1
* Item name used in ze_register_item() native,
* is called the real item name.
* this native deal with real name not name in ze_extraitems.ini
*
*/
native ze_get_item_id(const szItemName[]);
/*
* Description: Get item cost (Integer) by it's id.
*
* @param iItemid The item id from ze_register_item() or ze_get_item_id().
*
* @return Item cost | If item id is valid.
* ZE_WRONG_ITEM | If item id is invalid.
*
* @note ZE_WRONG_ITEM is defined as -1
*
*/
native ze_get_item_cost(iItemid);
/*
* Description: Add extra-text to the item name.
*
* @param szText[] Text to be added.
*
* @return No return.
*
* @note This native is used in ze_select_item_pre() forward.
* Maximum length of the text is 32
*
*/
native ze_add_text_to_item(const szText[]);
/*
* Description: Return item limit.
*
* @param iItemid Item id.
*
* @return Limit | If this itemid is valid.
* ZE_WRONG_ITEM | If this itemid is invalid.
*
* @note ZE_WRONG_ITEM is defined as -1
*
*/
native ze_get_item_limit(iItemid);
/*
* Description: Check if this item id is valid or not.
*
* @param iItemid Item id to check.
*
* @return true | If this itemid is valid.
* false | If this itemid is invalid.
*
*/
native ze_is_valid_itemid(iItemid);
/*
* Description: Return the item name by it's id.
*
* @param iItemid Item id to check.
* @param szName[] String to copy the string name to.
* @param iLen The string szName[] max length.
*
* @return true | If item name copied successfully to szName[] string.
* ZE_WRONG_ITEM | If this itemid is invalid.
*
*/
native ze_get_item_name(iItemid, const szName[], iLen);
/*
* Description: Set this item for specific level.
*
* @param iItemid Item id.
* @param iLevel Level must player have to buy this item.
*
* @return true | If level set successfully.
* false | If level < 0 (Failed).
* ZE_WRONG_ITEM | If this itemid is invalid.
*
* @note Use this under ze_register_item() native in plugin_init() forward.
* To use this native level plugin must be installed.
*
*/
native ze_set_item_level(iItemid, iLevel);
/*
* Description: Get item level.
*
* @param iItemid Item id.
*
* @return Item level | If this itemid is valid.
* ZE_WRONG_ITEM | If this itemid is invalid.
*
* @note To use this native level plugin must be installed.
*
*/
native ze_get_item_level(iItemid);
/*
* Description: Set this item for VIPs on specific flag.
*
* @param iItemid Item id.
* @param szFlag Flag to set item to: a, b, c ... etc.
*
* @return true | If set successfully for VIPs.
* ZE_WRONG_ITEM | If this itemid is invalid.
*
* @note Use this under ze_register_item() native in plugin_init() forward.
* To use this native VIP plugin must be installed.
* Make sure to use only one flag.
*
*/
native ze_set_item_vip(iItemid, szFlag[]);
/*
* Description: See if this item for VIP or not, and on which flag.
*
* @param iItemid Item id.
*
* @return Flag this item set to (return integer).
* ZE_WRONG_ITEM | If this itemid is invalid.
*
* @note To use this native VIP plugin must be installed.
* This native works like ze_get_vip_flags() native.
*
*/
native ze_get_item_vip(iItemid);
/*
* Description: Check if this zombie in madness or not.
*
* @param id Client index.
*
* @return true | This zombie in madness.
* false | If this zombie not in madness.
* -1 | If this player not connected or he is human.
*
*/
native ze_zombie_in_madness(id);
/*
* Description: Show weapon menu for player.
*
* @param id Client index.
*
* @return true | If menu opened successfully.
* false | If this player not connected.
*
*/
native ze_show_weapon_menu(id);
/*
* Description: Check if auto buy enabled or not.
*
* @param id Client index.
*
* @return true | If auto buy enabled.
* false | If auto buy disabled.
* -1 | If this player not connected.
*
*/
native ze_is_auto_buy_enabled(id);
/*
* Description: This will disable auto buy for player.
*
* @param id Client index.
*
* @return true | If disabled successfully.
* false | If this player not connected.
*
*/
native ze_disable_auto_buy(id);
/*
* Description: Enable and disable Ready&PreRelease sounds for any player.
*
* @param id Client index.
* @param bSet true will enable sounds, false will disable sounds.
*
* @return true | If successfully disabled/enabled.
* false | If this player not connected.
*
*/
native ze_set_starting_sounds(id, bool:bSet);
/*
* Description: Enable and disable ambiance sound for any player.
*
* @param id Client index.
* @param bSet true will enable sound, false will disable sound.
*
* @return true | If successfully disabled/enabled.
* false | If this player not connected.
*
*/
native ze_set_ambiance_sounds(id, bool:bSet);
/*
* Description: Check for any player if Ready&PreRelease sounds enabled or disabled.
*
* @param id Client index.
*
* @return true | If sounds enabled.
* false | If sounds disabled.
* -1 | If this player not connected.
*
*/
native ze_is_starting_sounds_enabled(id);
/*
* Description: Check for any player if ambiance sounds enabled or disabled.
*
* @param id Client index.
*
* @return true | If sounds enabled.
* false | If sounds disabled.
* -1 | If this player not connected.
*
*/
native ze_is_ambiance_sounds_enabled(id);[code]
-
OciXCrom
Извън линия - Owner
- Мнения: 7206
- Регистриран на: 06 Окт 2016, 19:20
- Местоположение: /resetscore
- Се отблагодари: 117 пъти
- Получена благодарност: 1301 пъти
- Обратна връзка:
Преработка на Rank System(OciXCrom) ако е възможно и да не отнеме много време!
Код за потвърждение: Избери целия код
#include <amxmodx>
#include <crxranks>
#include <imeto-na-inc-faila>
const COINS_PER_LEVEL = 10
public plugin_init()
{
register_plugin("CRXRanks: ZE Coins", "1.0", "OciXCrom")
}
public crxranks_user_level_updated(id, iLevel, bool:bLevelUp)
{
ze_set_escape_coins(id, ze_get_escape_coins(id) + COINS_PER_LEVEL)
}
-
Stilex
Извън линия - Потребител
- Мнения: 138
- Регистриран на: 27 Авг 2021, 23:58
- Се отблагодари: 13 пъти
- Получена благодарност: 7 пъти
- Обратна връзка:
Преработка на Rank System(OciXCrom) ако е възможно и да не отнеме много време!
Благодаря!
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