21.12.2016, 03:01
Al caer de una gran altura la vida se baja y se vuelve a subir
stock bajarvida: no se si sera esto
stock BajarVida(playerid,Float:vida)
{
new Float:Arm, Float:temporal, Float:Hp;
GetPlayerArmour(playerid, Arm);
if(Arm > 0.0)
{
temporal = floatsub(Arm,vida);
if(temporal < 0.0)
{
SetPlayerArmour(playerid,0.0);
SetPlayerHealth(playerid, Hp);
SetPlayerHealth(playerid,floatsub(Hp,temporal));
}
else SetPlayerArmour(playerid, temporal);
}
else
{
SetPlayerHealth(playerid, Hp);
SetPlayerHealth(playerid,floatsub(Hp,vida));
}
return 1;
}
y el de daсo
stock bajarvida: no se si sera esto
stock BajarVida(playerid,Float:vida)
{
new Float:Arm, Float:temporal, Float:Hp;
GetPlayerArmour(playerid, Arm);
if(Arm > 0.0)
{
temporal = floatsub(Arm,vida);
if(temporal < 0.0)
{
SetPlayerArmour(playerid,0.0);
SetPlayerHealth(playerid, Hp);
SetPlayerHealth(playerid,floatsub(Hp,temporal));
}
else SetPlayerArmour(playerid, temporal);
}
else
{
SetPlayerHealth(playerid, Hp);
SetPlayerHealth(playerid,floatsub(Hp,vida));
}
return 1;
}
y el de daсo
Quote:
public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid, bodypart) { new Float:dano; new Float:danofinal; if(IsPlayerConnected(playerid)) { switch(weaponid) { case 0: dano = 4; case 1: dano = 10; case 15: dano = 15; case 13: dano = 15; case 12: dano = 15; case 11: dano = 15; case 10: dano = 15; case 14: dano = 15; case 3: dano = 15; case 5: dano = 15; case 6: dano = 15; case 7: dano = 15; case 2: dano = 15; case 8: dano = 30; case 4: dano = 30; case 22: dano = 30; case 23: dano = 40; case 24: dano = 30; case 27: dano = 35; case 28: dano = 59; case 29: dano = 45; case 30: dano = 60; case 31: dano = 59; case 32: dano = 57; case 33: dano = 55; case 34: dano = 100; case 25: { if(IsACop(issuerid) && BalasDeGoma[issuerid] == 1) { if(Paralizado[playerid] == false) { new string[128]; BajarVida(playerid, 0); format(string, sizeof(string), "* %s dispara su escopeta de balas de goma a %s y lo inmoviliza.", GetPlayerNameEx(issuerid), GetPlayerNameEx(playerid)); ProxDetector(30.0, playerid, string, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE); SendClientMessageEx(issuerid, COLOR_WHITE, "* Ha logrado paralizarlo con su escopeta de balas de goma, se le quitarб su parбlisis en 15 segundos."); SendClientMessageEx(playerid, COLOR_WHITE, "* Usted ha sido paralizado, se le quitarб el parбlisis en 15 segundos."); GameTextForPlayer(playerid, "Paralizado", 3000, 3); TogglePlayerControllable(playerid, 0); /* ----------- */ ClearAnimations(playerid); ApplyAnimation(playerid, "SWEET", "LaFin_Sweet", 4.0, 0, 1, 1, 1, 1); /* ----------- */ Paralizado[playerid] = true; SetTimerEx("LevantarseParalizado", 15000, false, "i", playerid); } } else { dano = 70; } } } switch(bodypart) { case 3,4: // TORSO { if(weaponid >= 2)//Mensaje de daсo por tazer { if(Info[playerid][pArmour]) { new armadura = random(10); switch(armadura) { case 0,2,3,4,5,6,7,8,9,10: { if(Info[playerid][pArmour] >= 1) { if(Info[playerid][pArmour] > dano) { Info[playerid][pHeridator] = "Si"; SetPlayerArmour(playerid, -dano); GameTextForPlayer(playerid, "~g~Impacto en el chaleco!", 3700, 4); } else { SetPlayerArmour(playerid, -100); Info[playerid][pArmour] = 0; danofinal = dano; GameTextForPlayer(playerid, "~g~Impacto rompio el chaleco!", 3700, 4); } } } case 1: { danofinal = dano; GameTextForPlayer(playerid, "~g~Impacto atraveso el chaleco!", 3700, 4); } } } else { danofinal = dano*2; } } else if(weaponid == 1)// ЎGOLPEADO! { //Info[playerid][pGolpeado] = "Si"; danofinal = dano; } } case 5: // BRAZO IZQUIERDO { danofinal = dano; Info[playerid][pHeridabrazi] = "Si"; } case 6: // BRAZO DERECHO { danofinal = dano; Info[playerid][pHeridabrazd] = "Si"; } case 7: // PIERNA IZQUIERDA { danofinal = dano; Info[playerid][pHeridapieri] = "Si"; } case 8: // PIERNA DERECHA { danofinal = dano; Info[playerid][pHeridapierd] = "Si"; } case 9: // CABEZA { Info[playerid][pHeridacabez] = "Si"; danofinal = 100.0; } } } SetHP(playerid, Info[playerid][pHealth]-danofinal); SetPlayerHealth(playerid, Info[playerid][pHealth]); SetPlayerArmour(playerid, Info[playerid][pArmour]); return 1; } |