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PokeMod v1.2.3 RC for Public (June 25, 2008)


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icecreamnice
Junior Member
Join Date: Aug 2010
Old 08-22-2010 , 10:52   Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Reply With Quote #1491

i know it's in the custom inl but it doesn't work
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liinuus
Senior Member
Join Date: Apr 2010
Old 08-22-2010 , 15:03   Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Reply With Quote #1492

hmm u do recompile after uve done it right? else thats why
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icecreamnice
Junior Member
Join Date: Aug 2010
Old 08-22-2010 , 17:25   Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Reply With Quote #1493

yea i do i have to recompile the pokemod.sma write?
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naven
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Location: Poland, Cieszyn
Old 08-22-2010 , 18:25   Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Reply With Quote #1494

After every change in code you need to recompile it.
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lobopack23
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Join Date: Jun 2009
Location: California , United Stat
Old 08-22-2010 , 21:56   Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Reply With Quote #1495

Quote:
Originally Posted by N A V E N View Post
After every change in code you need to recompile it.
uh huh, couldnt have said it any better myself.
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icecreamnice
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Join Date: Aug 2010
Old 08-23-2010 , 02:50   Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Reply With Quote #1496

wait i have to change in the pokemod .sma file too?
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deadman909
Veteran Member
Join Date: Oct 2008
Old 08-23-2010 , 05:22   Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Reply With Quote #1497

Quote:
Originally Posted by icecreamnice View Post
wait i have to change in the pokemod .sma file too?
No what they mean is that you just need to re-compile the plug-in(meaning the pokemod.sma) since you changed a setting in the custom.inl file
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icecreamnice
Junior Member
Join Date: Aug 2010
Old 08-23-2010 , 14:11   Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Reply With Quote #1498

how do i recompile it i compile it again?
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lobopack23
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Join Date: Jun 2009
Location: California , United Stat
Old 08-23-2010 , 22:19   Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Reply With Quote #1499

Quote:
Originally Posted by icecreamnice View Post
how do i recompile it i compile it again?
delete the pokemod.amxx on ur desktop

in username/amxmodx/scipting/compiled/ and delete the pokemod.sma.

then just compile it again and and there u have it...

note: you only have to change in custom.inl

MAX_POKES # or watever its called..im not on my laptop right now so im a bit uncertain wat the actual define is...

anyways once u do that..compile it then from there copy the xp table from ur server in amxmodx/configs/pokemon/ xp_table.ini or .cfg (whichever u call it)

and then add the numbers that guy gave u and bam...u have it...more levels
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icecreamnice
Junior Member
Join Date: Aug 2010
Old 08-24-2010 , 03:39   Re: PokeMod v1.2.3 RC for Public (June 25, 2008)
Reply With Quote #1500

still [PokeMod] Invalid level.
this is my custon.inl

/////////////////////////////////////////////////
// ONLY CHANGE IF YOU KNOW WHAT YOURE DOING! //
/////////////////////////////////////////////////
#if defined _pokemod_custom_included
#endinput
#endif
#define _pokemod_custom_included
/////////////////////////////////
enum // //
{ // //
CS, // Do NOT Edit //
DOD, // These //
NS // //
} // //
/////////////////////////////////////////
enum // //
{ // //
SAVE_VAULT, // Do NOT Edit //
SAVE_MYSQL, // These //
SAVE_NVAULT // //
} // //
/////////////////////////////////////////////////////////////////////////////////////////////
#define MOD CS // Edit this to which game you are going to be using (from the above) //
/////////////////////////////////////////////////////////////////////////////////////////////
#define SAVE SAVE_NVAULT // Edit this to which saving type you want (from the above) //
/////////////////////////////////////////////////////////////////////////////////////////////

