02/08/2019, 11:22 PM
En hh (happy hour) la ganancia de experiencia por combo y combo party es normal, se termina la hh, y no se suma mas la experiencia..
Dejo takedamage, las reset combo/party y si precisan (aunque no creo) la funcion de chequeo y de la hh u otra cosa, me avisan por favor
Resets
Dejo takedamage, las reset combo/party y si precisan (aunque no creo) la funcion de chequeo y de la hh u otra cosa, me avisan por favor
Código PHP:
// Attacker is human...
if (!g_zombie[attacker])
{
if (!g_survivor[attacker])
{
static plrWeapId
if (is_user_connected(attacker) || is_user_bot(attacker))
plrWeapId = get_user_weapon(attacker)
static i
for(i = 0; i < MAX_PRIMARIAS; i++)
{
if (g_primarias[attacker][i] && get_weaponid(Armasp[i][PITEMS]) == plrWeapId)
{
damage *= Armasp[i][PDAMAGE]
}
}
for(i = 0; i < MAX_SECUNDARIAS; i++)
{
if (g_secundarias[attacker][i] && get_weaponid(Armass[i][PITEMS]) == plrWeapId)
{
damage *= Armass[i][PDAMAGE]
}
}
}
if(!g_PartyData[attacker][In_Party]) // Combos Sin Party
{
// Combos Agregados
g_damage[attacker] += floatround(damage)
g_Hits[attacker]++
while(g_damage[attacker]>=(power(g_combo[attacker], 1)*330))
{
g_combo[attacker]++
}
remove_task(attacker+TASK_COMBO)
set_task(0.1, "task_combo", attacker+TASK_COMBO)
set_task(4.0, "reset_combo", attacker+TASK_COMBO)
}
else // Combos Del Party
{
new Players[32], user
get_party_index(attacker, Players)
for(new i; i < g_PartyData[attacker][Amount_In_Party]; i++)
{
user = Players[i]
g_damagep[user] += floatround(damage) / g_PartyData[user][Amount_In_Party]
g_Hitsp[user]++
while(g_damagep[user]>=(power(g_combop[user], 1)*430))
{
g_combop[user]++
}
remove_task(user+TASK_COMBOP)
set_task(0.1, "task_party_combo", user+TASK_COMBOP)
set_task(4.0, "reset_party_combo", user+TASK_COMBOP)
}
}
// Armor multiplier for the final damage on normal zombies
if (!g_nemesis[victim] && !g_assassin[victim] && !g_sniper[attacker])
{
damage *= get_pcvar_float(cvar_zombiearmor)
SetHamParamFloat(4, damage)
}
// Reward ammo packs to humans for damaging zombies?
if ((get_pcvar_num(cvar_ammodamage_human) > 0) && (!g_survivor[attacker] || !get_pcvar_num(cvar_survignoreammo)) && (!g_sniper[attacker] || !get_pcvar_num(cvar_snipignoreammo)))
{
// Store damage dealt
g_damagedealt_human[attacker] += floatround(damage)
// Reward ammo packs for every [ammo damage] dealt
while (g_damagedealt_human[attacker] > get_pcvar_num(cvar_ammodamage_human))
{
g_ammopacks[attacker]++
g_damagedealt_human[attacker] -= get_pcvar_num(cvar_ammodamage_human)
}
}
// set sniper dmg
if (g_sniper[attacker] && g_currentweapon[attacker] == CSW_AWP)
SetHamParamFloat(4, get_pcvar_float(cvar_snidamage))
g_iDamage[attacker] += floatround(damage);
while(g_iDamage[attacker] >= g_iDefaultDamage)
{
g_iDamage[attacker] -= g_iDefaultDamage;
SetExp(attacker, get_pcvar_num(cvar_exp));
}
SetHamParamFloat(4, damage *= (ammount_hdamage(g_mejorasH[attacker][0]) + 1) / (ammount_zdefense(g_mejorasZ[victim][4]) + 1))
return HAM_IGNORED;
}
Resets
Código PHP:
public reset_combo(id)
{
id -= TASK_COMBO
static ganancia; ganancia = g_combo[id]
if (g_combo[id]>0)
{
set_hudmessage(120, 120, 120, -1.0, 0.25, 0, 0.1, 4.0, 0.01, 0.01, -1)
ShowSyncHudMsg(id, g_hudmsg1, "^n^n^n^n Combo Terminado (%d)^nGanancia: %d exp", g_combo[id], ganancia)
zp_colored_print(id, "^x04[BluishDragon]^x01 Combo Total:^x04 %d^x01 | Damage Total:^x04 %d^x01 | Hits Echos:^x04 %d^x01 | Ganancia:^x04 %d", g_combo[id], g_damage[id], g_Hits[id], ganancia)
//g_iExp[id] += ganancia
SetExp(id, ganancia)
}
g_damage[id] = 0
g_Hits[id] = 0
g_combo[id] = 0
}
public reset_party_combo(i)
{
i -= TASK_COMBOP
static gananciap; gananciap = g_combop[i]
if(g_PartyData[i][In_Party])
{
set_hudmessage(120, 120, 120, -1.0, 0.25, 0, 0.1, 4.0, 0.01, 0.01, -1)
ShowSyncHudMsg(i, g_hudmsg1, "^n^n^n^n Combo Party Terminado (%d)^nGanancia: %d exp", g_combop[i], gananciap)
zp_colored_print(i, "^x04[BluishDragon]^x01 Combo party Total:^x04 %d^x01 | Damage Total:^x04 %d^x01 | Hits Echos:^x04 %d^x01 | Ganancia:^x04 %d", g_combop[i], g_damagep[i], g_Hitsp[i], gananciap)
//g_iExp[i] += gananciap
SetExp(i, gananciap)
}
g_damagep[i] = 0
g_Hitsp[i] = 0
g_combop[i] = 0
}