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[CCI]MOD.Weapon.core

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发表于 2017-7-13 16:23:35 | 显示全部楼层 |阅读模式
  1. stock MOD_Weapon_PreCache () //预缓存
  2. {
  3. /**
  4. precache_model( const name[] );
  5. getIconINDEX( const Source[] );// "weapon_*"
  6. createCustomICON( const Source[], Order[ 2 ] );
  7. **/
  8. }

  9. public @IconUpdate ( Client, Level ) //更新技能图标
  10. {
  11. /**
  12. replaceClientICON( Client, Icon, IconToReplace );
  13. **/
  14. }

  15. public @BaseWeaponCreation( Client, BaseWeapon, const Name [], const CX_Name[] ) //技能基础数据
  16. {
  17. /**
  18. < BaseWeapon >

  19. getWeaponIndex ( BaseWeapon );

  20. >> finalflash, kamehameha, ...
  21. getBeamChargeTime ( BaseWeapon );
  22. getBeamChargeKi ( BaseWeapon );
  23. getBeamSpeed ( BaseWeapon );

  24. setBeamChargeTime ( BaseWeapon, TimeInSeconds );
  25. setBeamChargeKi ( BaseWeapon, KiPerSecond );
  26. setBeamSpeed ( BaseWeapon, Speed );

  27. >> bigbang, finishingbuster, ...
  28. getBlastChargeTime ( BaseWeapon );
  29. getBlastChargeKi ( BaseWeapon );

  30. setBlastChargeTime ( BaseWeapon, TimeInSeconds );
  31. setBlastChargeKi ( BaseWeapon, KiPerSecond );
  32. **/
  33. }

  34. public @WeaponAdjust ( Client, Weapon, const Class[], PowerLevel, Charge ) //技能放出后效果
  35. {
  36. /**
  37. 0 - Blue
  38. 1 - Green
  39. 2 - Orange
  40. 3 - Purple
  41. 4 - Yellow
  42. 5 - Red
  43. 6 - White
  44. 7 - None

  45. >> Sets Explosion Color
  46. setWeaponXPC                        ( Color );
  47. setWeaponXPM                        ( Float:Multiplier );

  48. >> Makes use of our own Damage Formula
  49. >> Alternative : entity_set_float( Weapon, EV_FL_dmg, Pl * (Charge / 100.0) );
  50. setWeaponDMG ( Float:Base, Float:Max, Float:Const );

  51. >> Makes the weapon trackable
  52. >> Example: setWeaponHOMING( Weapon, 500.0, 1 /* @ Aim Vec */, 1 | 2 /* Players + Weapons*/ );
  53. setWeaponHOMING                 ( Entity, Float:Speed, SearchBegin, SearchFlags );

  54. >> Attach a model on Weapon Head
  55. attachWeaponHEAD                ( Weapon, const Model[], RenderMode, Float:RenderAmp, Float:Size = 1.0, Float:FrameRate = 1.0 );
  56. **/
  57. }

  58. public @WeaponBeam ( Client, Weapon, const Class[], Size ) //气功波类技能放出效果
  59. {
  60. /**
  61. 1 - LONG - Client ??? - do not edit
  62. 2 - LONG - Weapon - do not edit
  63. 3 - BYTE - Client ??? - do not edit
  64. 4 - SHORT - Head Start A
  65. 5 - SHORT - Head Start B
  66. 6 - SHORT - Head End A
  67. 7 - SHORT - Head End B
  68. 8 - SHORT - Trail
  69. 9 - BYTE - Size
  70. 10 - BYTE - Segement Length ???
  71. 11 - COORD - X - do not edit
  72. 12 - COORD - Y - do not edit
  73. 13 - COORD - Z - do not edit
  74. **/
  75. }

  76. public @WeaponBlast ( Client, Weapon, const Class[], Size ) //大型气功波类放出效果
  77. {
  78. /**
  79. 1 -  LONG - Entity  - do not edit
  80. 2 - SHORT - Head A
  81. 3 - SHORT - Head B
  82. 4 - SHORT - Size
  83. 5 - SHORT - Trail A
  84. 6 - SHORT - Trail B
  85. 7 - COORD - X                - do not edit
  86. 8 - COORD - Y                - do not edit
  87. 9 - COORD - Z                - do not edit
  88. **/
  89. }

  90. public @WeaponBall( Client, Weapon, const Class[], Sprite, Size ) //球类技能放出效果
  91. {
  92. /**
  93. setBallSTYLE ( __int_Sprite_Index, Size )// Reset the ball's sprite index and size
  94. **/
  95. }

  96. public @WeaponSBC ( Client, Weapon, const Class[] ) //魔贯光杀炮被放出时
  97. {
  98. /**
  99. 1 - BYTE - Client
  100. 2 - LONG - Entity
  101. 3 - BYTE - Client ???
  102. 4 - SHORT - Head A
  103. 5 - SHORT - Head B
  104. 6 - SHORT - Trail
  105. 7 - BYTE - Beam Size
  106. 8 - SHORT - Circle Head A
  107. 9 - SHORT - Circle Head B
  108. 10 - SHORT - Circle Trail
  109. 11 - BYTE - Circle Size
  110. **/
  111. }

  112. public @WeaponDeath ( Client, Killer, const Weapon[] ) //当玩家被技能杀死时
  113. {
  114. /**
  115. 1 - BYTE - Killer - do not edit
  116. 2 - BYTE - Client - do not edit
  117. 3 - STRING - Weapon
  118. **/
  119. }

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