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- stock MOD_Weapon_PreCache () //预缓存
- {
- /**
- precache_model( const name[] );
- getIconINDEX( const Source[] );// "weapon_*"
- createCustomICON( const Source[], Order[ 2 ] );
- **/
- }
- public @IconUpdate ( Client, Level ) //更新技能图标
- {
- /**
- replaceClientICON( Client, Icon, IconToReplace );
- **/
- }
- public @BaseWeaponCreation( Client, BaseWeapon, const Name [], const CX_Name[] ) //技能基础数据
- {
- /**
- < BaseWeapon >
- getWeaponIndex ( BaseWeapon );
- >> finalflash, kamehameha, ...
- getBeamChargeTime ( BaseWeapon );
- getBeamChargeKi ( BaseWeapon );
- getBeamSpeed ( BaseWeapon );
- setBeamChargeTime ( BaseWeapon, TimeInSeconds );
- setBeamChargeKi ( BaseWeapon, KiPerSecond );
- setBeamSpeed ( BaseWeapon, Speed );
- >> bigbang, finishingbuster, ...
- getBlastChargeTime ( BaseWeapon );
- getBlastChargeKi ( BaseWeapon );
- setBlastChargeTime ( BaseWeapon, TimeInSeconds );
- setBlastChargeKi ( BaseWeapon, KiPerSecond );
- **/
- }
- public @WeaponAdjust ( Client, Weapon, const Class[], PowerLevel, Charge ) //技能放出后效果
- {
- /**
- 0 - Blue
- 1 - Green
- 2 - Orange
- 3 - Purple
- 4 - Yellow
- 5 - Red
- 6 - White
- 7 - None
- >> Sets Explosion Color
- setWeaponXPC ( Color );
- setWeaponXPM ( Float:Multiplier );
- >> Makes use of our own Damage Formula
- >> Alternative : entity_set_float( Weapon, EV_FL_dmg, Pl * (Charge / 100.0) );
- setWeaponDMG ( Float:Base, Float:Max, Float:Const );
- >> Makes the weapon trackable
- >> Example: setWeaponHOMING( Weapon, 500.0, 1 /* @ Aim Vec */, 1 | 2 /* Players + Weapons*/ );
- setWeaponHOMING ( Entity, Float:Speed, SearchBegin, SearchFlags );
- >> Attach a model on Weapon Head
- attachWeaponHEAD ( Weapon, const Model[], RenderMode, Float:RenderAmp, Float:Size = 1.0, Float:FrameRate = 1.0 );
- **/
- }
- public @WeaponBeam ( Client, Weapon, const Class[], Size ) //气功波类技能放出效果
- {
- /**
- 1 - LONG - Client ??? - do not edit
- 2 - LONG - Weapon - do not edit
- 3 - BYTE - Client ??? - do not edit
- 4 - SHORT - Head Start A
- 5 - SHORT - Head Start B
- 6 - SHORT - Head End A
- 7 - SHORT - Head End B
- 8 - SHORT - Trail
- 9 - BYTE - Size
- 10 - BYTE - Segement Length ???
- 11 - COORD - X - do not edit
- 12 - COORD - Y - do not edit
- 13 - COORD - Z - do not edit
- **/
- }
- public @WeaponBlast ( Client, Weapon, const Class[], Size ) //大型气功波类放出效果
- {
- /**
- 1 - LONG - Entity - do not edit
- 2 - SHORT - Head A
- 3 - SHORT - Head B
- 4 - SHORT - Size
- 5 - SHORT - Trail A
- 6 - SHORT - Trail B
- 7 - COORD - X - do not edit
- 8 - COORD - Y - do not edit
- 9 - COORD - Z - do not edit
- **/
- }
- public @WeaponBall( Client, Weapon, const Class[], Sprite, Size ) //球类技能放出效果
- {
- /**
- setBallSTYLE ( __int_Sprite_Index, Size )// Reset the ball's sprite index and size
- **/
- }
- public @WeaponSBC ( Client, Weapon, const Class[] ) //魔贯光杀炮被放出时
- {
- /**
- 1 - BYTE - Client
- 2 - LONG - Entity
- 3 - BYTE - Client ???
- 4 - SHORT - Head A
- 5 - SHORT - Head B
- 6 - SHORT - Trail
- 7 - BYTE - Beam Size
- 8 - SHORT - Circle Head A
- 9 - SHORT - Circle Head B
- 10 - SHORT - Circle Trail
- 11 - BYTE - Circle Size
- **/
- }
- public @WeaponDeath ( Client, Killer, const Weapon[] ) //当玩家被技能杀死时
- {
- /**
- 1 - BYTE - Killer - do not edit
- 2 - BYTE - Client - do not edit
- 3 - STRING - Weapon
- **/
- }
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