//reading in the xp_table.ini will not go above this
#define MAX_LEVELS 500
//max pokemon you can register with pokemod
#define TOTAL_POKES 500
//max items you can register with pokemod
#define MAX_ITEMS 200
//how much of the original price is given back for selling items
#define SELLFACTOR 0.5
//max speed they can be running at (default 700.0)
#define MAX_SPEED 700.0
//speed change for slow status (default 150.0)
#define SPEED_SLOW -150.0
//speed change for frozen status (default 150.0)
#define SPEED_FROZEN -150.0
//max amount of money someone can have
#define MAX_MONEY 16000
//didn't know what to call this, but heres how it works
// 0 - when someone "catches" their pokemon, they lose theirs. when someone gives their pokemon away, they lose it.
// 1 - when someone "catches" their pokemon, they keep theirs. when someone gives their pokemon away, they lose it.
// 2 - when someone "catches" their pokemon, they keep theirs. when someone gives their pokemon away, they keep it.
// For example using POKE_POPULATION 1:
// Player A has Gyarados and Player B catches A's Gyarados, there are now 2 Gyarados on the map.
// Player B then gives Player C his Gyarados. There are still only 2 Gyarados on the map.
#define POKE_POPULATION 1
//should players receive the same ammount of xp as the one they catch
// 1 - when someone catches a level 32 pidgey, they will receive a level 32 pidgey
// 0 - when someone catches a level 32 pidgey, they will receive a level 1 pidgey
#define POKEMON_CATCH_XP 0
//if a pokemon loses experience to below when it evolved, does it un-evolve
#define POKEMON_UNEVOLVE 0
//what level bots pokemon start at
#define BOT_START_LEVEL 5
//are special pokemon only able to be used by admins? 1=admin only 0=anyone can use
#define ADMIN_SPECIAL 0
//teleport back to spawn when you catch a pokemon?
// 0 - never teleport
// 1 - teleport only when you pick up a pokeball
// 2 - always teleport when you catch something (pick up pokeball or use pokeball to catch someone)
#define CATCH_TELEPORT 0
//max level a pokemon can be caught at (if set to 50, 51+ can't be caught, set to 0 to disable)
#define CATCH_MAX_LEVEL 75
//do players need to have a silphscope item to catch ghost pokemon (1==yes;0==no)
#define CATCH_GHOST 1
//allow players to go /wild and /trainer? (1==yes ; 0==no)
#define ALLOW_WILD 1
//max amount of items a player can buy at one time (default:20) set to 0 to ignore
#define MAX_AMOUNT_TO_BUY 20
//max number of a single item that someone can have
#define MAX_ITEM_AMOUNT 20
//max number of items that someone can have in total
#define MAX_ITEM_TOTAL 100
//if users have more HP than this, no pokeskill will kill them immediately
#define HP_KILL_ALLOW 50
//should items be used automatically
// 0 - no items are used automatically
// 1 - only for bots
// 2 - items are used automatically for everyone
#define AUTO_ITEMS 2
//do players awaken if they are damaged through weapons in-game
#define DAMAGE_AWAKEN 0
//do players awaken if they are damaged through pokemon damage
#define POKEDAMAGE_AWAKEN 0
//use the pokerank system? (1=yes 0=no)
#define POKERANK_SYSTEM 1
//how many ranks will you have? (note that the top player will be PokeMaster, and the next top 4 will be the Elite Four
#define MAX_RANKS 11
//Note that if someone levels a pokemon from 1 to 99, they will get 4950 points
stock const PokeRanks[MAX_RANKS]={
0,
325,
2850,
11325,
80200,
180300,
720600,
1500000,
2500000,
5000000,
10000000
}
stock const PokeRankNames[MAX_RANKS][]={
"Pokemon Finatic",
"Pokemon Trainer",
"Advanced Trainer",
"Extreme Trainer",
"Master Trainer",
"Legendary Trainer",
"Pokemon Guru",
"Advanced Guru",
"Extreme Guru",
"Master Guru",
"Legendary Guru"
}
//whether people can change pokemon when they're alive
// 0 - they can always change pokemon
// -1 - bots can only change once (this prevents occasional switch spam from bots)
// 1 and higher - everyone can only change this many times
#define CHANGE_POKES -1
//delay given to pokeskills after being spawned
#define SPAWN_DELAY 5.0
//delay given to pokeskills when changing pokemon
#define CHANGE_DELAY 5.0
//how many seconds pass before a pokemon is released for sure
#define RELEASE_TIME 60.0
//allow people to say /release and get a menu to release? (1==yes 0==no)
#define RELEASE_MENU 1
//should admin commands be prefixed with pm_
//1 - pm_
//0 - amx_ - doesn't filter commands in pm_help
#define PM_ADMIN_COMMANDS 1
//should pokemod cvars be prefixed with pm_
//1 - pm_
//0 - amx_
#define PM_CVAR_PREFIX 1
//change the game name from Counter-Strike, Natural Selection, etc.
#define CHANGE_GAME_NAME 1
//what to change the game name to
#define GAME_NAME "PokeMod"
// Armor Takes 80% of the damage (0.2 in the SDK)
#define ARMOR_RATIO 0.2
// Each Point of Armor is worth 1/x points of health (0.5 in the SDK)
#define ARMOR_BONUS 0.5
//if a special pokemon is going to be in a pokeball on the ground,
//this is the chance out of 100 that it will stay a special pokemon.
//set to 0 for no special pokemon on ground
#define POKEBALL_SPECIAL 30
//how many pokeballs to spawn at the spawns
#define POKEBALL_NUMBER 5
//should pokeballs be respawned when someone picks up a pokeball? (1=yes, 0=no)
#define POKEBALL_RESPAWN 1
//block player chat messages dealing with pokemod? (1=yes, 0=no)
#define CHAT_SPAM 0
// How rare candy items work -
// 1 - add a level to the current pokemon (does not save to pokemon)
// 2 - give to a pokemon and they level up
// 3 - both
#define RARE_CANDY_MODE 2
// Random items on death
// 0 - no random items
// 1 - for a random item
// 2 - for a random item based on price. items with lower prices are more likely (items with no price have a chance as if it costed the most)
#define RANDOM_ITEMS 2
//chance out of 100 that players will drop a random item (set to negative to only allow items that can be bought)
#define RANDOM_CHANCE 30
//do touch skills effect teammates (1==yes;0==no)
#define TOUCH_SKILL_TEAM 0
//time that players need to wait inbetween using skills
#define SKILL_SPAM 0.5
//when someone releases the pokeskill button, should it "unspam" them (allow to use immediately again)[this can be abused if yes] (1==yes;0==no)
#define SKILL_UNSPAM 0
//should tempents (special effects) be sent to spectators? (1==yes;0==no)
#define SPEC_MSGS 0
//how many rounds should go by without saving
//if set to 0, round saving will not occur
//if set to a negative number, random players will save each round (the number is how many players will save)
#define SAVE_ROUNDS -3
//time that players need to wait inbetween saving, this will prevent saving happening a lot and creating lag
#define SAVE_SPAM 60.0
//how to save data ( 0 - steamid ; 1 - nickname )
#define SAVE_ID 0
//only admins with rcon access can change other peoples pokemon
#define RCON_POKEADMINS 0
//have pokemod register with EAM (Extendable Admin Menu)
#define EAM_MENU 0
//if one skill with a delay time is used, stop calling other skills
#define ONE_SKILL_USE 0
//how many pokemon to display per page in the pokedex
#define POKEDEX_PERPAGE 6
//display pictures of pokemon in pokedex (1==yes;0==no)
#define POKEDEX_IMAGES 1
//does using heal at pokecenter reset skills?
// 0 - no skills are reset
// 1 - skills with flag 't' are reset (not really recommended)
// 2 - skills with flag 't' or 'q' are reset
#define PC_RESET_SKILLS 2
 
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