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


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yang
Veteran Member
Join Date: May 2005
Location: galoreservers.net
Old 12-24-2007 , 15:14   Re: PokeMod v1.2.0 (Updated X-Mas Eve 07)
Reply With Quote #101

finish rest of the pokemons plz cuz I gotta catch'em all. POKEMON
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Last edited by yang; 12-24-2007 at 15:16.
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fadetodarknezz
Member
Join Date: Oct 2007
Old 12-24-2007 , 22:33   Re: PokeMod v1.2.0 (Updated X-Mas Eve 07)
Reply With Quote #102

hey emp.. how do i make it so like for default when a new person joins my server they get a random pokemon (if not a default pokemon) and like make it lvl 10?
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sytremelaker
Senior Member
Join Date: Jun 2006
Location: Staples Center, Los Ange
Old 12-25-2007 , 15:57   Re: PokeMod v1.2.0 (Updated X-Mas Eve 07)
Reply With Quote #103

GJ on the new release, just asking, are all 150 of the 1st generation Pokemon included in this version? I remember from the last stable version and the beta versions, some Pokemon were left out.
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Emp`
AMX Mod X Plugin Approver
Join Date: Aug 2005
Location: Decapod 10
Old 01-26-2008 , 18:17   Re: PokeMod v1.2.1 (Updated January 26, 2008)
Reply With Quote #104

* v1.2.1 - 01/26/08
* - Fixed fire status
* - Fixed harden skill
* - Fixed menus not working occasionally
* - Fixed mist and sky attack not displaying in correct position
* - Redid type system to prepare for 1.3.0
* - Added status effects for normal pokedamage function
* - Redid how status effects are calculated in pokedamage
* - Added type None
* - Added prefix TYPE_ to the type defines/enum
* - Redid admin commands
* - Fixed weird damages with AoE and Line damage
* - Dropped engine module, now uses fakemeta_util
* - Dropped fun module, now uses fakemeta and hamsandwich
* - Removed time include
* - Now requires Hamsandwich module
* - Fixed rock slide skill
* - Bots now release pokemon randomly
* - Fixed global skills being able to be done twice
* - Fixed dodrio
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Battousai-sama
Veteran Member
Join Date: Jul 2007
Old 01-29-2008 , 16:56   Re: PokeMod v1.2.1 (Updated January 26, 2008)
Reply With Quote #105

articuno's heal no work.
Aerodactyl's speed goes down when firing or switching or reloading.
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rscls31
New Member
Join Date: Feb 2008
Old 02-01-2008 , 19:47   Re: PokeMod v1.2.1 (Updated January 26, 2008)
Reply With Quote #106

i need help on compiling the file to make a pokemod.amxx
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Emp`
AMX Mod X Plugin Approver
Join Date: Aug 2005
Location: Decapod 10
Old 02-01-2008 , 22:35   Re: PokeMod v1.2.2 (Updated February 1, 2008)
Reply With Quote #107

* v1.2.2 - 02/01/08
* - Dropped hamsandwich module and added back fun module
* - Fixed and cleaned AoEdamage and Linedamage
* - Fixed speed issue that was occuring
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silenced12345
New Member
Join Date: Mar 2008
Old 03-05-2008 , 17:32   Re: PokeMod v1.2.0
Reply With Quote #108

hey guys so i realllly wana get pokemod working for my condition zero server there is 1 server in cz that is running it and im am tryin to mimick whatever they did. i put all the folders in the correct place i am using 1.2.0 beta O which exactly what they are using and i am running amxmodx v1.76d just like them. the problem is the custom.inl final wont compile it says fatal error 100: cannot read from file: "pokemon/custom.inl" how would i go about editing that for condition zero because i know they must have done that. any comments or replies would help!
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Kristian74
Junior Member
Join Date: Jun 2007
Location: sweden
Old 03-09-2008 , 09:02   Re: PokeMod v1.2.2 (Updated February 1, 2008)
Reply With Quote #109

Ehm,, I dont understand the files ^^ Its for counter Strike right? Where to put the files?

SRY BAD ENGLISH!
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Battousai-sama
Veteran Member
Join Date: Jul 2007
Old 03-15-2008 , 02:28   Re: PokeMod v1.2.2 (Updated February 1, 2008)
Reply With Quote #110

some menus wont work,
when we type release, usually there wud be a menu.
now it wont open.
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