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Aug 18th, 2017
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  1. public Future_Sight(id, skill, prop)
  2. {
  3. new level = SkillLevel(id, skill)
  4. new damage = level*FUTURE_SIGHT_DAMAGE;
  5.  
  6. new players[MAX_PLAYERS], pnum, tid;
  7. poke_get_players(players, pnum, PLAYER_ALIVE);
  8.  
  9. g_StopSkill[id] = true;
  10.  
  11. for(new i=0;i<pnum;i++){
  12. tid = players[i]
  13. if( Pokemod_FF(id, tid) || fm_entity_range(id,tid) > (PSYCHIC_RANGE+level*2) )
  14. continue
  15.  
  16. skilldamage(tid, id, damage, skill)
  17. bind_used(tid, _, FUTURESIGHT_DELAY)
  18.  
  19. get_user_origin(tid, origin[tid])
  20.  
  21. message_begin( MSG_PAS, SVC_TEMPENTITY, origin[tid] )
  22. write_byte(TE_BEAMDISK)
  23. write_coord( origin[tid][0])
  24. write_coord( origin[tid][1])
  25. write_coord( origin[tid][2])
  26. write_coord( origin[tid][0])
  27. write_coord( origin[tid][1])
  28. write_coord( origin[tid][2] + 10 + level)
  29. write_short( SPRITE_INDEX[SPR_SHOCKWAVE] )
  30. write_byte( 0 ) // startframe
  31. write_byte( 1 ) // framerate
  32. write_byte( 6 ) // life
  33. write_byte( 8 ) // width
  34. write_byte( 1 ) // noise
  35. write_byte( 100) //r
  36. write_byte( 100 ) //g
  37. write_byte( 255 ) //b
  38. write_byte( 192 ) //brightness
  39. write_byte( 0 ) // speed
  40. message_end()
  41. }
  42.  
  43. if( end_rep_use(id, skill, 0.5) )
  44. return SKILL_USED;
  45. return SKILL_READY;
  46. }
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