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Member
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08-03-2017
, 09:10
Holy Shield Skill diablo2
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#1
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Hey guys i need help i want to make a skill holy shield
i dont know how i can make it i want to make it like
add 125% armor at 20lvl skill and 26seconds cooldown
This is what i try to change to give armor
instead to push player and deal 125%damage
Code:
#include <amxmodx>
#include <d2lod>
#include <fakemeta>
#include <hamsandwich>
#include <engine>
new PLUGIN_NAME[] = "Holy Shield"
new PLUGIN_AUTHOR[] = "Akka"
new PLUGIN_VERSION[] = "1.1"
new Skill_Level = 12;
new Mana_Charge = 5;
new const ChargeCastSpr[] = "sprites/effects/ripple.spr";
new const HolyShield[MAX_P_SKILLS] = // Armor add %
{
15, 20, 25, 30, 40, 50, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125
};
#define CHARGE_DELAY 3.0
#define TASKID_CHARGE 140
new g_SkillId;
new Float:g_LastPressedSkill[33];
new g_iCurSkill[33];
new bool:IsChargeDelay[33];
public plugin_init()
{
register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR)
g_SkillId = register_d2_skill(PLUGIN_NAME, "Adds alot of armor to the player", PALADIN, Skill_Level, DISPLAY)
RegisterHam(Ham_Spawn, "player", "fwd_PlayerSpawn", 1);
}
public plugin_precache()
{
precache_sound( ChargeCast );
precache_model( ChargeCastSpr );
}
public client_disconnect(id)
{
Reset_Charge(id);
remove_task( id + TASKID_CHARGE );
IsChargeDelay[id] = false;
}
public fwd_PlayerSpawn(id)
{
if ( !is_user_alive(id) )
return;
remove_task( id + TASKID_CHARGE );
IsChargeDelay[id] = false;
}
public d2_skill_selected(id, skill_id)
{
g_iCurSkill[id] = skill_id
}
public d2_skill_fired(id)
{
if ( g_iCurSkill[id] == g_SkillId )
{
static Float:cdown;
cdown = 1.0;
if (get_gametime() - g_LastPressedSkill[id] <= cdown)
{
return PLUGIN_HANDLED;
}
else if ( get_gametime() - g_LastPressedSkill[id] >= cdown )
{
g_LastPressedSkill[id] = get_gametime()
}
if ( get_p_skill( id, g_SkillId ) > 0 && get_p_mana(id) >= Mana_Charge )
{
if ( !get_p_item_wear_type(id, TYPE_SHIELD) )
{
client_print(id, print_chat, "You must wear shield, to use this skill!");
return PLUGIN_HANDLED;
}
emit_sound(id, CHAN_ITEM, ChargeCast, 1.0, ATTN_NORM, 0, PITCH_NORM);
set_p_mana(id, get_p_mana(id) - Mana_Charge );
static Float: velocity[3];
velocity_by_aim(id, 1600, velocity);
set_pev(id, pev_velocity, velocity);
Set_Sprite_Task(id, ChargeCastSpr, 4.0, 1, 1.2, "Morph");
IsChargeDelay[id] = true;
set_task( CHARGE_DELAY, "Task_Charge", id + TASKID_CHARGE);
}
}
return PLUGIN_CONTINUE;
}
public Task_Charge(id)
{
id -= TASKID_CHARGE;
IsChargeDelay[id] = false;
}
public d2_logged(id, log_type)
{
if ( log_type == UNLOGGED )
{
Reset_Charge(id);
remove_task( id + TASKID_CHARGE );
IsChargeDelay[id] = false;
}
}
public d2_takedamage(victim, attacker, Float:iDamage[1])
{
if ( !IsPlayerNearByMonster(victim) && IsChargeDelay[attacker] && get_p_skill( attacker, g_SkillId ) > 0 && get_p_hero(attacker) == ROGUE && g_iCurSkill[attacker] == g_SkillId )
{
iDamage[0] += (iDamage[0] * PalChDmg[ get_p_skill( attacker, g_SkillId ) - 1 ] / 100.0);
}
}
public Set_Sprite_Task(id, const sprite[], Float:scale, istask, Float:task_time, const classname[])
{
new sprite_ent = create_entity("env_sprite")
entity_set_string(sprite_ent, EV_SZ_classname, classname)
entity_set_int(sprite_ent, EV_INT_movetype, MOVETYPE_FOLLOW)
entity_set_edict(sprite_ent, EV_ENT_aiment, id );
entity_set_model(sprite_ent, sprite)
entity_set_int( sprite_ent, EV_INT_rendermode, kRenderTransAdd)
entity_set_float( sprite_ent, EV_FL_renderamt, 200.0 )
entity_set_float( sprite_ent, EV_FL_framerate, 22.0 )
entity_set_float( sprite_ent, EV_FL_scale, scale )
entity_set_int( sprite_ent, EV_INT_spawnflags, SF_SPRITE_STARTON)
DispatchSpawn( sprite_ent )
if ( istask )
{
set_task(task_time, "End_Sprite_Task", sprite_ent);
}
}
public End_Sprite_Task(sprite_ent)
{
if ( is_valid_ent(sprite_ent) )
{
remove_entity(sprite_ent);
}
}
public Reset_Charge(id)
{
if ( get_p_hero(id) == ROGUE )
{
new sprite_ent = find_ent_by_class(-1, "Morph")
if ( is_valid_ent(sprite_ent) )
{
remove_entity(sprite_ent)
sprite_ent = find_ent_by_class(sprite_ent, "Morph")
}
}
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1063\\ f0\\ fs16 \n\\ par }
*/
And this is diablo2lod.inc
Code:
// Diablo II LoD Include File //
#if defined _diablo2LOD_included
#endinput
#endif
#define _diablo2LOD_included
#define MAX_P_SKILLS 20
// Gets the max skills are loaded
native MAX_SKILLS_ACTIVE();
// Gets the max items are loaded
native MAX_ITEMS_ACTIVE();
// Hero class values
enum
{
HUNTER = 0,
ASSASSIN,
WARLOCK,
WARRIOR,
ROGUE,
DRUID,
MAGE
}
// Log type values
enum
{
UNLOGGED = 0,
LOGGED
}
// Display value, while selecting skill 'E' button.
enum
{
NOT_DISPLAY = 0,
DISPLAY
}
// Item types
enum
{
TYPE_GLOVES = 0,
TYPE_BOOTS,
TYPE_BELT,
TYPE_ARMOR,
TYPE_HELM,
TYPE_SHIELD,
TYPE_WEAPON,
TYPE_RING,
TYPE_AMULET,
TYPE_BOLTS
}
// Called when you pressed E button and selected the skill.
forward d2_skill_selected(id, skill_id);
// Called when you fired a skill, bind t +skills.
forward d2_skill_fired(id);
// Called when player gets damaged, 1-st parameter is victim, 2-nd is attacker, 3-rd is Array parameter means damage done.
forward d2_takedamage(victim, attacker, Float:iDamage[1]);
// Called when player gets damaged by skill, 1-st parameter is victim, 2-nd is attacker, 3-rd is Array parameter means damage done.
forward d2_skill_takedamage(victim, attacker, Float:iDamage[1]);
// Called when player gets damaged by weapon with poison, 1-st parameter is victim, 2-nd is attacker, 3-rd is Array parameter means damage done.
forward d2_dagger_poisondamage(victim, attacker, Float:iDamage[1]);
// Called when player gets damaged by RANGED attack, 1-st parameter is victim, 2-nd is attacker, 3-rd is Array parameter means damage done.
forward d2_ranged_takedamage(victim, attacker, Float:iDamage[1]);
// Called when player successfully fires arrow, 1-st parameter is playerid, 2-nd is entityid.
forward d2_ranged_actshoot(id, entity);
// Called when the player is logged/unlogged.
forward d2_logged(id, log_type);
// Gets the player's current speed.
native Float:get_current_speed(id);
// if is player logged/unlogged.
native get_player_logged(id);
// Gets player's max health.
native get_p_maxhealth(id);
// Sets player's max health.
native set_p_maxhealth(id, value);
// Sets player xp with X value.
native set_p_xp(id, value);
// Gets player xp.
native get_p_xp(id);
// Gets player current hero.
native get_p_hero(id);
// Gets player level.
native get_p_level(id);
// Sets player current mana.
native set_p_mana(id, value);
// Gets player current mana.
native get_p_mana(id);
// Gets player vitality.
native get_p_vitality(id);
// Sets player vitality.
native set_p_vitality(id, value);
// Sets player gold.
native set_p_gold(id, value);
// Sets player inventory gold.
native set_p_gold_inventory(id, value);
// Gets player gold.
native get_p_gold(id);
// Gets player inventory gold.
native get_p_gold_inventory(id);
// Gets player skill's value.
native get_p_skill(id, skill_id);
// Resets player model to custom.
native reset_p_model(id);
// Gets player's current item count.
native get_p_item_count(id, item_id);
// If is player wear item returns true.
native get_p_item_is_worn(id, item_id);
// Gets if player wears any item with specified type
native bool:get_p_item_wear_type(id, type);
// Gets if player wears any item with specified data type
native bool:get_p_item_data(id, data);
// Gets if player is in safe zone ( Near Akara, Charsi, Inventory ).
native bool:get_p_in_safezone(id);
// Gets if is player protected, if spawn protection time passed.
native bool:is_p_protected(id);
// Checks if is a freezetime.
native is_freezetime();
// Checks if is player near monster
native bool:IsPlayerNearByMonster(id);
// Damages a player, 1-st parameter is victim, 2-nd is attacker, 3-rd is damage , 4-th is weapon type string.
native dmg_kill_player(id, attacker, Float:damage, weaponDescription[])
// Drops coins from give id/victim with specified classname and gold value stored in entity.
native drop_coins(victim, classname[], goldvalue);
// Sets user model.
native set_user_model(id, const model[]);
stock find_itemplugin()
{
for(new i = 0; i < get_pluginsnum(); ++i)
{
new temp[2], name[64]
get_plugin(i, name, 63, temp, 1, temp, 1, temp, 1, temp, 1)
if(equali(name, "diablo2LOD.amxx"))
{
return i;
}
}
return -1;
}
stock find_itemindex()
{
new temp[2], name[64], pluginname[64]
get_plugin(-1, pluginname, 63, temp, 1, temp, 1, temp, 1, temp, 1)
for (new i = 0; i < get_pluginsnum(); ++i)
{
get_plugin(i, name, 63, temp, 1, temp, 1, temp, 1, temp, 1)
if(equal(name, pluginname))
{
return i
}
}
return -1
}
stock register_d2_skill(skill_name[], skill_desc[], skill_hero, skill_level, skill_display)
{
new SkillId = find_itemindex()
new SkillPlugin = find_itemplugin()
new SkillRegFunc = get_func_id("register_skill", SkillPlugin)
new temp = callfunc_begin_i(SkillRegFunc, SkillPlugin)
if(temp == -1 || temp == -2)
{
log_amx("Plugin not found or function is not executable!")
return PLUGIN_HANDLED;
}
callfunc_push_int(SkillId)
callfunc_push_str(skill_name)
callfunc_push_str(skill_desc)
callfunc_push_int(skill_hero)
callfunc_push_int(skill_level)
callfunc_push_int(skill_display)
temp = callfunc_end()
if(temp == -1 || temp == -2)
{
return PLUGIN_HANDLED;
}
return temp;
}
stock client_printcolor(const id, const input[], any:...)
{
new count = 1, players[32];
static msg[191];
vformat(msg,190,input,3);
replace_all(msg,190,"/g","^4");// green txt
replace_all(msg,190,"/y","^1");// orange txt
replace_all(msg,190,"/ctr","^3");// team txt
if (id) players[0] = id;
else get_players(players,count,"ch");
for (new i=0;i<count;i++)
{
if (is_user_connected(players[i]))
{
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i]);
write_byte(players[i]);
write_string(msg);
message_end();
}
}
}
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