Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- public Future_Sight(id, skill, prop)
- {
- new level = SkillLevel(id, skill)
- new damage = level*FUTURE_SIGHT_DAMAGE;
- new players[MAX_PLAYERS], pnum, tid;
- poke_get_players(players, pnum, PLAYER_ALIVE);
- g_StopSkill[id] = true;
- for(new i=0;i<pnum;i++){
- tid = players[i]
- if( Pokemod_FF(id, tid) || fm_entity_range(id,tid) > (PSYCHIC_RANGE+level*2) )
- continue
- skilldamage(tid, id, damage, skill)
- bind_used(tid, _, FUTURESIGHT_DELAY)
- get_user_origin(tid, origin[tid])
- message_begin( MSG_PAS, SVC_TEMPENTITY, origin[tid] )
- write_byte(TE_BEAMDISK)
- write_coord( origin[tid][0])
- write_coord( origin[tid][1])
- write_coord( origin[tid][2])
- write_coord( origin[tid][0])
- write_coord( origin[tid][1])
- write_coord( origin[tid][2] + 10 + level)
- write_short( SPRITE_INDEX[SPR_SHOCKWAVE] )
- write_byte( 0 ) // startframe
- write_byte( 1 ) // framerate
- write_byte( 6 ) // life
- write_byte( 8 ) // width
- write_byte( 1 ) // noise
- write_byte( 100) //r
- write_byte( 100 ) //g
- write_byte( 255 ) //b
- write_byte( 192 ) //brightness
- write_byte( 0 ) // speed
- message_end()
- }
- if( end_rep_use(id, skill, 0.5) )
- return SKILL_USED;
- return SKILL_READY;
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement